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Basic avatar HUD implementation
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osu.Game/Screens/Play/HUD/SkinnableAvatar.cs
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osu.Game/Screens/Play/HUD/SkinnableAvatar.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.Game.Configuration;
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using osu.Game.Skinning;
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using osu.Game.Users.Drawables;
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using osuTK;
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namespace osu.Game.Screens.Play.HUD
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{
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public class SkinnableAvatar : CompositeDrawable, ISkinnableDrawable
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{
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[SettingSource("Corner radius", "How much the edges should be rounded.")]
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public new BindableFloat CornerRadius { get; set; } = new BindableFloat(0)
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{
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MinValue = 0,
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MaxValue = 100,
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Precision = 0.01f
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};
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[Resolved]
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private GameplayState gameplayState { get; set; } = null!;
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private readonly UpdateableAvatar avatar;
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public SkinnableAvatar()
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{
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Size = new Vector2(128f);
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InternalChild = avatar = new UpdateableAvatar(isInteractive: false)
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true
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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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avatar.User = gameplayState.Score.ScoreInfo.User;
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CornerRadius.BindValueChanged(e => avatar.CornerRadius = e.NewValue);
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}
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public bool UsesFixedAnchor { get; set; }
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}
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}
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