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Merge pull request #21945 from cdwcgt/acc-UI
Add new display modes for accuracy counter
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commit
7e39ee3982
@ -8,6 +8,7 @@ using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Online.Spectator;
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using osu.Game.Rulesets.Judgements;
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@ -139,6 +140,29 @@ namespace osu.Game.Tests.Gameplay
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Assert.That(score.MaximumStatistics[HitResult.LargeBonus], Is.EqualTo(1));
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}
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[Test]
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public void TestAccuracyModes()
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{
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var beatmap = new Beatmap<HitObject>
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{
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HitObjects = Enumerable.Range(0, 4).Select(_ => new TestHitObject(HitResult.Great)).ToList<HitObject>()
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};
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var scoreProcessor = new ScoreProcessor(new OsuRuleset());
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scoreProcessor.ApplyBeatmap(beatmap);
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Assert.That(scoreProcessor.Accuracy.Value, Is.EqualTo(1));
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Assert.That(scoreProcessor.MinimumAccuracy.Value, Is.EqualTo(0));
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Assert.That(scoreProcessor.MaximumAccuracy.Value, Is.EqualTo(1));
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scoreProcessor.ApplyResult(new JudgementResult(beatmap.HitObjects[0], beatmap.HitObjects[0].CreateJudgement()) { Type = HitResult.Ok });
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scoreProcessor.ApplyResult(new JudgementResult(beatmap.HitObjects[1], beatmap.HitObjects[1].CreateJudgement()) { Type = HitResult.Great });
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Assert.That(scoreProcessor.Accuracy.Value, Is.EqualTo((double)(100 + 300) / (2 * 300)).Within(Precision.DOUBLE_EPSILON));
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Assert.That(scoreProcessor.MinimumAccuracy.Value, Is.EqualTo((double)(100 + 300) / (4 * 300)).Within(Precision.DOUBLE_EPSILON));
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Assert.That(scoreProcessor.MaximumAccuracy.Value, Is.EqualTo((double)(100 + 3 * 300) / (4 * 300)).Within(Precision.DOUBLE_EPSILON));
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}
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private class TestJudgement : Judgement
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{
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public override HitResult MaxResult { get; }
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@ -39,6 +39,18 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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public readonly BindableDouble Accuracy = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
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/// <summary>
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/// The minimum achievable accuracy for the whole beatmap at this stage of gameplay.
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/// Assumes that all objects that have not been judged yet will receive the minimum hit result.
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/// </summary>
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public readonly BindableDouble MinimumAccuracy = new BindableDouble { MinValue = 0, MaxValue = 1 };
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/// <summary>
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/// The maximum achievable accuracy for the whole beatmap at this stage of gameplay.
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/// Assumes that all objects that have not been judged yet will receive the maximum hit result.
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/// </summary>
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public readonly BindableDouble MaximumAccuracy = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
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/// <summary>
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/// The current combo.
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/// </summary>
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@ -264,6 +276,10 @@ namespace osu.Game.Rulesets.Scoring
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private void updateScore()
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{
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Accuracy.Value = currentMaximumScoringValues.BaseScore > 0 ? (double)currentScoringValues.BaseScore / currentMaximumScoringValues.BaseScore : 1;
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MinimumAccuracy.Value = maximumScoringValues.BaseScore > 0 ? (double)currentScoringValues.BaseScore / maximumScoringValues.BaseScore : 0;
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MaximumAccuracy.Value = maximumScoringValues.BaseScore > 0
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? (double)(currentScoringValues.BaseScore + (maximumScoringValues.BaseScore - currentMaximumScoringValues.BaseScore)) / maximumScoringValues.BaseScore
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: 1;
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TotalScore.Value = computeScore(Mode.Value, currentScoringValues, maximumScoringValues);
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}
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@ -1,9 +1,10 @@
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// 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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#nullable disable
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using System.ComponentModel;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Game.Configuration;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Scoring;
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@ -11,10 +12,53 @@ namespace osu.Game.Screens.Play.HUD
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{
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public abstract partial class GameplayAccuracyCounter : PercentageCounter
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{
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[BackgroundDependencyLoader]
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private void load(ScoreProcessor scoreProcessor)
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[SettingSource("Accuracy display mode", "Which accuracy mode should be displayed.")]
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public Bindable<AccuracyDisplayMode> AccuracyDisplay { get; } = new Bindable<AccuracyDisplayMode>();
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[Resolved]
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private ScoreProcessor scoreProcessor { get; set; } = null!;
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protected override void LoadComplete()
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{
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Current.BindTo(scoreProcessor.Accuracy);
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base.LoadComplete();
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AccuracyDisplay.BindValueChanged(mod =>
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{
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Current.UnbindBindings();
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switch (mod.NewValue)
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{
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case AccuracyDisplayMode.Standard:
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Current.BindTo(scoreProcessor.Accuracy);
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break;
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case AccuracyDisplayMode.MinimumAchievable:
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Current.BindTo(scoreProcessor.MinimumAccuracy);
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break;
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case AccuracyDisplayMode.MaximumAchievable:
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Current.BindTo(scoreProcessor.MaximumAccuracy);
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break;
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}
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}, true);
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// if the accuracy counter is using the "minimum achievable" mode,
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// then its initial value is 0%, rather than the 100% that the base PercentageCounter assumes.
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// to counteract this, manually finish transforms on DisplayedCount once after the initial callback above
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// to stop it from rolling down from 100% to 0%.
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FinishTransforms(targetMember: nameof(DisplayedCount));
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}
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public enum AccuracyDisplayMode
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{
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[Description("Standard")]
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Standard,
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[Description("Maximum achievable")]
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MaximumAchievable,
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[Description("Minimum achievable")]
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MinimumAchievable
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}
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}
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}
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