Privatise some fields

This commit is contained in:
Dean Herbert 2022-10-05 18:54:14 +09:00
parent bd82dfc333
commit 8f0ef99e10
1 changed files with 30 additions and 30 deletions

View File

@ -21,24 +21,6 @@ namespace osu.Game.Rulesets.Osu.Skinning
{
public abstract class SmokeSegment : Drawable, ITexturedShaderDrawable
{
public IShader? TextureShader { get; private set; }
public IShader? RoundedTextureShader { get; private set; }
protected float Radius => Texture?.DisplayWidth * 0.165f ?? 3;
protected Texture? Texture { get; set; }
protected double SmokeStartTime { get; private set; } = double.MinValue;
protected double SmokeEndTime { get; private set; } = double.MaxValue;
protected readonly List<SmokePoint> SmokePoints = new List<SmokePoint>();
protected virtual float PointInterval => Radius * 7f / 8;
private float totalDistance;
private Vector2? lastPosition;
private const int max_point_count = 18_000;
// fade anim values
@ -66,6 +48,24 @@ public abstract class SmokeSegment : Drawable, ITexturedShaderDrawable
private const float max_rotation = 0.25f;
public IShader? TextureShader { get; private set; }
public IShader? RoundedTextureShader { get; private set; }
protected Texture? Texture { get; set; }
private float radius => Texture?.DisplayWidth * 0.165f ?? 3;
protected readonly List<SmokePoint> SmokePoints = new List<SmokePoint>();
private float pointInterval => radius * 7f / 8;
private double smokeStartTime { get; set; } = double.MinValue;
private double smokeEndTime { get; set; } = double.MaxValue;
private float totalDistance;
private Vector2? lastPosition;
[BackgroundDependencyLoader]
private void load(ShaderManager shaders)
{
@ -79,9 +79,9 @@ protected override void LoadComplete()
RelativeSizeAxes = Axes.Both;
SmokeStartTime = Time.Current;
smokeStartTime = Time.Current;
totalDistance = PointInterval;
totalDistance = pointInterval;
}
private Vector2 nextPointDirection()
@ -96,15 +96,15 @@ public void AddPosition(Vector2 position, double time)
float delta = (position - (Vector2)lastPosition).LengthFast;
totalDistance += delta;
int count = (int)(totalDistance / PointInterval);
int count = (int)(totalDistance / pointInterval);
if (count > 0)
{
Vector2 increment = position - (Vector2)lastPosition;
increment.NormalizeFast();
Vector2 pointPos = (PointInterval - (totalDistance - delta)) * increment + (Vector2)lastPosition;
increment *= PointInterval;
Vector2 pointPos = (pointInterval - (totalDistance - delta)) * increment + (Vector2)lastPosition;
increment *= pointInterval;
if (SmokePoints.Count > 0 && SmokePoints[^1].Time > time)
{
@ -112,7 +112,7 @@ public void AddPosition(Vector2 position, double time)
SmokePoints.RemoveRange(index, SmokePoints.Count - index);
}
totalDistance %= PointInterval;
totalDistance %= pointInterval;
for (int i = 0; i < count; i++)
{
@ -137,10 +137,10 @@ public void AddPosition(Vector2 position, double time)
public void FinishDrawing(double time)
{
SmokeEndTime = time;
smokeEndTime = time;
double initialFadeOutDurationTrunc = Math.Min(initial_fade_out_duration, SmokeEndTime - SmokeStartTime);
LifetimeEnd = SmokeEndTime + final_fade_out_duration + initialFadeOutDurationTrunc / re_fade_in_speed + initialFadeOutDurationTrunc / final_fade_out_speed;
double initialFadeOutDurationTrunc = Math.Min(initial_fade_out_duration, smokeEndTime - smokeStartTime);
LifetimeEnd = smokeEndTime + final_fade_out_duration + initialFadeOutDurationTrunc / re_fade_in_speed + initialFadeOutDurationTrunc / final_fade_out_speed;
}
protected override DrawNode CreateDrawNode() => new SmokeDrawNode(this);
@ -208,12 +208,12 @@ public override void ApplyState()
points.Clear();
points.AddRange(Source.SmokePoints);
radius = Source.Radius;
radius = Source.radius;
drawSize = Source.DrawSize;
texture = Source.Texture;
SmokeStartTime = Source.SmokeStartTime;
SmokeEndTime = Source.SmokeEndTime;
SmokeStartTime = Source.smokeStartTime;
SmokeEndTime = Source.smokeEndTime;
CurrentTime = Source.Clock.CurrentTime;
rotationRNG = new Random(Source.rotationSeed);