1
0
mirror of https://github.com/ppy/osu.git synced 2024-09-21 16:07:24 +08:00

Fix various code inspection issues

This commit is contained in:
Dean Herbert 2022-06-02 14:36:07 +09:00
parent 624bb43eaf
commit f3d4cd3f95
6 changed files with 29 additions and 22 deletions

View File

@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
protected DrawableTaikoRuleset DrawableRuleset { get; private set; } protected DrawableTaikoRuleset DrawableRuleset { get; private set; }
protected Container PlayfieldContainer { get; private set; } protected Container PlayfieldContainer { get; private set; }
protected ControlPointInfo controlPointInfo { get; private set; } private ControlPointInfo controlPointInfo { get; set; }
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load() private void load()

View File

@ -28,7 +28,8 @@ namespace osu.Game.Rulesets.Taiko.Tests
{ {
List<TaikoHitObject> hitObjects = new List<TaikoHitObject>(); List<TaikoHitObject> hitObjects = new List<TaikoHitObject>();
for (var i = 0; i < NUM_HIT_OBJECTS; i++) { for (int i = 0; i < NUM_HIT_OBJECTS; i++)
{
hitObjects.Add(new Hit hitObjects.Add(new Hit
{ {
StartTime = Time.Current + i * HIT_OBJECT_TIME_SPACING_MS, StartTime = Time.Current + i * HIT_OBJECT_TIME_SPACING_MS,
@ -46,7 +47,8 @@ namespace osu.Game.Rulesets.Taiko.Tests
return beatmap; return beatmap;
} }
private bool isOdd(int number) { private bool isOdd(int number)
{
return number % 2 == 0; return number % 2 == 0;
} }
} }

View File

@ -12,10 +12,10 @@ namespace osu.Game.Rulesets.Taiko.UI
{ {
internal class DrumSamplePlayer : Container, IKeyBindingHandler<TaikoAction> internal class DrumSamplePlayer : Container, IKeyBindingHandler<TaikoAction>
{ {
private DrumSampleTriggerSource leftRimSampleTriggerSource; private readonly DrumSampleTriggerSource leftRimSampleTriggerSource;
private DrumSampleTriggerSource leftCentreSampleTriggerSource; private readonly DrumSampleTriggerSource leftCentreSampleTriggerSource;
private DrumSampleTriggerSource rightCentreSampleTriggerSource; private readonly DrumSampleTriggerSource rightCentreSampleTriggerSource;
private DrumSampleTriggerSource rightRimSampleTriggerSource; private readonly DrumSampleTriggerSource rightRimSampleTriggerSource;
public DrumSamplePlayer(HitObjectContainer hitObjectContainer) public DrumSamplePlayer(HitObjectContainer hitObjectContainer)
{ {
@ -35,12 +35,15 @@ namespace osu.Game.Rulesets.Taiko.UI
case TaikoAction.LeftRim: case TaikoAction.LeftRim:
leftRimSampleTriggerSource.Play(HitType.Rim); leftRimSampleTriggerSource.Play(HitType.Rim);
break; break;
case TaikoAction.LeftCentre: case TaikoAction.LeftCentre:
leftCentreSampleTriggerSource.Play(HitType.Centre); leftCentreSampleTriggerSource.Play(HitType.Centre);
break; break;
case TaikoAction.RightCentre: case TaikoAction.RightCentre:
rightCentreSampleTriggerSource.Play(HitType.Centre); rightCentreSampleTriggerSource.Play(HitType.Centre);
break; break;
case TaikoAction.RightRim: case TaikoAction.RightRim:
rightRimSampleTriggerSource.Play(HitType.Rim); rightRimSampleTriggerSource.Play(HitType.Rim);
break; break;

View File

@ -24,8 +24,9 @@ namespace osu.Game.Rulesets.Taiko.UI
{ {
// The percent of the drum that extends past the bottom of the screen (set to 0.0f to show the full drum) // The percent of the drum that extends past the bottom of the screen (set to 0.0f to show the full drum)
private const float offscreen_percent = 0.35f; private const float offscreen_percent = 0.35f;
private InputDrum touchInputDrum;
private Circle drumBackground; private readonly InputDrum touchInputDrum;
private readonly Circle drumBackground;
private KeyBindingContainer<TaikoAction> keyBindingContainer; private KeyBindingContainer<TaikoAction> keyBindingContainer;
@ -33,9 +34,9 @@ namespace osu.Game.Rulesets.Taiko.UI
private TaikoAction mouseAction; private TaikoAction mouseAction;
// A map of (Finger Index OnTouchDown -> Which Taiko action was pressed), so that the corresponding action can be released OnTouchUp is released even if the touch position moved // A map of (Finger Index OnTouchDown -> Which Taiko action was pressed), so that the corresponding action can be released OnTouchUp is released even if the touch position moved
private Dictionary<TouchSource, TaikoAction> touchActions = new Dictionary<TouchSource, TaikoAction>(Enum.GetNames(typeof(TouchSource)).Length); private readonly Dictionary<TouchSource, TaikoAction> touchActions = new Dictionary<TouchSource, TaikoAction>(Enum.GetNames(typeof(TouchSource)).Length);
private Container visibleComponents; private readonly Container visibleComponents;
public DrumTouchInputArea() public DrumTouchInputArea()
{ {
@ -43,7 +44,8 @@ namespace osu.Game.Rulesets.Taiko.UI
RelativePositionAxes = Axes.Both; RelativePositionAxes = Axes.Both;
Children = new Drawable[] Children = new Drawable[]
{ {
visibleComponents = new Container() { visibleComponents = new Container
{
Alpha = 0.0f, Alpha = 0.0f,
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
RelativePositionAxes = Axes.Both, RelativePositionAxes = Axes.Both,
@ -51,7 +53,8 @@ namespace osu.Game.Rulesets.Taiko.UI
Origin = Anchor.BottomCentre, Origin = Anchor.BottomCentre,
Children = new Drawable[] Children = new Drawable[]
{ {
drumBackground = new Circle() { drumBackground = new Circle
{
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
RelativePositionAxes = Axes.Both, RelativePositionAxes = Axes.Both,
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
@ -59,7 +62,8 @@ namespace osu.Game.Rulesets.Taiko.UI
FillMode = FillMode.Fit, FillMode = FillMode.Fit,
Alpha = 0.9f, Alpha = 0.9f,
}, },
touchInputDrum = new InputDrum() { touchInputDrum = new InputDrum
{
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
Origin = Anchor.Centre, Origin = Anchor.Centre,
}, },
@ -135,9 +139,7 @@ namespace osu.Game.Rulesets.Taiko.UI
bool centreHit = inputIsCenterHit(inputPosition); bool centreHit = inputIsCenterHit(inputPosition);
bool leftSide = inputIsOnLeftSide(inputPosition); bool leftSide = inputIsOnLeftSide(inputPosition);
return centreHit ? return centreHit ? (leftSide ? TaikoAction.LeftCentre : TaikoAction.RightCentre) : (leftSide ? TaikoAction.LeftRim : TaikoAction.RightRim);
(leftSide ? TaikoAction.LeftCentre : TaikoAction.RightCentre) :
(leftSide ? TaikoAction.LeftRim : TaikoAction.RightRim);
} }
private bool inputIsOnLeftSide(Vector2 inputPosition) private bool inputIsOnLeftSide(Vector2 inputPosition)

View File

@ -87,7 +87,7 @@ namespace osu.Game.Rulesets.Taiko.UI
private readonly Sprite centre; private readonly Sprite centre;
private readonly Sprite centreHit; private readonly Sprite centreHit;
public TaikoHalfDrum(bool flipped, float centre_size) public TaikoHalfDrum(bool flipped, float centreSize)
{ {
Masking = true; Masking = true;
@ -112,14 +112,14 @@ namespace osu.Game.Rulesets.Taiko.UI
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight, Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre, Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
Size = new Vector2(centre_size) Size = new Vector2(centreSize)
}, },
centreHit = new Sprite centreHit = new Sprite
{ {
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight, Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre, Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
Size = new Vector2(centre_size), Size = new Vector2(centreSize),
Alpha = 0, Alpha = 0,
Blending = BlendingParameters.Additive Blending = BlendingParameters.Additive
} }

View File

@ -123,7 +123,7 @@ namespace osu.Game.Rulesets.Taiko.UI
Children = new Drawable[] Children = new Drawable[]
{ {
new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundLeft), _ => new PlayfieldBackgroundLeft()), new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundLeft), _ => new PlayfieldBackgroundLeft()),
new InputDrum() new InputDrum
{ {
Anchor = Anchor.CentreLeft, Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft, Origin = Anchor.CentreLeft,