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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.
92 lines
3.0 KiB
C#
92 lines
3.0 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.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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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 OpenTK;
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using OpenTK.Graphics;
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namespace osu.Game.Screens.Ranking
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{
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public class ResultsPage : Container
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{
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protected readonly Score Score;
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protected readonly WorkingBeatmap Beatmap;
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private CircularContainer content;
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private Box fill;
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protected override Container<Drawable> Content => content;
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public ResultsPage(Score score, WorkingBeatmap beatmap)
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{
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Score = score;
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Beatmap = beatmap;
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RelativeSizeAxes = Axes.Both;
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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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fill.Delay(400).FadeInFromZero(600);
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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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AddRangeInternal(new Drawable[]
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{
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fill = new Box
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{
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Alpha = 0,
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RelativeSizeAxes = Axes.Both,
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Colour = colours.Gray6
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},
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new CircularContainer
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{
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EdgeEffect = new EdgeEffectParameters
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{
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Colour = colours.GrayF.Opacity(0.8f),
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Type = EdgeEffectType.Shadow,
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Radius = 1,
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},
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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BorderThickness = 20,
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BorderColour = Color4.White,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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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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RelativeSizeAxes = Axes.Both,
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Alpha = 0,
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AlwaysPresent = true
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},
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}
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},
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content = new CircularContainer
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{
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EdgeEffect = new EdgeEffectParameters
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{
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Colour = Color4.Black.Opacity(0.2f),
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Type = EdgeEffectType.Shadow,
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Radius = 15,
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},
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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Size = new Vector2(0.88f),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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}
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});
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}
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}
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}
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