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Less var please

This commit is contained in:
Dean Herbert 2024-10-01 18:44:27 +09:00
parent ae75bfd966
commit 24d534929d
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@ -107,7 +107,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
if (segment.Count == 0)
return;
var first = segment[0];
PathControlPoint first = segment[0];
if (first.Type != PathType.PERFECT_CURVE)
return;
@ -273,10 +273,10 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
if (selectedPieces.Length != 1)
return false;
var selectedPiece = selectedPieces.Single();
var selectedPoint = selectedPiece.ControlPoint;
PathControlPointPiece<T> selectedPiece = selectedPieces.Single();
PathControlPoint selectedPoint = selectedPiece.ControlPoint;
var validTypes = path_types;
PathType?[] validTypes = path_types;
if (selectedPoint == controlPoints[0])
validTypes = validTypes.Where(t => t != null).ToArray();
@ -313,7 +313,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
if (Pieces.All(p => !p.IsSelected.Value))
return false;
var type = path_types[e.Key - Key.Number1];
PathType? type = path_types[e.Key - Key.Number1];
// The first control point can never be inherit type
if (Pieces[0].IsSelected.Value && type == null)
@ -355,7 +355,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
foreach (var p in Pieces.Where(p => p.IsSelected.Value))
{
var pointsInSegment = hitObject.Path.PointsInSegment(p.ControlPoint);
List<PathControlPoint> pointsInSegment = hitObject.Path.PointsInSegment(p.ControlPoint);
int indexInSegment = pointsInSegment.IndexOf(p.ControlPoint);
if (type?.Type == SplineType.PerfectCurve)
@ -405,14 +405,14 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
public void DragInProgress(DragEvent e)
{
Vector2[] oldControlPoints = hitObject.Path.ControlPoints.Select(cp => cp.Position).ToArray();
var oldPosition = hitObject.Position;
Vector2 oldPosition = hitObject.Position;
double oldStartTime = hitObject.StartTime;
if (selectedControlPoints.Contains(hitObject.Path.ControlPoints[0]))
{
// Special handling for selections containing head control point - the position of the hit object changes which means the snapped position and time have to be taken into account
Vector2 newHeadPosition = Parent!.ToScreenSpace(e.MousePosition + (dragStartPositions[0] - dragStartPositions[draggedControlPointIndex]));
var result = positionSnapProvider?.FindSnappedPositionAndTime(newHeadPosition);
SnapResult result = positionSnapProvider?.FindSnappedPositionAndTime(newHeadPosition);
Vector2 movementDelta = Parent!.ToLocalSpace(result?.ScreenSpacePosition ?? newHeadPosition) - hitObject.Position;
@ -421,7 +421,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
for (int i = 1; i < hitObject.Path.ControlPoints.Count; i++)
{
var controlPoint = hitObject.Path.ControlPoints[i];
PathControlPoint controlPoint = hitObject.Path.ControlPoints[i];
// Since control points are relative to the position of the hit object, all points that are _not_ selected
// need to be offset _back_ by the delta corresponding to the movement of the head point.
// All other selected control points (if any) will move together with the head point
@ -432,13 +432,13 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
}
else
{
var result = positionSnapProvider?.FindSnappedPositionAndTime(Parent!.ToScreenSpace(e.MousePosition), SnapType.GlobalGrids);
SnapResult result = positionSnapProvider?.FindSnappedPositionAndTime(Parent!.ToScreenSpace(e.MousePosition), SnapType.GlobalGrids);
Vector2 movementDelta = Parent!.ToLocalSpace(result?.ScreenSpacePosition ?? Parent!.ToScreenSpace(e.MousePosition)) - dragStartPositions[draggedControlPointIndex] - hitObject.Position;
for (int i = 0; i < controlPoints.Count; ++i)
{
var controlPoint = controlPoints[i];
PathControlPoint controlPoint = controlPoints[i];
if (selectedControlPoints.Contains(controlPoint))
controlPoint.Position = dragStartPositions[i] + movementDelta;
}
@ -490,7 +490,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
for (int i = 0; i < path_types.Length; ++i)
{
var type = path_types[i];
PathType? type = path_types[i];
// special inherit case
if (type == null)