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Replace switch statement with ForModType

In order to make `highlightedColour` dependent on the mod type color, the color is converted to an `osu.Framework.Graphics.Colour4` and calls `Lighten`.
This commit is contained in:
Adam Baker 2022-07-08 03:23:58 -05:00
parent 89f1c75f7a
commit 7ced84b7ef

View File

@ -123,40 +123,12 @@ namespace osu.Game.Rulesets.UI
modAcronym.FadeOut();
}
switch (value.Type)
{
default:
case ModType.DifficultyIncrease:
backgroundColour = colours.Red1;
highlightedColour = colours.Red0;
break;
Color4 typeColour = colours.ForModType(value.Type);
backgroundColour = typeColour;
highlightedColour = ((Colour4)typeColour).Lighten(.2f);
case ModType.DifficultyReduction:
backgroundColour = colours.Lime1;
highlightedColour = colours.Lime0;
break;
case ModType.Automation:
backgroundColour = colours.Blue1;
highlightedColour = colours.Blue0;
break;
case ModType.Conversion:
backgroundColour = colours.Purple1;
highlightedColour = colours.Purple0;
break;
case ModType.Fun:
backgroundColour = colours.Pink1;
highlightedColour = colours.Pink0;
break;
case ModType.System:
backgroundColour = colours.Gray7;
highlightedColour = colours.Gray8;
modIcon.Colour = colours.Yellow;
break;
}
if (value.Type == ModType.System)
modIcon.Colour = colours.Yellow;
updateColour();
}