Fix song requirements always showing 0
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@ -228,7 +228,7 @@
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}
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<MudProgressLinear Class="@barClass" Rounded="true" Size="Size.Large" Max="@redRequirement" Value="@(redRequirement - bestData)">
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<MudText Typo="Typo.caption">@bestData</MudText>
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<MudText Typo="Typo.caption">@(redRequirement - bestData)</MudText>
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</MudProgressLinear>
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<MudText Typo="Typo.caption" Style="text-align: right">@resultText</MudText>
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}
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@ -289,8 +289,8 @@
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@for (var k = 0; k < 3; k++)
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{
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var songNumber = k;
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var redRequirement = border.RedBorderTotal;
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var goldRequirement = border.GoldBorderTotal;
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var redRequirement = GetSongBorderCondition(border, songNumber, false);
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var goldRequirement = GetSongBorderCondition(border, songNumber, false);
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var barClass = "bar-default";
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var resultText = "Failed";
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@ -322,7 +322,7 @@
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}
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<MudProgressLinear Class="@barClass" Rounded="true" Size="Size.Large" Max="@redRequirement" Value="@(redRequirement - bestData)">
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<MudText Typo="Typo.caption">@bestData</MudText>
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<MudText Typo="Typo.caption">@(redRequirement - bestData)</MudText>
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</MudProgressLinear>
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<MudText Typo="Typo.caption" Style="text-align: right">@resultText</MudText>
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}
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@ -340,12 +340,12 @@
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resultText = "Gold";
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}
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@goldRequirement
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<MudProgressLinear Class="@barClass" Rounded="true" Size="Size.Large" Max="@goldRequirement" Value="@bestData">
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<MudProgressLinear Class="@barClass" Rounded="true" Size="Size.Large" Max="@(goldRequirement > 0 ? goldRequirement : 1)" Value="@(goldRequirement > 0 ? bestData : 1)">
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<MudText Typo="Typo.caption">@bestData</MudText>
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</MudProgressLinear>
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<MudText Typo="Typo.caption" Style="text-align: right">@resultText</MudText>
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<MudStack Class="mt-1" AlignItems="AlignItems.End">
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<MudText Typo="Typo.caption">@resultText</MudText>
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</MudStack>
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}
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}
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@ -354,8 +354,34 @@
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<MudProgressLinear Class="@barClass" Rounded="true" Size="Size.Large" Max="100" Value="0">
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<MudText Typo="Typo.caption">0</MudText>
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</MudProgressLinear>
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<MudText Typo="Typo.caption" Style="text-align: right">N/A</MudText>
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<MudStack Class="mt-1" AlignItems="AlignItems.End">
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<MudText Typo="Typo.caption">N/A</MudText>
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</MudStack>
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}
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@{
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string conditionOperator = ">";
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if ((DanConditionType)border.OdaiType is DanConditionType.BadCount)
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{
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conditionOperator = "<";
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}
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if (redRequirement == 0) {
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conditionOperator = "";
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}
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}
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<MudStack Spacing="1" Class="mt-8">
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<MudText Typo="Typo.subtitle2" Style="font-weight:bold">Conditions</MudText>
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<MudStack Row="true" Spacing="16">
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<MudStack Spacing="0">
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<MudText Typo="Typo.caption">Red</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold">@conditionOperator @redRequirement</MudText>
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</MudStack>
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<MudStack Spacing="0">
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<MudText Typo="Typo.caption">Gold</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold">@conditionOperator @goldRequirement</MudText>
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</MudStack>
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</MudStack>
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</MudStack>
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</MudCardContent>
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</MudCard>
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</MudItem>
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@ -67,47 +67,6 @@ public partial class DaniDojo
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return GetDanRequirementString(danConditionType);
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}
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private static string GetDanRequirementAll(DanData.OdaiBorder odaiBorder)
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{
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((DanBorderType)odaiBorder.BorderType).Throw().IfNotEquals(DanBorderType.All);
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var type = (DanConditionType)odaiBorder.OdaiType;
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var template =
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$"Pass when {{0}} {{1}} {odaiBorder.RedBorderTotal}, gold when {{1}} {odaiBorder.GoldBorderTotal}";
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return type switch
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{
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DanConditionType.SoulGauge => throw new ArgumentException("Soul gauge should not be here"),
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DanConditionType.GoodCount => string.Format(template, "good count", "exceeds"),
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DanConditionType.OkCount => string.Format(template, "ok count", "exceeds"),
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DanConditionType.BadCount => string.Format(template, "bad count", "below"),
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DanConditionType.ComboCount => string.Format(template, "combo count", "exceeds"),
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DanConditionType.DrumrollCount => string.Format(template, "drum roll count", "exceeds"),
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DanConditionType.Score => string.Format(template, "score", "exceeds"),
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DanConditionType.TotalHitCount => string.Format(template, "hit count", "exceeds"),
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_ => throw new ArgumentOutOfRangeException(nameof(odaiBorder))
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};
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}
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private static string GetDanRequirementPerSong(DanData.OdaiBorder odaiBorder, int songNumber)
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{
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songNumber.Throw().IfOutOfRange(0, 2);
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((DanBorderType)odaiBorder.BorderType).Throw().IfNotEquals(DanBorderType.PerSong);
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var type = (DanConditionType)odaiBorder.OdaiType;
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var template =
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$"Pass when song{songNumber}'s {{0}} {{1}} {odaiBorder.RedBorderTotal}, gold when {{1}} {odaiBorder.GoldBorderTotal}";
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return type switch
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{
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DanConditionType.SoulGauge => throw new ArgumentException("Soul gauge should not be here"),
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DanConditionType.GoodCount => string.Format(template, "good count", "exceeds"),
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DanConditionType.OkCount => string.Format(template, "ok count", "exceeds"),
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DanConditionType.BadCount => string.Format(template, "bad count", "below"),
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DanConditionType.ComboCount => string.Format(template, "combo count", "exceeds"),
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DanConditionType.DrumrollCount => string.Format(template, "drum roll count", "exceeds"),
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DanConditionType.Score => string.Format(template, "score", "exceeds"),
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DanConditionType.TotalHitCount => string.Format(template, "hit count", "exceeds"),
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_ => throw new ArgumentOutOfRangeException(nameof(odaiBorder))
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};
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}
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private static long GetAllBestFromData(DanConditionType type, DanBestData data)
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{
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@ -142,6 +101,30 @@ public partial class DaniDojo
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};
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}
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private static uint GetSongBorderCondition(DanData.OdaiBorder data, int songNumber, bool isGold)
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{
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if (!isGold)
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{
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return songNumber switch
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{
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0 => data.RedBorder1,
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1 => data.RedBorder2,
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2 => data.RedBorder3,
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_ => 0
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};
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}
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else
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{
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return songNumber switch
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{
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0 => data.GoldBorder1,
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1 => data.GoldBorder2,
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2 => data.GoldBorder3,
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_ => 0
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};
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}
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}
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private static string GetDanTitle(string title)
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{
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return title switch
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