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Spelling fixes
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ee4869647f
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@ -165,7 +165,7 @@ namespace osu.Game.Online.API
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}
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}
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// The Success callback event is fired on the main thread, so we should wait for that to run before proceeding.
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// The Success callback event is fired on the main thread, so we should wait for that to run before proceeding.
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// Without this, we will end up circulating this Connecting loop multiple times and queueing up many web requests
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// Without this, we will end up circulating this Connecting loop multiple times and queuing up many web requests
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// before actually going online.
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// before actually going online.
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while (State > APIState.Offline && State < APIState.Online)
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while (State > APIState.Offline && State < APIState.Online)
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Thread.Sleep(500);
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Thread.Sleep(500);
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@ -77,7 +77,7 @@ namespace osu.Game.Screens.Menu
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Scheduler.AddDelayed(delegate
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Scheduler.AddDelayed(delegate
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{
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{
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// Only start the current track if it is the menu music. A beatmap's track is started when entering the Main Manu.
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// Only start the current track if it is the menu music. A beatmap's track is started when entering the Main Menu.
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if (menuMusic.Value)
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if (menuMusic.Value)
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{
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{
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track.Restart();
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track.Restart();
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@ -47,7 +47,7 @@ namespace osu.Game.Screens.Menu
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private const float visualiser_rounds = 5;
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private const float visualiser_rounds = 5;
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/// <summary>
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/// <summary>
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/// How much should each bar go down each milisecond (based on a full bar).
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/// How much should each bar go down each millisecond (based on a full bar).
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/// </summary>
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/// </summary>
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private const float decay_per_milisecond = 0.0024f;
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private const float decay_per_milisecond = 0.0024f;
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@ -161,7 +161,7 @@ namespace osu.Game.Screens.Menu
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private IShader shader;
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private IShader shader;
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private Texture texture;
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private Texture texture;
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//Asuming the logo is a circle, we don't need a second dimension.
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//Assuming the logo is a circle, we don't need a second dimension.
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private float size;
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private float size;
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private Color4 colour;
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private Color4 colour;
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@ -229,7 +229,7 @@ namespace osu.Game.Screens.Menu
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}
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}
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/// <summary>
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/// <summary>
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/// Schedule a new extenral animation. Handled queueing and finishing previous animations in a sane way.
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/// Schedule a new external animation. Handled queuing and finishing previous animations in a sane way.
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/// </summary>
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/// </summary>
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/// <param name="action">The animation to be performed</param>
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/// <param name="action">The animation to be performed</param>
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/// <param name="waitForPrevious">If true, the new animation is delayed until all previous transforms finish. If false, existing transformed are cleared.</param>
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/// <param name="waitForPrevious">If true, the new animation is delayed until all previous transforms finish. If false, existing transformed are cleared.</param>
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