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Use compound assignment.
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@ -140,7 +140,7 @@ dotnet_style_prefer_inferred_anonymous_type_member_names = true:warning
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dotnet_style_prefer_auto_properties = true:warning
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dotnet_style_prefer_conditional_expression_over_assignment = true:silent
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dotnet_style_prefer_conditional_expression_over_return = true:silent
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dotnet_style_prefer_compound_assignment = true:silent
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dotnet_style_prefer_compound_assignment = true:warning
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#Style - null/type checks
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dotnet_style_coalesce_expression = true:warning
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@ -198,7 +198,7 @@ namespace osu.Game.Rulesets.Catch.UI
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var additive = createCatcherSprite();
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additive.Anchor = Anchor;
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additive.OriginPosition = additive.OriginPosition + new Vector2(DrawWidth / 2, 0); // also temporary to align sprite correctly.
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additive.OriginPosition += new Vector2(DrawWidth / 2, 0); // also temporary to align sprite correctly.
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additive.Position = Position;
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additive.Scale = Scale;
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additive.Colour = HyperDashing ? Color4.Red : Color4.White;
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@ -51,7 +51,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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if (TargetColumns >= 10)
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{
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TargetColumns = TargetColumns / 2;
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TargetColumns /= 2;
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Dual = true;
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}
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}
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@ -55,7 +55,7 @@ namespace osu.Game.Rulesets.Mania.Edit
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// Flip the vertical coordinate space when scrolling downwards
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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targetPosition = targetPosition - referenceParent.DrawHeight;
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targetPosition -= referenceParent.DrawHeight;
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float movementDelta = targetPosition - reference.DrawableObject.Position.Y;
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@ -96,7 +96,7 @@ namespace osu.Game.Rulesets.Mania.UI
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foreach (var stage in stages)
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{
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sum = sum + stage.Columns.Count;
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sum += stage.Columns.Count;
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if (sum > column)
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return stage;
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}
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@ -103,7 +103,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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if (progress % 2 >= 1)
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progress = 1 - progress % 1;
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else
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progress = progress % 1;
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progress %= 1;
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// ReSharper disable once PossibleInvalidOperationException (bugged in current r# version)
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var diff = slider.StackedPosition + slider.Path.PositionAt(progress) - slider.LazyEndPosition.Value;
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@ -114,7 +114,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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newControlPoints[i] = newControlPoints[i] - first;
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// The slider's position defines the position of the first control point, and all further control points are relative to that point
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slider.Position = slider.Position + first;
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slider.Position += first;
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// Since pieces are re-used, they will not point to the deleted control points while remaining selected
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foreach (var piece in Pieces)
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@ -34,7 +34,7 @@ namespace osu.Game.Tournament.Screens.Ladder
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{
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var newScale = MathHelper.Clamp(scale + e.ScrollDelta.Y / 15 * scale, min_scale, max_scale);
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this.MoveTo(target = target - e.MousePosition * (newScale - scale), 2000, Easing.OutQuint);
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this.MoveTo(target -= e.MousePosition * (newScale - scale), 2000, Easing.OutQuint);
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this.ScaleTo(scale = newScale, 2000, Easing.OutQuint);
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return true;
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@ -41,7 +41,7 @@ namespace osu.Game.Graphics.UserInterface
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public override void Increment(double amount)
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{
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Current.Value = Current.Value + amount;
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Current.Value += amount;
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}
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}
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}
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@ -55,7 +55,7 @@ namespace osu.Game.Graphics.UserInterface
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public override void Increment(double amount)
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{
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Current.Value = Current.Value + amount;
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Current.Value += amount;
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}
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}
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}
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@ -33,7 +33,7 @@ namespace osu.Game.Graphics.UserInterface
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public override void Increment(int amount)
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{
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Current.Value = Current.Value + amount;
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Current.Value += amount;
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}
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}
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}
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@ -114,7 +114,7 @@ namespace osu.Game.Screens.Play.HUD
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/// <param name="amount"></param>
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public void Increment(int amount = 1)
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{
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Current.Value = Current.Value + amount;
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Current.Value += amount;
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}
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/// <summary>
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@ -26,7 +26,7 @@ namespace osu.Game.Screens.Play.HUD
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public override void Increment(long amount)
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{
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Current.Value = Current.Value + amount;
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Current.Value += amount;
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}
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}
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}
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