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Fix a few code styling issues
These are present in the netstandard branch (the rules aren't working there - probably using the wrong configuration).
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@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Objects
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public double Good { get; protected set; }
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/// <summary>
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/// Hit window for an <see cref="HitResult.OK"/> result.
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/// Hit window for an <see cref="HitResult.Ok"/> result.
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/// The user can only achieve this result if <see cref="AllowsOk"/> is true.
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/// </summary>
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public double Ok { get; protected set; }
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@ -130,7 +130,7 @@ namespace osu.Game.Rulesets.Objects
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/// <summary>
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/// Given a time offset, whether the <see cref="HitObject"/> can ever be hit in the future with a non-<see cref="HitResult.Miss"/> result.
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/// This happens if <paramref name="timeOffset"/> ≤ <see cref="Meh"/>.
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/// This happens if <paramref name="timeOffset"/> is less than what is required for a <see cref="Meh"/> result.
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/// </summary>
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/// <param name="timeOffset">The time offset.</param>
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/// <returns>Whether the <see cref="HitObject"/> can be hit at any point in the future from this time offset.</returns>
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@ -35,6 +35,7 @@ namespace osu.Game.Rulesets.Objects.Types
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/// Ranges from [0, 1] where 0 is the beginning of the curve and 1 is the end of the curve.
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/// </para>
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/// </summary>
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/// <param name="obj">The curve.</param>
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/// <param name="progress">[0, 1] where 0 is the beginning of the curve and 1 is the end of the curve.</param>
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public static Vector2 PositionAt(this IHasCurve obj, double progress)
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=> obj.Curve.PositionAt(obj.ProgressAt(progress));
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@ -42,6 +43,7 @@ namespace osu.Game.Rulesets.Objects.Types
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/// <summary>
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/// Finds the progress along the curve, accounting for repeat logic.
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/// </summary>
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/// <param name="obj">The curve.</param>
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/// <param name="progress">[0, 1] where 0 is the beginning of the curve and 1 is the end of the curve.</param>
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/// <returns>[0, 1] where 0 is the beginning of the curve and 1 is the end of the curve.</returns>
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public static double ProgressAt(this IHasCurve obj, double progress)
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@ -55,6 +57,7 @@ namespace osu.Game.Rulesets.Objects.Types
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/// <summary>
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/// Determines which span of the curve the progress point is on.
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/// </summary>
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/// <param name="obj">The curve.</param>
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/// <param name="progress">[0, 1] where 0 is the beginning of the curve and 1 is the end of the curve.</param>
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/// <returns>[0, SpanCount) where 0 is the first run.</returns>
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public static int SpanAt(this IHasCurve obj, double progress)
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@ -52,7 +52,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
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protected virtual bool UserScrollSpeedAdjustment => true;
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/// <summary>
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/// The container that contains the <see cref="SpeedAdjustmentContainer"/>s and <see cref="DrawableHitObject"/>s.
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/// The container that contains the <see cref="DrawableHitObject"/>s.
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/// </summary>
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public new ScrollingHitObjectContainer HitObjects => (ScrollingHitObjectContainer)base.HitObjects;
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@ -61,7 +61,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
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/// <summary>
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/// Creates a new <see cref="ScrollingPlayfield"/>.
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/// </summary>
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/// <param name="scrollingAxes">The axes on which <see cref="DrawableHitObject"/>s in this container should scroll.</param>
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/// <param name="direction">The direction in which <see cref="DrawableHitObject"/>s in this container should scroll.</param>
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/// <param name="customWidth">Whether we want our internal coordinate system to be scaled to a specified width</param>
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protected ScrollingPlayfield(ScrollingDirection direction, float? customWidth = null)
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: base(customWidth)
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