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Changed the logic to ModEasy.
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parent
9cfe17cbf1
commit
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@ -5,11 +5,13 @@ using System;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mods
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namespace osu.Game.Rulesets.Mods
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{
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{
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public abstract class ModEasy : Mod, IApplicableToDifficulty
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public abstract class ModEasy : Mod, IApplicableToDifficulty, IApplicableToScoreProcessor
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{
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{
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public static int Lives = 2;
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public override string Name => "Easy";
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public override string Name => "Easy";
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public override string Acronym => "EZ";
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public override string Acronym => "EZ";
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public override IconUsage Icon => OsuIcon.ModEasy;
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public override IconUsage Icon => OsuIcon.ModEasy;
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@ -26,5 +28,21 @@ namespace osu.Game.Rulesets.Mods
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difficulty.DrainRate *= ratio;
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difficulty.DrainRate *= ratio;
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difficulty.OverallDifficulty *= ratio;
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difficulty.OverallDifficulty *= ratio;
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}
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}
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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{
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scoreProcessor.Health.ValueChanged += ValueChanged =>{
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if (scoreProcessor.Health.Value == 0)
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{
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if (Lives != 0)
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{
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Lives--;
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scoreProcessor.Health.Value = 100;
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}
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}
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} ;
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}
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}
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}
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}
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}
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@ -325,38 +325,21 @@ namespace osu.Game.Screens.Play
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protected FailOverlay FailOverlay { get; private set; }
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protected FailOverlay FailOverlay { get; private set; }
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private void fail()
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{
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GameplayClockContainer.Stop();
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HasFailed = true;
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FailOverlay.Retries = RestartCount;
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FailOverlay.Show();
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}
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private bool onFail()
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private bool onFail()
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{
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{
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//issue #3372
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if (Beatmap.Value.Mods.Value.Any(x => x is ModEasy))
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{
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if (Lives != 0)
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{
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Lives--;
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ScoreProcessor.Health.Value = 100;
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return false;
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}
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else
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{
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fail();
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return true;
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}
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}
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if (Beatmap.Value.Mods.Value.OfType<IApplicableFailOverride>().Any(m => !m.AllowFail))
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if (Beatmap.Value.Mods.Value.OfType<IApplicableFailOverride>().Any(m => !m.AllowFail))
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return false;
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return false;
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GameplayClockContainer.Stop();
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HasFailed = true;
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// There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer)
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// There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer)
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// could process an extra frame after the GameplayClock is stopped.
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// could process an extra frame after the GameplayClock is stopped.
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// In such cases we want the fail state to precede a user triggered pause.
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// In such cases we want the fail state to precede a user triggered pause.
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if (PauseOverlay.State == Visibility.Visible)
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if (PauseOverlay.State == Visibility.Visible)
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PauseOverlay.Hide();
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PauseOverlay.Hide();
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fail();
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FailOverlay.Retries = RestartCount;
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FailOverlay.Show();
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return true;
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return true;
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}
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}
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