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renames variables to make more logical sense

This commit is contained in:
O Thiago 2022-09-18 00:18:17 -04:00
parent 8464a1941b
commit 3b87ecf56c

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@ -53,8 +53,8 @@ namespace osu.Game.Rulesets.Mods
public const double FLASHLIGHT_FADE_DURATION = 800; public const double FLASHLIGHT_FADE_DURATION = 800;
private const int flashlight_size_decrease_combo = 100; private const int flashlight_size_decrease_combo = 100;
private const int last_flashlight_size_decrease_combo = 200; private const int flashlight_size_decrease_combo_max = 200;
private const float decrease_flashlight_with_combo_multiplier = 0.1f; private const float flashlight_size_decrease_with_combo_multiplier = 0.1f;
protected readonly BindableInt Combo = new BindableInt(); protected readonly BindableInt Combo = new BindableInt();
@ -133,7 +133,7 @@ namespace osu.Game.Rulesets.Mods
using (BeginAbsoluteSequence(0)) using (BeginAbsoluteSequence(0))
{ {
foreach (BreakPeriod breakPeriod in Breaks.Where(breakPeriod => breakPeriod.HasEffect && breakPeriod.Duration >= FLASHLIGHT_FADE_DURATION * 2)) foreach (var breakPeriod in Breaks.Where(breakPeriod => breakPeriod.HasEffect && breakPeriod.Duration >= FLASHLIGHT_FADE_DURATION * 2))
{ {
this.Delay(breakPeriod.StartTime + FLASHLIGHT_FADE_DURATION).FadeOutFromOne(FLASHLIGHT_FADE_DURATION); this.Delay(breakPeriod.StartTime + FLASHLIGHT_FADE_DURATION).FadeOutFromOne(FLASHLIGHT_FADE_DURATION);
this.Delay(breakPeriod.EndTime - FLASHLIGHT_FADE_DURATION).FadeInFromZero(FLASHLIGHT_FADE_DURATION); this.Delay(breakPeriod.EndTime - FLASHLIGHT_FADE_DURATION).FadeInFromZero(FLASHLIGHT_FADE_DURATION);
@ -148,12 +148,12 @@ namespace osu.Game.Rulesets.Mods
protected float GetSizeFor(int combo) protected float GetSizeFor(int combo)
{ {
float size = defaultFlashlightSize * sizeMultiplier; float size = defaultFlashlightSize * sizeMultiplier;
int comboForSize = Math.Min(combo, last_flashlight_size_decrease_combo); int comboForSize = Math.Min(combo, flashlight_size_decrease_combo_max);
if (!comboBasedSize) if (!comboBasedSize)
comboForSize = 0; comboForSize = 0;
return size * (1 - decrease_flashlight_with_combo_multiplier * MathF.Floor(MathF.Min(comboForSize, last_flashlight_size_decrease_combo) / flashlight_size_decrease_combo)); return size * (1 - flashlight_size_decrease_with_combo_multiplier * MathF.Floor(MathF.Min(comboForSize, flashlight_size_decrease_combo_max) / flashlight_size_decrease_combo));
} }
private Vector2 flashlightPosition; private Vector2 flashlightPosition;