diff --git a/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyInputDrum.cs b/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyInputDrum.cs index 8ab9e56aec..7a74567abb 100644 --- a/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyInputDrum.cs +++ b/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyInputDrum.cs @@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy /// internal class LegacyInputDrum : Container { - public float centre_size = 0.5f; + public float CentreSize = 0.5f; private LegacyHalfDrum left; private LegacyHalfDrum right; private Container content; diff --git a/osu.Game.Rulesets.Taiko/UI/DrumTouchInputArea.cs b/osu.Game.Rulesets.Taiko/UI/DrumTouchInputArea.cs index 82b289ef14..959666ffe9 100644 --- a/osu.Game.Rulesets.Taiko/UI/DrumTouchInputArea.cs +++ b/osu.Game.Rulesets.Taiko/UI/DrumTouchInputArea.cs @@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Taiko.UI public class DrumTouchInputArea : Container { // 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 offscreenPercent = 0.35f; + private const float offscreen_percent = 0.35f; private InputDrum touchInputDrum; private Circle drumBackground; @@ -73,7 +73,7 @@ namespace osu.Game.Rulesets.Taiko.UI Padding = new MarginPadding { Top = TaikoPlayfield.DEFAULT_HEIGHT * 2f, // Visual elements should start right below the playfield - Bottom = -touchInputDrum.DrawHeight * offscreenPercent, // The drum should go past the bottom of the screen so that it can be wider + Bottom = -touchInputDrum.DrawHeight * offscreen_percent, // The drum should go past the bottom of the screen so that it can be wider }; } @@ -151,7 +151,7 @@ namespace osu.Game.Rulesets.Taiko.UI Vector2 inputPositionToDrumCentreDelta = touchInputDrum.ToLocalSpace(inputPosition) - touchInputDrum.OriginPosition; float inputDrumRadius = Math.Max(touchInputDrum.Width, touchInputDrum.DrawHeight) / 2f; - float centreRadius = (inputDrumRadius * touchInputDrum.centre_size); + float centreRadius = (inputDrumRadius * touchInputDrum.CentreSize); return inputPositionToDrumCentreDelta.Length <= centreRadius; } } diff --git a/osu.Game.Rulesets.Taiko/UI/InputDrum.cs b/osu.Game.Rulesets.Taiko/UI/InputDrum.cs index a7ae763ab5..f1120e44ab 100644 --- a/osu.Game.Rulesets.Taiko/UI/InputDrum.cs +++ b/osu.Game.Rulesets.Taiko/UI/InputDrum.cs @@ -20,7 +20,7 @@ namespace osu.Game.Rulesets.Taiko.UI /// internal class InputDrum : Container { - public float centre_size = 0.7f; + public float CentreSize = 0.7f; private const float middle_split = 0.025f; public InputDrum() @@ -40,7 +40,7 @@ namespace osu.Game.Rulesets.Taiko.UI Scale = new Vector2(0.9f), Children = new Drawable[] { - new TaikoHalfDrum(false, centre_size) + new TaikoHalfDrum(false, CentreSize) { Name = "Left Half", Anchor = Anchor.Centre, @@ -51,7 +51,7 @@ namespace osu.Game.Rulesets.Taiko.UI RimAction = TaikoAction.LeftRim, CentreAction = TaikoAction.LeftCentre }, - new TaikoHalfDrum(true, centre_size) + new TaikoHalfDrum(true, CentreSize) { Name = "Right Half", Anchor = Anchor.Centre,