Turn GenerateTicks into a bindable to pass code quality tests

This commit is contained in:
Khang 2022-08-22 22:43:44 -04:00
parent 9f08c474ca
commit 8f708c1dcf

View File

@ -16,6 +16,7 @@ namespace osu.Game.Beatmaps.ControlPoints
public static readonly DifficultyControlPoint DEFAULT = new DifficultyControlPoint
{
SliderVelocityBindable = { Disabled = true },
GenerateTicksBindable = { Disabled = true },
};
/// <summary>
@ -29,6 +30,12 @@ namespace osu.Game.Beatmaps.ControlPoints
MaxValue = 10
};
/// <summary>
/// Whether or not slider ticks should be generated at this control point.
/// This exists for backwards compatibility with maps that abuse NaN slider velocity behavior on osu!stable (e.g. /b/2628991).
/// </summary>
public readonly BindableBool GenerateTicksBindable = new BindableBool(true);
public override Color4 GetRepresentingColour(OsuColour colours) => colours.Lime1;
/// <summary>
@ -44,7 +51,11 @@ namespace osu.Game.Beatmaps.ControlPoints
/// Whether or not slider ticks should be generated at this control point.
/// This exists for backwards compatibility with maps that abuse NaN slider velocity behavior on osu!stable (e.g. /b/2628991).
/// </summary>
public bool GenerateTicks { get; set; } = true;
public bool GenerateTicks
{
get => GenerateTicksBindable.Value;
set => GenerateTicksBindable.Value = value;
}
public override bool IsRedundant(ControlPoint? existing)
=> existing is DifficultyControlPoint existingDifficulty