mirror of
https://github.com/osukey/osukey.git
synced 2025-08-05 07:33:55 +09:00
Merge branch 'master' into fix-mod-read-setting
This commit is contained in:
@ -11,6 +11,12 @@ namespace osu.Game.Rulesets.Judgements
|
||||
/// </summary>
|
||||
public class Judgement
|
||||
{
|
||||
/// <summary>
|
||||
/// The default health increase for a maximum judgement, as a proportion of total health.
|
||||
/// By default, each maximum judgement restores 5% of total health.
|
||||
/// </summary>
|
||||
protected const double DEFAULT_MAX_HEALTH_INCREASE = 0.05;
|
||||
|
||||
/// <summary>
|
||||
/// The maximum <see cref="HitResult"/> that can be achieved.
|
||||
/// </summary>
|
||||
@ -55,7 +61,32 @@ namespace osu.Game.Rulesets.Judgements
|
||||
/// </summary>
|
||||
/// <param name="result">The <see cref="HitResult"/> to find the numeric health increase for.</param>
|
||||
/// <returns>The numeric health increase of <paramref name="result"/>.</returns>
|
||||
protected virtual double HealthIncreaseFor(HitResult result) => 0;
|
||||
protected virtual double HealthIncreaseFor(HitResult result)
|
||||
{
|
||||
switch (result)
|
||||
{
|
||||
case HitResult.Miss:
|
||||
return -DEFAULT_MAX_HEALTH_INCREASE;
|
||||
|
||||
case HitResult.Meh:
|
||||
return -DEFAULT_MAX_HEALTH_INCREASE * 0.05;
|
||||
|
||||
case HitResult.Ok:
|
||||
return -DEFAULT_MAX_HEALTH_INCREASE * 0.01;
|
||||
|
||||
case HitResult.Good:
|
||||
return DEFAULT_MAX_HEALTH_INCREASE * 0.3;
|
||||
|
||||
case HitResult.Great:
|
||||
return DEFAULT_MAX_HEALTH_INCREASE;
|
||||
|
||||
case HitResult.Perfect:
|
||||
return DEFAULT_MAX_HEALTH_INCREASE * 1.05;
|
||||
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retrieves the numeric health increase of a <see cref="JudgementResult"/>.
|
||||
|
@ -71,16 +71,16 @@ namespace osu.Game.Rulesets
|
||||
public abstract DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null);
|
||||
|
||||
/// <summary>
|
||||
/// Creates a <see cref="ScoreProcessor"/> for a beatmap converted to this ruleset.
|
||||
/// Creates a <see cref="ScoreProcessor"/> for this <see cref="Ruleset"/>.
|
||||
/// </summary>
|
||||
/// <returns>The score processor.</returns>
|
||||
public virtual ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new ScoreProcessor(beatmap);
|
||||
public virtual ScoreProcessor CreateScoreProcessor() => new ScoreProcessor();
|
||||
|
||||
/// <summary>
|
||||
/// Creates a <see cref="HealthProcessor"/> for a beatmap converted to this ruleset.
|
||||
/// Creates a <see cref="HealthProcessor"/> for this <see cref="Ruleset"/>.
|
||||
/// </summary>
|
||||
/// <returns>The health processor.</returns>
|
||||
public virtual HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new HealthProcessor(beatmap);
|
||||
public virtual HealthProcessor CreateHealthProcessor(double drainStartTime) => new DrainingHealthProcessor(drainStartTime);
|
||||
|
||||
/// <summary>
|
||||
/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> to one that is applicable for this <see cref="Ruleset"/>.
|
||||
|
32
osu.Game/Rulesets/Scoring/AccumulatingHealthProcessor.cs
Normal file
32
osu.Game/Rulesets/Scoring/AccumulatingHealthProcessor.cs
Normal file
@ -0,0 +1,32 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
namespace osu.Game.Rulesets.Scoring
|
||||
{
|
||||
/// <summary>
|
||||
/// A <see cref="HealthProcessor"/> that accumulates health and causes a fail if the final health
|
||||
/// is less than a value required to pass the beatmap.
|
||||
/// </summary>
|
||||
public class AccumulatingHealthProcessor : HealthProcessor
|
||||
{
|
||||
protected override bool DefaultFailCondition => JudgedHits == MaxHits && Health.Value < requiredHealth;
|
||||
|
||||
private readonly double requiredHealth;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new <see cref="AccumulatingHealthProcessor"/>.
|
||||
/// </summary>
|
||||
/// <param name="requiredHealth">The minimum amount of health required to beatmap.</param>
|
||||
public AccumulatingHealthProcessor(double requiredHealth)
|
||||
{
|
||||
this.requiredHealth = requiredHealth;
|
||||
}
|
||||
|
||||
protected override void Reset(bool storeResults)
|
||||
{
|
||||
base.Reset(storeResults);
|
||||
|
||||
Health.Value = 0;
|
||||
}
|
||||
}
|
||||
}
|
157
osu.Game/Rulesets/Scoring/DrainingHealthProcessor.cs
Normal file
157
osu.Game/Rulesets/Scoring/DrainingHealthProcessor.cs
Normal file
@ -0,0 +1,157 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Scoring
|
||||
{
|
||||
/// <summary>
|
||||
/// A <see cref="HealthProcessor"/> which continuously drains health.<br />
|
||||
/// At HP=0, the minimum health reached for a perfect play is 95%.<br />
|
||||
/// At HP=5, the minimum health reached for a perfect play is 70%.<br />
|
||||
/// At HP=10, the minimum health reached for a perfect play is 30%.
|
||||
/// </summary>
|
||||
public class DrainingHealthProcessor : HealthProcessor
|
||||
{
|
||||
/// <summary>
|
||||
/// A reasonable allowable error for the minimum health offset from <see cref="targetMinimumHealth"/>. A 1% error is unnoticeable.
|
||||
/// </summary>
|
||||
private const double minimum_health_error = 0.01;
|
||||
|
||||
/// <summary>
|
||||
/// The minimum health target at an HP drain rate of 0.
|
||||
/// </summary>
|
||||
private const double min_health_target = 0.95;
|
||||
|
||||
/// <summary>
|
||||
/// The minimum health target at an HP drain rate of 5.
|
||||
/// </summary>
|
||||
private const double mid_health_target = 0.70;
|
||||
|
||||
/// <summary>
|
||||
/// The minimum health target at an HP drain rate of 10.
|
||||
/// </summary>
|
||||
private const double max_health_target = 0.30;
|
||||
|
||||
private IBeatmap beatmap;
|
||||
|
||||
private double gameplayEndTime;
|
||||
|
||||
private readonly double drainStartTime;
|
||||
|
||||
private readonly List<(double time, double health)> healthIncreases = new List<(double, double)>();
|
||||
private double targetMinimumHealth;
|
||||
private double drainRate = 1;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new <see cref="DrainingHealthProcessor"/>.
|
||||
/// </summary>
|
||||
/// <param name="drainStartTime">The time after which draining should begin.</param>
|
||||
public DrainingHealthProcessor(double drainStartTime)
|
||||
{
|
||||
this.drainStartTime = drainStartTime;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
if (!IsBreakTime.Value)
|
||||
{
|
||||
// When jumping in and out of gameplay time within a single frame, health should only be drained for the period within the gameplay time
|
||||
double lastGameplayTime = Math.Clamp(Time.Current - Time.Elapsed, drainStartTime, gameplayEndTime);
|
||||
double currentGameplayTime = Math.Clamp(Time.Current, drainStartTime, gameplayEndTime);
|
||||
|
||||
Health.Value -= drainRate * (currentGameplayTime - lastGameplayTime);
|
||||
}
|
||||
}
|
||||
|
||||
public override void ApplyBeatmap(IBeatmap beatmap)
|
||||
{
|
||||
this.beatmap = beatmap;
|
||||
|
||||
if (beatmap.HitObjects.Count > 0)
|
||||
gameplayEndTime = beatmap.HitObjects[^1].GetEndTime();
|
||||
|
||||
targetMinimumHealth = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, min_health_target, mid_health_target, max_health_target);
|
||||
|
||||
base.ApplyBeatmap(beatmap);
|
||||
}
|
||||
|
||||
protected override void ApplyResultInternal(JudgementResult result)
|
||||
{
|
||||
base.ApplyResultInternal(result);
|
||||
healthIncreases.Add((result.HitObject.GetEndTime() + result.TimeOffset, GetHealthIncreaseFor(result)));
|
||||
}
|
||||
|
||||
protected override void Reset(bool storeResults)
|
||||
{
|
||||
base.Reset(storeResults);
|
||||
|
||||
drainRate = 1;
|
||||
|
||||
if (storeResults)
|
||||
drainRate = computeDrainRate();
|
||||
|
||||
healthIncreases.Clear();
|
||||
}
|
||||
|
||||
private double computeDrainRate()
|
||||
{
|
||||
if (healthIncreases.Count == 0)
|
||||
return 0;
|
||||
|
||||
int adjustment = 1;
|
||||
double result = 1;
|
||||
|
||||
// Although we expect the following loop to converge within 30 iterations (health within 1/2^31 accuracy of the target),
|
||||
// we'll still keep a safety measure to avoid infinite loops by detecting overflows.
|
||||
while (adjustment > 0)
|
||||
{
|
||||
double currentHealth = 1;
|
||||
double lowestHealth = 1;
|
||||
int currentBreak = -1;
|
||||
|
||||
for (int i = 0; i < healthIncreases.Count; i++)
|
||||
{
|
||||
double currentTime = healthIncreases[i].time;
|
||||
double lastTime = i > 0 ? healthIncreases[i - 1].time : drainStartTime;
|
||||
|
||||
// Subtract any break time from the duration since the last object
|
||||
if (beatmap.Breaks.Count > 0)
|
||||
{
|
||||
// Advance the last break occuring before the current time
|
||||
while (currentBreak + 1 < beatmap.Breaks.Count && beatmap.Breaks[currentBreak + 1].EndTime < currentTime)
|
||||
currentBreak++;
|
||||
|
||||
if (currentBreak >= 0)
|
||||
lastTime = Math.Max(lastTime, beatmap.Breaks[currentBreak].EndTime);
|
||||
}
|
||||
|
||||
// Apply health adjustments
|
||||
currentHealth -= (healthIncreases[i].time - lastTime) * result;
|
||||
lowestHealth = Math.Min(lowestHealth, currentHealth);
|
||||
currentHealth = Math.Min(1, currentHealth + healthIncreases[i].health);
|
||||
|
||||
// Common scenario for when the drain rate is definitely too harsh
|
||||
if (lowestHealth < 0)
|
||||
break;
|
||||
}
|
||||
|
||||
// Stop if the resulting health is within a reasonable offset from the target
|
||||
if (Math.Abs(lowestHealth - targetMinimumHealth) <= minimum_health_error)
|
||||
break;
|
||||
|
||||
// This effectively works like a binary search - each iteration the search space moves closer to the target, but may exceed it.
|
||||
adjustment *= 2;
|
||||
result += 1.0 / adjustment * Math.Sign(lowestHealth - targetMinimumHealth);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
@ -4,12 +4,11 @@
|
||||
using System;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.MathUtils;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
|
||||
namespace osu.Game.Rulesets.Scoring
|
||||
{
|
||||
public class HealthProcessor : JudgementProcessor
|
||||
public abstract class HealthProcessor : JudgementProcessor
|
||||
{
|
||||
/// <summary>
|
||||
/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
|
||||
@ -27,16 +26,16 @@ namespace osu.Game.Rulesets.Scoring
|
||||
/// </summary>
|
||||
public readonly BindableDouble Health = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
|
||||
|
||||
/// <summary>
|
||||
/// Whether gameplay is currently in a break.
|
||||
/// </summary>
|
||||
public readonly IBindable<bool> IsBreakTime = new Bindable<bool>();
|
||||
|
||||
/// <summary>
|
||||
/// Whether this ScoreProcessor has already triggered the failed state.
|
||||
/// </summary>
|
||||
public bool HasFailed { get; private set; }
|
||||
|
||||
public HealthProcessor(IBeatmap beatmap)
|
||||
: base(beatmap)
|
||||
{
|
||||
}
|
||||
|
||||
protected override void ApplyResultInternal(JudgementResult result)
|
||||
{
|
||||
result.HealthAtJudgement = Health.Value;
|
||||
@ -45,7 +44,7 @@ namespace osu.Game.Rulesets.Scoring
|
||||
if (HasFailed)
|
||||
return;
|
||||
|
||||
Health.Value += HealthAdjustmentFactorFor(result) * result.Judgement.HealthIncreaseFor(result);
|
||||
Health.Value += GetHealthIncreaseFor(result);
|
||||
|
||||
if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true)
|
||||
return;
|
||||
@ -62,11 +61,11 @@ namespace osu.Game.Rulesets.Scoring
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An adjustment factor which is multiplied into the health increase provided by a <see cref="JudgementResult"/>.
|
||||
/// Retrieves the health increase for a <see cref="JudgementResult"/>.
|
||||
/// </summary>
|
||||
/// <param name="result">The <see cref="JudgementResult"/> for which the adjustment should apply.</param>
|
||||
/// <returns>The adjustment factor.</returns>
|
||||
protected virtual double HealthAdjustmentFactorFor(JudgementResult result) => 1;
|
||||
/// <param name="result">The <see cref="JudgementResult"/>.</param>
|
||||
/// <returns>The health increase.</returns>
|
||||
protected virtual double GetHealthIncreaseFor(JudgementResult result) => result.Judgement.HealthIncreaseFor(result);
|
||||
|
||||
/// <summary>
|
||||
/// The default conditions for failing.
|
||||
|
@ -3,13 +3,14 @@
|
||||
|
||||
using System;
|
||||
using osu.Framework.Extensions.TypeExtensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Scoring
|
||||
{
|
||||
public abstract class JudgementProcessor
|
||||
public abstract class JudgementProcessor : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// Invoked when all <see cref="HitObject"/>s have been judged by this <see cref="JudgementProcessor"/>.
|
||||
@ -36,23 +37,17 @@ namespace osu.Game.Rulesets.Scoring
|
||||
/// </summary>
|
||||
public bool HasCompleted => JudgedHits == MaxHits;
|
||||
|
||||
protected JudgementProcessor(IBeatmap beatmap)
|
||||
/// <summary>
|
||||
/// Applies a <see cref="IBeatmap"/> to this <see cref="ScoreProcessor"/>.
|
||||
/// </summary>
|
||||
/// <param name="beatmap">The <see cref="IBeatmap"/> to read properties from.</param>
|
||||
public virtual void ApplyBeatmap(IBeatmap beatmap)
|
||||
{
|
||||
ApplyBeatmap(beatmap);
|
||||
|
||||
Reset(false);
|
||||
SimulateAutoplay(beatmap);
|
||||
Reset(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies any properties of the <see cref="IBeatmap"/> which affect scoring to this <see cref="ScoreProcessor"/>.
|
||||
/// </summary>
|
||||
/// <param name="beatmap">The <see cref="IBeatmap"/> to read properties from.</param>
|
||||
protected virtual void ApplyBeatmap(IBeatmap beatmap)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
|
||||
/// </summary>
|
||||
@ -138,7 +133,6 @@ namespace osu.Game.Rulesets.Scoring
|
||||
throw new InvalidOperationException($"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}.");
|
||||
|
||||
result.Type = judgement.MaxResult;
|
||||
|
||||
ApplyResult(result);
|
||||
}
|
||||
}
|
||||
|
@ -7,7 +7,6 @@ using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Extensions;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Scoring;
|
||||
@ -64,15 +63,9 @@ namespace osu.Game.Rulesets.Scoring
|
||||
|
||||
private double scoreMultiplier = 1;
|
||||
|
||||
public ScoreProcessor(IBeatmap beatmap)
|
||||
: base(beatmap)
|
||||
public ScoreProcessor()
|
||||
{
|
||||
Debug.Assert(base_portion + combo_portion == 1.0);
|
||||
}
|
||||
|
||||
protected override void ApplyBeatmap(IBeatmap beatmap)
|
||||
{
|
||||
base.ApplyBeatmap(beatmap);
|
||||
|
||||
Combo.ValueChanged += combo => HighestCombo.Value = Math.Max(HighestCombo.Value, combo.NewValue);
|
||||
Accuracy.ValueChanged += accuracy =>
|
||||
@ -82,12 +75,6 @@ namespace osu.Game.Rulesets.Scoring
|
||||
Rank.Value = mod.AdjustRank(Rank.Value, accuracy.NewValue);
|
||||
};
|
||||
|
||||
if (maxBaseScore == 0 || maxHighestCombo == 0)
|
||||
{
|
||||
Mode.Value = ScoringMode.Classic;
|
||||
Mode.Disabled = true;
|
||||
}
|
||||
|
||||
Mode.ValueChanged += _ => updateScore();
|
||||
Mods.ValueChanged += mods =>
|
||||
{
|
||||
@ -225,6 +212,12 @@ namespace osu.Game.Rulesets.Scoring
|
||||
{
|
||||
maxHighestCombo = HighestCombo.Value;
|
||||
maxBaseScore = baseScore;
|
||||
|
||||
if (maxBaseScore == 0 || maxHighestCombo == 0)
|
||||
{
|
||||
Mode.Value = ScoringMode.Classic;
|
||||
Mode.Disabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
baseScore = 0;
|
||||
|
@ -72,10 +72,9 @@ namespace osu.Game.Rulesets.UI
|
||||
/// </summary>
|
||||
public override Playfield Playfield => playfield.Value;
|
||||
|
||||
/// <summary>
|
||||
/// Place to put drawables above hit objects but below UI.
|
||||
/// </summary>
|
||||
public Container Overlays { get; private set; }
|
||||
private Container overlays;
|
||||
|
||||
public override Container Overlays => overlays;
|
||||
|
||||
public override GameplayClock FrameStableClock => frameStabilityContainer.GameplayClock;
|
||||
|
||||
@ -185,12 +184,15 @@ namespace osu.Game.Rulesets.UI
|
||||
frameStabilityContainer = new FrameStabilityContainer(GameplayStartTime)
|
||||
{
|
||||
FrameStablePlayback = FrameStablePlayback,
|
||||
Child = KeyBindingInputManager
|
||||
.WithChild(CreatePlayfieldAdjustmentContainer()
|
||||
.WithChild(Playfield)
|
||||
)
|
||||
Children = new Drawable[]
|
||||
{
|
||||
KeyBindingInputManager
|
||||
.WithChild(CreatePlayfieldAdjustmentContainer()
|
||||
.WithChild(Playfield)
|
||||
),
|
||||
overlays = new Container { RelativeSizeAxes = Axes.Both }
|
||||
}
|
||||
},
|
||||
Overlays = new Container { RelativeSizeAxes = Axes.Both }
|
||||
};
|
||||
|
||||
if ((ResumeOverlay = CreateResumeOverlay()) != null)
|
||||
@ -385,6 +387,11 @@ namespace osu.Game.Rulesets.UI
|
||||
/// </summary>
|
||||
public abstract Playfield Playfield { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Place to put drawables above hit objects but below UI.
|
||||
/// </summary>
|
||||
public abstract Container Overlays { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The frame-stable clock which is being used for playfield display.
|
||||
/// </summary>
|
||||
|
@ -131,10 +131,12 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value);
|
||||
|
||||
ScoreProcessor = ruleset.CreateScoreProcessor(playableBeatmap);
|
||||
ScoreProcessor = ruleset.CreateScoreProcessor();
|
||||
ScoreProcessor.ApplyBeatmap(playableBeatmap);
|
||||
ScoreProcessor.Mods.BindTo(Mods);
|
||||
|
||||
HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap);
|
||||
HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap.HitObjects[0].StartTime);
|
||||
HealthProcessor.ApplyBeatmap(playableBeatmap);
|
||||
|
||||
if (!ScoreProcessor.Mode.Disabled)
|
||||
config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
|
||||
@ -206,12 +208,6 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
target.AddRange(new[]
|
||||
{
|
||||
BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, DrawableRuleset.GameplayStartTime, ScoreProcessor)
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Breaks = working.Beatmap.Breaks
|
||||
},
|
||||
// display the cursor above some HUD elements.
|
||||
DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
|
||||
DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
|
||||
@ -266,6 +262,18 @@ namespace osu.Game.Screens.Play
|
||||
},
|
||||
failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, }
|
||||
});
|
||||
|
||||
DrawableRuleset.Overlays.Add(BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, DrawableRuleset.GameplayStartTime, ScoreProcessor)
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Breaks = working.Beatmap.Breaks
|
||||
});
|
||||
|
||||
DrawableRuleset.Overlays.Add(ScoreProcessor);
|
||||
DrawableRuleset.Overlays.Add(HealthProcessor);
|
||||
|
||||
HealthProcessor.IsBreakTime.BindTo(BreakOverlay.IsBreakTime);
|
||||
}
|
||||
|
||||
private void updatePauseOnFocusLostState() =>
|
||||
|
Reference in New Issue
Block a user