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https://github.com/ppy/osu
synced 2025-01-24 23:03:14 +00:00
Refactored variable names in OsuGame.cs for improved code readability.
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parent
df18508bd6
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@ -75,10 +75,10 @@ namespace osu.Game
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{
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{
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get
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get
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{
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{
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Screen s = screenStack;
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Screen screen = screenStack;
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while (s != null && !(s is Intro))
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while (screen != null && !(screen is Intro))
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s = s.ChildScreen;
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screen = screen.ChildScreen;
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return s as Intro;
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return screen as Intro;
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}
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}
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}
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}
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@ -126,8 +126,8 @@ namespace osu.Game
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/// <param name="toolbar">Whether the toolbar should also be hidden.</param>
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/// <param name="toolbar">Whether the toolbar should also be hidden.</param>
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public void CloseAllOverlays(bool toolbar = true)
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public void CloseAllOverlays(bool toolbar = true)
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{
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{
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foreach (var o in overlays)
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foreach (var overlay in overlays)
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o.State = Visibility.Hidden;
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overlay.State = Visibility.Hidden;
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if (toolbar) Toolbar.State = Visibility.Hidden;
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if (toolbar) Toolbar.State = Visibility.Hidden;
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}
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}
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@ -244,7 +244,7 @@ namespace osu.Game
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/// <param name="beatmapId">The beatmap to show.</param>
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/// <param name="beatmapId">The beatmap to show.</param>
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public void ShowBeatmap(int beatmapId) => beatmapSetOverlay.FetchAndShowBeatmap(beatmapId);
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public void ShowBeatmap(int beatmapId) => beatmapSetOverlay.FetchAndShowBeatmap(beatmapId);
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protected void LoadScore(Score s)
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protected void LoadScore(Score score)
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{
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{
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scoreLoad?.Cancel();
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scoreLoad?.Cancel();
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@ -252,18 +252,18 @@ namespace osu.Game
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if (menu == null)
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if (menu == null)
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{
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{
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scoreLoad = Schedule(() => LoadScore(s));
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scoreLoad = Schedule(() => LoadScore(score));
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return;
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return;
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}
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}
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if (!menu.IsCurrentScreen)
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if (!menu.IsCurrentScreen)
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{
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{
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menu.MakeCurrent();
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menu.MakeCurrent();
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this.Delay(500).Schedule(() => LoadScore(s), out scoreLoad);
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this.Delay(500).Schedule(() => LoadScore(score), out scoreLoad);
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return;
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return;
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}
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}
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if (s.Beatmap == null)
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if (score.Beatmap == null)
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{
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{
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notifications.Post(new SimpleNotification
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notifications.Post(new SimpleNotification
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{
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{
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@ -273,12 +273,12 @@ namespace osu.Game
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return;
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return;
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}
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}
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ruleset.Value = s.Ruleset;
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ruleset.Value = score.Ruleset;
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Beatmap.Value = BeatmapManager.GetWorkingBeatmap(s.Beatmap);
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Beatmap.Value = BeatmapManager.GetWorkingBeatmap(score.Beatmap);
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Beatmap.Value.Mods.Value = s.Mods;
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Beatmap.Value.Mods.Value = score.Mods;
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menu.Push(new PlayerLoader(new ReplayPlayer(s.Replay)));
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menu.Push(new PlayerLoader(new ReplayPlayer(score.Replay)));
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}
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}
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protected override void Dispose(bool isDisposing)
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protected override void Dispose(bool isDisposing)
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