GUIStyle improvements & some simple UI graphics, networking bugfixes, separate Random class, some StyleCop cleanup

This commit is contained in:
Regalis
2015-07-02 22:24:50 +03:00
parent b493ed2b39
commit d836a99515
119 changed files with 8842 additions and 1277 deletions
+4 -7
View File
@@ -66,19 +66,16 @@ namespace Subsurface.Particles
velocity = speed;
this.rotation = rotation + MathUtils.RandomFloatLocal(prefab.startRotationMin, prefab.startRotationMax);
this.rotation = rotation + Rand.Range(prefab.startRotationMin, prefab.startRotationMax);
prevRotation = rotation;
float rand = (float)Game1.localRandom.NextDouble();
angularVelocity = prefab.angularVelocityMin + (prefab.angularVelocityMax - prefab.angularVelocityMin) * rand;
angularVelocity = prefab.angularVelocityMin + (prefab.angularVelocityMax - prefab.angularVelocityMin) * Rand.Range(0.0f, 1.0f);
lifeTime = prefab.lifeTime;
rand = (float)Game1.localRandom.NextDouble();
size = prefab.startSizeMin + (prefab.startSizeMax - prefab.startSizeMin)*rand;
size = prefab.startSizeMin + (prefab.startSizeMax - prefab.startSizeMin) * Rand.Range(0.0f, 1.0f);
rand = (float)Game1.localRandom.NextDouble();
sizeChange = prefab.sizeChangeMin + (prefab.sizeChangeMax - prefab.sizeChangeMin) * rand;
sizeChange = prefab.sizeChangeMin + (prefab.sizeChangeMax - prefab.sizeChangeMin) * Rand.Range(0.0f, 1.0f);
yLimits = Vector2.Zero;