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osu-lazer/osu.Game/Screens/Ranking/Expanded/Accuracy/GradedCircles.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Graphics;
using osu.Game.Scoring;
namespace osu.Game.Screens.Ranking.Expanded.Accuracy
{
public partial class GradedCircles : CompositeDrawable
{
private double progress;
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public double Progress
{
get => progress;
set
{
progress = value;
foreach (var circle in circles)
circle.RevealProgress = value;
}
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}
private readonly Container<GradedCircle> circles;
public GradedCircles(double accuracyC, double accuracyB, double accuracyA, double accuracyS, double accuracyX)
{
InternalChild = circles = new Container<GradedCircle>
{
RelativeSizeAxes = Axes.Both,
Children = new[]
{
new GradedCircle(0.0, accuracyC)
{
Colour = OsuColour.ForRank(ScoreRank.D),
},
new GradedCircle(accuracyC, accuracyB)
{
Colour = OsuColour.ForRank(ScoreRank.C),
},
new GradedCircle(accuracyB, accuracyA)
{
Colour = OsuColour.ForRank(ScoreRank.B),
},
new GradedCircle(accuracyA, accuracyS)
{
Colour = OsuColour.ForRank(ScoreRank.A),
},
new GradedCircle(accuracyS, accuracyX - AccuracyCircle.VIRTUAL_SS_PERCENTAGE)
{
Colour = OsuColour.ForRank(ScoreRank.S),
},
new GradedCircle(accuracyX - AccuracyCircle.VIRTUAL_SS_PERCENTAGE, 1.0)
{
Colour = OsuColour.ForRank(ScoreRank.X)
}
}
};
}
private partial class GradedCircle : CircularProgress
{
public double RevealProgress
{
set => Progress = Math.Clamp(value, startProgress, endProgress) - startProgress;
}
private readonly double startProgress;
private readonly double endProgress;
public GradedCircle(double startProgress, double endProgress)
{
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this.startProgress = startProgress + AccuracyCircle.GRADE_SPACING_PERCENTAGE * 0.5;
this.endProgress = endProgress - AccuracyCircle.GRADE_SPACING_PERCENTAGE * 0.5;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
RelativeSizeAxes = Axes.Both;
InnerRadius = AccuracyCircle.RANK_CIRCLE_RADIUS;
Rotation = (float)this.startProgress * 360;
}
}
}
}