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Add more comprehensive xmldoc for beatmap model classes
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@ -14,9 +14,6 @@ using osu.Game.IO.Serialization.Converters;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// A Beatmap containing converted HitObjects.
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/// </summary>
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public class Beatmap<T> : IBeatmap<T>
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where T : HitObject
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{
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@ -20,8 +20,12 @@ using Realms;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// A single beatmap difficulty.
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/// A realm model containing metadata for a single beatmap difficulty.
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/// This should generally include anything which is required to be filtered on at song select, or anything pertaining to storage of beatmaps in the client.
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/// </summary>
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/// <remarks>
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/// There are some legacy fields in this model which are not persisted to realm. These are isolated in a code region within the class and should eventually be migrated to `Beatmap`.
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/// </remarks>
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[ExcludeFromDynamicCompile]
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[Serializable]
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[MapTo("Beatmap")]
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@ -12,6 +12,17 @@ using Realms;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// A realm model containing metadata for a beatmap.
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/// </summary>
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/// <remarks>
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/// This is currently stored against each beatmap difficulty, even when it is duplicated.
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/// It is also provided via <see cref="BeatmapSetInfo"/> for convenience and historical purposes.
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/// A future effort could see this converted to an <see cref="EmbeddedObject"/> or potentially de-duped
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/// and shared across multiple difficulties in the same set, if required.
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///
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/// Note that difficulty name is not stored in this metadata but in <see cref="BeatmapInfo"/>.
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/// </remarks>
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[ExcludeFromDynamicCompile]
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[Serializable]
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[MapTo("BeatmapMetadata")]
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@ -14,6 +14,9 @@ using Realms;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// A realm model containing metadata for a beatmap set (containing multiple <see cref="Beatmaps"/>).
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/// </summary>
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[ExcludeFromDynamicCompile]
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[MapTo("BeatmapSet")]
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public class BeatmapSetInfo : RealmObject, IHasGuidPrimaryKey, IHasRealmFiles, ISoftDelete, IEquatable<BeatmapSetInfo>, IBeatmapSetInfo
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@ -11,6 +11,10 @@ using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// A materialised beatmap.
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/// Generally this interface will be implemented alongside <see cref="IBeatmap{T}"/>, which exposes the ruleset-typed hit objects.
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/// </summary>
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public interface IBeatmap
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{
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/// <summary>
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@ -65,6 +69,9 @@ namespace osu.Game.Beatmaps
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IBeatmap Clone();
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}
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/// <summary>
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/// A materialised beatmap containing converted HitObjects.
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/// </summary>
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public interface IBeatmap<out T> : IBeatmap
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where T : HitObject
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{
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@ -18,7 +18,12 @@ using osu.Game.Storyboards;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// Provides access to the multiple resources offered by a beatmap model (textures, skins, playable beatmaps etc.)
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/// A more expensive representation of a beatmap which allows access to various associated resources.
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/// - Access textures and other resources via <see cref="GetStream"/>.
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/// - Access the storyboard via <see cref="Storyboard"/>.
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/// - Access a local skin via <see cref="Skin"/>.
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/// - Access the track via <see cref="LoadTrack"/> (and then <see cref="Track"/> for subsequent accesses).
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/// - Create a playable <see cref="Beatmap"/> via <see cref="GetPlayableBeatmap(osu.Game.Rulesets.IRulesetInfo,System.Collections.Generic.IReadOnlyList{osu.Game.Rulesets.Mods.Mod})"/>.
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/// </summary>
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public interface IWorkingBeatmap
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{
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