mirror of https://github.com/ppy/osu
Use const whenever possible.
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@ -10,7 +10,7 @@ namespace osu.Desktop.VisualTests
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{
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public class Benchmark : OsuGameBase
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{
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private readonly double timePerTest = 200;
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private const double time_per_test = 200;
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[BackgroundDependencyLoader]
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private void load()
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@ -27,7 +27,7 @@ protected override void LoadComplete()
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TestBrowser f = new TestBrowser();
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Add(f);
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Console.WriteLine($@"{Time}: Running {f.TestCount} tests for {timePerTest}ms each...");
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Console.WriteLine($@"{Time}: Running {f.TestCount} tests for {time_per_test}ms each...");
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for (int i = 1; i < f.TestCount; i++)
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{
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@ -36,10 +36,10 @@ protected override void LoadComplete()
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{
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f.LoadTest(loadableCase);
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Console.WriteLine($@"{Time}: Switching to test #{loadableCase}");
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}, loadableCase * timePerTest);
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}, loadableCase * time_per_test);
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}
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Scheduler.AddDelayed(Host.Exit, f.TestCount * timePerTest);
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Scheduler.AddDelayed(Host.Exit, f.TestCount * time_per_test);
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}
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}
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}
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@ -29,7 +29,7 @@ private void load(TextureStore textures)
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{
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Texture = textures.Get(@"Menu/logo");
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double duration = 0;
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const double duration = 0;
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Transforms.Add(new TransformPosition { StartTime = h.StartTime - 200, EndTime = h.StartTime, StartValue = new Vector2(h.Position, -0.1f), EndValue = new Vector2(h.Position, 0.9f) });
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Transforms.Add(new TransformAlpha { StartTime = h.StartTime + duration + 200, EndTime = h.StartTime + duration + 400, StartValue = 1, EndValue = 0 });
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@ -26,7 +26,7 @@ private void load(TextureStore textures)
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{
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Texture = textures.Get(@"Menu/logo");
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double duration = 0;
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const double duration = 0;
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Transforms.Add(new TransformPositionY { StartTime = note.StartTime - 200, EndTime = note.StartTime, StartValue = -0.1f, EndValue = 0.9f });
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Transforms.Add(new TransformAlpha { StartTime = note.StartTime + duration + 200, EndTime = note.StartTime + duration + 400, StartValue = 1, EndValue = 0 });
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@ -81,7 +81,7 @@ private void updateStacking(List<OsuHitObject> hitObjects, float stackLeniency,
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if (endIndex == -1)
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endIndex = hitObjects.Count - 1;
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int stackDistance = 3;
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const int stack_distance = 3;
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float stackThreshold = DrawableOsuHitObject.TIME_PREEMPT * stackLeniency;
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// Reset stacking inside the update range
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@ -108,8 +108,8 @@ private void updateStacking(List<OsuHitObject> hitObjects, float stackLeniency,
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//We are no longer within stacking range of the next object.
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break;
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if (Vector2.Distance(stackBaseObject.Position, objectN.Position) < stackDistance ||
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stackBaseObject is Slider && Vector2.Distance(stackBaseObject.EndPosition, objectN.Position) < stackDistance)
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if (Vector2.Distance(stackBaseObject.Position, objectN.Position) < stack_distance ||
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stackBaseObject is Slider && Vector2.Distance(stackBaseObject.EndPosition, objectN.Position) < stack_distance)
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{
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stackBaseIndex = n;
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@ -174,14 +174,14 @@ private void updateStacking(List<OsuHitObject> hitObjects, float stackLeniency,
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* o <- hitCircle has stack of -1
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* o <- hitCircle has stack of -2
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*/
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if (objectN is Slider && Vector2.Distance(objectN.EndPosition, objectI.Position) < stackDistance)
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if (objectN is Slider && Vector2.Distance(objectN.EndPosition, objectI.Position) < stack_distance)
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{
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int offset = objectI.StackHeight - objectN.StackHeight + 1;
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for (int j = n + 1; j <= i; j++)
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{
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//For each object which was declared under this slider, we will offset it to appear *below* the slider end (rather than above).
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OsuHitObject objectJ = hitObjects[j];
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if (Vector2.Distance(objectN.EndPosition, objectJ.Position) < stackDistance)
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if (Vector2.Distance(objectN.EndPosition, objectJ.Position) < stack_distance)
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objectJ.StackHeight -= offset;
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}
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@ -190,7 +190,7 @@ private void updateStacking(List<OsuHitObject> hitObjects, float stackLeniency,
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break;
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}
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if (Vector2.Distance(objectN.Position, objectI.Position) < stackDistance)
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if (Vector2.Distance(objectN.Position, objectI.Position) < stack_distance)
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{
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//Keep processing as if there are no sliders. If we come across a slider, this gets cancelled out.
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//NOTE: Sliders with start positions stacking are a special case that is also handled here.
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@ -214,7 +214,7 @@ private void updateStacking(List<OsuHitObject> hitObjects, float stackLeniency,
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//We are no longer within stacking range of the previous object.
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break;
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if (Vector2.Distance(objectN.EndPosition, objectI.Position) < stackDistance)
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if (Vector2.Distance(objectN.EndPosition, objectI.Position) < stack_distance)
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{
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objectN.StackHeight = objectI.StackHeight + 1;
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objectI = objectN;
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@ -108,9 +108,9 @@ protected override void CheckJudgement(bool userTriggered)
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private Vector2 scaleToCircle => circle.Scale * circle.DrawWidth / DrawWidth * 0.95f;
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private readonly float spinsPerMinuteNeeded = 100 + 5 * 15; //TODO: read per-map OD and place it on the 5
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private const float spins_per_minute_needed = 100 + 5 * 15; //TODO: read per-map OD and place it on the 5
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private float rotationsNeeded => (float)(spinsPerMinuteNeeded * (spinner.EndTime - spinner.StartTime) / 60000f);
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private float rotationsNeeded => (float)(spins_per_minute_needed * (spinner.EndTime - spinner.StartTime) / 60000f);
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public float Progress => MathHelper.Clamp(disc.RotationAbsolute / 360 / rotationsNeeded, 0, 1);
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@ -29,7 +29,7 @@ private void load(TextureStore textures)
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{
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Texture = textures.Get(@"Menu/logo");
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double duration = 0;
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const double duration = 0;
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Transforms.Add(new TransformPositionX { StartTime = h.StartTime - 200, EndTime = h.StartTime, StartValue = 1.1f, EndValue = 0.1f });
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Transforms.Add(new TransformAlpha { StartTime = h.StartTime + duration + 200, EndTime = h.StartTime + duration + 400, StartValue = 1, EndValue = 0 });
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@ -15,8 +15,8 @@ public abstract class DifficultyCalculator
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private void loadTiming()
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{
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// TODO: Handle mods
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int audioRate = 100;
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TimeRate = audioRate / 100.0;
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const int audio_rate = 100;
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TimeRate = audio_rate / 100.0;
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}
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public double Calculate(Dictionary<string, string> categoryDifficulty = null)
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@ -89,13 +89,13 @@ protected override void Update()
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protected virtual Triangle CreateTriangle()
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{
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float stdDev = 0.16f;
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float mean = 0.5f;
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const float std_dev = 0.16f;
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const float mean = 0.5f;
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float u1 = 1 - RNG.NextSingle(); //uniform(0,1] random floats
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float u2 = 1 - RNG.NextSingle();
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float randStdNormal = (float)(Math.Sqrt(-2.0 * Math.Log(u1)) * Math.Sin(2.0 * Math.PI * u2)); //random normal(0,1)
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var scale = Math.Max(triangleScale * (mean + stdDev * randStdNormal), 0.1f); //random normal(mean,stdDev^2)
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var scale = Math.Max(triangleScale * (mean + std_dev * randStdNormal), 0.1f); //random normal(mean,stdDev^2)
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const float size = 100;
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@ -88,10 +88,10 @@ protected override void Update()
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Invalidate(Invalidation.DrawNode, shallPropagate: false);
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int fadeClockResetThreshold = 1000000;
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const int fade_clock_reset_threshold = 1000000;
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time = (float)(Time.Current - timeOffset) / 500f;
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if (time > fadeClockResetThreshold)
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if (time > fade_clock_reset_threshold)
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resetTime();
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}
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@ -171,7 +171,7 @@ protected override bool OnHover(InputState state)
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IconLayer.FadeColour(HoverColour, transform_time, EasingTypes.OutElastic);
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double offset = 0; //(1 - Game.Audio.SyncBeatProgress) * duration;
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const double offset = 0; //(1 - Game.Audio.SyncBeatProgress) * duration;
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double startTime = Time.Current + offset;
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// basic pulse
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@ -200,7 +200,7 @@ protected override void OnHoverLost(InputState state)
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int duration = 0; //(int)(Game.Audio.BeatLength);
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if (duration == 0) duration = pulse_length * 2;
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double offset = 0; //(1 - Game.Audio.SyncBeatProgress) * duration;
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const double offset = 0; //(1 - Game.Audio.SyncBeatProgress) * duration;
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double startTime = Time.Current + offset;
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// slow pulse
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@ -132,7 +132,7 @@ protected override bool OnHover(InputState state)
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icon.ScaleTo(1, 500, EasingTypes.OutElasticHalf);
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double offset = 0; //(1 - Game.Audio.SyncBeatProgress) * duration;
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const double offset = 0; //(1 - Game.Audio.SyncBeatProgress) * duration;
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double startTime = Time.Current + offset;
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icon.RotateTo(10, offset, EasingTypes.InOutSine);
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@ -113,12 +113,12 @@ protected override void OnResuming(Screen last)
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//we also handle the exit transition.
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seeya.Play();
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double fadeOutTime = 2000;
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const double fade_out_time = 2000;
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Scheduler.AddDelayed(Exit, fadeOutTime);
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Scheduler.AddDelayed(Exit, fade_out_time);
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//don't want to fade out completely else we will stop running updates and shit will hit the fan.
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Game.FadeTo(0.01f, fadeOutTime);
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Game.FadeTo(0.01f, fade_out_time);
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base.OnResuming(last);
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}
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@ -42,10 +42,10 @@ public class Player : OsuScreen
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public int RestartCount;
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private readonly double pauseCooldown = 1000;
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private const double pause_cooldown = 1000;
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private double lastPauseActionTime;
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private bool canPause => Time.Current >= lastPauseActionTime + pauseCooldown;
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private bool canPause => Time.Current >= lastPauseActionTime + pause_cooldown;
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private IAdjustableClock sourceClock;
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private IFrameBasedClock interpolatedSourceClock;
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@ -18,7 +18,7 @@ namespace osu.Game.Screens.Select.Options
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{
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public class BeatmapOptionsButton : ClickableContainer
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{
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private static readonly float width = 130;
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private const float width = 130;
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private readonly Box background;
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private readonly Box flash;
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@ -23,6 +23,7 @@
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<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=ConvertNullableToShortForm/@EntryIndexedValue">WARNING</s:String>
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<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=ConvertPropertyToExpressionBody/@EntryIndexedValue">WARNING</s:String>
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<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=ConvertToAutoProperty/@EntryIndexedValue">HINT</s:String>
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<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=ConvertToConstant_002ELocal/@EntryIndexedValue">WARNING</s:String>
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<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=ConvertToLambdaExpression/@EntryIndexedValue">WARNING</s:String>
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<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=ConvertToStaticClass/@EntryIndexedValue">WARNING</s:String>
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<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=DoubleNegationOperator/@EntryIndexedValue">WARNING</s:String>
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@ -583,6 +584,42 @@ Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu-frame
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<s:String x:Key="/Default/CodeStyle/Naming/WebNaming/UserRules/=ASP_005FHTML_005FCONTROL/@EntryIndexedValue"><Policy Inspect="True" Prefix="" Suffix="" Style="AaBb" /></s:String>
|
||||
<s:String x:Key="/Default/CodeStyle/Naming/WebNaming/UserRules/=ASP_005FTAG_005FNAME/@EntryIndexedValue"><Policy Inspect="True" Prefix="" Suffix="" Style="AaBb" /></s:String>
|
||||
<s:String x:Key="/Default/CodeStyle/Naming/WebNaming/UserRules/=ASP_005FTAG_005FPREFIX/@EntryIndexedValue"><Policy Inspect="True" Prefix="" Suffix="" Style="AaBb" /></s:String>
|
||||
<s:String x:Key="/Default/CodeStyle/Naming/XamlNaming/UserRules/=NAMESPACE_005FALIAS/@EntryIndexedValue"><Policy Inspect="True" Prefix="" Suffix="" Style="aaBb" /></s:String>
|
||||
<s:String x:Key="/Default/CodeStyle/Naming/XamlNaming/UserRules/=XAML_005FFIELD/@EntryIndexedValue"><Policy Inspect="True" Prefix="" Suffix="" Style="AaBb" /></s:String>
|
||||
<s:String x:Key="/Default/CodeStyle/Naming/XamlNaming/UserRules/=XAML_005FRESOURCE/@EntryIndexedValue"><Policy Inspect="True" Prefix="" Suffix="" Style="AaBb" /></s:String>
|
||||
|
|
Loading…
Reference in New Issue