Fixed Code Inspection Fails.

This commit is contained in:
RORIdev 2019-04-04 18:04:49 -03:00
parent c195481223
commit ca6a73cb9d
1 changed files with 5 additions and 8 deletions

View File

@ -2,11 +2,7 @@
// See the LICENCE file in the repository root for full licence text. // See the LICENCE file in the repository root for full licence text.
using System; using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Timing;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Graphics; using osu.Game.Graphics;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
@ -15,7 +11,7 @@ namespace osu.Game.Rulesets.Mods
{ {
public abstract class ModEasy : Mod, IApplicableToDifficulty, IApplicableToScoreProcessor public abstract class ModEasy : Mod, IApplicableToDifficulty, IApplicableToScoreProcessor
{ {
private int Lives; private int lives;
public override string Name => "Easy"; public override string Name => "Easy";
public override string Acronym => "EZ"; public override string Acronym => "EZ";
public override IconUsage Icon => OsuIcon.ModEasy; public override IconUsage Icon => OsuIcon.ModEasy;
@ -23,6 +19,7 @@ public abstract class ModEasy : Mod, IApplicableToDifficulty, IApplicableToScore
public override double ScoreMultiplier => 0.5; public override double ScoreMultiplier => 0.5;
public override bool Ranked => true; public override bool Ranked => true;
public override Type[] IncompatibleMods => new[] { typeof(ModHardRock) }; public override Type[] IncompatibleMods => new[] { typeof(ModHardRock) };
public void ApplyToDifficulty(BeatmapDifficulty difficulty) public void ApplyToDifficulty(BeatmapDifficulty difficulty)
{ {
const float ratio = 0.5f; const float ratio = 0.5f;
@ -38,12 +35,12 @@ public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
//with each other / not reseting after a restart , as this method is called once a play starts (to my knowlegde). //with each other / not reseting after a restart , as this method is called once a play starts (to my knowlegde).
//This will be better implemented with a List<double> once I know how to reliably get the game time and update it. //This will be better implemented with a List<double> once I know how to reliably get the game time and update it.
//If you know any information about that, please contact me because I didn't find a sollution to that. //If you know any information about that, please contact me because I didn't find a sollution to that.
Lives = 2; lives = 2;
scoreProcessor.Health.ValueChanged += valueChanged => scoreProcessor.Health.ValueChanged += valueChanged =>
{ {
if (scoreProcessor.Health.Value == scoreProcessor.Health.MinValue && Lives > 0) if (scoreProcessor.Health.Value == scoreProcessor.Health.MinValue && lives > 0)
{ {
Lives--; lives--;
scoreProcessor.Health.Value = scoreProcessor.Health.MaxValue; scoreProcessor.Health.Value = scoreProcessor.Health.MaxValue;
} }
}; };