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make HP and OD generic and instantiate CS and AR to modes that need it
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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@ -9,18 +10,8 @@ namespace osu.Game.Rulesets.Catch.Mods
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{
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public class CatchModDifficultyAdjust : ModDifficultyAdjust
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{
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[SettingSource("Drain Rate", "Override a beatmap's set HP.")]
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public override BindableNumber<float> DrainRate { get; } = new BindableFloat()
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{
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Precision = 0.1f,
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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};
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[SettingSource("Fruit Size", "Override a beatmap's set CS.")]
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public override BindableNumber<float> CircleSize { get; } = new BindableFloat()
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public BindableNumber<float> CircleSize { get; } = new BindableFloat()
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{
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Precision = 0.1f,
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MinValue = 1,
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@ -30,7 +21,7 @@ namespace osu.Game.Rulesets.Catch.Mods
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};
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[SettingSource("Approach Rate", "Override a beatmap's set AR.")]
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public override BindableNumber<float> ApproachRate { get; } = new BindableFloat()
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public BindableNumber<float> ApproachRate { get; } = new BindableFloat()
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{
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Precision = 0.1f,
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MinValue = 1,
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@ -39,14 +30,20 @@ namespace osu.Game.Rulesets.Catch.Mods
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Value = 5,
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};
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[SettingSource("Overall Difficulty", "Override a beatmap's set OD.")]
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public override BindableNumber<float> OverallDifficulty { get; } = new BindableFloat()
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protected override void UpdateSettings(BeatmapDifficulty difficulty)
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{
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Precision = 0.1f,
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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};
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base.UpdateSettings(difficulty);
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CircleSize.Value = CircleSize.Default = difficulty.CircleSize;
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ApproachRate.Value = ApproachRate.Default = difficulty.ApproachRate;
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}
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protected override void ApplySettings(BeatmapDifficulty difficulty)
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{
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base.ApplySettings(difficulty);
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difficulty.CircleSize = CircleSize.Value;
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difficulty.ApproachRate = ApproachRate.Value;
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}
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}
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}
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