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This is important when using dynamic compiling to rapidly iterate. Until we actually split projects out into pieces (like the abstract ruleset project we have talked about) there is no advantage to using internal in the osu! game code.
43 lines
1.3 KiB
C#
43 lines
1.3 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Select.Leaderboards;
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using OpenTK;
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using osu.Framework.Graphics.Shapes;
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namespace osu.Game.Screens.Ranking
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{
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public class ResultsPageRanking : ResultsPage
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{
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public ResultsPageRanking(Score score, WorkingBeatmap beatmap = null) : base(score, beatmap)
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{
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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Children = new Drawable[]
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{
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new Box
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{
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Colour = colours.GrayE,
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RelativeSizeAxes = Axes.Both,
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},
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new Leaderboard
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{
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Beatmap = Beatmap.BeatmapInfo ?? Score.Beatmap,
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Scale = new Vector2(0.7f)
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}
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};
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}
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}
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}
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