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Update and improve code documentation
Co-authored-by: Dean Herbert <pe@ppy.sh>
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@ -13,8 +13,7 @@ namespace osu.Game.Skinning
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{
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/// <summary>
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/// A type of <see cref="SkinProvidingContainer"/> specialized for <see cref="DrawableRuleset"/> and other gameplay-related components.
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/// Providing access to the <see cref="SkinManager"/> skin sources and the beatmap skin each surrounded with the ruleset legacy skin transformer.
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/// While also limiting lookups from falling back to any parent <see cref="ISkinSource"/>s out of this container.
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/// Providing access to parent skin sources and the beatmap skin each surrounded with the ruleset legacy skin transformer.
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/// </summary>
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public class RulesetSkinProvidingContainer : SkinProvidingContainer
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{
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@ -22,7 +21,7 @@ namespace osu.Game.Skinning
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protected readonly IBeatmap Beatmap;
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/// <remarks>
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/// This container already re-exposes all <see cref="SkinManager"/> skin sources in a ruleset-usable form.
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/// This container already re-exposes all parent <see cref="ISkinSource"/> sources in a ruleset-usable form.
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/// Therefore disallow falling back to any parent <see cref="ISkinSource"/> any further.
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/// </remarks>
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protected override bool AllowFallingBackToParent => false;
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@ -34,8 +34,8 @@ namespace osu.Game.Skinning
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/// Handles the storage and retrieval of <see cref="Skin"/>s.
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/// </summary>
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/// <remarks>
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/// This is also exposed and cached as <see cref="ISkinSource"/> on a game-wide level for general components across the game.
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/// Lookups from gameplay components are instead covered by <see cref="RulesetSkinProvidingContainer"/>, and are never hit here.
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/// This is also exposed and cached as <see cref="ISkinSource"/> to allow for any component to potentially have skinning support.
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/// For gameplay components, see <see cref="RulesetSkinProvidingContainer"/> which adds extra legacy and toggle logic that may affect the lookup process.
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/// </remarks>
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[ExcludeFromDynamicCompile]
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public class SkinManager : ArchiveModelManager<SkinInfo, SkinFileInfo>, ISkinSource, IStorageResourceProvider
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