1
0
mirror of https://github.com/ppy/osu.git synced 2025-02-14 02:43:02 +08:00

Apply review suggestions

This commit is contained in:
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] [BackgroundDependencyLoader]
private void load() private void load()
{ {
Overlays.Add(new FaillingLayer()); Overlays.Add(new FailingLayer());
} }
protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new CatchFramedReplayInputHandler(replay); protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new CatchFramedReplayInputHandler(replay);

View File

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

View File

@ -34,7 +34,7 @@ namespace osu.Game.Rulesets.Osu.UI
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load() private void load()
{ {
Overlays.Add(new FaillingLayer()); Overlays.Add(new FailingLayer());
} }
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; // always show the gameplay cursor 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 namespace osu.Game.Screens.Play.HUD
{ {
/// <summary> /// <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> /// </summary>
public class FaillingLayer : HealthDisplay public class FailingLayer : HealthDisplay
{ {
private const float max_alpha = 0.4f; private const float max_alpha = 0.4f;
@ -21,9 +21,9 @@ namespace osu.Game.Screens.Play.HUD
/// <summary> /// <summary>
/// The threshold under which the current player life should be considered low and the layer should start fading in. /// The threshold under which the current player life should be considered low and the layer should start fading in.
/// </summary> /// </summary>
protected virtual double LowHealthThreshold => 0.20f; protected double LowHealthThreshold { get; set; } = 0.20f;
public FaillingLayer() public FailingLayer()
{ {
RelativeSizeAxes = Axes.Both; RelativeSizeAxes = Axes.Both;
Child = box = new Box 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. /// Bind the tracked fields of <see cref="HealthProcessor"/> to this health display.
/// </summary> /// </summary>
/// <param name="processor"></param> /// <param name="processor"></param>
public virtual void BindHealthProcessor(HealthProcessor processor) public void BindHealthProcessor(HealthProcessor processor)
{ {
Current.BindTo(processor.Health); Current.BindTo(processor.Health);
} }