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Replace Vector2 methods with math operators

This commit is contained in:
Pasi4K5 2021-06-04 16:23:03 +02:00
parent 9f2a9608f2
commit a0a6f3ef81

View File

@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Osu.Mods
private static readonly float border_distance_x = OsuPlayfield.BASE_SIZE.X * playfield_edge_ratio;
private static readonly float border_distance_y = OsuPlayfield.BASE_SIZE.Y * playfield_edge_ratio;
private static readonly Vector2 playfield_middle = Vector2.Divide(OsuPlayfield.BASE_SIZE, 2);
private static readonly Vector2 playfield_middle = OsuPlayfield.BASE_SIZE / 2;
private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
@ -119,7 +119,7 @@ namespace osu.Game.Rulesets.Osu.Mods
current.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
var position = Vector2.Add(previous.EndPositionRandomised, posRelativeToPrev);
var position = previous.EndPositionRandomised + posRelativeToPrev;
// Move hit objects back into the playfield if they are outside of it,
// which would sometimes happen during big jumps otherwise.
@ -144,7 +144,7 @@ namespace osu.Game.Rulesets.Osu.Mods
currentObjectInfo.PositionRandomised = slider.Position;
currentObjectInfo.EndPositionRandomised = slider.EndPosition;
shiftNestedObjects(slider, Vector2.Subtract(currentObjectInfo.PositionRandomised, currentObjectInfo.PositionOriginal));
shiftNestedObjects(slider, currentObjectInfo.PositionRandomised - currentObjectInfo.PositionOriginal);
}
/// <summary>
@ -195,7 +195,7 @@ namespace osu.Game.Rulesets.Osu.Mods
if (!(hitObject is OsuHitObject osuHitObject))
continue;
osuHitObject.Position = Vector2.Add(osuHitObject.Position, shift);
osuHitObject.Position += shift;
}
}