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Improve commenting around IHasCombo interfaces #25536

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6 changes: 6 additions & 0 deletions osu.Game/Rulesets/Objects/Types/IHasCombo.cs
Original file line number Diff line number Diff line change
Expand Up @@ -16,6 +16,12 @@ public interface IHasCombo
/// <summary>
/// When starting a new combo, the offset of the new combo relative to the current one.
/// </summary>
/// <remarks>
/// This is generally a setting provided by a beatmap creator to choreograph interesting colour patterns
/// which can only be achieved by skipping combo colours with per-hitobject level.
///
/// It is exposed via <see cref="IHasComboInformation.ComboIndexWithOffsets"/>.
/// </remarks>
int ComboOffset { get; }
}
}
14 changes: 14 additions & 0 deletions osu.Game/Rulesets/Objects/Types/IHasComboInformation.cs
Original file line number Diff line number Diff line change
Expand Up @@ -12,20 +12,31 @@ namespace osu.Game.Rulesets.Objects.Types
/// </summary>
public interface IHasComboInformation : IHasCombo
{
/// <summary>
/// Bindable exposure of <see cref="IndexInCurrentCombo"/>.
/// </summary>
Bindable<int> IndexInCurrentComboBindable { get; }

/// <summary>
/// The index of this hitobject in the current combo.
/// </summary>
int IndexInCurrentCombo { get; set; }

/// <summary>
/// Bindable exposure of <see cref="ComboIndex"/>.
/// </summary>
Bindable<int> ComboIndexBindable { get; }

/// <summary>
/// The index of this combo in relation to the beatmap.
///
/// In other words, this is incremented by 1 each time a <see cref="NewCombo"/> is reached.
/// </summary>
int ComboIndex { get; set; }

/// <summary>
/// Bindable exposure of <see cref="ComboIndexWithOffsets"/>.
/// </summary>
Bindable<int> ComboIndexWithOffsetsBindable { get; }

/// <summary>
Expand All @@ -39,6 +50,9 @@ public interface IHasComboInformation : IHasCombo
/// </summary>
new bool NewCombo { get; set; }

/// <summary>
/// Bindable exposure of <see cref="LastInCombo"/>.
/// </summary>
Bindable<bool> LastInComboBindable { get; }

/// <summary>
Expand Down