Further minor import clean up.
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14ee906edd
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@ -1,4 +1,5 @@
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using RecrownedAthenaeum.UI.SkinSystem.Definitions;
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using RecrownedAthenaeum.UI.SkinSystem.Definitions;
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using RecrownedAthenaeum.Types;
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namespace RecrownedAthenaeum.Data
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namespace RecrownedAthenaeum.Data
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{
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{
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@ -76,10 +77,10 @@ namespace RecrownedAthenaeum.Data
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public ColorData(string name, Color color)
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public ColorData(string name, Color color)
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{
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{
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this.name = name;
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this.name = name;
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r = color.R;
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r = color.r;
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g = color.G;
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g = color.g;
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b = color.B;
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b = color.b;
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a = color.A;
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a = color.a;
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}
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}
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}
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}
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@ -1,10 +1,4 @@
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using Microsoft.Xna.Framework;
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using RecrownedAthenaeum.Types;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace RecrownedAthenaeum.Render
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namespace RecrownedAthenaeum.Render
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{
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{
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@ -1,7 +1,4 @@
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using Microsoft.Xna.Framework;
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namespace RecrownedAthenaeum.Render
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using Microsoft.Xna.Framework.Graphics;
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namespace RecrownedAthenaeum.Render
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{
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{
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/// <summary>
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/// <summary>
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/// A <see cref="SpriteBatch"/> that keeps it's settings through begin and end unless manually changed either by the <see cref="Begin(SpriteSortMode, BlendState, SamplerState, DepthStencilState, RasterizerState, Effect, Matrix?)"/> or through changing the fields. Note that changing the fields while the batch has begun will not take effect until the next time the batch is started.
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/// A <see cref="SpriteBatch"/> that keeps it's settings through begin and end unless manually changed either by the <see cref="Begin(SpriteSortMode, BlendState, SamplerState, DepthStencilState, RasterizerState, Effect, Matrix?)"/> or through changing the fields. Note that changing the fields while the batch has begun will not take effect until the next time the batch is started.
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@ -3,7 +3,7 @@ namespace RecrownedAthenaeum.Types
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{
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{
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public struct Color
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public struct Color
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{
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{
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public byte r, g, b;
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public byte r, g, b, a;
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public float R {
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public float R {
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set {
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set {
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r = (byte)Math.Min(Math.Round(Byte.MaxValue * value), Byte.MaxValue);
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r = (byte)Math.Min(Math.Round(Byte.MaxValue * value), Byte.MaxValue);
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@ -28,5 +28,13 @@ namespace RecrownedAthenaeum.Types
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return g / (float)(byte.MaxValue);
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return g / (float)(byte.MaxValue);
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}
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}
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}
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}
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public float A {
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set {
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a = (byte)Math.Min(Math.Round(Byte.MaxValue * value), Byte.MaxValue);
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}
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get {
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return a / (float)(byte.MaxValue);
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}
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}
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}
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}
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}
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}
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