Normalize Comment Terminology

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
copeconeandClaude Sonnet 5.5 committed 2026-10-15 18:29:22 +09:00
1 parent 0fc01a84de
commit 961f78a332
25 files changed
+70 -70

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+3 -3
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@@ -30,7 +30,7 @@ public static class AudioManagerFindOrLoadAudioClipExternalPatch
}
/// <summary>
/// AudioManager._Play (private; AudioManager.Play forwards to it): registers each scheduled effect sound (hit sounds, PlaySound
/// AudioManager._Play (private; AudioManager.Play forwards to it): registers each scheduled sound effect (hit sounds, PlaySound
/// events, hold sounds without an end time) as an effect voice of the offline mixer and maps the returned AudioSource to it.
/// Active while capturing (RenderManager.IsCapturingActive) with RenderAudio on. The original always runs: it creates the
/// AudioSource the game keeps using (its PlayScheduled call is blocked during rendering by another patch), and the game sets
@@ -46,7 +46,7 @@ public static class AudioManagerPlayPatch
{
if (RenderManager.IsCapturingActive && RenderManager.Instance.Configuration.AudioConfig.RenderAudio)
{
// Cache the clip on the main thread
// Cache the clip on the main Unity thread
RenderManager.Instance.AudioMixer?.CacheClip(snd);
}
return true; // Let the original method execute to prevent NullReferenceException
@@ -104,7 +104,7 @@ public static class PlayWithEndTimePatch
var mixer = RenderManager.Instance.AudioMixer;
if (mixer != null)
{
// Cache the clip on the main thread
// Cache the clip on the main Unity thread
mixer.CacheClip(snd);
// Convert absolute DSP times to relative times in seconds from render start
+2 -2
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@@ -18,7 +18,7 @@ namespace ADOFAIRenderer.Patch.Engine;
/// (game and mod scripts).
/// </para>
/// <para>
/// All prefixes run on the thread that calls the getter (normally the Unity main thread) and read <c>RenderManager</c> state
/// All prefixes run on the thread that calls the getter (normally the main Unity thread) and read <c>RenderManager</c> state
/// without locks.
/// </para>
/// </summary>
@@ -264,7 +264,7 @@ public static class RenderEnvironmentPatches
/// that loads an external audio file of the level into <c>audioLib</c>): from stage Load with
/// <c>AdvancedConfig.ProcessAudio</c> on, forces <c>stream</c> to false. The game passes <c>stream</c> to
/// <c>DownloadHandlerAudioClip.streamAudio</c> for ogg/wav/aif/aiff files, so these clips are loaded as non-streaming
/// clips; the mp3 path uses <c>mp3Streaming</c> and ignores <c>stream</c>.
/// clips; the MP3 path uses <c>mp3Streaming</c> and ignores <c>stream</c>.
/// Reference: https://docs.unity3d.com/ScriptReference/Networking.DownloadHandlerAudioClip-streamAudio.html
/// </summary>
[HarmonyPatch(typeof(AudioManager), "FindOrLoadAudioClipExternal", typeof(string), typeof(bool), typeof(float), typeof(bool))]
+1 -1
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@@ -11,7 +11,7 @@ namespace ADOFAIRenderer.Patch.Game;
/// <c>Persistence.language</c> (it returns immediately when already initialized); and <c>RDString.ChangeLanguage(SystemLanguage)</c>,
/// which stores the language in <c>Persistence.language</c>, clears the initialized flag and calls Setup again.
/// </para>
/// <para>Always active (independent of the render stage). Runs on the Unity main thread.</para>
/// <para>Always active (independent of the render stage). Runs on the main Unity thread.</para>
/// </summary>
[HarmonyPatch(typeof(RDString))]
internal static class LanguageSyncPatch
+1 -1
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@@ -14,7 +14,7 @@ namespace ADOFAIRenderer.Patch.Game;
/// </para>
/// <para>
/// Always active except when the mod features are disabled (<see cref="RenderMod.IsFeatureDisabled"/>, set from the
/// driver warning dialog). Runs on the Unity main thread each time the editor scene starts.
/// driver warning dialog). Runs on the main Unity thread each time the editor scene starts.
/// </para>
/// </summary>
[HarmonyPatch(typeof(scnEditor))]
+1 -1
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@@ -8,7 +8,7 @@ namespace ADOFAIRenderer.Patch.Game;
/// already off.
/// <para>
/// Patched member: <c>scrCamera.SetCustomFrameRate(bool enable, float frame)</c> (level effect that updates the screen at a
/// lower frame rate). Enabling assigns a new RenderTexture to the camera quad material and refreshes it at <c>frame</c> fps.
/// lower frame rate). Enabling assigns a new RenderTexture to the camera quad material and refreshes it at <c>frame</c> FPS.
/// Disabling calls <c>Release()</c> on the quad material's current <c>mainTexture</c> and assigns <c>camRT</c> back. When
/// the effect was never enabled, <c>mainTexture</c> is <c>camRT</c> itself, so the original releases the live camera
/// render texture.