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Merge pull request #31803 from bdach/bss/submission-progress-display
Implement visual component for displaying submission progress
This commit is contained in:
commit
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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.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Overlays;
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using osu.Game.Screens.Edit.Submission;
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using osuTK;
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namespace osu.Game.Tests.Visual.Editing
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{
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public partial class TestSceneSubmissionStageProgress : OsuTestScene
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{
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[Cached]
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private OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Aquamarine);
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[Test]
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public void TestAppearance()
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{
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SubmissionStageProgress progress = null!;
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AddStep("create content", () => Child = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(0.8f),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Child = progress = new SubmissionStageProgress
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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StageDescription = "Frobnicating the foobarator...",
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}
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});
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AddStep("not started", () => progress.SetNotStarted());
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AddStep("indeterminate progress", () => progress.SetInProgress());
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AddStep("30% progress", () => progress.SetInProgress(0.3f));
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AddStep("70% progress", () => progress.SetInProgress(0.7f));
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AddStep("completed", () => progress.SetCompleted());
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AddStep("failed", () => progress.SetFailed("the foobarator has defrobnicated"));
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AddStep("failed with long message", () => progress.SetFailed("this is a very very very very VERY VEEEEEEEEEEEEEEEEEEEEEEEEERY long error message like you would never believe"));
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AddStep("canceled", () => progress.SetCanceled());
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}
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}
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}
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212
osu.Game/Screens/Edit/Submission/SubmissionStageProgress.cs
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212
osu.Game/Screens/Edit/Submission/SubmissionStageProgress.cs
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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.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Localisation;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays;
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using osuTK;
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namespace osu.Game.Screens.Edit.Submission
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{
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public partial class SubmissionStageProgress : CompositeDrawable
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{
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public LocalisableString StageDescription { get; init; }
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private Bindable<StageStatusType> status { get; } = new Bindable<StageStatusType>();
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private Bindable<float?> progress { get; } = new Bindable<float?>();
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private Container progressBarContainer = null!;
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private Box progressBar = null!;
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private Container iconContainer = null!;
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private OsuTextFlowContainer errorMessage = null!;
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[Resolved]
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private OsuColour colours { get; set; } = null!;
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[BackgroundDependencyLoader]
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private void load(OverlayColourProvider colourProvider)
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{
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RelativeSizeAxes = Axes.X;
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AutoSizeAxes = Axes.Y;
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InternalChildren = new Drawable[]
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{
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new OsuSpriteText
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Text = StageDescription,
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},
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new FillFlowContainer
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{
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AutoSizeAxes = Axes.Both,
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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Direction = FillDirection.Horizontal,
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Spacing = new Vector2(5),
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Children = new Drawable[]
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{
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iconContainer = new Container
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{
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AutoSizeAxes = Axes.Both,
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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},
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new Container
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{
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AutoSizeAxes = Axes.Both,
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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Children =
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[
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progressBarContainer = new Container
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{
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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Width = 150,
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Height = 10,
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CornerRadius = 5,
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Masking = true,
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Children = new[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = colourProvider.Background6,
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},
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progressBar = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Width = 0,
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Colour = colourProvider.Highlight1,
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}
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}
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},
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errorMessage = new OsuTextFlowContainer
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{
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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// should really be `CentreRight` too, but that's broken due to a framework bug
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// (https://github.com/ppy/osu-framework/issues/5084)
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TextAnchor = Anchor.BottomRight,
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Width = 450,
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AutoSizeAxes = Axes.Y,
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Alpha = 0,
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Colour = colours.Red1,
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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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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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status.BindValueChanged(_ => Scheduler.AddOnce(updateStatus), true);
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progress.BindValueChanged(_ => Scheduler.AddOnce(updateProgress), true);
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}
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public void SetNotStarted() => status.Value = StageStatusType.NotStarted;
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public void SetInProgress(float? progress = null)
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{
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this.progress.Value = progress;
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status.Value = StageStatusType.InProgress;
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}
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public void SetCompleted() => status.Value = StageStatusType.Completed;
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public void SetFailed(string reason)
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{
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status.Value = StageStatusType.Failed;
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errorMessage.Text = reason;
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}
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public void SetCanceled() => status.Value = StageStatusType.Canceled;
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private const float transition_duration = 200;
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private void updateProgress()
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{
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if (progress.Value != null)
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progressBar.ResizeWidthTo(progress.Value.Value, transition_duration, Easing.OutQuint);
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progressBarContainer.FadeTo(status.Value == StageStatusType.InProgress && progress.Value != null ? 1 : 0, transition_duration, Easing.OutQuint);
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}
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private void updateStatus()
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{
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progressBarContainer.FadeTo(status.Value == StageStatusType.InProgress && progress.Value != null ? 1 : 0, transition_duration, Easing.OutQuint);
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errorMessage.FadeTo(status.Value == StageStatusType.Failed ? 1 : 0, transition_duration, Easing.OutQuint);
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iconContainer.Clear();
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iconContainer.ClearTransforms();
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switch (status.Value)
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{
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case StageStatusType.InProgress:
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iconContainer.Child = new LoadingSpinner
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{
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Size = new Vector2(16),
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State = { Value = Visibility.Visible, },
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};
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iconContainer.Colour = colours.Orange1;
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break;
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case StageStatusType.Completed:
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iconContainer.Child = new SpriteIcon
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{
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Icon = FontAwesome.Solid.CheckCircle,
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Size = new Vector2(16),
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};
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iconContainer.Colour = colours.Green1;
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iconContainer.FlashColour(Colour4.White, 1000, Easing.OutQuint);
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break;
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case StageStatusType.Failed:
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iconContainer.Child = new SpriteIcon
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{
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Icon = FontAwesome.Solid.ExclamationCircle,
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Size = new Vector2(16),
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};
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iconContainer.Colour = colours.Red1;
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iconContainer.FlashColour(Colour4.White, 1000, Easing.OutQuint);
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break;
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case StageStatusType.Canceled:
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iconContainer.Child = new SpriteIcon
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{
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Icon = FontAwesome.Solid.Ban,
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Size = new Vector2(16),
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};
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iconContainer.Colour = colours.Gray8;
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iconContainer.FlashColour(Colour4.White, 1000, Easing.OutQuint);
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break;
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}
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}
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public enum StageStatusType
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{
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NotStarted,
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InProgress,
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Completed,
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Failed,
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Canceled,
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}
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}
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}
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