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CI fixes.
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@ -6,7 +6,6 @@ using OpenTK.Input;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Mania.Judgements;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Mania.Objects.Drawables
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@ -20,8 +20,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
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{
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private readonly BindableDouble lifetimeOffset = new BindableDouble();
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/// <summary>
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/// Time offset before <see cref="HitObject.StartTime"/> at which this <see cref="DrawableHitObject"/> becomes visible and the time offset
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/// after <see cref="HitObject.StartTime"/> or <see cref="IHasEndTime.EndTime"/> at which it expires.
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/// Time offset before the hit object start time at which this <see cref="DrawableHitObject"/> becomes visible and the time offset
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/// after the hit object's end time after which it expires.
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///
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/// <para>
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/// This provides only a default life time range, however classes inheriting from <see cref="DrawableHitObject"/> should expire their state through
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@ -11,7 +11,6 @@ using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using OpenTK;
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using osu.Game.Rulesets.Objects.Types;
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using System;
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namespace osu.Game.Rulesets.Timing
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{
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@ -84,7 +83,7 @@ namespace osu.Game.Rulesets.Timing
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private Cached<double> durationBacking = new Cached<double>();
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/// <summary>
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/// The maximum duration of any one hit object inside this <see cref="DrawableTimingSection"/>. This is calculated as the maximum
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/// end time between all hit objects relative to this <see cref="DrawableTimingSection"/>'s <see cref="ControlPoint.StartTime"/>.
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/// end time between all hit objects relative to this <see cref="DrawableTimingSection"/>'s <see cref="MultiplierControlPoint.StartTime"/>.
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/// </summary>
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public double Duration => durationBacking.EnsureValid()
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? durationBacking.Value
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@ -7,8 +7,6 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects.Drawables;
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using OpenTK;
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using System.Linq;
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using System;
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namespace osu.Game.Rulesets.Timing
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{
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