Merge branch 'master' into popup-filter-effect

This commit is contained in:
Dean Herbert
2021-10-07 18:56:07 +09:00
committed by GitHub
51 changed files with 206 additions and 159 deletions

View File

@ -86,6 +86,12 @@ namespace osu.Game.Screens.Edit
public BeatmapMetadata Metadata => PlayableBeatmap.Metadata;
public BeatmapDifficulty Difficulty
{
get => PlayableBeatmap.Difficulty;
set => PlayableBeatmap.Difficulty = value;
}
public ControlPointInfo ControlPointInfo
{
get => PlayableBeatmap.ControlPointInfo;
@ -286,7 +292,7 @@ namespace osu.Game.Screens.Edit
/// </summary>
public void Clear() => RemoveRange(HitObjects.ToArray());
private void processHitObject(HitObject hitObject) => hitObject.ApplyDefaults(ControlPointInfo, BeatmapInfo.BaseDifficulty);
private void processHitObject(HitObject hitObject) => hitObject.ApplyDefaults(ControlPointInfo, PlayableBeatmap.Difficulty);
private void trackStartTime(HitObject hitObject)
{

View File

@ -30,7 +30,7 @@ namespace osu.Game.Screens.Edit.Setup
Label = "Object Size",
FixedLabelWidth = LABEL_WIDTH,
Description = "The size of all hit objects",
Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.CircleSize)
Current = new BindableFloat(Beatmap.Difficulty.CircleSize)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
@ -43,7 +43,7 @@ namespace osu.Game.Screens.Edit.Setup
Label = "Health Drain",
FixedLabelWidth = LABEL_WIDTH,
Description = "The rate of passive health drain throughout playable time",
Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.DrainRate)
Current = new BindableFloat(Beatmap.Difficulty.DrainRate)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
@ -56,7 +56,7 @@ namespace osu.Game.Screens.Edit.Setup
Label = "Approach Rate",
FixedLabelWidth = LABEL_WIDTH,
Description = "The speed at which objects are presented to the player",
Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate)
Current = new BindableFloat(Beatmap.Difficulty.ApproachRate)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
@ -69,7 +69,7 @@ namespace osu.Game.Screens.Edit.Setup
Label = "Overall Difficulty",
FixedLabelWidth = LABEL_WIDTH,
Description = "The harshness of hit windows and difficulty of special objects (ie. spinners)",
Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty)
Current = new BindableFloat(Beatmap.Difficulty.OverallDifficulty)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
@ -87,10 +87,10 @@ namespace osu.Game.Screens.Edit.Setup
{
// for now, update these on commit rather than making BeatmapMetadata bindables.
// after switching database engines we can reconsider if switching to bindables is a good direction.
Beatmap.BeatmapInfo.BaseDifficulty.CircleSize = circleSizeSlider.Current.Value;
Beatmap.BeatmapInfo.BaseDifficulty.DrainRate = healthDrainSlider.Current.Value;
Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate = approachRateSlider.Current.Value;
Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty = overallDifficultySlider.Current.Value;
Beatmap.Difficulty.CircleSize = circleSizeSlider.Current.Value;
Beatmap.Difficulty.DrainRate = healthDrainSlider.Current.Value;
Beatmap.Difficulty.ApproachRate = approachRateSlider.Current.Value;
Beatmap.Difficulty.OverallDifficulty = overallDifficultySlider.Current.Value;
Beatmap.UpdateAllHitObjects();
}