Refactorizing overloads with the same scope but different calls












0














Well I have 3 methods that are overloads, but in it's scope has the same scope except one method call.



    public static Texture2D DrawAnnulus(this Texture2D texture, Func<int, int, Color?> predicate, AnnulusConfig annulusConfig)
{
InitTexture(ref texture, annulusConfig.offset.x + annulusConfig.radius * 2, annulusConfig.offset.y + annulusConfig.radius * 2);

Polar(texture, annulusConfig.offset.x, annulusConfig.offset.y, annulusConfig.radius, predicate);

if (annulusConfig.apply)
texture.Apply();

return texture;
}

public static Texture2D DrawAnnulus(this Texture2D texture, SectorList list, AnnulusConfig annulusConfig)
{
InitTexture(ref texture, annulusConfig.offset.x + annulusConfig.radius * 2, annulusConfig.offset.y + annulusConfig.radius * 2);

Polar(texture, annulusConfig.offset.x, annulusConfig.offset.y, annulusConfig.radius, (xx, yy) => Annulus(annulusConfig.offset.x, annulusConfig.offset.y, xx, yy, annulusConfig.radius2, list));

if (annulusConfig.apply)
texture.Apply();

return texture;
}

public static Texture2D DrawAnnulus(this Texture2D texture, Color? color, AnnulusConfig annulusConfig)
{
InitTexture(ref texture, annulusConfig.offset.x + annulusConfig.radius * 2, annulusConfig.offset.y + annulusConfig.radius * 2);

Polar(texture, annulusConfig.offset.x, annulusConfig.offset.y, annulusConfig.radius, (xx, yy) => Annulus(annulusConfig.offset.x, annulusConfig.offset.y, xx, yy, annulusConfig.radius2, color));

if (annulusConfig.apply)
texture.Apply();

return texture;
}


As you can see the only changing part is the Polar method call. The other part is only checks.



How could I simplify this?










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    0














    Well I have 3 methods that are overloads, but in it's scope has the same scope except one method call.



        public static Texture2D DrawAnnulus(this Texture2D texture, Func<int, int, Color?> predicate, AnnulusConfig annulusConfig)
    {
    InitTexture(ref texture, annulusConfig.offset.x + annulusConfig.radius * 2, annulusConfig.offset.y + annulusConfig.radius * 2);

    Polar(texture, annulusConfig.offset.x, annulusConfig.offset.y, annulusConfig.radius, predicate);

    if (annulusConfig.apply)
    texture.Apply();

    return texture;
    }

    public static Texture2D DrawAnnulus(this Texture2D texture, SectorList list, AnnulusConfig annulusConfig)
    {
    InitTexture(ref texture, annulusConfig.offset.x + annulusConfig.radius * 2, annulusConfig.offset.y + annulusConfig.radius * 2);

    Polar(texture, annulusConfig.offset.x, annulusConfig.offset.y, annulusConfig.radius, (xx, yy) => Annulus(annulusConfig.offset.x, annulusConfig.offset.y, xx, yy, annulusConfig.radius2, list));

    if (annulusConfig.apply)
    texture.Apply();

    return texture;
    }

    public static Texture2D DrawAnnulus(this Texture2D texture, Color? color, AnnulusConfig annulusConfig)
    {
    InitTexture(ref texture, annulusConfig.offset.x + annulusConfig.radius * 2, annulusConfig.offset.y + annulusConfig.radius * 2);

    Polar(texture, annulusConfig.offset.x, annulusConfig.offset.y, annulusConfig.radius, (xx, yy) => Annulus(annulusConfig.offset.x, annulusConfig.offset.y, xx, yy, annulusConfig.radius2, color));

    if (annulusConfig.apply)
    texture.Apply();

    return texture;
    }


    As you can see the only changing part is the Polar method call. The other part is only checks.



    How could I simplify this?










    share|improve this question

























      0












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      0







      Well I have 3 methods that are overloads, but in it's scope has the same scope except one method call.



          public static Texture2D DrawAnnulus(this Texture2D texture, Func<int, int, Color?> predicate, AnnulusConfig annulusConfig)
      {
      InitTexture(ref texture, annulusConfig.offset.x + annulusConfig.radius * 2, annulusConfig.offset.y + annulusConfig.radius * 2);

      Polar(texture, annulusConfig.offset.x, annulusConfig.offset.y, annulusConfig.radius, predicate);

      if (annulusConfig.apply)
      texture.Apply();

      return texture;
      }

      public static Texture2D DrawAnnulus(this Texture2D texture, SectorList list, AnnulusConfig annulusConfig)
      {
      InitTexture(ref texture, annulusConfig.offset.x + annulusConfig.radius * 2, annulusConfig.offset.y + annulusConfig.radius * 2);

      Polar(texture, annulusConfig.offset.x, annulusConfig.offset.y, annulusConfig.radius, (xx, yy) => Annulus(annulusConfig.offset.x, annulusConfig.offset.y, xx, yy, annulusConfig.radius2, list));

      if (annulusConfig.apply)
      texture.Apply();

      return texture;
      }

      public static Texture2D DrawAnnulus(this Texture2D texture, Color? color, AnnulusConfig annulusConfig)
      {
      InitTexture(ref texture, annulusConfig.offset.x + annulusConfig.radius * 2, annulusConfig.offset.y + annulusConfig.radius * 2);

      Polar(texture, annulusConfig.offset.x, annulusConfig.offset.y, annulusConfig.radius, (xx, yy) => Annulus(annulusConfig.offset.x, annulusConfig.offset.y, xx, yy, annulusConfig.radius2, color));

      if (annulusConfig.apply)
      texture.Apply();

      return texture;
      }


      As you can see the only changing part is the Polar method call. The other part is only checks.



      How could I simplify this?










      share|improve this question













      Well I have 3 methods that are overloads, but in it's scope has the same scope except one method call.



          public static Texture2D DrawAnnulus(this Texture2D texture, Func<int, int, Color?> predicate, AnnulusConfig annulusConfig)
      {
      InitTexture(ref texture, annulusConfig.offset.x + annulusConfig.radius * 2, annulusConfig.offset.y + annulusConfig.radius * 2);

      Polar(texture, annulusConfig.offset.x, annulusConfig.offset.y, annulusConfig.radius, predicate);

      if (annulusConfig.apply)
      texture.Apply();

      return texture;
      }

      public static Texture2D DrawAnnulus(this Texture2D texture, SectorList list, AnnulusConfig annulusConfig)
      {
      InitTexture(ref texture, annulusConfig.offset.x + annulusConfig.radius * 2, annulusConfig.offset.y + annulusConfig.radius * 2);

      Polar(texture, annulusConfig.offset.x, annulusConfig.offset.y, annulusConfig.radius, (xx, yy) => Annulus(annulusConfig.offset.x, annulusConfig.offset.y, xx, yy, annulusConfig.radius2, list));

      if (annulusConfig.apply)
      texture.Apply();

      return texture;
      }

      public static Texture2D DrawAnnulus(this Texture2D texture, Color? color, AnnulusConfig annulusConfig)
      {
      InitTexture(ref texture, annulusConfig.offset.x + annulusConfig.radius * 2, annulusConfig.offset.y + annulusConfig.radius * 2);

      Polar(texture, annulusConfig.offset.x, annulusConfig.offset.y, annulusConfig.radius, (xx, yy) => Annulus(annulusConfig.offset.x, annulusConfig.offset.y, xx, yy, annulusConfig.radius2, color));

      if (annulusConfig.apply)
      texture.Apply();

      return texture;
      }


      As you can see the only changing part is the Polar method call. The other part is only checks.



      How could I simplify this?







      c# extension-methods overloading






      share|improve this question













      share|improve this question











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      share|improve this question










      asked 45 mins ago









      z3nth10n

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