Use consts for attribute IDs

This commit is contained in:
Dan Balasescu
2021-11-17 20:31:18 +09:00
parent 43cbb23b15
commit 815179f713
5 changed files with 47 additions and 36 deletions

View File

@ -43,31 +43,31 @@ namespace osu.Game.Rulesets.Osu.Difficulty
foreach (var v in base.ToDatabaseAttributes())
yield return v;
yield return (1, AimStrain);
yield return (3, SpeedStrain);
yield return (5, OverallDifficulty);
yield return (7, ApproachRate);
yield return (9, MaxCombo);
yield return (11, StarRating);
yield return (ATTRIB_ID_AIM, AimStrain);
yield return (ATTRIB_ID_SPEED, SpeedStrain);
yield return (ATTRIB_ID_OVERALL_DIFFICULTY, OverallDifficulty);
yield return (ATTRIB_ID_APPROACH_RATE, ApproachRate);
yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);
yield return (ATTRIB_ID_STRAIN, StarRating);
if (ShouldSerializeFlashlightRating())
yield return (17, FlashlightRating);
yield return (ATTRIB_ID_FLASHLIGHT, FlashlightRating);
yield return (19, SliderFactor);
yield return (ATTRIB_ID_SLIDER_FACTOR, SliderFactor);
}
public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values)
{
base.FromDatabaseAttributes(values);
AimStrain = values[1];
SpeedStrain = values[3];
OverallDifficulty = values[5];
ApproachRate = values[7];
MaxCombo = (int)values[9];
StarRating = values[11];
FlashlightRating = values.GetValueOrDefault(17);
SliderFactor = values[19];
AimStrain = values[ATTRIB_ID_AIM];
SpeedStrain = values[ATTRIB_ID_SPEED];
OverallDifficulty = values[ATTRIB_ID_OVERALL_DIFFICULTY];
ApproachRate = values[ATTRIB_ID_APPROACH_RATE];
MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];
StarRating = values[ATTRIB_ID_STRAIN];
FlashlightRating = values.GetValueOrDefault(ATTRIB_ID_FLASHLIGHT);
SliderFactor = values[ATTRIB_ID_SLIDER_FACTOR];
}
// Used implicitly by Newtonsoft.Json to not serialize flashlight property in some cases.