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make ModDifficultyAdjust generic
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@ -5,10 +5,11 @@ using osu.Game.Beatmaps;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Sprites;
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using System;
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using osu.Game.Configuration;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModDifficultyAdjust : Mod, IApplicableToDifficulty
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public class ModDifficultyAdjust : Mod, IApplicableToDifficulty
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{
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public override string Name => @"Difficulty Adjust";
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@ -24,20 +25,52 @@ namespace osu.Game.Rulesets.Mods
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public override Type[] IncompatibleMods => new[] { typeof(ModEasy), typeof(ModHardRock) };
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public virtual BindableNumber<float> DrainRate { get; }
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[SettingSource("Drain Rate", "Override the beatmap's set HP")]
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public BindableNumber<float> DrainRate { get; } = new BindableFloat
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{
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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Precision = 0.1F,
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};
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public virtual BindableNumber<float> CircleSize { get; }
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[SettingSource("Circle Size", "Override the beatmap's set CS")]
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public BindableNumber<float> CircleSize { get; } = new BindableFloat
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{
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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Precision = 0.1F,
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};
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public virtual BindableNumber<float> ApproachRate { get; }
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[SettingSource("Approach Rate", "Override the beatmap's set AR")]
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public BindableNumber<float> ApproachRate { get; } = new BindableFloat
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{
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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Precision = 0.1F,
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};
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public virtual BindableNumber<float> OverallDifficulty { get; }
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[SettingSource("Overall Difficulty", "Override the beatmap's set OD")]
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public BindableNumber<float> OverallDifficulty { get; } = new BindableFloat
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{
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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Precision = 0.1F,
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};
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public virtual void ApplyToDifficulty(BeatmapDifficulty difficulty)
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{
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difficulty.DrainRate = DrainRate != null ? DrainRate.Value : difficulty.DrainRate;
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difficulty.CircleSize = CircleSize != null ? CircleSize.Value : difficulty.CircleSize;
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difficulty.ApproachRate = ApproachRate != null ? ApproachRate.Value : difficulty.ApproachRate;
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difficulty.OverallDifficulty = OverallDifficulty != null ? OverallDifficulty.Value : difficulty.OverallDifficulty;
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difficulty.DrainRate = DrainRate.Value;
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difficulty.CircleSize = CircleSize.Value;
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difficulty.ApproachRate = ApproachRate.Value;
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difficulty.OverallDifficulty = OverallDifficulty.Value;
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}
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}
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}
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