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Use MathF instead of Math- functions when possible
MathF-functions are faster than the Math-counterpart and it looks cleaner, so use MathF when we cast to float or int anyway.
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@ -120,7 +120,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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break;
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}
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float aimRotation = MathHelper.RadiansToDegrees((float)Math.Atan2(aimRotationVector.Y - Position.Y, aimRotationVector.X - Position.X));
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float aimRotation = MathHelper.RadiansToDegrees(MathF.Atan2(aimRotationVector.Y - Position.Y, aimRotationVector.X - Position.X));
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while (Math.Abs(aimRotation - Rotation) > 180)
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aimRotation += aimRotation < Rotation ? 360 : -360;
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@ -20,9 +20,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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Anchor = Anchor.Centre;
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RelativeSizeAxes = Axes.Both;
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const int count = 18;
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const float count = 18;
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for (int i = 0; i < count; i++)
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for (float i = 0; i < count; i++)
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{
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Add(new Container
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{
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@ -40,10 +40,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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Size = new Vector2(60, 10),
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Origin = Anchor.Centre,
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Position = new Vector2(
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0.5f + (float)Math.Sin((float)i / count * 2 * MathHelper.Pi) / 2 * 0.86f,
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0.5f + (float)Math.Cos((float)i / count * 2 * MathHelper.Pi) / 2 * 0.86f
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0.5f + MathF.Sin(i / count * 2 * MathF.PI) / 2 * 0.86f,
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0.5f + MathF.Cos(i / count * 2 * MathF.PI) / 2 * 0.86f
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),
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Rotation = -(float)i / count * 360 + 90,
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Rotation = -i / count * 360 + 90,
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Children = new[]
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{
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new Box
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