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Use realtime difficulty colouring for other relevant areas
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@@ -227,7 +227,10 @@ namespace osu.Game.Screens.SelectV2
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// I can't find a better way to do this.
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starRatingDisplay.Margin = new MarginPadding { Left = 1 / starRatingDisplay.Scale.X * (localRank.HasRank ? 0 : -3) };
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AccentColour = starRatingDisplay.DisplayedDifficultyColour;
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var diffColour = starRatingDisplay.DisplayedDifficultyColour;
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AccentColour = diffColour;
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starCounter.Colour = diffColour;
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}
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private void updateKeyCount()
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@@ -261,10 +264,6 @@ namespace osu.Game.Screens.SelectV2
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starCounter.Current = (float)starDifficulty.Stars;
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difficultyIcon.FadeColour(starDifficulty.Stars > OsuColour.STAR_DIFFICULTY_DEFINED_COLOUR_CUTOFF ? colours.Orange1 : colourProvider.Background5, duration, Easing.OutQuint);
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var starRatingColour = colours.ForStarDifficulty(starDifficulty.Stars);
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starCounter.FadeColour(starRatingColour, duration, Easing.OutQuint);
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AccentColour = starRatingColour;
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}
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public override MenuItem[] ContextMenuItems
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@@ -273,6 +273,11 @@ namespace osu.Game.Screens.SelectV2
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// Dirty hack to make sure we don't take up spacing in parent fill flow when not displaying a rank.
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// I can't find a better way to do this.
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starRatingDisplay.Margin = new MarginPadding { Left = 1 / starRatingDisplay.Scale.X * (localRank.HasRank ? 0 : -3) };
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var diffColour = starRatingDisplay.DisplayedDifficultyColour;
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AccentColour = diffColour;
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starCounter.Colour = diffColour;
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}
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private void updateKeyCount()
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@@ -306,10 +311,6 @@ namespace osu.Game.Screens.SelectV2
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starCounter.Current = (float)starDifficulty.Stars;
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difficultyIcon.FadeColour(starDifficulty.Stars > OsuColour.STAR_DIFFICULTY_DEFINED_COLOUR_CUTOFF ? colours.Orange1 : colourProvider.Background5, duration, Easing.OutQuint);
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var starRatingColour = colours.ForStarDifficulty(starDifficulty.Stars);
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starCounter.FadeColour(starRatingColour, duration, Easing.OutQuint);
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AccentColour = colours.ForStarDifficulty(starDifficulty.Stars);
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}
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public override MenuItem[] ContextMenuItems
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