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Merge branch 'master' into popup-filter-effect
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@ -86,6 +86,12 @@ namespace osu.Game.Screens.Edit
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public BeatmapMetadata Metadata => PlayableBeatmap.Metadata;
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public BeatmapDifficulty Difficulty
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{
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get => PlayableBeatmap.Difficulty;
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set => PlayableBeatmap.Difficulty = value;
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}
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public ControlPointInfo ControlPointInfo
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{
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get => PlayableBeatmap.ControlPointInfo;
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@ -286,7 +292,7 @@ namespace osu.Game.Screens.Edit
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/// </summary>
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public void Clear() => RemoveRange(HitObjects.ToArray());
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private void processHitObject(HitObject hitObject) => hitObject.ApplyDefaults(ControlPointInfo, BeatmapInfo.BaseDifficulty);
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private void processHitObject(HitObject hitObject) => hitObject.ApplyDefaults(ControlPointInfo, PlayableBeatmap.Difficulty);
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private void trackStartTime(HitObject hitObject)
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{
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@ -30,7 +30,7 @@ namespace osu.Game.Screens.Edit.Setup
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Label = "Object Size",
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FixedLabelWidth = LABEL_WIDTH,
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Description = "The size of all hit objects",
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Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.CircleSize)
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Current = new BindableFloat(Beatmap.Difficulty.CircleSize)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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@ -43,7 +43,7 @@ namespace osu.Game.Screens.Edit.Setup
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Label = "Health Drain",
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FixedLabelWidth = LABEL_WIDTH,
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Description = "The rate of passive health drain throughout playable time",
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Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.DrainRate)
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Current = new BindableFloat(Beatmap.Difficulty.DrainRate)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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@ -56,7 +56,7 @@ namespace osu.Game.Screens.Edit.Setup
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Label = "Approach Rate",
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FixedLabelWidth = LABEL_WIDTH,
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Description = "The speed at which objects are presented to the player",
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Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate)
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Current = new BindableFloat(Beatmap.Difficulty.ApproachRate)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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@ -69,7 +69,7 @@ namespace osu.Game.Screens.Edit.Setup
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Label = "Overall Difficulty",
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FixedLabelWidth = LABEL_WIDTH,
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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.BeatmapInfo.BaseDifficulty.OverallDifficulty)
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Current = new BindableFloat(Beatmap.Difficulty.OverallDifficulty)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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@ -87,10 +87,10 @@ 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.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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Beatmap.Difficulty.CircleSize = circleSizeSlider.Current.Value;
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Beatmap.Difficulty.DrainRate = healthDrainSlider.Current.Value;
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Beatmap.Difficulty.ApproachRate = approachRateSlider.Current.Value;
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Beatmap.Difficulty.OverallDifficulty = overallDifficultySlider.Current.Value;
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Beatmap.UpdateAllHitObjects();
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}
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