Add missing access modifiers.

This commit is contained in:
Dean Herbert 2017-03-09 13:55:29 +09:00
parent 9772f2a042
commit dc5ac6e88f
No known key found for this signature in database
GPG Key ID: 46D71BF4958ABB49
5 changed files with 9 additions and 9 deletions

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@ -13,7 +13,7 @@
namespace osu.Desktop.VisualTests.Tests
{
class TestCaseReplay : TestCasePlayer
internal class TestCaseReplay : TestCasePlayer
{
private WorkingBeatmap beatmap;

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@ -67,7 +67,7 @@ private void dragDrop(DragEventArgs e)
});
}
static readonly string[] allowed_extensions = { @".osz", @".osr" };
private static readonly string[] allowed_extensions = { @".osz", @".osr" };
private void dragEnter(DragEventArgs e)
{

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@ -15,9 +15,9 @@ namespace osu.Game.Modes.Osu
{
public class OsuAutoReplay : LegacyReplay
{
static readonly Vector2 spinner_centre = new Vector2(256, 192);
private static readonly Vector2 spinner_centre = new Vector2(256, 192);
const float spin_radius = 50;
private const float spin_radius = 50;
private Beatmap beatmap;

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@ -17,7 +17,7 @@ namespace osu.Game.IO.Legacy
/// handle null strings and simplify use with ISerializable. </summary>
public class SerializationReader : BinaryReader
{
Stream stream;
private Stream stream;
public SerializationReader(Stream s)
: base(s, Encoding.UTF8)

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@ -58,7 +58,7 @@ public class LegacyReplayInputHandler : ReplayInputHandler
public LegacyReplayFrame CurrentFrame => !hasFrames ? null : replayContent[currentFrameIndex];
public LegacyReplayFrame NextFrame => !hasFrames ? null : replayContent[nextFrameIndex];
int currentFrameIndex;
private int currentFrameIndex;
private int nextFrameIndex => MathHelper.Clamp(currentFrameIndex + (currentDirection > 0 ? 1 : -1), 0, replayContent.Count - 1);
@ -125,8 +125,8 @@ public override List<InputState> GetPendingStates()
private const double sixty_frame_time = 1000.0 / 60;
double currentTime;
int currentDirection;
private double currentTime;
private int currentDirection;
/// <summary>
/// When set, we will ensure frames executed by nested drawables are frame-accurate to replay data.
@ -136,7 +136,7 @@ public override List<InputState> GetPendingStates()
private bool hasFrames => replayContent.Count > 0;
bool inImportantSection =>
private bool inImportantSection =>
FrameAccuratePlayback &&
//a button is in a pressed state
(currentDirection > 0 ? CurrentFrame : NextFrame)?.ButtonState > LegacyButtonState.None &&