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osu-lazer/osu.Game/Screens/Play/HUD/PlayerTeamFlag.cs
2025-02-14 17:39:21 +09:00

57 lines
1.6 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Skinning;
using osu.Game.Users.Drawables;
using osuTK;
namespace osu.Game.Screens.Play.HUD
{
public partial class PlayerTeamFlag : CompositeDrawable, ISerialisableDrawable
{
protected override bool ReceivePositionalInputAtSubTree(Vector2 screenSpacePos) => false;
private readonly UpdateableTeamFlag flag;
private const float default_size = 40f;
[Resolved]
private GameplayState? gameplayState { get; set; }
[Resolved]
private IAPIProvider api { get; set; } = null!;
private IBindable<APIUser>? apiUser;
public PlayerTeamFlag()
{
Size = new Vector2(default_size, default_size / 2f);
InternalChild = flag = new UpdateableTeamFlag
{
RelativeSizeAxes = Axes.Both,
};
}
[BackgroundDependencyLoader]
private void load()
{
if (gameplayState != null)
flag.Team = gameplayState.Score.ScoreInfo.User.Team;
else
{
apiUser = api.LocalUser.GetBoundCopy();
apiUser.BindValueChanged(u => flag.Team = u.NewValue.Team, true);
}
}
public bool UsesFixedAnchor { get; set; }
}
}