Adjust game-side text flow containers to part-based model

This commit is contained in:
Bartłomiej Dach
2021-08-01 17:12:04 +02:00
parent fe86ae51b0
commit 6f863ca204
8 changed files with 73 additions and 37 deletions

View File

@ -2,7 +2,6 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using osu.Framework.Allocation;
@ -37,7 +36,7 @@ namespace osu.Game.Overlays.AccountCreation
private IAPIProvider api { get; set; }
private ShakeContainer registerShake;
private IEnumerable<Drawable> characterCheckText;
private ITextPart characterCheckText;
private OsuTextBox[] textboxes;
private LoadingLayer loadingLayer;
@ -136,7 +135,7 @@ namespace osu.Game.Overlays.AccountCreation
characterCheckText = passwordDescription.AddText("8 characters long");
passwordDescription.AddText(". Choose something long but also something you will remember, like a line from your favourite song.");
passwordTextBox.Current.ValueChanged += password => { characterCheckText.ForEach(s => s.Colour = password.NewValue.Length == 0 ? Color4.White : Interpolation.ValueAt(password.NewValue.Length, Color4.OrangeRed, Color4.YellowGreen, 0, 8, Easing.In)); };
passwordTextBox.Current.ValueChanged += password => { characterCheckText.Drawables.ForEach(s => s.Colour = password.NewValue.Length == 0 ? Color4.White : Interpolation.ValueAt(password.NewValue.Length, Color4.OrangeRed, Color4.YellowGreen, 0, 8, Easing.In)); };
}
public override void OnEntering(IScreen last)