diff --git a/osu.Game.Rulesets.Catch/UI/DrawableCatchRuleset.cs b/osu.Game.Rulesets.Catch/UI/DrawableCatchRuleset.cs
index 705c2d756c..50c4154c61 100644
--- a/osu.Game.Rulesets.Catch/UI/DrawableCatchRuleset.cs
+++ b/osu.Game.Rulesets.Catch/UI/DrawableCatchRuleset.cs
@@ -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);
diff --git a/osu.Game.Rulesets.Mania/UI/DrawableManiaRuleset.cs b/osu.Game.Rulesets.Mania/UI/DrawableManiaRuleset.cs
index b8b6ff3c3c..8e56144752 100644
--- a/osu.Game.Rulesets.Mania/UI/DrawableManiaRuleset.cs
+++ b/osu.Game.Rulesets.Mania/UI/DrawableManiaRuleset.cs
@@ -54,7 +54,7 @@ namespace osu.Game.Rulesets.Mania.UI
Config.BindWith(ManiaRulesetSetting.ScrollTime, TimeRange);
- Overlays.Add(new FaillingLayer());
+ Overlays.Add(new FailingLayer());
}
///
diff --git a/osu.Game.Rulesets.Osu/UI/DrawableOsuRuleset.cs b/osu.Game.Rulesets.Osu/UI/DrawableOsuRuleset.cs
index 50bff4fe3a..ed75d47bbe 100644
--- a/osu.Game.Rulesets.Osu/UI/DrawableOsuRuleset.cs
+++ b/osu.Game.Rulesets.Osu/UI/DrawableOsuRuleset.cs
@@ -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
diff --git a/osu.Game/Screens/Play/HUD/FaillingLayer.cs b/osu.Game/Screens/Play/HUD/FailingLayer.cs
similarity index 82%
rename from osu.Game/Screens/Play/HUD/FaillingLayer.cs
rename to osu.Game/Screens/Play/HUD/FailingLayer.cs
index 55cc4476b0..5f7dc77928 100644
--- a/osu.Game/Screens/Play/HUD/FaillingLayer.cs
+++ b/osu.Game/Screens/Play/HUD/FailingLayer.cs
@@ -10,9 +10,9 @@ using osu.Game.Graphics;
namespace osu.Game.Screens.Play.HUD
{
///
- /// An overlay layer on top of the playfield which fades to red when the current player health falls a certain threshold defined by .
+ /// An overlay layer on top of the playfield which fades to red when the current player health falls below a certain threshold defined by .
///
- 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
///
/// The threshold under which the current player life should be considered low and the layer should start fading in.
///
- protected virtual double LowHealthThreshold => 0.20f;
+ protected double LowHealthThreshold { get; set; } = 0.20f;
- public FaillingLayer()
+ public FailingLayer()
{
RelativeSizeAxes = Axes.Both;
Child = box = new Box
diff --git a/osu.Game/Screens/Play/HUD/HealthDisplay.cs b/osu.Game/Screens/Play/HUD/HealthDisplay.cs
index 4094b3de69..4ea08626ad 100644
--- a/osu.Game/Screens/Play/HUD/HealthDisplay.cs
+++ b/osu.Game/Screens/Play/HUD/HealthDisplay.cs
@@ -24,7 +24,7 @@ namespace osu.Game.Screens.Play.HUD
/// Bind the tracked fields of to this health display.
///
///
- public virtual void BindHealthProcessor(HealthProcessor processor)
+ public void BindHealthProcessor(HealthProcessor processor)
{
Current.BindTo(processor.Health);
}