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Rename variables for legibility

Having `typedComponents` and `typeComponents` next to each other is
asking for trouble.
This commit is contained in:
Bartłomiej Dach 2023-05-03 19:21:16 +02:00
parent 4d52ce769b
commit 27fabd99fb
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@ -61,16 +61,16 @@ namespace osu.Game.Overlays.SkinEditor
ISerialisableDrawable[] targetComponents = firstTarget.Components.ToArray();
// Store components based on type for later lookup
var typedComponents = new Dictionary<Type, Queue<Drawable>>();
var componentsPerTypeLookup = new Dictionary<Type, Queue<Drawable>>();
foreach (ISerialisableDrawable component in targetComponents)
{
Type lookup = component.GetType();
if (!typedComponents.TryGetValue(lookup, out Queue<Drawable>? typeComponents))
typedComponents.Add(lookup, typeComponents = new Queue<Drawable>());
if (!componentsPerTypeLookup.TryGetValue(lookup, out Queue<Drawable>? componentsOfSameType))
componentsPerTypeLookup.Add(lookup, componentsOfSameType = new Queue<Drawable>());
typeComponents.Enqueue((Drawable)component);
componentsOfSameType.Enqueue((Drawable)component);
}
// Remove all components
@ -81,13 +81,13 @@ namespace osu.Game.Overlays.SkinEditor
{
Type lookup = skinnableInfo.Type;
if (!typedComponents.TryGetValue(lookup, out Queue<Drawable>? typeComponents))
if (!componentsPerTypeLookup.TryGetValue(lookup, out Queue<Drawable>? componentsOfSameType))
{
firstTarget.Add((ISerialisableDrawable)skinnableInfo.CreateInstance());
continue;
}
if (typeComponents.TryDequeue(out Drawable? component))
if (componentsOfSameType.TryDequeue(out Drawable? component))
{
// Re-use unused component
component.ApplySerialisedInfo(skinnableInfo);
@ -101,7 +101,7 @@ namespace osu.Game.Overlays.SkinEditor
firstTarget.Add((ISerialisableDrawable)component);
}
foreach ((Type _, Queue<Drawable> typeComponents) in typedComponents)
foreach ((Type _, Queue<Drawable> typeComponents) in componentsPerTypeLookup)
{
// Dispose extra components
foreach (var component in typeComponents)