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Add very basic follow point implementation for argon skin
This is just something to look better than the glowing mess which triangles fallback was providing. This element hasn't been designed yet, so I'm just filling in with something amicable for the time being.
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osu.Game.Rulesets.Osu/Skinning/Argon/ArgonFollowPoint.cs
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39
osu.Game.Rulesets.Osu/Skinning/Argon/ArgonFollowPoint.cs
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@ -0,0 +1,39 @@
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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.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Graphics;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Skinning.Argon
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{
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public class ArgonFollowPoint : CompositeDrawable
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{
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public ArgonFollowPoint()
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{
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Blending = BlendingParameters.Additive;
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Colour = ColourInfo.GradientVertical(Colour4.FromHex("FC618F"), Colour4.FromHex("BB1A41"));
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AutoSizeAxes = Axes.Both;
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InternalChildren = new Drawable[]
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{
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new SpriteIcon
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{
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Icon = FontAwesome.Solid.ChevronRight,
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Size = new Vector2(8),
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Colour = OsuColour.Gray(0.2f),
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},
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new SpriteIcon
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{
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Icon = FontAwesome.Solid.ChevronRight,
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Size = new Vector2(8),
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X = 4,
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},
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};
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}
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}
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}
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@ -44,6 +44,9 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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case OsuSkinComponents.ReverseArrow:
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return new ArgonReverseArrow();
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case OsuSkinComponents.FollowPoint:
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return new ArgonFollowPoint();
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}
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break;
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