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8e53f47e78
The implementation in `master` was presuming that Hard Rock and Easy worked the same way across all rulesets, but actually, in stable mania, the two mods have special treatment as per https://github.com/peppy/osu-stable-reference/blob/996648fba06baf4e7d2e0b248959399444017895/osu!/GameplayElements/HitObjectManagerMania.cs#L147-L150 The open question here would be what this means for existing scores set on lazer using this mod.
34 lines
1.2 KiB
C#
34 lines
1.2 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Localisation;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Scoring;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Mania.Mods
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{
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public class ManiaModEasy : ModEasyWithExtraLives, IApplicableToHitObject
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{
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public override LocalisableString Description => @"More forgiving HP drain, less accuracy required, and extra lives!";
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void IApplicableToHitObject.ApplyToHitObject(HitObject hitObject)
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{
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const double multiplier = 1 / 1.4;
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switch (hitObject)
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{
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case Note:
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((ManiaHitWindows)hitObject.HitWindows).DifficultyMultiplier = multiplier;
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break;
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case HoldNote hold:
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((ManiaHitWindows)hold.Head.HitWindows).DifficultyMultiplier = multiplier;
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((ManiaHitWindows)hold.Tail.HitWindows).DifficultyMultiplier = multiplier;
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break;
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}
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}
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}
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}
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