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Rename variable to be more clear on purpose
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@ -138,7 +138,7 @@ 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 => Math.Clamp(Disc.RotationAbsolute / 360 / Spinner.SpinsRequired, 0, 1);
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public float Progress => Math.Clamp(Disc.CumulativeRotation / 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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@ -191,7 +191,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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circle.Rotation = Disc.Rotation;
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Ticks.Rotation = Disc.Rotation;
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SpmCounter.SetRotation(Disc.RotationAbsolute);
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SpmCounter.SetRotation(Disc.CumulativeRotation);
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float relativeCircleScale = Spinner.Scale * circle.DrawHeight / mainContainer.DrawHeight;
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float targetScale = relativeCircleScale + (1 - relativeCircleScale) * Progress;
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@ -84,7 +84,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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/// If the spinner is spun 360 degrees clockwise and then 360 degrees counter-clockwise,
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/// this property will return the value of 720 (as opposed to 0 for <see cref="Drawable.Rotation"/>).
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/// </example>
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public float RotationAbsolute;
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public float CumulativeRotation;
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/// <summary>
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/// Whether currently in the correct time range to allow spinning.
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@ -103,7 +103,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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private float currentRotation;
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private int completeTick;
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private bool updateCompleteTick() => completeTick != (completeTick = (int)(RotationAbsolute / 360));
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private bool updateCompleteTick() => completeTick != (completeTick = (int)(CumulativeRotation / 360));
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private bool rotationTransferred;
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@ -161,7 +161,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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}
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currentRotation += angle;
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RotationAbsolute += Math.Abs(angle) * Math.Sign(Clock.ElapsedFrameTime);
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CumulativeRotation += Math.Abs(angle) * Math.Sign(Clock.ElapsedFrameTime);
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}
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}
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}
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