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Lucas A 2020-03-18 21:16:54 +01:00
parent a1274a9eb0
commit e9f224b5e8
5 changed files with 8 additions and 8 deletions

View File

@ -35,7 +35,7 @@ namespace osu.Game.Rulesets.Catch.UI
[BackgroundDependencyLoader]
private void load()
{
Overlays.Add(new FaillingLayer());
Overlays.Add(new FailingLayer());
}
protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new CatchFramedReplayInputHandler(replay);

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@ -54,7 +54,7 @@ namespace osu.Game.Rulesets.Mania.UI
Config.BindWith(ManiaRulesetSetting.ScrollTime, TimeRange);
Overlays.Add(new FaillingLayer());
Overlays.Add(new FailingLayer());
}
/// <summary>

View File

@ -34,7 +34,7 @@ namespace osu.Game.Rulesets.Osu.UI
[BackgroundDependencyLoader]
private void load()
{
Overlays.Add(new FaillingLayer());
Overlays.Add(new FailingLayer());
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; // always show the gameplay cursor

View File

@ -10,9 +10,9 @@ using osu.Game.Graphics;
namespace osu.Game.Screens.Play.HUD
{
/// <summary>
/// An overlay layer on top of the playfield which fades to red when the current player health falls a certain threshold defined by <see cref="LowHealthThreshold"/>.
/// An overlay layer on top of the playfield which fades to red when the current player health falls below a certain threshold defined by <see cref="LowHealthThreshold"/>.
/// </summary>
public class FaillingLayer : HealthDisplay
public class FailingLayer : HealthDisplay
{
private const float max_alpha = 0.4f;
@ -21,9 +21,9 @@ namespace osu.Game.Screens.Play.HUD
/// <summary>
/// The threshold under which the current player life should be considered low and the layer should start fading in.
/// </summary>
protected virtual double LowHealthThreshold => 0.20f;
protected double LowHealthThreshold { get; set; } = 0.20f;
public FaillingLayer()
public FailingLayer()
{
RelativeSizeAxes = Axes.Both;
Child = box = new Box

View File

@ -24,7 +24,7 @@ namespace osu.Game.Screens.Play.HUD
/// Bind the tracked fields of <see cref="HealthProcessor"/> to this health display.
/// </summary>
/// <param name="processor"></param>
public virtual void BindHealthProcessor(HealthProcessor processor)
public void BindHealthProcessor(HealthProcessor processor)
{
Current.BindTo(processor.Health);
}