Files
Ez2Lazer/osu.Game.Rulesets.Mania/Mods/LAsMods/ManiaModSRAdjust.cs
2026-01-21 23:20:42 +08:00

66 lines
2.4 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Globalization;
using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Overlays.Settings;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Mania.LAsEZMania.Analysis;
namespace osu.Game.Rulesets.Mania.Mods.LAsMods
{
public class ManiaModSRAdjust : Mod, IApplicableToDifficulty
{
public override string Name => "SR Adjust";
public override string Acronym => "SRA";
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。";
public override ModType Type => ModType.LA_Mod;
public override double ScoreMultiplier => 1;
public override bool Ranked => false;
[SettingSource("Rescale Threshold", "超过此阈值后将降低难度膨胀速度", SettingControlType = typeof(MultiplierSettingsSlider))]
public BindableNumber<double> RescaleThreshold { get; } = new BindableDouble(SRCalculator.RescaleHighThreshold)
{
MinValue = 5,
MaxValue = 10,
Precision = 1
};
[SettingSource("LN Integral Multiplier", "LN 因子", SettingControlType = typeof(MultiplierSettingsSlider))]
public BindableNumber<double> LnMultiplier { get; } = new BindableDouble(SRCalculator.LnIntegralMultiplier)
{
MinValue = 4,
MaxValue = 8,
Precision = 0.5
};
public ManiaModSRAdjust()
{
RescaleThreshold.BindValueChanged(e => SRCalculator.RescaleHighThreshold = e.NewValue, true);
LnMultiplier.BindValueChanged(e => SRCalculator.LnIntegralMultiplier = e.NewValue, true);
}
public override IEnumerable<(LocalisableString setting, LocalisableString value)> SettingDescription
{
get
{
yield return ("Rescale Threshold", new LocalisableString(RescaleThreshold.Value.ToString(CultureInfo.InvariantCulture)));
yield return ("LN Integral Multiplier", new LocalisableString(LnMultiplier.Value.ToString(CultureInfo.InvariantCulture)));
}
}
public void ApplyToDifficulty(BeatmapDifficulty difficulty)
{
}
}
}