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