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Adjust values to Bdach's refined taste
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@ -26,14 +26,20 @@ namespace osu.Game.Rulesets.Catch.Mods
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[SettingSource("Initial radius", "Initial radius of the flashlight area.")]
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[SettingSource("Initial radius", "Initial radius of the flashlight area.")]
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public override BindableNumber<float> InitialRadius { get; } = new BindableNumber<float>
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public override BindableNumber<float> InitialRadius { get; } = new BindableNumber<float>
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{
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{
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MinValue = 150f,
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MinValue = 0.4f,
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MaxValue = 600f,
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MaxValue = 1.7f,
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Default = 350f,
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Default = 1f,
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Value = 350f,
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Value = 1f,
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Precision = 5f
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Precision = 0.1f
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};
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};
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public override Flashlight CreateFlashlight() => new CatchFlashlight(playfield, ChangeRadius.Value, InitialRadius.Value);
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protected override BindableNumber<float> ModeMultiplier { get; } = new BindableNumber<float>
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{
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Default = 350,
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Value = 350,
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};
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public override Flashlight CreateFlashlight() => new CatchFlashlight(playfield, ChangeRadius.Value, InitialRadius.Value, ModeMultiplier.Value);
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private CatchPlayfield playfield;
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private CatchPlayfield playfield;
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@ -47,8 +53,8 @@ namespace osu.Game.Rulesets.Catch.Mods
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{
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{
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private readonly CatchPlayfield playfield;
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private readonly CatchPlayfield playfield;
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public CatchFlashlight(CatchPlayfield playfield, bool isRadiusBasedOnCombo, float initialRadius)
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public CatchFlashlight(CatchPlayfield playfield, bool isRadiusBasedOnCombo, float initialRadius, float modeMultiplier)
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: base(isRadiusBasedOnCombo, initialRadius)
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: base(isRadiusBasedOnCombo, initialRadius, modeMultiplier)
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{
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{
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this.playfield = playfield;
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this.playfield = playfield;
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FlashlightSize = new Vector2(0, GetRadiusFor(0));
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FlashlightSize = new Vector2(0, GetRadiusFor(0));
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@ -28,20 +28,26 @@ namespace osu.Game.Rulesets.Mania.Mods
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public override BindableNumber<float> InitialRadius { get; } = new BindableNumber<float>
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public override BindableNumber<float> InitialRadius { get; } = new BindableNumber<float>
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{
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{
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MinValue = 0f,
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MinValue = 0f,
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MaxValue = 230f,
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MaxValue = 4.5f,
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Default = 50f,
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Default = 1f,
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Value = 50f,
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Value = 1f,
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Precision = 5f
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Precision = 0.1f
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};
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};
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public override Flashlight CreateFlashlight() => new ManiaFlashlight(ChangeRadius.Value, InitialRadius.Value);
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protected override BindableNumber<float> ModeMultiplier { get; } = new BindableNumber<float>
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{
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Default = 50,
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Value = 50,
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};
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public override Flashlight CreateFlashlight() => new ManiaFlashlight(ChangeRadius.Value, InitialRadius.Value, ModeMultiplier.Value);
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private class ManiaFlashlight : Flashlight
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private class ManiaFlashlight : Flashlight
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{
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{
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private readonly LayoutValue flashlightProperties = new LayoutValue(Invalidation.DrawSize);
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private readonly LayoutValue flashlightProperties = new LayoutValue(Invalidation.DrawSize);
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public ManiaFlashlight(bool isRadiusBasedOnCombo, float initialRadius)
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public ManiaFlashlight(bool isRadiusBasedOnCombo, float initialRadius, float modeMultiplier)
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: base(isRadiusBasedOnCombo, initialRadius)
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: base(isRadiusBasedOnCombo, initialRadius, modeMultiplier)
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{
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{
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FlashlightSize = new Vector2(DrawWidth, GetRadiusFor(0));
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FlashlightSize = new Vector2(DrawWidth, GetRadiusFor(0));
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@ -40,16 +40,22 @@ namespace osu.Game.Rulesets.Osu.Mods
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[SettingSource("Initial radius", "Initial radius of the flashlight area.")]
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[SettingSource("Initial radius", "Initial radius of the flashlight area.")]
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public override BindableNumber<float> InitialRadius { get; } = new BindableNumber<float>
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public override BindableNumber<float> InitialRadius { get; } = new BindableNumber<float>
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{
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{
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MinValue = 90f,
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MinValue = 0.5f,
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MaxValue = 360f,
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MaxValue = 2f,
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Default = 180f,
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Default = 1f,
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Value = 180f,
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Value = 1f,
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Precision = 5f
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Precision = 0.1f
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};
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protected override BindableNumber<float> ModeMultiplier { get; } = new BindableNumber<float>
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{
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Default = 180,
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Value = 180,
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};
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};
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private OsuFlashlight flashlight;
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private OsuFlashlight flashlight;
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public override Flashlight CreateFlashlight() => flashlight = new OsuFlashlight(ChangeRadius.Value, InitialRadius.Value, FollowDelay.Value);
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public override Flashlight CreateFlashlight() => flashlight = new OsuFlashlight(ChangeRadius.Value, InitialRadius.Value, FollowDelay.Value, ModeMultiplier.Value);
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public void ApplyToDrawableHitObject(DrawableHitObject drawable)
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public void ApplyToDrawableHitObject(DrawableHitObject drawable)
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{
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{
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@ -64,8 +70,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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//public float InitialRadius { private get; set; }
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//public float InitialRadius { private get; set; }
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public bool ChangeRadius { private get; set; }
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public bool ChangeRadius { private get; set; }
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public OsuFlashlight(bool isRadiusBasedOnCombo, float initialRadius, double followDelay)
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public OsuFlashlight(bool isRadiusBasedOnCombo, float initialRadius, double followDelay, float modeMultiplier)
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: base(isRadiusBasedOnCombo, initialRadius)
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: base(isRadiusBasedOnCombo, initialRadius, modeMultiplier)
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{
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{
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FollowDelay = followDelay;
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FollowDelay = followDelay;
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@ -27,14 +27,20 @@ namespace osu.Game.Rulesets.Taiko.Mods
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[SettingSource("Initial radius", "Initial radius of the flashlight area.")]
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[SettingSource("Initial radius", "Initial radius of the flashlight area.")]
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public override BindableNumber<float> InitialRadius { get; } = new BindableNumber<float>
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public override BindableNumber<float> InitialRadius { get; } = new BindableNumber<float>
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{
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{
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MinValue = 0f,
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MinValue = 0,
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MaxValue = 400f,
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MaxValue = 1.66f,
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Default = 250f,
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Default = 1f,
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Value = 250f,
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Value = 1f,
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Precision = 5f
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Precision = 0.1f
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};
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};
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public override Flashlight CreateFlashlight() => new TaikoFlashlight(playfield, ChangeRadius.Value, InitialRadius.Value);
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protected override BindableNumber<float> ModeMultiplier { get; } = new BindableNumber<float>
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{
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Default = 250,
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Value = 250,
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};
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public override Flashlight CreateFlashlight() => new TaikoFlashlight(playfield, ChangeRadius.Value, InitialRadius.Value, ModeMultiplier.Value);
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private TaikoPlayfield playfield;
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private TaikoPlayfield playfield;
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@ -49,8 +55,8 @@ namespace osu.Game.Rulesets.Taiko.Mods
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private readonly LayoutValue flashlightProperties = new LayoutValue(Invalidation.DrawSize);
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private readonly LayoutValue flashlightProperties = new LayoutValue(Invalidation.DrawSize);
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private readonly TaikoPlayfield taikoPlayfield;
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private readonly TaikoPlayfield taikoPlayfield;
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public TaikoFlashlight(TaikoPlayfield taikoPlayfield, bool isRadiusBasedOnCombo, float initialRadius)
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public TaikoFlashlight(TaikoPlayfield taikoPlayfield, bool isRadiusBasedOnCombo, float initialRadius, float modeMultiplier)
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: base(isRadiusBasedOnCombo, initialRadius)
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: base(isRadiusBasedOnCombo, initialRadius, modeMultiplier)
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{
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{
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this.taikoPlayfield = taikoPlayfield;
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this.taikoPlayfield = taikoPlayfield;
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FlashlightSize = getSizeFor(0);
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FlashlightSize = getSizeFor(0);
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@ -38,6 +38,8 @@ namespace osu.Game.Rulesets.Mods
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[SettingSource("Initial radius", "Initial radius of the flashlight area.")]
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[SettingSource("Initial radius", "Initial radius of the flashlight area.")]
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public abstract BindableNumber<float> InitialRadius { get; }
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public abstract BindableNumber<float> InitialRadius { get; }
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protected abstract BindableNumber<float> ModeMultiplier { get; }
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}
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}
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public abstract class ModFlashlight<T> : ModFlashlight, IApplicableToDrawableRuleset<T>, IApplicableToScoreProcessor
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public abstract class ModFlashlight<T> : ModFlashlight, IApplicableToDrawableRuleset<T>, IApplicableToScoreProcessor
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@ -100,10 +102,13 @@ namespace osu.Game.Rulesets.Mods
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public readonly float InitialRadius;
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public readonly float InitialRadius;
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protected Flashlight(bool isRadiusBasedOnCombo, float initialRadius)
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public readonly float ModeMultiplier;
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protected Flashlight(bool isRadiusBasedOnCombo, float initialRadius, float modeMultiplier)
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{
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{
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IsRadiusBasedOnCombo = isRadiusBasedOnCombo;
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IsRadiusBasedOnCombo = isRadiusBasedOnCombo;
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InitialRadius = initialRadius;
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InitialRadius = initialRadius;
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ModeMultiplier = modeMultiplier;
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}
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}
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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@ -142,12 +147,12 @@ namespace osu.Game.Rulesets.Mods
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if (IsRadiusBasedOnCombo)
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if (IsRadiusBasedOnCombo)
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{
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{
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if (combo > 200)
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if (combo > 200)
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return InitialRadius * 0.8f;
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return InitialRadius * 0.8f * ModeMultiplier;
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else if (combo > 100)
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else if (combo > 100)
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return InitialRadius * 0.9f;
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return InitialRadius * 0.9f * ModeMultiplier;
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}
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}
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return InitialRadius;
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return InitialRadius * ModeMultiplier;
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}
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}
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private Vector2 flashlightPosition;
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private Vector2 flashlightPosition;
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