Rename EasingTypes to Easing

This commit is contained in:
Thomas Müller
2017-07-22 20:50:25 +02:00
parent c08cb43b9c
commit e68675f970
121 changed files with 450 additions and 450 deletions

View File

@ -36,7 +36,7 @@ namespace osu.Game.Rulesets.Osu.Replays
/// <summary>
/// What easing to use when moving between hitobjects
/// </summary>
private EasingTypes preferredEasing => DelayedMovements ? EasingTypes.InOutCubic : EasingTypes.Out;
private Easing preferredEasing => DelayedMovements ? Easing.InOutCubic : Easing.Out;
#endregion
@ -110,7 +110,7 @@ namespace osu.Game.Rulesets.Osu.Replays
{
// Default values for circles/sliders
Vector2 startPosition = h.StackedPosition;
EasingTypes easing = preferredEasing;
Easing easing = preferredEasing;
float spinnerDirection = -1;
// The startPosition for the slider should not be its .Position, but the point on the circle whose tangent crosses the current cursor position
@ -125,7 +125,7 @@ namespace osu.Game.Rulesets.Osu.Replays
if (spinCentreOffset.Length > SPIN_RADIUS)
{
// If moving in from the outside, don't ease out (default eases out). This means auto will "start" spinning immediately after moving into position.
easing = EasingTypes.In;
easing = Easing.In;
}
}
@ -190,7 +190,7 @@ namespace osu.Game.Rulesets.Osu.Replays
}
}
private void moveToHitObject(double targetTime, Vector2 targetPos, double hitObjectRadius, EasingTypes easing)
private void moveToHitObject(double targetTime, Vector2 targetPos, double hitObjectRadius, Easing easing)
{
ReplayFrame lastFrame = Frames[Frames.Count - 1];