Use index and range expressions

This commit is contained in:
Huo Yaoyuan
2019-12-14 20:54:22 +08:00
parent cea3a66d4a
commit c457571da6
12 changed files with 23 additions and 23 deletions

View File

@ -184,7 +184,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
result = CreateSlider(pos, combo, comboOffset, convertControlPoints(points, pathType), length, repeatCount, nodeSamples);
// The samples are played when the slider ends, which is the last node
result.Samples = nodeSamples[nodeSamples.Count - 1];
result.Samples = nodeSamples[^1];
}
else if (type.HasFlag(ConvertHitObjectType.Spinner))
{
@ -279,7 +279,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
{
if (vertices[i] == vertices[i - 1])
{
points[points.Count - 1].Type.Value = type;
points[^1].Type.Value = type;
continue;
}

View File

@ -92,7 +92,7 @@ namespace osu.Game.Rulesets.Objects
get
{
ensureValid();
return cumulativeLength.Count == 0 ? 0 : cumulativeLength[cumulativeLength.Count - 1];
return cumulativeLength.Count == 0 ? 0 : cumulativeLength[^1];
}
}
@ -251,7 +251,7 @@ namespace osu.Game.Rulesets.Objects
if (calculatedLength > expectedDistance)
{
// The path will be shortened further, in which case we should trim any more unnecessary lengths and their associated path segments
while (cumulativeLength.Count > 0 && cumulativeLength[cumulativeLength.Count - 1] >= expectedDistance)
while (cumulativeLength.Count > 0 && cumulativeLength[^1] >= expectedDistance)
{
cumulativeLength.RemoveAt(cumulativeLength.Count - 1);
calculatedPath.RemoveAt(pathEndIndex--);
@ -269,7 +269,7 @@ namespace osu.Game.Rulesets.Objects
// The direction of the segment to shorten or lengthen
Vector2 dir = (calculatedPath[pathEndIndex] - calculatedPath[pathEndIndex - 1]).Normalized();
calculatedPath[pathEndIndex] = calculatedPath[pathEndIndex - 1] + dir * (float)(expectedDistance - cumulativeLength[cumulativeLength.Count - 1]);
calculatedPath[pathEndIndex] = calculatedPath[pathEndIndex - 1] + dir * (float)(expectedDistance - cumulativeLength[^1]);
cumulativeLength.Add(expectedDistance);
}
}