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fix xmldocs more
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com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetcodeIntegrationTest.cs

Lines changed: 0 additions & 5 deletions
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@@ -1940,7 +1940,6 @@ protected IEnumerator WaitForConditionOrTimeOut(Func<StringBuilder, bool> checkF
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/// </summary>
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/// <param name="checkForCondition">A delegate that takes a <see cref="StringBuilder"/> for error details and returns true when the desired condition is met.</param>
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/// <param name="maxTries">the maximum times to check for the condition (default is 60).</param>
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/// <returns>An <see cref="IEnumerator"/> for use in Unity coroutines.</returns>
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protected void WaitForConditionOrTimeOutWithTimeTravel(Func<StringBuilder, bool> checkForCondition, int maxTries = 60)
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{
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WaitForConditionOrTimeOutWithTimeTravel(() =>
@@ -2031,7 +2030,6 @@ bool ValidateObjectsSpawnedOnAllClients(StringBuilder errorLog)
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/// </summary>
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/// <param name="networkObjectId">The id of the<see cref="NetworkObject"/> to wait for.</param>
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/// <param name="maxTries">the maximum times to check for the condition (default is 60).</param>
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/// <returns>An <see cref="IEnumerator"/> for use in Unity coroutines.</returns>
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protected void WaitForSpawnedOnAllOrTimeOutWithTimeTravel(ulong networkObjectId, int maxTries = 60)
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{
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bool ValidateObjectSpawnedOnAllClients(StringBuilder errorLog)
@@ -2055,7 +2053,6 @@ bool ValidateObjectSpawnedOnAllClients(StringBuilder errorLog)
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/// </summary>
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/// <param name="networkObject">The <see cref="NetworkObject"/> to wait for.</param>
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/// <param name="maxTries">the maximum times to check for the condition (default is 60).</param>
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/// <returns>An <see cref="IEnumerator"/> for use in Unity coroutines.</returns>
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protected void WaitForSpawnedOnAllOrTimeOutWithTimeTravel(NetworkObject networkObject, int maxTries = 60)
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{
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var networkObjectId = networkObject.NetworkObjectId;
@@ -2067,7 +2064,6 @@ protected void WaitForSpawnedOnAllOrTimeOutWithTimeTravel(NetworkObject networkO
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/// </summary>
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/// <param name="gameObject">The <see cref="GameObject"/> containing a <see cref="NetworkObject"/> to wait for.</param>
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/// <param name="maxTries">the maximum times to check for the condition (default is 60).</param>
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/// <returns>An <see cref="IEnumerator"/> for use in Unity coroutines.</returns>
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protected void WaitForSpawnedOnAllOrTimeOutWithTimeTravel(GameObject gameObject, int maxTries = 60)
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{
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var networkObjectId = gameObject.GetComponent<NetworkObject>().NetworkObjectId;
@@ -2079,7 +2075,6 @@ protected void WaitForSpawnedOnAllOrTimeOutWithTimeTravel(GameObject gameObject,
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/// </summary>
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/// <param name="networkObjects">The list of <see cref="NetworkObject"/>s to wait for.</param>
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/// <param name="maxTries">the maximum times to check for the condition (default is 60).</param>
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/// <returns>An <see cref="IEnumerator"/> for use in Unity coroutines.</returns>
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protected void WaitForSpawnedOnAllOrTimeOutWithTimeTravel(List<NetworkObject> networkObjects, int maxTries = 60)
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{
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bool ValidateObjectsSpawnedOnAllClients(StringBuilder errorLog)

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