1- using Aurora . EffectsEngine ;
2- using Aurora . Profiles ;
3- using Newtonsoft . Json ;
4- using System ;
5- using System . Collections . Generic ;
1+ using System ;
62using System . Drawing ;
7- using System . Linq ;
8- using System . Text ;
9- using System . Threading . Tasks ;
103using System . Windows . Controls ;
4+ using Aurora . EffectsEngine ;
5+ using Aurora . Profiles ;
6+ using Aurora . Settings . Overrides ;
7+ using Aurora . Utils ;
8+ using Newtonsoft . Json ;
119
1210namespace Aurora . Settings . Layers
1311{
@@ -16,38 +14,40 @@ public class BreathingLayerHandlerProperties : LayerHandlerProperties2Color<Brea
1614 public bool ? _RandomPrimaryColor { get ; set ; }
1715
1816 [ JsonIgnore ]
19- public bool RandomPrimaryColor { get { return Logic . _RandomPrimaryColor ?? _RandomPrimaryColor ?? false ; } }
17+ public bool RandomPrimaryColor => Logic . _RandomPrimaryColor ?? _RandomPrimaryColor ?? false ;
2018
2119 public bool ? _RandomSecondaryColor { get ; set ; }
2220
2321 [ JsonIgnore ]
24- public bool RandomSecondaryColor { get { return Logic . _RandomSecondaryColor ?? _RandomSecondaryColor ?? false ; } }
22+ public bool RandomSecondaryColor => Logic . _RandomSecondaryColor ?? _RandomSecondaryColor ?? false ;
2523
26- [ Overrides . LogicOverridable ( "Effect Speed" ) ]
24+ [ LogicOverridable ( "Effect Speed" ) ]
2725 public float ? _EffectSpeed { get ; set ; }
2826
2927 [ JsonIgnore ]
30- public float EffectSpeed { get { return Logic . _EffectSpeed ?? _EffectSpeed ?? 0.0f ; } }
28+ public float EffectSpeed => Logic . _EffectSpeed ?? _EffectSpeed ?? 0.0f ;
3129
32- public BreathingLayerHandlerProperties ( ) : base ( ) { }
30+ public BreathingLayerHandlerProperties ( )
31+ { }
3332
3433 public BreathingLayerHandlerProperties ( bool assign_default = false ) : base ( assign_default ) { }
3534
3635 public override void Default ( )
3736 {
3837 base . Default ( ) ;
39- this . _RandomPrimaryColor = false ;
40- this . _RandomSecondaryColor = false ;
41- this . _EffectSpeed = 1.0f ;
38+ _RandomPrimaryColor = false ;
39+ _RandomSecondaryColor = false ;
40+ _EffectSpeed = 1.0f ;
4241 }
4342 }
4443
4544 public class BreathingLayerHandler : LayerHandler < BreathingLayerHandlerProperties >
4645 {
47- private float current_sine = 0.0f ;
46+ EffectLayer breathing_layer = new ( "Breathing Layer" ) ;
47+ private float _currentSine ;
4848
49- private Color current_primary_color = Color . Transparent ;
50- private Color current_secondary_color = Color . Transparent ;
49+ private Color _currentPrimaryColor = Color . Transparent ;
50+ private Color _currentSecondaryColor = Color . Transparent ;
5151
5252 protected override UserControl CreateControl ( )
5353 {
@@ -56,20 +56,19 @@ protected override UserControl CreateControl()
5656
5757 public override EffectLayer Render ( IGameState gamestate )
5858 {
59- current_sine = ( float ) Math . Pow ( Math . Sin ( ( double ) ( ( Utils . Time . GetMillisecondsSinceEpoch ( ) % 10000L ) / 10000.0f ) * 2 * Math . PI * Properties . EffectSpeed ) , 2 ) ;
59+ _currentSine = ( float ) Math . Pow ( Math . Sin ( ( double ) ( ( Time . GetMillisecondsSinceEpoch ( ) % 10000L ) / 10000.0f ) * 2 * Math . PI * Properties . EffectSpeed ) , 2 ) ;
6060
61- if ( current_sine <= 0.0025f * Properties . EffectSpeed && Properties . RandomSecondaryColor )
62- current_secondary_color = Utils . ColorUtils . GenerateRandomColor ( ) ;
61+ if ( _currentSine <= 0.0025f * Properties . EffectSpeed && Properties . RandomSecondaryColor )
62+ _currentSecondaryColor = ColorUtils . GenerateRandomColor ( ) ;
6363 else if ( ! Properties . RandomSecondaryColor )
64- current_secondary_color = Properties . SecondaryColor ;
64+ _currentSecondaryColor = Properties . SecondaryColor ;
6565
66- if ( current_sine >= 1.0f - ( 0.0025f * Properties . EffectSpeed ) && Properties . RandomPrimaryColor )
67- current_primary_color = Utils . ColorUtils . GenerateRandomColor ( ) ;
66+ if ( _currentSine >= 1.0f - ( 0.0025f * Properties . EffectSpeed ) && Properties . RandomPrimaryColor )
67+ _currentPrimaryColor = ColorUtils . GenerateRandomColor ( ) ;
6868 else if ( ! Properties . RandomPrimaryColor )
69- current_primary_color = Properties . PrimaryColor ;
69+ _currentPrimaryColor = Properties . PrimaryColor ;
7070
71- EffectLayer breathing_layer = new EffectLayer ( ) ;
72- breathing_layer . Set ( Properties . Sequence , Utils . ColorUtils . BlendColors ( current_primary_color , current_secondary_color , current_sine ) ) ;
71+ breathing_layer . Set ( Properties . Sequence , ColorUtils . BlendColors ( _currentPrimaryColor , _currentSecondaryColor , _currentSine ) ) ;
7372
7473 return breathing_layer ;
7574 }
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