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Specify types explicitly and don't handle non-nullable values with fallbacks
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@ -37,9 +37,10 @@ namespace osu.Game.Rulesets.Taiko.Mods
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protected double MultiplierAt(double position)
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{
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var beatLength = controlPointInfo.TimingPointAt(position)?.BeatLength;
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var speedMultiplier = controlPointInfo.DifficultyPointAt(position)?.SpeedMultiplier;
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return originalSliderMultiplier * (speedMultiplier ?? 1.0) * TimingControlPoint.DEFAULT_BEAT_LENGTH / (beatLength ?? TimingControlPoint.DEFAULT_BEAT_LENGTH);
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double beatLength = controlPointInfo.TimingPointAt(position).BeatLength;
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double speedMultiplier = controlPointInfo.DifficultyPointAt(position).SpeedMultiplier;
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return originalSliderMultiplier * speedMultiplier * TimingControlPoint.DEFAULT_BEAT_LENGTH / beatLength;
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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@ -56,9 +57,9 @@ namespace osu.Game.Rulesets.Taiko.Mods
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return;
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}
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var preempt = 10000 / MultiplierAt(hitObject.HitObject.StartTime);
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var start = hitObject.HitObject.StartTime - preempt * 0.6;
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var duration = preempt * 0.3;
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double preempt = 10000 / MultiplierAt(hitObject.HitObject.StartTime);
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double start = hitObject.HitObject.StartTime - preempt * 0.6;
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double duration = preempt * 0.3;
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using (hitObject.BeginAbsoluteSequence(start))
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{
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@ -4,6 +4,7 @@
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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 JetBrains.Annotations;
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using Newtonsoft.Json;
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using osu.Framework.Bindables;
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using osu.Framework.Lists;
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@ -66,6 +67,7 @@ namespace osu.Game.Beatmaps.ControlPoints
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/// </summary>
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/// <param name="time">The time to find the difficulty control point at.</param>
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/// <returns>The difficulty control point.</returns>
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[NotNull]
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public DifficultyControlPoint DifficultyPointAt(double time) => binarySearchWithFallback(DifficultyPoints, time, DifficultyControlPoint.DEFAULT);
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/// <summary>
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@ -73,6 +75,7 @@ namespace osu.Game.Beatmaps.ControlPoints
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/// </summary>
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/// <param name="time">The time to find the effect control point at.</param>
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/// <returns>The effect control point.</returns>
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[NotNull]
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public EffectControlPoint EffectPointAt(double time) => binarySearchWithFallback(EffectPoints, time, EffectControlPoint.DEFAULT);
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/// <summary>
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@ -80,6 +83,7 @@ namespace osu.Game.Beatmaps.ControlPoints
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/// </summary>
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/// <param name="time">The time to find the sound control point at.</param>
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/// <returns>The sound control point.</returns>
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[NotNull]
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public SampleControlPoint SamplePointAt(double time) => binarySearchWithFallback(SamplePoints, time, SamplePoints.Count > 0 ? SamplePoints[0] : SampleControlPoint.DEFAULT);
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/// <summary>
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@ -87,6 +91,7 @@ namespace osu.Game.Beatmaps.ControlPoints
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/// </summary>
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/// <param name="time">The time to find the timing control point at.</param>
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/// <returns>The timing control point.</returns>
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[NotNull]
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public TimingControlPoint TimingPointAt(double time) => binarySearchWithFallback(TimingPoints, time, TimingPoints.Count > 0 ? TimingPoints[0] : TimingControlPoint.DEFAULT);
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/// <summary>
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