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Fixed a few docs/comments

pull/46/head
Anairkoen Schno 4 years ago
parent
commit
992e1c9204
3 changed files with 8 additions and 8 deletions
  1. +4
    -4
      IPA.Loader/Config/Stores/GeneratedStoreImpl/ObjectStructure.cs
  2. +1
    -1
      IPA.Loader/PluginInterfaces/IPA/IPlugin.cs
  3. +3
    -3
      IPA.Loader/Utilities/UnityGame.cs

+ 4
- 4
IPA.Loader/Config/Stores/GeneratedStoreImpl/ObjectStructure.cs View File

@ -33,13 +33,13 @@ namespace IPA.Config.Stores
public Type ConverterTarget; public Type ConverterTarget;
public FieldInfo ConverterField; public FieldInfo ConverterField;
// invalid for objects with IsNullabe false
// invalid for objects with IsNullable false
public Type NullableWrappedType => Nullable.GetUnderlyingType(Type); public Type NullableWrappedType => Nullable.GetUnderlyingType(Type);
// invalid for objects with IsNullabe false
// invalid for objects with IsNullable false
public PropertyInfo Nullable_HasValue => Type.GetProperty(nameof(Nullable<int>.HasValue)); public PropertyInfo Nullable_HasValue => Type.GetProperty(nameof(Nullable<int>.HasValue));
// invalid for objects with IsNullabe false
// invalid for objects with IsNullable false
public PropertyInfo Nullable_Value => Type.GetProperty(nameof(Nullable<int>.Value)); public PropertyInfo Nullable_Value => Type.GetProperty(nameof(Nullable<int>.Value));
// invalid for objects with IsNullabe false
// invalid for objects with IsNullable false
public ConstructorInfo Nullable_Construct => Type.GetConstructor(new[] { NullableWrappedType }); public ConstructorInfo Nullable_Construct => Type.GetConstructor(new[] { NullableWrappedType });
public Type ConversionType => IsNullable ? NullableWrappedType : Type; public Type ConversionType => IsNullable ? NullableWrappedType : Type;


+ 1
- 1
IPA.Loader/PluginInterfaces/IPA/IPlugin.cs View File

@ -7,7 +7,7 @@ namespace IPA.Old
/// Interface for generic Illusion unity plugins. Every class that implements this will be loaded if the DLL is placed in /// Interface for generic Illusion unity plugins. Every class that implements this will be loaded if the DLL is placed in
/// Plugins. /// Plugins.
/// </summary> /// </summary>
[Obsolete("When building plugins for Beat Saber, use IBeatSaberPlugin")]
[Obsolete("When building plugins for Beat Saber, use the plugin attributes starting with PluginAttribute")]
public interface IPlugin public interface IPlugin
{ {
/// <summary> /// <summary>


+ 3
- 3
IPA.Loader/Utilities/UnityGame.cs View File

@ -2,7 +2,7 @@
using System; using System;
using System.IO; using System.IO;
using System.Reflection; using System.Reflection;
using System.Threading;
using System.Threading;
using UnityEngine; using UnityEngine;
#if NET3 #if NET3
using Path = Net3_Proxy.Path; using Path = Net3_Proxy.Path;
@ -61,8 +61,8 @@ namespace IPA.Utilities
} }
private static Thread mainThread; private static Thread mainThread;
/// <summary>
/// Checks if the currently running code is running on the Unity main thread.
/// <summary>
/// Checks if the currently running code is running on the Unity main thread.
/// </summary> /// </summary>
/// <value><see langword="true"/> if the curent thread is the Unity main thread, <see langword="false"/> otherwise</value> /// <value><see langword="true"/> if the curent thread is the Unity main thread, <see langword="false"/> otherwise</value>
public static bool OnMainThread => Thread.CurrentThread.ManagedThreadId == mainThread?.ManagedThreadId; public static bool OnMainThread => Thread.CurrentThread.ManagedThreadId == mainThread?.ManagedThreadId;


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