1
0
mirror of https://github.com/ppy/osu.git synced 2024-09-22 09:27:34 +08:00
osu-lazer/osu.Game/Overlays/Profile/Header/Components/LevelBadge.cs

98 lines
2.8 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.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Localisation;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Resources.Localisation.Web;
using osu.Game.Scoring;
using osu.Game.Users;
namespace osu.Game.Overlays.Profile.Header.Components
{
public partial class LevelBadge : CompositeDrawable, IHasTooltip
{
public readonly Bindable<UserStatistics.LevelInfo?> LevelInfo = new Bindable<UserStatistics.LevelInfo?>();
public LocalisableString TooltipText { get; private set; }
private OsuSpriteText levelText = null!;
private Sprite sprite = null!;
[Resolved]
private OsuColour osuColour { get; set; } = null!;
public LevelBadge()
{
TooltipText = UsersStrings.ShowStatsLevel("0");
}
[BackgroundDependencyLoader]
private void load(OsuColour colours, TextureStore textures)
{
InternalChildren = new Drawable[]
{
sprite = new Sprite
{
RelativeSizeAxes = Axes.Both,
Texture = textures.Get("Profile/levelbadge"),
Colour = colours.Yellow,
},
levelText = new OsuSpriteText
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Font = OsuFont.GetFont(size: 20)
}
};
}
protected override void LoadComplete()
{
base.LoadComplete();
LevelInfo.BindValueChanged(level => updateLevel(level.NewValue), true);
}
private void updateLevel(UserStatistics.LevelInfo? levelInfo)
{
int level = levelInfo?.Current ?? 0;
levelText.Text = level.ToString();
TooltipText = UsersStrings.ShowStatsLevel(level.ToString());
sprite.Colour = mapLevelToTierColour(level);
}
private ColourInfo mapLevelToTierColour(int level)
{
var tier = RankingTier.Iron;
if (level > 0)
{
tier = (RankingTier)(level / 20);
}
if (level >= 105)
{
tier = RankingTier.Radiant;
}
if (level >= 110)
{
tier = RankingTier.Lustrous;
}
return osuColour.ForRankingTier(tier);
}
}
}