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Move resolved usage of WorkingBeatmap in editor components as local as possible to avoid misuse
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@ -34,7 +34,7 @@ namespace osu.Game.Screens.Edit.Setup
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{
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Label = "Object Size",
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Description = "The size of all hit objects",
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Current = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.CircleSize)
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Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.CircleSize)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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@ -46,7 +46,7 @@ namespace osu.Game.Screens.Edit.Setup
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{
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Label = "Health Drain",
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Description = "The rate of passive health drain throughout playable time",
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Current = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.DrainRate)
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Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.DrainRate)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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@ -58,7 +58,7 @@ namespace osu.Game.Screens.Edit.Setup
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{
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Label = "Approach Rate",
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Description = "The speed at which objects are presented to the player",
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Current = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.ApproachRate)
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Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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@ -70,7 +70,7 @@ namespace osu.Game.Screens.Edit.Setup
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{
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Label = "Overall Difficulty",
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Description = "The harshness of hit windows and difficulty of special objects (ie. spinners)",
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Current = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.OverallDifficulty)
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Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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@ -88,10 +88,10 @@ namespace osu.Game.Screens.Edit.Setup
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{
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// for now, update these on commit rather than making BeatmapMetadata bindables.
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// after switching database engines we can reconsider if switching to bindables is a good direction.
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Beatmap.Value.BeatmapInfo.BaseDifficulty.CircleSize = circleSizeSlider.Current.Value;
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Beatmap.Value.BeatmapInfo.BaseDifficulty.DrainRate = healthDrainSlider.Current.Value;
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Beatmap.Value.BeatmapInfo.BaseDifficulty.ApproachRate = approachRateSlider.Current.Value;
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Beatmap.Value.BeatmapInfo.BaseDifficulty.OverallDifficulty = overallDifficultySlider.Current.Value;
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Beatmap.BeatmapInfo.BaseDifficulty.CircleSize = circleSizeSlider.Current.Value;
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Beatmap.BeatmapInfo.BaseDifficulty.DrainRate = healthDrainSlider.Current.Value;
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Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate = approachRateSlider.Current.Value;
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Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty = overallDifficultySlider.Current.Value;
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editorBeatmap.UpdateAllHitObjects();
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}
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