Specify types explicitly and don't handle non-nullable values with fallbacks

This commit is contained in:
Dean Herbert
2021-06-16 16:24:30 +09:00
parent a5c09454e6
commit 5944c45f55
2 changed files with 12 additions and 6 deletions

View File

@ -37,9 +37,10 @@ namespace osu.Game.Rulesets.Taiko.Mods
protected double MultiplierAt(double position)
{
var beatLength = controlPointInfo.TimingPointAt(position)?.BeatLength;
var speedMultiplier = controlPointInfo.DifficultyPointAt(position)?.SpeedMultiplier;
return originalSliderMultiplier * (speedMultiplier ?? 1.0) * TimingControlPoint.DEFAULT_BEAT_LENGTH / (beatLength ?? TimingControlPoint.DEFAULT_BEAT_LENGTH);
double beatLength = controlPointInfo.TimingPointAt(position).BeatLength;
double speedMultiplier = controlPointInfo.DifficultyPointAt(position).SpeedMultiplier;
return originalSliderMultiplier * speedMultiplier * TimingControlPoint.DEFAULT_BEAT_LENGTH / beatLength;
}
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
@ -56,9 +57,9 @@ namespace osu.Game.Rulesets.Taiko.Mods
return;
}
var preempt = 10000 / MultiplierAt(hitObject.HitObject.StartTime);
var start = hitObject.HitObject.StartTime - preempt * 0.6;
var duration = preempt * 0.3;
double preempt = 10000 / MultiplierAt(hitObject.HitObject.StartTime);
double start = hitObject.HitObject.StartTime - preempt * 0.6;
double duration = preempt * 0.3;
using (hitObject.BeginAbsoluteSequence(start))
{