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Add necessary newlines
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@ -237,11 +237,13 @@ namespace osu.Game.Rulesets.Osu.Skinning
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return;
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return;
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quadBatch ??= renderer.CreateQuadBatch<TexturedVertex2D>(200, 4);
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quadBatch ??= renderer.CreateQuadBatch<TexturedVertex2D>(200, 4);
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if (points.Count > quadBatch.Size * 4 && quadBatch.Size != 10922)
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if (points.Count > quadBatch.Size * 4 && quadBatch.Size != 10922)
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{
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{
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int batchSize = Math.Min((int)(quadBatch.Size * 1.5f), 10922);
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int batchSize = Math.Min((int)(quadBatch.Size * 1.5f), 10922);
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quadBatch = renderer.CreateQuadBatch<TexturedVertex2D>(batchSize, 4);
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quadBatch = renderer.CreateQuadBatch<TexturedVertex2D>(batchSize, 4);
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}
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}
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texture ??= renderer.WhitePixel;
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texture ??= renderer.WhitePixel;
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RectangleF textureRect = texture.GetTextureRect();
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RectangleF textureRect = texture.GetTextureRect();
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@ -269,6 +271,7 @@ namespace osu.Game.Rulesets.Osu.Skinning
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var color = Color4.White;
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var color = Color4.White;
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double timeDoingFinalFadeOut = finalFadeOutTime - point.Time / final_fade_out_speed;
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double timeDoingFinalFadeOut = finalFadeOutTime - point.Time / final_fade_out_speed;
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if (timeDoingFinalFadeOut > 0 && point.Time > firstVisiblePointTimeAfterSmokeEnded)
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if (timeDoingFinalFadeOut > 0 && point.Time > firstVisiblePointTimeAfterSmokeEnded)
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{
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{
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float fraction = Math.Clamp((float)(timeDoingFinalFadeOut / final_fade_out_duration), 0, 1);
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float fraction = Math.Clamp((float)(timeDoingFinalFadeOut / final_fade_out_duration), 0, 1);
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@ -278,6 +281,7 @@ namespace osu.Game.Rulesets.Osu.Skinning
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else
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else
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{
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{
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double timeDoingInitialFadeOut = initialFadeOutTime - point.Time;
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double timeDoingInitialFadeOut = initialFadeOutTime - point.Time;
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if (timeDoingInitialFadeOut > 0)
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if (timeDoingInitialFadeOut > 0)
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{
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{
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float fraction = Math.Clamp((float)(timeDoingInitialFadeOut / initial_fade_out_duration), 0, 1);
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float fraction = Math.Clamp((float)(timeDoingInitialFadeOut / initial_fade_out_duration), 0, 1);
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@ -287,6 +291,7 @@ namespace osu.Game.Rulesets.Osu.Skinning
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if (point.Time > firstVisiblePointTimeAfterSmokeEnded)
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if (point.Time > firstVisiblePointTimeAfterSmokeEnded)
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{
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{
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double timeDoingReFadeIn = reFadeInTime - point.Time / re_fade_in_speed;
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double timeDoingReFadeIn = reFadeInTime - point.Time / re_fade_in_speed;
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if (timeDoingReFadeIn > 0)
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if (timeDoingReFadeIn > 0)
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{
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{
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float fraction = Math.Clamp((float)(timeDoingReFadeIn / re_fade_in_duration), 0, 1);
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float fraction = Math.Clamp((float)(timeDoingReFadeIn / re_fade_in_duration), 0, 1);
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