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Fix naming rule violations

This commit is contained in:
Aaron Hong 2022-06-01 01:03:21 -07:00
parent fcc05396bc
commit f6e9dfe7bf
3 changed files with 7 additions and 7 deletions

View File

@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
/// </summary> /// </summary>
internal class LegacyInputDrum : Container internal class LegacyInputDrum : Container
{ {
public float centre_size = 0.5f; public float CentreSize = 0.5f;
private LegacyHalfDrum left; private LegacyHalfDrum left;
private LegacyHalfDrum right; private LegacyHalfDrum right;
private Container content; private Container content;

View File

@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Taiko.UI
public class DrumTouchInputArea : Container 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) // 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 InputDrum touchInputDrum;
private Circle drumBackground; private Circle drumBackground;
@ -73,7 +73,7 @@ namespace osu.Game.Rulesets.Taiko.UI
Padding = new MarginPadding Padding = new MarginPadding
{ {
Top = TaikoPlayfield.DEFAULT_HEIGHT * 2f, // Visual elements should start right below the playfield 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; Vector2 inputPositionToDrumCentreDelta = touchInputDrum.ToLocalSpace(inputPosition) - touchInputDrum.OriginPosition;
float inputDrumRadius = Math.Max(touchInputDrum.Width, touchInputDrum.DrawHeight) / 2f; float inputDrumRadius = Math.Max(touchInputDrum.Width, touchInputDrum.DrawHeight) / 2f;
float centreRadius = (inputDrumRadius * touchInputDrum.centre_size); float centreRadius = (inputDrumRadius * touchInputDrum.CentreSize);
return inputPositionToDrumCentreDelta.Length <= centreRadius; return inputPositionToDrumCentreDelta.Length <= centreRadius;
} }
} }

View File

@ -20,7 +20,7 @@ namespace osu.Game.Rulesets.Taiko.UI
/// </summary> /// </summary>
internal class InputDrum : Container internal class InputDrum : Container
{ {
public float centre_size = 0.7f; public float CentreSize = 0.7f;
private const float middle_split = 0.025f; private const float middle_split = 0.025f;
public InputDrum() public InputDrum()
@ -40,7 +40,7 @@ namespace osu.Game.Rulesets.Taiko.UI
Scale = new Vector2(0.9f), Scale = new Vector2(0.9f),
Children = new Drawable[] Children = new Drawable[]
{ {
new TaikoHalfDrum(false, centre_size) new TaikoHalfDrum(false, CentreSize)
{ {
Name = "Left Half", Name = "Left Half",
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
@ -51,7 +51,7 @@ namespace osu.Game.Rulesets.Taiko.UI
RimAction = TaikoAction.LeftRim, RimAction = TaikoAction.LeftRim,
CentreAction = TaikoAction.LeftCentre CentreAction = TaikoAction.LeftCentre
}, },
new TaikoHalfDrum(true, centre_size) new TaikoHalfDrum(true, CentreSize)
{ {
Name = "Right Half", Name = "Right Half",
Anchor = Anchor.Centre, Anchor = Anchor.Centre,