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Apply batch fixing of built-in types using var
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@ -42,8 +42,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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{
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IsForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.Equals(ruleset.RulesetInfo);
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var roundedCircleSize = Math.Round(beatmap.Difficulty.CircleSize);
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var roundedOverallDifficulty = Math.Round(beatmap.Difficulty.OverallDifficulty);
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double roundedCircleSize = Math.Round(beatmap.Difficulty.CircleSize);
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double roundedOverallDifficulty = Math.Round(beatmap.Difficulty.OverallDifficulty);
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if (IsForCurrentRuleset)
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{
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@ -73,7 +73,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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public static int GetColumnCountForNonConvert(BeatmapInfo beatmapInfo)
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{
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var roundedCircleSize = Math.Round(beatmapInfo.BaseDifficulty.CircleSize);
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double roundedCircleSize = Math.Round(beatmapInfo.BaseDifficulty.CircleSize);
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return (int)Math.Max(1, roundedCircleSize);
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}
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@ -493,7 +493,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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if (!(HitObject is IHasPathWithRepeats curveData))
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return null;
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var index = SegmentDuration == 0 ? 0 : (time - StartTime) / SegmentDuration;
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int index = SegmentDuration == 0 ? 0 : (time - StartTime) / SegmentDuration;
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// avoid slicing the list & creating copies, if at all possible.
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return index == 0 ? curveData.NodeSamples : curveData.NodeSamples.Skip(index).ToList();
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@ -302,7 +302,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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var pattern = new Pattern();
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int noteCount = getRandomNoteCountMirrored(centreProbability, p2, p3, out var addToCentre);
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int noteCount = getRandomNoteCountMirrored(centreProbability, p2, p3, out bool addToCentre);
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int columnLimit = (TotalColumns % 2 == 0 ? TotalColumns : TotalColumns - 1) / 2;
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int nextColumn = GetRandomColumn(upperBound: columnLimit);
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