private void createSliderBar(bool hasDescription = false)
        {
            AddStep("create component", () =>
            {
                LabelledSliderBar <double> component;

                Child = new Container
                {
                    Anchor       = Anchor.Centre,
                    Origin       = Anchor.Centre,
                    Width        = 500,
                    AutoSizeAxes = Axes.Y,
                    Child        = component = new LabelledSliderBar <double>
                    {
                        Current = new BindableDouble(5)
                        {
                            MinValue  = 0,
                            MaxValue  = 10,
                            Precision = 1,
                        }
                    }
                };

                component.Label       = "a sample component";
                component.Description = hasDescription ? "this text describes the component" : string.Empty;
            });
        }
Beispiel #2
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 private void load()
 {
     Children = new[]
     {
         stackLeniency = new LabelledSliderBar <float>
         {
             Label       = "Stack Leniency",
             Description = "In play mode, osu! automatically stacks notes which occur at the same location. Increasing this value means it is more likely to snap notes of further time-distance.",
             Current     = new BindableFloat(Beatmap.BeatmapInfo.StackLeniency)
             {
                 Default   = 0.7f,
                 MinValue  = 0,
                 MaxValue  = 1,
                 Precision = 0.1f
             }
         }
     };
 }
        private void load()
        {
            Children = new Drawable[]
            {
                new OsuSpriteText
                {
                    Text = "Difficulty settings"
                },
                circleSizeSlider = new LabelledSliderBar<float>
                {
                    Label = "Object Size",
                    Description = "The size of all hit objects",
                    Current = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.CircleSize)
                    {
                        Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
                        MinValue = 2,
                        MaxValue = 7,
                        Precision = 0.1f,
                    }
                },
                healthDrainSlider = new LabelledSliderBar<float>
                {
                    Label = "Health Drain",
                    Description = "The rate of passive health drain throughout playable time",
                    Current = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.DrainRate)
                    {
                        Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
                        MinValue = 0,
                        MaxValue = 10,
                        Precision = 0.1f,
                    }
                },
                approachRateSlider = new LabelledSliderBar<float>
                {
                    Label = "Approach Rate",
                    Description = "The speed at which objects are presented to the player",
                    Current = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.ApproachRate)
                    {
                        Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
                        MinValue = 0,
                        MaxValue = 10,
                        Precision = 0.1f,
                    }
                },
                overallDifficultySlider = new LabelledSliderBar<float>
                {
                    Label = "Overall Difficulty",
                    Description = "The harshness of hit windows and difficulty of special objects (ie. spinners)",
                    Current = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.OverallDifficulty)
                    {
                        Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
                        MinValue = 0,
                        MaxValue = 10,
                        Precision = 0.1f,
                    }
                },
            };

            foreach (var item in Children.OfType<LabelledSliderBar<float>>())
                item.Current.ValueChanged += onValueChanged;
        }
Beispiel #4
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        private void load()
        {
            Children = new Drawable[]
            {
                new OsuSpriteText
                {
                    Text = "難度設定"
                },
                circleSizeSlider = new LabelledSliderBar <float>
                {
                    Label       = "物件大小",
                    Description = "所有可打擊物件的大小",
                    Current     = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.CircleSize)
                    {
                        Default   = BeatmapDifficulty.DEFAULT_DIFFICULTY,
                        MinValue  = 0,
                        MaxValue  = 10,
                        Precision = 0.1f,
                    }
                },
                healthDrainSlider = new LabelledSliderBar <float>
                {
                    Label       = "枯竭速度",
                    Description = "遊戲中被動體力枯竭率",
                    Current     = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.DrainRate)
                    {
                        Default   = BeatmapDifficulty.DEFAULT_DIFFICULTY,
                        MinValue  = 0,
                        MaxValue  = 10,
                        Precision = 0.1f,
                    }
                },
                approachRateSlider = new LabelledSliderBar <float>
                {
                    Label       = "縮圈速度",
                    Description = "以多快的速度出現在畫面中",
                    Current     = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.ApproachRate)
                    {
                        Default   = BeatmapDifficulty.DEFAULT_DIFFICULTY,
                        MinValue  = 0,
                        MaxValue  = 10,
                        Precision = 0.1f,
                    }
                },
                overallDifficultySlider = new LabelledSliderBar <float>
                {
                    Label       = "整體難度",
                    Description = "打擊判定的嚴格性和部分特殊物件的難度 (比如轉盤)",
                    Current     = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.OverallDifficulty)
                    {
                        Default   = BeatmapDifficulty.DEFAULT_DIFFICULTY,
                        MinValue  = 0,
                        MaxValue  = 10,
                        Precision = 0.1f,
                    }
                },
            };

            foreach (var item in Children.OfType <LabelledSliderBar <float> >())
            {
                item.Current.ValueChanged += onValueChanged;
            }
        }