Rename method to be more appropriate

Also adds xmldoc.
This commit is contained in:
Dean Herbert
2019-12-25 15:20:04 +09:00
parent e019ea408a
commit 52ba0cd816
3 changed files with 14 additions and 6 deletions

View File

@ -30,9 +30,9 @@ namespace osu.Game.Rulesets.Catch.Mods
Value = 5, Value = 5,
}; };
protected override void UpdateSettings(BeatmapDifficulty difficulty) protected override void TransferSettings(BeatmapDifficulty difficulty)
{ {
base.UpdateSettings(difficulty); base.TransferSettings(difficulty);
CircleSize.Value = CircleSize.Default = difficulty.CircleSize; CircleSize.Value = CircleSize.Default = difficulty.CircleSize;
ApproachRate.Value = ApproachRate.Default = difficulty.ApproachRate; ApproachRate.Value = ApproachRate.Default = difficulty.ApproachRate;

View File

@ -30,9 +30,9 @@ namespace osu.Game.Rulesets.Osu.Mods
Value = 5, Value = 5,
}; };
protected override void UpdateSettings(BeatmapDifficulty difficulty) protected override void TransferSettings(BeatmapDifficulty difficulty)
{ {
base.UpdateSettings(difficulty); base.TransferSettings(difficulty);
CircleSize.Value = CircleSize.Default = difficulty.CircleSize; CircleSize.Value = CircleSize.Default = difficulty.CircleSize;
ApproachRate.Value = ApproachRate.Default = difficulty.ApproachRate; ApproachRate.Value = ApproachRate.Default = difficulty.ApproachRate;

View File

@ -52,18 +52,26 @@ namespace osu.Game.Rulesets.Mods
if (this.difficulty == null || this.difficulty.ID != difficulty.ID) if (this.difficulty == null || this.difficulty.ID != difficulty.ID)
{ {
this.difficulty = difficulty; this.difficulty = difficulty;
UpdateSettings(difficulty); TransferSettings(difficulty);
} }
else else
ApplySettings(difficulty); ApplySettings(difficulty);
} }
protected virtual void UpdateSettings(BeatmapDifficulty difficulty) /// <summary>
/// Transfer initial settings from the beatmap to settings.
/// </summary>
/// <param name="difficulty">The beatmap's initial values.</param>
protected virtual void TransferSettings(BeatmapDifficulty difficulty)
{ {
DrainRate.Value = DrainRate.Default = difficulty.DrainRate; DrainRate.Value = DrainRate.Default = difficulty.DrainRate;
OverallDifficulty.Value = OverallDifficulty.Default = difficulty.OverallDifficulty; OverallDifficulty.Value = OverallDifficulty.Default = difficulty.OverallDifficulty;
} }
/// <summary>
/// Apply all custom settings to the provided beatmap.
/// </summary>
/// <param name="difficulty">The beatmap to have settings applied.</param>
protected virtual void ApplySettings(BeatmapDifficulty difficulty) protected virtual void ApplySettings(BeatmapDifficulty difficulty)
{ {
difficulty.DrainRate = DrainRate.Value; difficulty.DrainRate = DrainRate.Value;