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Initial implementation of new flow (only working for approach rate)
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@ -11,7 +11,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModDifficultyAdjust : ModDifficultyAdjust
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{
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[SettingSource("Circle Size", "Override a beatmap's set CS.", FIRST_SETTING_ORDER - 1)]
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[SettingSource("Circle Size", "Override a beatmap's set CS.", FIRST_SETTING_ORDER - 1, SettingControlType = typeof(DifficultyAdjustSettingsControl))]
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public Bindable<float?> CircleSize { get; } = new Bindable<float?>
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{
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/*
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@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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*/
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};
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[SettingSource("Approach Rate", "Override a beatmap's set AR.", LAST_SETTING_ORDER + 1)]
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[SettingSource("Approach Rate", "Override a beatmap's set AR.", LAST_SETTING_ORDER + 1, SettingControlType = typeof(ApproachRateSettingsControl))]
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public Bindable<float?> ApproachRate { get; } = new Bindable<float?>
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{
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/*
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@ -0,0 +1,74 @@
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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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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Osu.Mods;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual.UserInterface
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{
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public class TestSceneModDifficultyAdjustSettings : OsuManualInputManagerTestScene
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{
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("create difficulty adjust", () =>
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{
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var modDifficultyAdjust = new OsuModDifficultyAdjust();
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Child = new Container
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{
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Size = new Vector2(300),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Children = new Drawable[]
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{
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new Box
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{
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Colour = Color4.Black,
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RelativeSizeAxes = Axes.Both,
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},
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new FillFlowContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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ChildrenEnumerable = modDifficultyAdjust.CreateSettingsControls(),
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},
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}
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};
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});
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setBeatmapWithDifficultyParameters(5);
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setBeatmapWithDifficultyParameters(8);
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}
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[Test]
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public void TestBasic()
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{
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}
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private void setBeatmapWithDifficultyParameters(float value)
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{
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AddStep($"set beatmap with all {value}", () => Beatmap.Value = CreateWorkingBeatmap(new Beatmap()
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{
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BeatmapInfo = new BeatmapInfo
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{
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BaseDifficulty = new BeatmapDifficulty
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{
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OverallDifficulty = value,
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CircleSize = value,
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DrainRate = value,
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ApproachRate = value,
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}
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}
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}));
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}
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}
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}
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20
osu.Game/Rulesets/Mods/ApproachRateSettingsControl.cs
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20
osu.Game/Rulesets/Mods/ApproachRateSettingsControl.cs
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@ -0,0 +1,20 @@
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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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using osu.Game.Beatmaps;
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namespace osu.Game.Rulesets.Mods
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{
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public class ApproachRateSettingsControl : DifficultyAdjustSettingsControl
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{
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public ApproachRateSettingsControl()
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{
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CurrentNumber.Precision = 0.1f;
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CurrentNumber.MinValue = 0;
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CurrentNumber.MaxValue = 10;
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}
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protected override float UpdateFromDifficulty(BeatmapDifficulty difficulty) => difficulty.ApproachRate;
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}
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}
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97
osu.Game/Rulesets/Mods/DifficultyAdjustSettingsControl.cs
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97
osu.Game/Rulesets/Mods/DifficultyAdjustSettingsControl.cs
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@ -0,0 +1,97 @@
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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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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Beatmaps;
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using osu.Game.Overlays.Settings;
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namespace osu.Game.Rulesets.Mods
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{
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// TODO: make abstract once we finish making each implementation.
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public class DifficultyAdjustSettingsControl : SettingsItem<float?>
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{
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; }
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protected readonly BindableNumber<float> CurrentNumber = new BindableNumber<float>
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{
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// TODO: these need to be pulled out of the main bindable.
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MinValue = 0,
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MaxValue = 10,
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};
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protected override Drawable CreateControl() => new ControlDrawable(CurrentNumber);
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private bool isInternalChange;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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beatmap.BindValueChanged(b =>
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{
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updateFromDifficulty();
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}, true);
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Current.BindValueChanged(current =>
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{
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if (current.NewValue == null)
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updateFromDifficulty();
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});
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CurrentNumber.BindValueChanged(number =>
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{
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if (!isInternalChange)
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Current.Value = number.NewValue;
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});
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}
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private void updateFromDifficulty()
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{
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var difficulty = beatmap.Value.BeatmapInfo.BaseDifficulty;
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if (difficulty == null)
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return;
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if (Current.Value == null)
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{
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isInternalChange = true;
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CurrentNumber.Value = UpdateFromDifficulty(difficulty);
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isInternalChange = false;
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}
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}
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// TODO: make abstract
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protected virtual float UpdateFromDifficulty(BeatmapDifficulty difficulty) => 0;
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private class ControlDrawable : CompositeDrawable, IHasCurrentValue<float?>
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{
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private readonly BindableWithCurrent<float?> current = new BindableWithCurrent<float?>();
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public Bindable<float?> Current
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{
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get => current.Current;
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set => current.Current = value;
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}
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public ControlDrawable(BindableNumber<float> currentNumber)
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{
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InternalChildren = new Drawable[]
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{
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new SettingsSlider<float>
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{
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ShowsDefaultIndicator = false,
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Current = currentNumber,
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}
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};
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AutoSizeAxes = Axes.Y;
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RelativeSizeAxes = Axes.X;
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}
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}
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}
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}
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@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Mods
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protected const int LAST_SETTING_ORDER = 2;
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[SettingSource("HP Drain", "Override a beatmap's set HP.", FIRST_SETTING_ORDER)]
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[SettingSource("HP Drain", "Override a beatmap's set HP.", FIRST_SETTING_ORDER, SettingControlType = typeof(DifficultyAdjustSettingsControl))]
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public Bindable<float?> DrainRate { get; } = new Bindable<float?>
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{
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/*
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@ -42,7 +42,7 @@ namespace osu.Game.Rulesets.Mods
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*/
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};
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[SettingSource("Accuracy", "Override a beatmap's set OD.", LAST_SETTING_ORDER)]
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[SettingSource("Accuracy", "Override a beatmap's set OD.", LAST_SETTING_ORDER, SettingControlType = typeof(DifficultyAdjustSettingsControl))]
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public Bindable<float?> OverallDifficulty { get; } = new Bindable<float?>
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{
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/*
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