mirror of
https://github.com/SK-la/Ez2Lazer.git
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66 lines
2.4 KiB
C#
66 lines
2.4 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Globalization;
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using osu.Framework.Bindables;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mania.LAsEZMania.Analysis;
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namespace osu.Game.Rulesets.Mania.Mods.LAsMods
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{
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public class ManiaModSRAdjust : Mod, IApplicableToDifficulty
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{
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public override string Name => "SR Adjust";
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public override string Acronym => "SRA";
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public override LocalisableString Description => "修正xxySR计算中的一些系数。影响的是难度卡上的SR(月亮星)数值。";
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public override ModType Type => ModType.LA_Mod;
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public override double ScoreMultiplier => 1;
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public override bool Ranked => false;
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[SettingSource("Rescale Threshold", "超过此阈值后将降低难度膨胀速度", SettingControlType = typeof(MultiplierSettingsSlider))]
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public BindableNumber<double> RescaleThreshold { get; } = new BindableDouble(SRCalculator.RescaleHighThreshold)
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{
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MinValue = 5,
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MaxValue = 10,
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Precision = 1
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};
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[SettingSource("LN Integral Multiplier", "LN 因子", SettingControlType = typeof(MultiplierSettingsSlider))]
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public BindableNumber<double> LnMultiplier { get; } = new BindableDouble(SRCalculator.LnIntegralMultiplier)
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{
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MinValue = 4,
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MaxValue = 8,
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Precision = 0.5
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};
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public ManiaModSRAdjust()
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{
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RescaleThreshold.BindValueChanged(e => SRCalculator.RescaleHighThreshold = e.NewValue, true);
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LnMultiplier.BindValueChanged(e => SRCalculator.LnIntegralMultiplier = e.NewValue, true);
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}
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public override IEnumerable<(LocalisableString setting, LocalisableString value)> SettingDescription
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{
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get
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{
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yield return ("Rescale Threshold", new LocalisableString(RescaleThreshold.Value.ToString(CultureInfo.InvariantCulture)));
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yield return ("LN Integral Multiplier", new LocalisableString(LnMultiplier.Value.ToString(CultureInfo.InvariantCulture)));
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}
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}
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public void ApplyToDifficulty(BeatmapDifficulty difficulty)
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{
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}
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}
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}
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