fix precision from making mouse input also go 0.5

This commit is contained in:
alix 2023-05-11 23:45:41 -04:00
parent 2a0c4d1191
commit a4954e64ac

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@ -22,18 +22,27 @@ namespace osu.Game.Rulesets.Osu.Mods
/// <summary> /// <summary>
/// Mod that randomises the positions of the <see cref="HitObject"/>s /// Mod that randomises the positions of the <see cref="HitObject"/>s
/// </summary> /// </summary>
public partial class AngleSharpnessSlider : SettingsSlider<float>
{
public AngleSharpnessSlider()
{
KeyboardStep = 0.5f;
}
}
public class OsuModRandom : ModRandom, IApplicableToBeatmap public class OsuModRandom : ModRandom, IApplicableToBeatmap
{ {
public override LocalisableString Description => "It never gets boring!"; public override LocalisableString Description => "It never gets boring!";
public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModTargetPractice)).ToArray(); public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModTargetPractice)).ToArray();
[SettingSource("Angle sharpness", "How sharp angles should be", SettingControlType = typeof(SettingsSlider<float>))] [SettingSource("Angle sharpness", "How sharp angles should be", SettingControlType = typeof(AngleSharpnessSlider))]
public BindableFloat AngleSharpness { get; } = new BindableFloat(7) public BindableFloat AngleSharpness { get; } = new BindableFloat(7)
{ {
MinValue = 1, MinValue = 1,
MaxValue = 10, MaxValue = 10,
Precision = 0.5f Precision = 0.1f
}; };
private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast; private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;