diff --git a/osu.Game.Rulesets.Osu/Replays/OsuAutoGenerator.cs b/osu.Game.Rulesets.Osu/Replays/OsuAutoGenerator.cs
index b4205f9764..808e3654bb 100644
--- a/osu.Game.Rulesets.Osu/Replays/OsuAutoGenerator.cs
+++ b/osu.Game.Rulesets.Osu/Replays/OsuAutoGenerator.cs
@@ -46,7 +46,7 @@ namespace osu.Game.Rulesets.Osu.Replays
: base(beatmap)
{
// Already superhuman, but still somewhat realistic
- reactionTime = applyModsToRate(100);
+ reactionTime = ApplyModsToRate(100);
}
#endregion
@@ -64,9 +64,9 @@ namespace osu.Game.Rulesets.Osu.Replays
{
buttonIndex = 0;
- addFrameToReplay(new ReplayFrame(-100000, 256, 500, ReplayButtonState.None));
- addFrameToReplay(new ReplayFrame(Beatmap.HitObjects[0].StartTime - 1500, 256, 500, ReplayButtonState.None));
- addFrameToReplay(new ReplayFrame(Beatmap.HitObjects[0].StartTime - 1000, 256, 192, ReplayButtonState.None));
+ AddFrameToReplay(new ReplayFrame(-100000, 256, 500, ReplayButtonState.None));
+ AddFrameToReplay(new ReplayFrame(Beatmap.HitObjects[0].StartTime - 1500, 256, 500, ReplayButtonState.None));
+ AddFrameToReplay(new ReplayFrame(Beatmap.HitObjects[0].StartTime - 1000, 256, 192, ReplayButtonState.None));
for (int i = 0; i < Beatmap.HitObjects.Count; i++)
@@ -92,18 +92,18 @@ namespace osu.Game.Rulesets.Osu.Replays
// Make the cursor stay at a hitObject as long as possible (mainly for autopilot).
if (h.StartTime - h.HitWindowFor(OsuScoreResult.Miss) > endTime + h.HitWindowFor(OsuScoreResult.Hit50) + 50)
{
- if (!(prev is Spinner) && h.StartTime - endTime < 1000) addFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit50), prev.EndPosition.X, prev.EndPosition.Y, ReplayButtonState.None));
- if (!(h is Spinner)) addFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Miss), h.Position.X, h.Position.Y, ReplayButtonState.None));
+ if (!(prev is Spinner) && h.StartTime - endTime < 1000) AddFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit50), prev.EndPosition.X, prev.EndPosition.Y, ReplayButtonState.None));
+ if (!(h is Spinner)) AddFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Miss), h.Position.X, h.Position.Y, ReplayButtonState.None));
}
else if (h.StartTime - h.HitWindowFor(OsuScoreResult.Hit50) > endTime + h.HitWindowFor(OsuScoreResult.Hit50) + 50)
{
- if (!(prev is Spinner) && h.StartTime - endTime < 1000) addFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit50), prev.EndPosition.X, prev.EndPosition.Y, ReplayButtonState.None));
- if (!(h is Spinner)) addFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Hit50), h.Position.X, h.Position.Y, ReplayButtonState.None));
+ if (!(prev is Spinner) && h.StartTime - endTime < 1000) AddFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit50), prev.EndPosition.X, prev.EndPosition.Y, ReplayButtonState.None));
+ if (!(h is Spinner)) AddFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Hit50), h.Position.X, h.Position.Y, ReplayButtonState.None));
}
else if (h.StartTime - h.HitWindowFor(OsuScoreResult.Hit100) > endTime + h.HitWindowFor(OsuScoreResult.Hit100) + 50)
{
- if (!(prev is Spinner) && h.StartTime - endTime < 1000) addFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit100), prev.EndPosition.X, prev.EndPosition.Y, ReplayButtonState.None));
- if (!(h is Spinner)) addFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Hit100), h.Position.X, h.Position.Y, ReplayButtonState.None));
+ if (!(prev is Spinner) && h.StartTime - endTime < 1000) AddFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit100), prev.EndPosition.X, prev.EndPosition.Y, ReplayButtonState.None));
+ if (!(h is Spinner)) AddFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Hit100), h.Position.X, h.Position.Y, ReplayButtonState.None));
}
}
@@ -201,12 +201,12 @@ namespace osu.Game.Rulesets.Osu.Replays
if (waitTime > lastFrame.Time)
{
lastFrame = new ReplayFrame(waitTime, lastFrame.MouseX, lastFrame.MouseY, lastFrame.ButtonState);
- addFrameToReplay(lastFrame);
+ AddFrameToReplay(lastFrame);
}
Vector2 lastPosition = lastFrame.Position;
- double timeDifference = applyModsToTime(targetTime - lastFrame.Time);
+ double timeDifference = ApplyModsToTime(targetTime - lastFrame.Time);
// Only "snap" to hitcircles if they are far enough apart. As the time between hitcircles gets shorter the snapping threshold goes up.
if (timeDifference > 0 && // Sanity checks
@@ -214,10 +214,10 @@ namespace osu.Game.Rulesets.Osu.Replays
timeDifference >= 266)) // ... or the beats are slow enough to tap anyway.
{
// Perform eased movement
- for (double time = lastFrame.Time + frameDelay; time < targetTime; time += frameDelay)
+ for (double time = lastFrame.Time + FrameDelay; time < targetTime; time += FrameDelay)
{
Vector2 currentPosition = Interpolation.ValueAt(time, lastPosition, targetPos, lastFrame.Time, targetTime, easing);
- addFrameToReplay(new ReplayFrame((int)time, currentPosition.X, currentPosition.Y, lastFrame.ButtonState));
+ AddFrameToReplay(new ReplayFrame((int)time, currentPosition.X, currentPosition.Y, lastFrame.ButtonState));
}
buttonIndex = 0;
@@ -243,7 +243,7 @@ namespace osu.Game.Rulesets.Osu.Replays
ReplayFrame endFrame = new ReplayFrame(hEndTime + endDelay, h.EndPosition.X, h.EndPosition.Y, ReplayButtonState.None);
// Decrement because we want the previous frame, not the next one
- int index = findInsertionIndex(startFrame) - 1;
+ int index = FindInsertionIndex(startFrame) - 1;
// If the previous frame has a button pressed, force alternation.
// If there are frames ahead, modify those to use the new button press.
@@ -266,7 +266,7 @@ namespace osu.Game.Rulesets.Osu.Replays
}
// We always follow the most recent slider / spinner, so remove any other frames that occur while it exists.
- int endIndex = findInsertionIndex(endFrame);
+ int endIndex = FindInsertionIndex(endFrame);
if (index < Frames.Count - 1)
Frames.RemoveRange(index + 1, Math.Max(0, endIndex - (index + 1)));
@@ -281,7 +281,7 @@ namespace osu.Game.Rulesets.Osu.Replays
}
}
- addFrameToReplay(startFrame);
+ AddFrameToReplay(startFrame);
// We add intermediate frames for spinning / following a slider here.
if (h is Spinner)
@@ -295,18 +295,18 @@ namespace osu.Game.Rulesets.Osu.Replays
double t;
- for (double j = h.StartTime + frameDelay; j < s.EndTime; j += frameDelay)
+ for (double j = h.StartTime + FrameDelay; j < s.EndTime; j += FrameDelay)
{
- t = applyModsToTime(j - h.StartTime) * spinnerDirection;
+ t = ApplyModsToTime(j - h.StartTime) * spinnerDirection;
- Vector2 pos = SPINNER_CENTRE + circlePosition(t / 20 + angle, SPIN_RADIUS);
- addFrameToReplay(new ReplayFrame((int)j, pos.X, pos.Y, button));
+ Vector2 pos = SPINNER_CENTRE + CirclePosition(t / 20 + angle, SPIN_RADIUS);
+ AddFrameToReplay(new ReplayFrame((int)j, pos.X, pos.Y, button));
}
- t = applyModsToTime(s.EndTime - h.StartTime) * spinnerDirection;
- Vector2 endPosition = SPINNER_CENTRE + circlePosition(t / 20 + angle, SPIN_RADIUS);
+ t = ApplyModsToTime(s.EndTime - h.StartTime) * spinnerDirection;
+ Vector2 endPosition = SPINNER_CENTRE + CirclePosition(t / 20 + angle, SPIN_RADIUS);
- addFrameToReplay(new ReplayFrame(s.EndTime, endPosition.X, endPosition.Y, button));
+ AddFrameToReplay(new ReplayFrame(s.EndTime, endPosition.X, endPosition.Y, button));
endFrame.MouseX = endPosition.X;
endFrame.MouseY = endPosition.Y;
@@ -315,18 +315,18 @@ namespace osu.Game.Rulesets.Osu.Replays
{
Slider s = h as Slider;
- for (double j = frameDelay; j < s.Duration; j += frameDelay)
+ for (double j = FrameDelay; j < s.Duration; j += FrameDelay)
{
Vector2 pos = s.PositionAt(j / s.Duration);
- addFrameToReplay(new ReplayFrame(h.StartTime + j, pos.X, pos.Y, button));
+ AddFrameToReplay(new ReplayFrame(h.StartTime + j, pos.X, pos.Y, button));
}
- addFrameToReplay(new ReplayFrame(s.EndTime, s.EndPosition.X, s.EndPosition.Y, button));
+ AddFrameToReplay(new ReplayFrame(s.EndTime, s.EndPosition.X, s.EndPosition.Y, button));
}
// We only want to let go of our button if we are at the end of the current replay. Otherwise something is still going on after us so we need to keep the button pressed!
if (Frames[Frames.Count - 1].Time <= endFrame.Time)
- addFrameToReplay(endFrame);
+ AddFrameToReplay(endFrame);
}
#endregion
diff --git a/osu.Game.Rulesets.Osu/Replays/OsuAutoGeneratorBase.cs b/osu.Game.Rulesets.Osu/Replays/OsuAutoGeneratorBase.cs
index 9f724ac3b2..d2cd7a1156 100644
--- a/osu.Game.Rulesets.Osu/Replays/OsuAutoGeneratorBase.cs
+++ b/osu.Game.Rulesets.Osu/Replays/OsuAutoGeneratorBase.cs
@@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Osu.Replays
///
/// The time in ms between each ReplayFrame.
///
- protected readonly double frameDelay;
+ protected readonly double FrameDelay;
#endregion
@@ -45,14 +45,14 @@ namespace osu.Game.Rulesets.Osu.Replays
};
// We are using ApplyModsToRate and not ApplyModsToTime to counteract the speed up / slow down from HalfTime / DoubleTime so that we remain at a constant framerate of 60 fps.
- frameDelay = applyModsToRate(1000.0 / 60.0);
+ FrameDelay = ApplyModsToRate(1000.0 / 60.0);
}
#endregion
#region Utilities
- protected double applyModsToTime(double v) => v;
- protected double applyModsToRate(double v) => v;
+ protected double ApplyModsToTime(double v) => v;
+ protected double ApplyModsToRate(double v) => v;
private class ReplayFrameComparer : IComparer
{
@@ -67,7 +67,7 @@ namespace osu.Game.Rulesets.Osu.Replays
private static readonly IComparer replay_frame_comparer = new ReplayFrameComparer();
- protected int findInsertionIndex(ReplayFrame frame)
+ protected int FindInsertionIndex(ReplayFrame frame)
{
int index = Frames.BinarySearch(frame, replay_frame_comparer);
@@ -87,9 +87,9 @@ namespace osu.Game.Rulesets.Osu.Replays
return index;
}
- protected void addFrameToReplay(ReplayFrame frame) => Frames.Insert(findInsertionIndex(frame), frame);
+ protected void AddFrameToReplay(ReplayFrame frame) => Frames.Insert(FindInsertionIndex(frame), frame);
- protected static Vector2 circlePosition(double t, double radius) => new Vector2((float)(Math.Cos(t) * radius), (float)(Math.Sin(t) * radius));
+ protected static Vector2 CirclePosition(double t, double radius) => new Vector2((float)(Math.Cos(t) * radius), (float)(Math.Sin(t) * radius));
#endregion
}
diff --git a/osu.Game/Rulesets/Replays/AutoGenerator.cs b/osu.Game/Rulesets/Replays/AutoGenerator.cs
index 99ee37d987..b8bb63675a 100644
--- a/osu.Game/Rulesets/Replays/AutoGenerator.cs
+++ b/osu.Game/Rulesets/Replays/AutoGenerator.cs
@@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Replays
#endregion
- public AutoGenerator(Beatmap beatmap)
+ protected AutoGenerator(Beatmap beatmap)
{
Beatmap = beatmap;
}
diff --git a/osu.Game/Rulesets/Replays/IAutoGenerator.cs b/osu.Game/Rulesets/Replays/IAutoGenerator.cs
index c8256a2141..10925a27cb 100644
--- a/osu.Game/Rulesets/Replays/IAutoGenerator.cs
+++ b/osu.Game/Rulesets/Replays/IAutoGenerator.cs
@@ -1,9 +1,7 @@
// Copyright (c) 2007-2017 ppy Pty Ltd .
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
-using osu.Game.Rulesets.Replays;
-
-namespace osu.Game
+namespace osu.Game.Rulesets.Replays
{
public interface IAutoGenerator
{