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https://github.com/ppy/osu
synced 2025-01-11 08:39:31 +00:00
Resolve more CA1805 inspections
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parent
3090b6ccb5
commit
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@ -64,8 +64,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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/// </summary>
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/// </summary>
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private const float target_clamp = 1;
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private const float target_clamp = 1;
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private readonly float targetBreakMultiplier = 0;
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private readonly float targetBreakMultiplier;
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private readonly float easing = 1;
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private readonly float easing;
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private readonly CompositeDrawable restrictTo;
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private readonly CompositeDrawable restrictTo;
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@ -86,6 +86,9 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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{
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this.restrictTo = restrictTo;
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this.restrictTo = restrictTo;
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this.beatmap = beatmap;
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this.beatmap = beatmap;
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targetBreakMultiplier = 0;
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easing = 1;
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}
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}
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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@ -81,8 +81,8 @@ namespace osu.Game.Tests.Gameplay
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private class TestHitObjectWithCombo : ConvertHitObject, IHasComboInformation
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private class TestHitObjectWithCombo : ConvertHitObject, IHasComboInformation
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{
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{
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public bool NewCombo { get; set; } = false;
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public bool NewCombo { get; set; }
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public int ComboOffset { get; } = 0;
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public int ComboOffset => 0;
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public Bindable<int> IndexInCurrentComboBindable { get; } = new Bindable<int>();
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public Bindable<int> IndexInCurrentComboBindable { get; } = new Bindable<int>();
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@ -135,7 +135,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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public Bindable<bool> InitialRoomsReceived { get; } = new Bindable<bool>(true);
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public Bindable<bool> InitialRoomsReceived { get; } = new Bindable<bool>(true);
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public IBindableList<Room> Rooms { get; } = null;
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public IBindableList<Room> Rooms => null;
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public void CreateRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
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public void CreateRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
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{
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{
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@ -197,8 +197,8 @@ namespace osu.Game.Tests.Visual.SongSelect
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private class TestHitObject : ConvertHitObject, IHasPosition
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private class TestHitObject : ConvertHitObject, IHasPosition
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{
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{
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public float X { get; } = 0;
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public float X => 0;
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public float Y { get; } = 0;
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public float Y => 0;
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public Vector2 Position { get; } = Vector2.Zero;
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public Vector2 Position { get; } = Vector2.Zero;
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}
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}
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}
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}
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