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Remove empty <returns> xmldoc
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@ -574,7 +574,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// Calculate the position to be used for sample playback at a specified X position (0..1).
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/// </summary>
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/// <param name="position">The lookup X position. Generally should be <see cref="SamplePlaybackPosition"/>.</param>
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/// <returns></returns>
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protected double CalculateSamplePlaybackBalance(double position)
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{
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const float balance_adjust_amount = 0.4f;
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@ -147,7 +147,6 @@ namespace osu.Game.Rulesets.Objects
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/// to 1 (end of the path).
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/// </summary>
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/// <param name="progress">Ranges from 0 (beginning of the path) to 1 (end of the path).</param>
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/// <returns></returns>
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public Vector2 PositionAt(double progress)
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{
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ensureValid();
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@ -161,7 +160,6 @@ namespace osu.Game.Rulesets.Objects
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/// The first point has a PathType which all other points inherit.
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/// </summary>
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/// <param name="controlPoint">One of the control points in the segment.</param>
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/// <returns></returns>
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public List<PathControlPoint> PointsInSegment(PathControlPoint controlPoint)
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{
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bool found = false;
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@ -146,7 +146,6 @@ namespace osu.Game.Rulesets
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/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
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/// <param name="mods">The <see cref="Mod"/>s to apply.</param>
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/// <exception cref="BeatmapInvalidForRulesetException">Unable to successfully load the beatmap to be usable with this ruleset.</exception>
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/// <returns></returns>
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public abstract DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null);
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/// <summary>
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@ -62,7 +62,6 @@ namespace osu.Game.Rulesets.Scoring
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/// <summary>
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/// Retrieves a mapping of <see cref="HitResult"/>s to their timing windows for all allowed <see cref="HitResult"/>s.
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/// </summary>
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/// <returns></returns>
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public IEnumerable<(HitResult result, double length)> GetAllAvailableWindows()
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{
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for (var result = HitResult.Meh; result <= HitResult.Perfect; ++result)
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