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Clean up xmldocs
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@ -136,7 +136,7 @@ namespace osu.Game.Rulesets.Edit
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protected virtual Vector2[] ScreenSpaceAdditionalNodes => Array.Empty<Vector2>();
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/// <summary>
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/// The screen-space collection of base points that cause this <see cref="HitObjectSelectionBlueprint"/> to be selected via a drag.
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/// The screen-space collection of base points on this <see cref="HitObjectSelectionBlueprint"/> that other objects can be snapped to.
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/// The first element of this collection is <see cref="ScreenSpaceSelectionPoint"/>
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/// </summary>
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public Vector2[] ScreenSpaceSnapPoints => ScreenSpaceAdditionalNodes.Prepend(ScreenSpaceSelectionPoint).ToArray();
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@ -513,10 +513,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <summary>
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/// Check for positional snap for given blueprint.
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/// </summary>
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/// <param name="blueprint">The blueprint to check for snapping</param>
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/// <param name="distanceTravelled">Distance travelled since start of dragging action. </param>
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/// <param name="originalPositions">The selection positions of blueprint before start of dragging action. </param>
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/// <returns>Whether found object to snap to.</returns>
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/// <param name="blueprint">The blueprint to check for snapping.</param>
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/// <param name="distanceTravelled">Distance travelled since start of dragging action.</param>
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/// <param name="originalPositions">The snap positions of blueprint before start of dragging action.</param>
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/// <returns>Whether an object to snap to was found.</returns>
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private bool checkSnappingBlueprintToNearbyObjects(SelectionBlueprint<T> blueprint, Vector2 distanceTravelled, Vector2[] originalPositions)
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{
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var currentPositions = blueprint.ScreenSpaceSnapPoints;
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