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Adjust game-side text flow containers to part-based model
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@ -2,7 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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@ -37,7 +36,7 @@ namespace osu.Game.Overlays.AccountCreation
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private IAPIProvider api { get; set; }
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private ShakeContainer registerShake;
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private IEnumerable<Drawable> characterCheckText;
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private ITextPart characterCheckText;
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private OsuTextBox[] textboxes;
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private LoadingLayer loadingLayer;
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@ -136,7 +135,7 @@ namespace osu.Game.Overlays.AccountCreation
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characterCheckText = passwordDescription.AddText("8 characters long");
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passwordDescription.AddText(". Choose something long but also something you will remember, like a line from your favourite song.");
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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)); };
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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)); };
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}
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public override void OnEntering(IScreen last)
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