Remove empty <returns> xmldoc

This commit is contained in:
Dean Herbert
2021-04-12 17:46:14 +09:00
parent 5d942e92f3
commit b5954a55ad
17 changed files with 0 additions and 18 deletions

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@ -574,7 +574,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
/// Calculate the position to be used for sample playback at a specified X position (0..1).
/// </summary>
/// <param name="position">The lookup X position. Generally should be <see cref="SamplePlaybackPosition"/>.</param>
/// <returns></returns>
protected double CalculateSamplePlaybackBalance(double position)
{
const float balance_adjust_amount = 0.4f;

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@ -147,7 +147,6 @@ namespace osu.Game.Rulesets.Objects
/// to 1 (end of the path).
/// </summary>
/// <param name="progress">Ranges from 0 (beginning of the path) to 1 (end of the path).</param>
/// <returns></returns>
public Vector2 PositionAt(double progress)
{
ensureValid();
@ -161,7 +160,6 @@ namespace osu.Game.Rulesets.Objects
/// The first point has a PathType which all other points inherit.
/// </summary>
/// <param name="controlPoint">One of the control points in the segment.</param>
/// <returns></returns>
public List<PathControlPoint> PointsInSegment(PathControlPoint controlPoint)
{
bool found = false;

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@ -146,7 +146,6 @@ namespace osu.Game.Rulesets
/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
/// <param name="mods">The <see cref="Mod"/>s to apply.</param>
/// <exception cref="BeatmapInvalidForRulesetException">Unable to successfully load the beatmap to be usable with this ruleset.</exception>
/// <returns></returns>
public abstract DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null);
/// <summary>

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@ -62,7 +62,6 @@ namespace osu.Game.Rulesets.Scoring
/// <summary>
/// Retrieves a mapping of <see cref="HitResult"/>s to their timing windows for all allowed <see cref="HitResult"/>s.
/// </summary>
/// <returns></returns>
public IEnumerable<(HitResult result, double length)> GetAllAvailableWindows()
{
for (var result = HitResult.Meh; result <= HitResult.Perfect; ++result)