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Addressed code quality issues
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@ -71,12 +71,12 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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[Test]
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[Test]
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[Timeout(4000)] //Catches crashes in other threads, but not ideal. Hopefully there is a improvement to this.
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[Timeout(4000)] //Catches crashes in other threads, but not ideal. Hopefully there is a improvement to this.
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public void TestScalingSliderFlat(
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public void TestScalingSliderFlat(
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[Values(0, 1, 2, 3)] int type_int
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[Values(0, 1, 2, 3)] int typeInt
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)
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)
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{
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{
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Slider slider = null;
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Slider slider = null!;
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switch (type_int)
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switch (typeInt)
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{
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{
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case 0:
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case 0:
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AddStep("Add linear slider", () =>
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AddStep("Add linear slider", () =>
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@ -93,6 +93,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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EditorBeatmap.Add(slider);
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EditorBeatmap.Add(slider);
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});
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});
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break;
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break;
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case 1:
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case 1:
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AddStep("Add perfect curve slider", () =>
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AddStep("Add perfect curve slider", () =>
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{
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{
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@ -109,14 +110,15 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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EditorBeatmap.Add(slider);
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EditorBeatmap.Add(slider);
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});
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});
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break;
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break;
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case 2:
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AddStep("Add bezier slider", () =>
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case 3:
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AddStep("Add catmull slider", () =>
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{
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{
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slider = new Slider { StartTime = EditorClock.CurrentTime, Position = new Vector2(300) };
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slider = new Slider { StartTime = EditorClock.CurrentTime, Position = new Vector2(300) };
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PathControlPoint[] points =
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PathControlPoint[] points =
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{
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{
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new PathControlPoint(new Vector2(0), PathType.BEZIER),
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new PathControlPoint(new Vector2(0), PathType.CATMULL),
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new PathControlPoint(new Vector2(50, 25)),
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new PathControlPoint(new Vector2(50, 25)),
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new PathControlPoint(new Vector2(25, 80)),
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new PathControlPoint(new Vector2(25, 80)),
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new PathControlPoint(new Vector2(40, 100)),
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new PathControlPoint(new Vector2(40, 100)),
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@ -126,14 +128,15 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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EditorBeatmap.Add(slider);
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EditorBeatmap.Add(slider);
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});
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});
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break;
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break;
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case 3:
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AddStep("Add catmull slider", () =>
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default:
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AddStep("Add bezier slider", () =>
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{
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{
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slider = new Slider { StartTime = EditorClock.CurrentTime, Position = new Vector2(300) };
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slider = new Slider { StartTime = EditorClock.CurrentTime, Position = new Vector2(300) };
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PathControlPoint[] points =
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PathControlPoint[] points =
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{
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{
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new PathControlPoint(new Vector2(0), PathType.CATMULL),
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new PathControlPoint(new Vector2(0), PathType.BEZIER),
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new PathControlPoint(new Vector2(50, 25)),
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new PathControlPoint(new Vector2(50, 25)),
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new PathControlPoint(new Vector2(25, 80)),
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new PathControlPoint(new Vector2(25, 80)),
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new PathControlPoint(new Vector2(40, 100)),
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new PathControlPoint(new Vector2(40, 100)),
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@ -274,9 +274,9 @@ namespace osu.Game.Rulesets.Objects
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/// </summary>
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/// </summary>
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/// <para>
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/// <para>
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/// The angle is first obtained based on the farthest vector from the first,
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/// The angle is first obtained based on the farthest vector from the first,
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/// then we find the angle of each vector from the first,
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/// then we find the angle of each vector from the first,
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/// and calculate the distance between the two angle vectors.
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/// and calculate the distance between the two angle vectors.
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/// We than scale this distance to the distance from the first vector
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/// We than scale this distance to the distance from the first vector
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/// (or by 10 if the distance is smaller),
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/// (or by 10 if the distance is smaller),
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/// and if it is greater than acceptableDifference, we return false.
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/// and if it is greater than acceptableDifference, we return false.
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/// </para>
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/// </para>
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@ -288,6 +288,7 @@ namespace osu.Game.Rulesets.Objects
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Vector2 farthest = vectors.MaxBy(x => Vector2.Distance(first, x));
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Vector2 farthest = vectors.MaxBy(x => Vector2.Distance(first, x));
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Vector2 angle = Vector2.Normalize(farthest - first);
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Vector2 angle = Vector2.Normalize(farthest - first);
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foreach (Vector2 vector in vectors)
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foreach (Vector2 vector in vectors)
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{
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{
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if (vector == first)
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if (vector == first)
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