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

@ -58,13 +58,13 @@ namespace osu.Game.Screens.Edit.Compose.Components
switch (args.Action)
{
case NotifyCollectionChangedAction.Add:
foreach (var o in args.NewItems)
foreach (object o in args.NewItems)
SelectionBlueprints.FirstOrDefault(b => b.Item == o)?.Select();
break;
case NotifyCollectionChangedAction.Remove:
foreach (var o in args.OldItems)
foreach (object o in args.OldItems)
SelectionBlueprints.FirstOrDefault(b => b.Item == o)?.Deselect();
break;
@ -468,7 +468,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (snapProvider != null)
{
// check for positional snap for every object in selection (for things like object-object snapping)
for (var i = 0; i < movementBlueprintOriginalPositions.Length; i++)
for (int i = 0; i < movementBlueprintOriginalPositions.Length; i++)
{
Vector2 originalPosition = movementBlueprintOriginalPositions[i];
var testPosition = originalPosition + distanceTravelled;