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.NET Standard 2.1 implements Math.Clamp , use it instead of MathHelper.Clamp from osuTK.
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@ -8,7 +8,6 @@ using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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using osu.Game.Rulesets.Catch.MathUtils;
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using osu.Game.Rulesets.Mods;
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@ -78,7 +77,7 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
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catchObject.XOffset = 0;
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if (catchObject is TinyDroplet)
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catchObject.XOffset = MathHelper.Clamp(rng.Next(-20, 20) / CatchPlayfield.BASE_WIDTH, -catchObject.X, 1 - catchObject.X);
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catchObject.XOffset = Math.Clamp(rng.Next(-20, 20) / CatchPlayfield.BASE_WIDTH, -catchObject.X, 1 - catchObject.X);
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else if (catchObject is Droplet)
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rng.Next(); // osu!stable retrieved a random droplet rotation
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}
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@ -230,7 +229,7 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
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else
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{
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currentObject.DistanceToHyperDash = distanceToHyper;
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lastExcess = MathHelper.Clamp(distanceToHyper, 0, halfCatcherWidth);
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lastExcess = Math.Clamp(distanceToHyper, 0, halfCatcherWidth);
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}
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lastDirection = thisDirection;
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@ -10,7 +10,6 @@ using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Scoring.Legacy;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Difficulty
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{
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@ -96,7 +95,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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return value;
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}
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private float accuracy() => totalHits() == 0 ? 0 : MathHelper.Clamp((float)totalSuccessfulHits() / totalHits(), 0f, 1f);
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private float accuracy() => totalHits() == 0 ? 0 : Math.Clamp((float)totalSuccessfulHits() / totalHits(), 0f, 1f);
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private int totalHits() => tinyTicksHit + ticksHit + fruitsHit + misses + tinyTicksMissed;
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private int totalSuccessfulHits() => tinyTicksHit + ticksHit + fruitsHit;
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private int totalComboHits() => misses + ticksHit + fruitsHit;
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@ -6,7 +6,6 @@ using osu.Game.Rulesets.Catch.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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{
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@ -31,7 +30,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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if (lastPlayerPosition == null)
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lastPlayerPosition = catchCurrent.LastNormalizedPosition;
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float playerPosition = MathHelper.Clamp(
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float playerPosition = Math.Clamp(
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lastPlayerPosition.Value,
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catchCurrent.NormalizedPosition - (normalized_hitobject_radius - absolute_player_positioning_error),
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catchCurrent.NormalizedPosition + (normalized_hitobject_radius - absolute_player_positioning_error)
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@ -278,7 +278,7 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
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{
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base.Update();
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border.Alpha = (float)MathHelper.Clamp((HitObject.StartTime - Time.Current) / 500, 0, 1);
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border.Alpha = (float)Math.Clamp((HitObject.StartTime - Time.Current) / 500, 0, 1);
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}
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private Color4 colourForRepresentation(FruitVisualRepresentation representation)
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@ -235,7 +235,7 @@ namespace osu.Game.Rulesets.Catch.UI
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fruit.Y -= RNG.NextSingle() * diff;
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}
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fruit.X = MathHelper.Clamp(fruit.X, -CATCHER_SIZE / 2, CATCHER_SIZE / 2);
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fruit.X = Math.Clamp(fruit.X, -CATCHER_SIZE / 2, CATCHER_SIZE / 2);
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caughtFruit.Add(fruit);
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}
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@ -378,7 +378,7 @@ namespace osu.Game.Rulesets.Catch.UI
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double speed = BASE_SPEED * dashModifier * hyperDashModifier;
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Scale = new Vector2(Math.Abs(Scale.X) * direction, Scale.Y);
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X = (float)MathHelper.Clamp(X + direction * Clock.ElapsedFrameTime * speed, 0, 1);
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X = (float)Math.Clamp(X + direction * Clock.ElapsedFrameTime * speed, 0, 1);
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// Correct overshooting.
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if ((hyperDashDirection > 0 && hyperDashTargetPosition < X) ||
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