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.NET Standard 2.1 implements Math.Clamp , use it instead of MathHelper.Clamp from osuTK.
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@ -132,7 +132,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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else
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{
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// If we're already snaking, interpolate to smooth out sharp curves (linear sliders, mainly).
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Rotation = Interpolation.ValueAt(MathHelper.Clamp(Clock.ElapsedFrameTime, 0, 100), Rotation, aimRotation, 0, 50, Easing.OutQuint);
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Rotation = Interpolation.ValueAt(Math.Clamp(Clock.ElapsedFrameTime, 0, 100), Rotation, aimRotation, 0, 50, Easing.OutQuint);
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}
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}
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}
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osuTK;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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@ -165,7 +166,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Tracking.Value = Ball.Tracking;
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double completionProgress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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double completionProgress = Math.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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Ball.UpdateProgress(completionProgress);
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Body.UpdateProgress(completionProgress);
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@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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base.Update();
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double completionProgress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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double completionProgress = Math.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
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if (!IsHit)
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -136,7 +137,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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positionBindable.BindTo(HitObject.PositionBindable);
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}
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public float Progress => MathHelper.Clamp(Disc.RotationAbsolute / 360 / Spinner.SpinsRequired, 0, 1);
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public float Progress => Math.Clamp(Disc.RotationAbsolute / 360 / Spinner.SpinsRequired, 0, 1);
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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@ -69,7 +69,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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var spanProgress = slider.ProgressAt(completionProgress);
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double start = 0;
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double end = SnakingIn.Value ? MathHelper.Clamp((Time.Current - (slider.StartTime - slider.TimePreempt)) / (slider.TimePreempt / 3), 0, 1) : 1;
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double end = SnakingIn.Value ? Math.Clamp((Time.Current - (slider.StartTime - slider.TimePreempt)) / (slider.TimePreempt / 3), 0, 1) : 1;
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if (span >= slider.SpanCount() - 1)
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{
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