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RORIdev 2019-04-04 13:21:53 -03:00
parent 27fe6f610a
commit 5a3e5036ed
1 changed files with 13 additions and 8 deletions

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@ -2,7 +2,11 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Rulesets.Scoring;
@ -11,7 +15,7 @@ namespace osu.Game.Rulesets.Mods
{
public abstract class ModEasy : Mod, IApplicableToDifficulty, IApplicableToScoreProcessor
{
public static int Lives;
private int Lives;
public override string Name => "Easy";
public override string Acronym => "EZ";
public override IconUsage Icon => OsuIcon.ModEasy;
@ -19,7 +23,7 @@ public abstract class ModEasy : Mod, IApplicableToDifficulty, IApplicableToScore
public override double ScoreMultiplier => 0.5;
public override bool Ranked => true;
public override Type[] IncompatibleMods => new[] { typeof(ModHardRock) };
public void ApplyToDifficulty(BeatmapDifficulty difficulty)
{
const float ratio = 0.5f;
@ -31,16 +35,17 @@ public void ApplyToDifficulty(BeatmapDifficulty difficulty)
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{
//Note : The lives has to be instaciated here in order to prevent the values from different plays to interfear
//with each other / not reseting after a restart , as this method is called once a play starts (to my knowlegde).
//This will be better implemented with a List<double> once I know how to reliably get the game time and update it.
//If you know any information about that, please contact me because I didn't find a sollution to that.
Lives = 2;
scoreProcessor.Health.ValueChanged += valueChanged =>
{
if (scoreProcessor.Health.Value == 0)
if (scoreProcessor.Health.Value == scoreProcessor.Health.MinValue && Lives > 0)
{
if (Lives != 0)
{
Lives--;
scoreProcessor.Health.Value = 100;
}
Lives--;
scoreProcessor.Health.Value = scoreProcessor.Health.MaxValue;
}
};
}