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Add inline comments
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@ -116,6 +116,7 @@ namespace osu.Game.Rulesets.Osu.Utils
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if (!(osuObject is Slider slider))
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return;
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// No need to update the head and tail circles, since slider handles that when the new slider path is set
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slider.NestedHitObjects.OfType<SliderTick>().ForEach(h => h.Position = new Vector2(OsuPlayfield.BASE_SIZE.X - h.Position.X, h.Position.Y));
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slider.NestedHitObjects.OfType<SliderRepeat>().ForEach(h => h.Position = new Vector2(OsuPlayfield.BASE_SIZE.X - h.Position.X, h.Position.Y));
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@ -137,6 +138,7 @@ namespace osu.Game.Rulesets.Osu.Utils
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if (!(osuObject is Slider slider))
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return;
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// No need to update the head and tail circles, since slider handles that when the new slider path is set
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slider.NestedHitObjects.OfType<SliderTick>().ForEach(h => h.Position = new Vector2(h.Position.X, OsuPlayfield.BASE_SIZE.Y - h.Position.Y));
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slider.NestedHitObjects.OfType<SliderRepeat>().ForEach(h => h.Position = new Vector2(h.Position.X, OsuPlayfield.BASE_SIZE.Y - h.Position.Y));
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@ -156,6 +158,7 @@ namespace osu.Game.Rulesets.Osu.Utils
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{
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void rotateNestedObject(OsuHitObject nested) => nested.Position = rotateVector(nested.Position - slider.Position, rotation) + slider.Position;
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// No need to update the head and tail circles, since slider handles that when the new slider path is set
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slider.NestedHitObjects.OfType<SliderTick>().ForEach(rotateNestedObject);
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slider.NestedHitObjects.OfType<SliderRepeat>().ForEach(rotateNestedObject);
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