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Use star difficulty colour spectrum game-wide
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@ -106,7 +106,7 @@ namespace osu.Game.Beatmaps.Drawables
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Child = background = new Box
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Child = background = new Box
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{
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{
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Colour = colours.ForDifficultyRating(beatmap.DifficultyRating) // Default value that will be re-populated once difficulty calculation completes
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Colour = colours.ForStarDifficulty(beatmap.StarDifficulty) // Default value that will be re-populated once difficulty calculation completes
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},
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},
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},
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},
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new ConstrainedIconContainer
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new ConstrainedIconContainer
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@ -124,7 +124,7 @@ namespace osu.Game.Beatmaps.Drawables
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else
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else
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difficultyBindable.Value = new StarDifficulty(beatmap.StarDifficulty, 0);
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difficultyBindable.Value = new StarDifficulty(beatmap.StarDifficulty, 0);
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difficultyBindable.BindValueChanged(difficulty => background.Colour = colours.ForDifficultyRating(difficulty.NewValue.DifficultyRating));
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difficultyBindable.BindValueChanged(difficulty => background.Colour = colours.ForStarDifficulty(difficulty.NewValue.Stars));
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}
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}
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public ITooltip GetCustomTooltip() => new DifficultyIconTooltip();
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public ITooltip GetCustomTooltip() => new DifficultyIconTooltip();
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@ -271,7 +271,7 @@ namespace osu.Game.Beatmaps.Drawables
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starDifficulty.BindValueChanged(difficulty =>
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starDifficulty.BindValueChanged(difficulty =>
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{
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{
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starRating.Text = $"{difficulty.NewValue.Stars:0.##}";
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starRating.Text = $"{difficulty.NewValue.Stars:0.##}";
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difficultyFlow.Colour = colours.ForDifficultyRating(difficulty.NewValue.DifficultyRating, true);
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difficultyFlow.Colour = colours.ForStarDifficulty(difficulty.NewValue.Stars);
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}, true);
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}, true);
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return true;
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return true;
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@ -18,31 +18,6 @@ namespace osu.Game.Graphics
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public static Color4 Gray(byte amt) => new Color4(amt, amt, amt, 255);
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public static Color4 Gray(byte amt) => new Color4(amt, amt, amt, 255);
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public Color4 ForDifficultyRating(DifficultyRating difficulty, bool useLighterColour = false)
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public Color4 ForDifficultyRating(DifficultyRating difficulty, bool useLighterColour = false)
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{
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switch (difficulty)
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{
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case DifficultyRating.Easy:
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return Green;
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default:
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case DifficultyRating.Normal:
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return Blue;
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case DifficultyRating.Hard:
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return Yellow;
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case DifficultyRating.Insane:
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return Pink;
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case DifficultyRating.Expert:
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return PurpleLight;
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case DifficultyRating.ExpertPlus:
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return useLighterColour ? Gray9 : Color4Extensions.FromHex("#121415");
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}
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}
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public Color4 ForDifficultyRatingNew(DifficultyRating difficulty)
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{
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{
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switch (difficulty)
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switch (difficulty)
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{
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{
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@ -86,8 +86,8 @@ namespace osu.Game.Screens.OnlinePlay.Components
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minDisplay.Current.Value = minDifficulty;
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minDisplay.Current.Value = minDifficulty;
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maxDisplay.Current.Value = maxDifficulty;
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maxDisplay.Current.Value = maxDifficulty;
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minBackground.Colour = colours.ForDifficultyRating(minDifficulty.DifficultyRating, true);
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minBackground.Colour = colours.ForStarDifficulty(minDifficulty.Stars);
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maxBackground.Colour = colours.ForDifficultyRating(maxDifficulty.DifficultyRating, true);
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maxBackground.Colour = colours.ForStarDifficulty(maxDifficulty.Stars);
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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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@ -107,9 +107,7 @@ namespace osu.Game.Screens.Ranking.Expanded
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string fractionPart = starRatingParts[1];
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string fractionPart = starRatingParts[1];
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string separator = CultureInfo.CurrentCulture.NumberFormat.NumberDecimalSeparator;
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string separator = CultureInfo.CurrentCulture.NumberFormat.NumberDecimalSeparator;
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var rating = Current.Value.DifficultyRating;
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background.Colour = colours.ForStarDifficulty(Current.Value.Stars);
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background.Colour = colours.ForDifficultyRating(rating, true);
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textFlow.Clear();
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textFlow.Clear();
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textFlow.AddText($"{wholePart}", s =>
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textFlow.AddText($"{wholePart}", s =>
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@ -503,7 +503,7 @@ namespace osu.Game.Screens.Select
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{
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{
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const float full_opacity_ratio = 0.7f;
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const float full_opacity_ratio = 0.7f;
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var difficultyColour = colours.ForDifficultyRating(difficulty.DifficultyRating);
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var difficultyColour = colours.ForStarDifficulty(difficulty.Stars);
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Children = new Drawable[]
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Children = new Drawable[]
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{
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{
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