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8b778e8106
* Load all beatmaps in bulk for SubScreenBeatmapSelect * Fix tests no longer working due to drawable changes * Remove test that no longer makes sense * Split matchmaking panel into subclasses for each panel type * Adjust tests to match new structure * Add `ConfigureAwait` * Display loading spinner while beatmaps are being fetched * Fix test failure * Load playlist items directly in `LoadComplete` * Convert `MatchmakingSelectPanel` card content classes into nested classes * Wait for panels to be loaded before operating on them * Add ConfigureAwait() --------- Co-authored-by: Dan Balasescu <smoogipoo@smgi.me>
61 lines
1.7 KiB
C#
61 lines
1.7 KiB
C#
// 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 System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Rooms;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Screens.OnlinePlay.Matchmaking.Match.BeatmapSelect
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{
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public partial class MatchmakingSelectPanelRandom : MatchmakingSelectPanel
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{
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public MatchmakingSelectPanelRandom(MultiplayerPlaylistItem item)
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: base(item)
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{
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}
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private CardContent content = null!;
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private readonly List<APIUser> users = new List<APIUser>();
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[BackgroundDependencyLoader]
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private void load()
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{
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Add(content = new CardContentRandom());
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}
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public void RevealBeatmap(APIBeatmap beatmap, Mod[] mods)
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{
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content.Expire();
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var flashLayer = new Box { RelativeSizeAxes = Axes.Both };
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AddRange(new Drawable[]
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{
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content = new CardContentBeatmap(beatmap, mods),
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flashLayer,
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});
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foreach (var user in users)
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content.SelectionOverlay.AddUser(user);
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flashLayer.FadeOutFromOne(1000, Easing.In);
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}
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public override void AddUser(APIUser user)
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{
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users.Add(user);
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content.SelectionOverlay.AddUser(user);
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}
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public override void RemoveUser(APIUser user)
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{
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users.Remove(user);
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content.SelectionOverlay.RemoveUser(user.Id);
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}
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}
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}
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