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Merge pull request #3437 from Joehuu/consistent-terminology-format

Use consistent terminology format on settings
This commit is contained in:
Dean Herbert 2018-10-10 19:41:59 +09:00 committed by GitHub
commit 99f25f2017
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GPG Key ID: 4AEE18F83AFDEB23
16 changed files with 29 additions and 29 deletions

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@ -45,10 +45,10 @@ namespace osu.Game.Rulesets.Osu
public enum OsuAction
{
[Description("Left Button")]
[Description("Left button")]
LeftButton,
[Description("Right Button")]
[Description("Right button")]
RightButton
}
}

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@ -17,13 +17,13 @@ namespace osu.Game.Rulesets.Taiko
public enum TaikoAction
{
[Description("Left (Rim)")]
[Description("Left (rim)")]
LeftRim,
[Description("Left (Centre)")]
[Description("Left (centre)")]
LeftCentre,
[Description("Right (Centre)")]
[Description("Right (centre)")]
RightCentre,
[Description("Right (Rim)")]
[Description("Right (rim)")]
RightRim
}
}

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@ -71,17 +71,17 @@ namespace osu.Game.Input.Bindings
ToggleSettings,
[Description("Toggle osu!direct")]
ToggleDirect,
[Description("Increase Volume")]
[Description("Increase volume")]
IncreaseVolume,
[Description("Decrease Volume")]
[Description("Decrease volume")]
DecreaseVolume,
[Description("Toggle mute")]
ToggleMute,
// In-Game Keybindings
[Description("Skip Cutscene")]
[Description("Skip cutscene")]
SkipCutscene,
[Description("Quick Retry (Hold)")]
[Description("Quick retry (hold)")]
QuickRetry,
[Description("Take screenshot")]

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@ -19,7 +19,7 @@ namespace osu.Game.Overlays.Settings.Sections.Audio
{
new SettingsSlider<double, OffsetSlider>
{
LabelText = "Audio Offset",
LabelText = "Audio offset",
Bindable = config.GetBindable<double>(OsuSetting.AudioOffset),
KeyboardStep = 1f
},

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@ -18,7 +18,7 @@ namespace osu.Game.Overlays.Settings.Sections.Audio
Children = new Drawable[]
{
new SettingsSlider<double> { LabelText = "Master", Bindable = audio.Volume, KeyboardStep = 0.01f },
new SettingsSlider<double> { LabelText = "Master (Window Inactive)", Bindable = config.GetBindable<double>(OsuSetting.VolumeInactive), KeyboardStep = 0.01f },
new SettingsSlider<double> { LabelText = "Master (window inactive)", Bindable = config.GetBindable<double>(OsuSetting.VolumeInactive), KeyboardStep = 0.01f },
new SettingsSlider<double> { LabelText = "Effect", Bindable = audio.VolumeSample, KeyboardStep = 0.01f },
new SettingsSlider<double> { LabelText = "Music", Bindable = audio.VolumeTrack, KeyboardStep = 0.01f },
};

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@ -15,7 +15,7 @@ namespace osu.Game.Overlays.Settings.Sections.Input
{
new SettingsButton
{
Text = "Key Configuration",
Text = "Key configuration",
Action = keyConfig.ToggleVisibility
},
};

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@ -26,12 +26,12 @@ namespace osu.Game.Overlays.Settings.Sections.Input
{
new SettingsCheckbox
{
LabelText = "Raw Input",
LabelText = "Raw input",
Bindable = rawInputToggle
},
sensitivity = new SensitivitySetting
{
LabelText = "Cursor Sensitivity",
LabelText = "Cursor sensitivity",
Bindable = config.GetBindable<double>(FrameworkSetting.CursorSensitivity)
},
new SettingsCheckbox

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@ -145,7 +145,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
public event Action<DrawableHitObject, ArmedState> ApplyCustomUpdateState;
/// <summary>
/// Plays all the hitsounds for this <see cref="DrawableHitObject"/>.
/// Plays all the hit sounds for this <see cref="DrawableHitObject"/>.
/// </summary>
public void PlaySamples() => Samples?.Play();

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@ -6,19 +6,19 @@ namespace osu.Game.Rulesets.UI.Scrolling
public enum ScrollingDirection
{
/// <summary>
/// Hitobjects will scroll vertically from the bottom of the hitobject container.
/// Hit objects will scroll vertically from the bottom of the hitobject container.
/// </summary>
Up,
/// <summary>
/// Hitobjects will scroll vertically from the top of the hitobject container.
/// Hit objects will scroll vertically from the top of the hitobject container.
/// </summary>
Down,
/// <summary>
/// Hitobjects will scroll horizontally from the right of the hitobject container.
/// Hit objects will scroll horizontally from the right of the hitobject container.
/// </summary>
Left,
/// <summary>
/// Hitobjects will scroll horizontally from the left of the hitobject container.
/// Hit objects will scroll horizontally from the left of the hitobject container.
/// </summary>
Right
}

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@ -44,7 +44,7 @@ namespace osu.Game.Screens.Edit.Components
new OsuSpriteText
{
Origin = Anchor.BottomLeft,
Text = "Playback Speed",
Text = "Playback speed",
RelativePositionAxes = Axes.Y,
Y = 0.5f,
Padding = new MarginPadding { Left = 45 }

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@ -59,8 +59,8 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Timeline
Spacing = new Vector2(0, 4),
Children = new[]
{
hitObjectsCheckbox = new OsuCheckbox { LabelText = "Hitobjects" },
hitSoundsCheckbox = new OsuCheckbox { LabelText = "Hitsounds" },
hitObjectsCheckbox = new OsuCheckbox { LabelText = "Hit objects" },
hitSoundsCheckbox = new OsuCheckbox { LabelText = "Hit sounds" },
waveformCheckbox = new OsuCheckbox { LabelText = "Waveform" }
}
}

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@ -38,7 +38,7 @@ namespace osu.Game.Screens.Play.PlayerSettings
},
showStoryboardToggle = new PlayerCheckbox { LabelText = "Storyboards" },
beatmapSkinsToggle = new PlayerCheckbox { LabelText = "Beatmap skins" },
beatmapHitsoundsToggle = new PlayerCheckbox { LabelText = "Beatmap hitsounds" }
beatmapHitsoundsToggle = new PlayerCheckbox { LabelText = "Beatmap hit sounds" }
};
}

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@ -21,8 +21,8 @@ namespace osu.Game.Screens.Select.Filter
DateAdded,
[Description("Difficulty")]
Difficulty,
[Description("Favorites")]
Favorites,
[Description("Favourites")]
Favourites,
[Description("Length")]
Length,
[Description("My Maps")]

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@ -65,7 +65,7 @@ namespace osu.Game.Screens.Select
BeatmapOptions.AddButton(@"Remove", @"from unplayed", FontAwesome.fa_times_circle_o, colours.Purple, null, Key.Number1);
BeatmapOptions.AddButton(@"Clear", @"local scores", FontAwesome.fa_eraser, colours.Purple, null, Key.Number2);
BeatmapOptions.AddButton(@"Edit", @"Beatmap", FontAwesome.fa_pencil, colours.Yellow, () =>
BeatmapOptions.AddButton(@"Edit", @"beatmap", FontAwesome.fa_pencil, colours.Yellow, () =>
{
ValidForResume = false;
Push(new Editor());

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@ -204,7 +204,7 @@ namespace osu.Game.Screens.Select
Footer.AddButton(@"random", colours.Green, triggerRandom, Key.F2);
Footer.AddButton(@"options", colours.Blue, BeatmapOptions, Key.F3);
BeatmapOptions.AddButton(@"Delete", @"Beatmap", FontAwesome.fa_trash, colours.Pink, () => delete(Beatmap.Value.BeatmapSetInfo), Key.Number4, float.MaxValue);
BeatmapOptions.AddButton(@"Delete", @"all difficulties", FontAwesome.fa_trash, colours.Pink, () => delete(Beatmap.Value.BeatmapSetInfo), Key.Number4, float.MaxValue);
}
if (this.beatmaps == null)

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@ -41,7 +41,7 @@ namespace osu.Game.Storyboards.Drawables
{
base.Update();
// TODO: this logic will need to be consolidated with other game samples like hitsounds.
// TODO: this logic will need to be consolidated with other game samples like hit sounds.
if (Time.Current < sample.Time)
{
// We've rewound before the start time of the sample