Apply batch fixing of built-in types using var

This commit is contained in:
Dean Herbert
2021-10-27 13:04:41 +09:00
parent 1d7e97625a
commit 6944151486
263 changed files with 572 additions and 572 deletions

View File

@ -109,18 +109,18 @@ namespace osu.Game.Graphics
{
foreach (var p in particles)
{
var timeSinceStart = currentTime - p.StartTime;
float timeSinceStart = currentTime - p.StartTime;
// ignore particles from the future.
// these can appear when seeking in replays.
if (timeSinceStart < 0) continue;
var alpha = p.AlphaAtTime(timeSinceStart);
float alpha = p.AlphaAtTime(timeSinceStart);
if (alpha <= 0) continue;
var pos = p.PositionAtTime(timeSinceStart, gravity, maxDuration);
var scale = p.ScaleAtTime(timeSinceStart);
var angle = p.AngleAtTime(timeSinceStart);
float scale = p.ScaleAtTime(timeSinceStart);
float angle = p.AngleAtTime(timeSinceStart);
var rect = createDrawRect(pos, scale);
@ -139,8 +139,8 @@ namespace osu.Game.Graphics
private RectangleF createDrawRect(Vector2 position, float scale)
{
var width = Texture.DisplayWidth * scale;
var height = Texture.DisplayHeight * scale;
float width = Texture.DisplayWidth * scale;
float height = Texture.DisplayHeight * scale;
if (relativePositionAxes.HasFlagFast(Axes.X))
position.X *= sourceSize.X;
@ -188,7 +188,7 @@ namespace osu.Game.Graphics
public Vector2 PositionAtTime(float timeSinceStart, float gravity, float maxDuration)
{
var progress = progressAtTime(timeSinceStart);
float progress = progressAtTime(timeSinceStart);
var currentGravity = new Vector2(0, gravity * Duration / maxDuration * progress);
return StartPosition + (Velocity + currentGravity) * timeSinceStart / maxDuration;