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<?xml version="1.0"?>
<doc >
<assembly >
<name > X10D.Unity</name>
</assembly>
<members >
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<member name= "T:X10D.Unity.Box" >
<summary >
Represents a box that can be drawn using the <see cref= "T:X10D.Unity.DebugEx" /> class.
</summary>
<remarks >
This structure serves no real purpose except to be used in tandem with <see cref= "T:X10D.Unity.DebugEx" /> . For creating a logical
cuboid, consider using the <see cref= "T:X10D.Drawing.Cuboid" /> structure.
</remarks>
</member>
<member name= "M:X10D.Unity.Box.#ctor(UnityEngine.Vector3,UnityEngine.Vector3)" >
<summary >
Initializes a new instance of the <see cref= "T:X10D.Unity.Box" /> struct.
</summary>
<param name= "origin" > The origin of the box.</param>
<param name= "halfExtents" > The half extents of the box.</param>
</member>
<member name= "M:X10D.Unity.Box.#ctor(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion)" >
<summary >
Initializes a new instance of the <see cref= "T:X10D.Unity.Box" /> struct.
</summary>
<param name= "origin" > The origin of the box.</param>
<param name= "halfExtents" > The half extents of the box.</param>
<param name= "orientation" > The orientation of the box.</param>
</member>
<member name= "P:X10D.Unity.Box.Origin" >
<summary >
Gets the origin of the box.
</summary>
<value > The origin.</value>
</member>
<member name= "P:X10D.Unity.Box.LocalFrontTopLeft" >
<summary >
Gets the front-top-left corner of the box, in local space.
</summary>
<value > The front-top-left corner.</value>
</member>
<member name= "P:X10D.Unity.Box.LocalFrontTopRight" >
<summary >
Gets the front-top-right corner of the box, in local space.
</summary>
<value > The front-top-right corner.</value>
</member>
<member name= "P:X10D.Unity.Box.LocalFrontBottomLeft" >
<summary >
Gets the front-bottom-left corner of the box, in local space.
</summary>
<value > The front-bottom-left corner.</value>
</member>
<member name= "P:X10D.Unity.Box.LocalFrontBottomRight" >
<summary >
Gets the front-bottom-right corner of the box, in local space.
</summary>
<value > The front-bottom-right corner.</value>
</member>
<member name= "P:X10D.Unity.Box.LocalBackTopLeft" >
<summary >
Gets the back-top-left corner of the box, in local space.
</summary>
<value > The back-top-left corner.</value>
</member>
<member name= "P:X10D.Unity.Box.LocalBackTopRight" >
<summary >
Gets the back-top-right corner of the box, in local space.
</summary>
<value > The back-top-right corner.</value>
</member>
<member name= "P:X10D.Unity.Box.LocalBackBottomLeft" >
<summary >
Gets the back-bottom-left corner of the box, in local space.
</summary>
<value > The back-bottom-left corner.</value>
</member>
<member name= "P:X10D.Unity.Box.LocalBackBottomRight" >
<summary >
Gets the back-bottom-right corner of the box, in local space.
</summary>
<value > The back-bottom-right corner.</value>
</member>
<member name= "P:X10D.Unity.Box.FrontTopLeft" >
<summary >
Gets the front-top-left corner of the box, in world space.
</summary>
<value > The front-top-left corner.</value>
</member>
<member name= "P:X10D.Unity.Box.FrontTopRight" >
<summary >
Gets the front-top-right corner of the box, in world space.
</summary>
<value > The front-top-right corner.</value>
</member>
<member name= "P:X10D.Unity.Box.FrontBottomLeft" >
<summary >
Gets the front-bottom-left corner of the box, in world space.
</summary>
<value > The front-bottom-left corner.</value>
</member>
<member name= "P:X10D.Unity.Box.FrontBottomRight" >
<summary >
Gets the front-bottom-right corner of the box, in world space.
</summary>
<value > The front-bottom-right corner.</value>
</member>
<member name= "P:X10D.Unity.Box.BackTopLeft" >
<summary >
Gets the back-bottom-left corner of the box, in world space.
</summary>
<value > The back-bottom-left corner.</value>
</member>
<member name= "P:X10D.Unity.Box.BackTopRight" >
<summary >
Gets the back-bottom-right corner of the box, in world space.
</summary>
<value > The back-bottom-right corner.</value>
</member>
<member name= "P:X10D.Unity.Box.BackBottomLeft" >
<summary >
Gets the back-bottom-right corner of the box, in world space.
</summary>
<value > The back-bottom-right corner.</value>
</member>
<member name= "P:X10D.Unity.Box.BackBottomRight" >
<summary >
Gets the back-bottom-right corner of the box, in world space.
</summary>
<value > The back-bottom-right corner.</value>
</member>
<member name= "M:X10D.Unity.Box.op_Implicit(UnityEngine.Bounds)~X10D.Unity.Box" >
<summary >
Implicitly converts an instance of <see cref= "T:UnityEngine.Bounds" /> to an instance of <see cref= "T:X10D.Unity.Box" /> .
</summary>
<param name= "bounds" > The <see cref= "T:UnityEngine.Bounds" /> to convert.</param>
<returns > A new instance of <see cref= "T:X10D.Unity.Box" /> .</returns>
</member>
<member name= "M:X10D.Unity.Box.op_Implicit(UnityEngine.BoundsInt)~X10D.Unity.Box" >
<summary >
Implicitly converts an instance of <see cref= "T:UnityEngine.Bounds" /> to an instance of <see cref= "T:X10D.Unity.Box" /> .
</summary>
<param name= "bounds" > The <see cref= "T:UnityEngine.Bounds" /> to convert.</param>
<returns > A new instance of <see cref= "T:X10D.Unity.Box" /> .</returns>
</member>
<member name= "T:X10D.Unity.Box2D" >
<summary >
Represents a 2D box that can be drawn using the <see cref= "T:X10D.Unity.DebugEx" /> class.
</summary>
<remarks >
This structure serves no real purpose except to be used in tandem with <see cref= "T:X10D.Unity.DebugEx" /> . For creating a logical
rectangle, consider using the <see cref= "T:System.Drawing.Rectangle" /> , <see cref= "T:System.Drawing.RectangleF" /> , <see cref= "T:UnityEngine.Rect" /> , or
<see cref= "T:UnityEngine.RectInt" /> structures.
</remarks>
</member>
<member name= "M:X10D.Unity.Box2D.#ctor(UnityEngine.Vector2,UnityEngine.Vector2)" >
<summary >
Initializes a new instance of the <see cref= "T:X10D.Unity.Box2D" /> struct.
</summary>
<param name= "origin" > The origin of the box.</param>
<param name= "halfExtents" > The half extents of the box.</param>
</member>
<member name= "M:X10D.Unity.Box2D.#ctor(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)" >
<summary >
Initializes a new instance of the <see cref= "T:X10D.Unity.Box2D" /> struct.
</summary>
<param name= "origin" > The origin of the box.</param>
<param name= "halfExtents" > The half extents of the box.</param>
<param name= "rotation" > The rotation of the box.</param>
</member>
<member name= "P:X10D.Unity.Box2D.Origin" >
<summary >
Gets the origin of the box.
</summary>
<value > The origin.</value>
</member>
<member name= "P:X10D.Unity.Box2D.LocalTopLeft" >
<summary >
Gets the top-left corner of the box, in local space.
</summary>
<value > The top-left corner.</value>
</member>
<member name= "P:X10D.Unity.Box2D.LocalTopRight" >
<summary >
Gets the top-right corner of the box, in local space.
</summary>
<value > The top-right corner.</value>
</member>
<member name= "P:X10D.Unity.Box2D.LocalBottomLeft" >
<summary >
Gets the bottom-left corner of the box, in local space.
</summary>
<value > The bottom-left corner.</value>
</member>
<member name= "P:X10D.Unity.Box2D.LocalBottomRight" >
<summary >
Gets the bottom-right corner of the box, in local space.
</summary>
<value > The bottom-right corner.</value>
</member>
<member name= "P:X10D.Unity.Box2D.TopLeft" >
<summary >
Gets the top-left corner of the box, in world space.
</summary>
<value > The top-left corner.</value>
</member>
<member name= "P:X10D.Unity.Box2D.TopRight" >
<summary >
Gets the top-right corner of the box, in world space.
</summary>
<value > The top-right corner.</value>
</member>
<member name= "P:X10D.Unity.Box2D.BottomLeft" >
<summary >
Gets the bottom-left corner of the box, in world space.
</summary>
<value > The bottom-left corner.</value>
</member>
<member name= "P:X10D.Unity.Box2D.BottomRight" >
<summary >
Gets the bottom-right corner of the box, in world space.
</summary>
<value > The bottom-right corner.</value>
</member>
<member name= "M:X10D.Unity.Box2D.op_Implicit(UnityEngine.Rect)~X10D.Unity.Box2D" >
<summary >
Implicitly converts an instance of <see cref= "T:UnityEngine.Rect" /> to an instance of <see cref= "T:X10D.Unity.Box2D" /> .
</summary>
<param name= "rect" > The <see cref= "T:UnityEngine.Rect" /> to convert.</param>
<returns > A new instance of <see cref= "T:X10D.Unity.Box2D" /> .</returns>
</member>
<member name= "M:X10D.Unity.Box2D.op_Implicit(UnityEngine.RectInt)~X10D.Unity.Box2D" >
<summary >
Implicitly converts an instance of <see cref= "T:UnityEngine.RectInt" /> to an instance of <see cref= "T:X10D.Unity.Box2D" /> .
</summary>
<param name= "rect" > The <see cref= "T:UnityEngine.RectInt" /> to convert.</param>
<returns > A new instance of <see cref= "T:X10D.Unity.Box2D" /> .</returns>
</member>
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<member name= "T:X10D.Unity.ComponentExtensions" >
<summary >
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Extension methods for <see cref= "T:UnityEngine.Component" /> .
</summary>
</member>
<member name= "M:X10D.Unity.ComponentExtensions.GetComponentsInChildrenOnly``1(UnityEngine.Component)" >
<summary >
Returns an array of components of the specified type, excluding components that live on the object to which this
component is attached.
</summary>
<param name= "component" > The component whose child components to retrieve.</param>
<typeparam name= "T" > The type of the components to retrieve.</typeparam>
<returns > An array <typeparamref name= "T" /> representing the child components.</returns>
</member>
<member name= "T:X10D.Unity.DebugEx" >
<summary >
An extended version of Unity's <see cref= "T:UnityEngine.Debug" /> utility class which offers support for drawing simple
primitives.
</summary>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawBox(UnityEngine.Vector3,UnityEngine.Vector3)" >
<summary >
Draws a box.
</summary>
<param name= "center" > The center point.</param>
<param name= "halfExtents" > The extents of the box, halved.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawBox(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion)" >
<summary >
Draws a box with the specified orientation.
</summary>
<param name= "center" > The center point.</param>
<param name= "halfExtents" > The extents of the box, halved.</param>
<param name= "orientation" > The orientation of the box.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawBox(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color@)" >
<summary >
Draws a box with the specified color.
</summary>
<param name= "center" > The center point.</param>
<param name= "halfExtents" > The extents of the box, halved.</param>
<param name= "color" > The color of the box.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawBox(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Color@)" >
<summary >
Draws a box with the specified orientation and color.
</summary>
<param name= "center" > The center point.</param>
<param name= "halfExtents" > The extents of the box, halved.</param>
<param name= "orientation" > The orientation of the box.</param>
<param name= "color" > The color of the box.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawBox(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color@,System.Single)" >
<summary >
Draws a box with the specified color and duration.
</summary>
<param name= "center" > The center point.</param>
<param name= "halfExtents" > The extents of the box, halved.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawBox(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Color@,System.Single)" >
<summary >
Draws a box with the specified orientation, color, and duration.
</summary>
<param name= "center" > The center point.</param>
<param name= "halfExtents" > The extents of the box, halved.</param>
<param name= "orientation" > The orientation of the box.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawBox(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a box with the specified color and duration.
</summary>
<param name= "center" > The center point.</param>
<param name= "halfExtents" > The extents of the box, halved.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the box be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawBox(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a box with the specified orientation, color, and duration.
</summary>
<param name= "center" > The center point.</param>
<param name= "halfExtents" > The extents of the box, halved.</param>
<param name= "orientation" > The orientation of the box.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the box be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawBox(X10D.Unity.Box,UnityEngine.Color@)" >
<summary >
Draws a box with the specified color.
</summary>
<param name= "box" > The box to draw.</param>
<param name= "color" > The color of the box.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawBox(X10D.Unity.Box,UnityEngine.Color@,System.Single)" >
<summary >
Draws a box with the specified color and duration.
</summary>
<param name= "box" > The box to draw.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawBox(X10D.Unity.Box,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a box with the specified color and duration.
</summary>
<param name= "box" > The box to draw.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the box be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(UnityEngine.Vector2,UnityEngine.Vector2)" >
<summary >
Draws a rectangle.
</summary>
<param name= "center" > The center point.</param>
<param name= "halfExtents" > The extents of the box, halved.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)" >
<summary >
Draws a rectangle with the specified rotation.
</summary>
<param name= "center" > The center point.</param>
<param name= "halfExtents" > The extents of the box, halved.</param>
<param name= "rotation" > The rotation of the box.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Color@)" >
<summary >
Draws a rectangle with the specified color.
</summary>
<param name= "center" > The center point.</param>
<param name= "halfExtents" > The extents of the box, halved.</param>
<param name= "color" > The color of the box.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Color@)" >
<summary >
Draws a rectangle with the specified rotation and color.
</summary>
<param name= "center" > The center point.</param>
<param name= "halfExtents" > The extents of the box, halved.</param>
<param name= "rotation" > The rotation of the box.</param>
<param name= "color" > The color of the box.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Color@,System.Single)" >
<summary >
Draws a rectangle with the specified color and duration.
</summary>
<param name= "center" > The center point.</param>
<param name= "halfExtents" > The extents of the box, halved.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Color@,System.Single)" >
<summary >
Draws a rectangle with the specified rotation, color, and duration.
</summary>
<param name= "center" > The center point.</param>
<param name= "halfExtents" > The extents of the box, halved.</param>
<param name= "rotation" > The rotation of the box.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a rectangle with the specified color and duration.
</summary>
<param name= "center" > The center point.</param>
<param name= "halfExtents" > The extents of the box, halved.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the box be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a rectangle with the specified rotation, color, and duration.
</summary>
<param name= "center" > The center point.</param>
<param name= "halfExtents" > The extents of the box, halved.</param>
<param name= "rotation" > The rotation of the box.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the box be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(X10D.Unity.Box2D,UnityEngine.Color@)" >
<summary >
Draws a rectangle with the specified color.
</summary>
<param name= "box" > The box to draw.</param>
<param name= "color" > The color of the box.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(X10D.Unity.Box2D,UnityEngine.Color@,System.Single)" >
<summary >
Draws a rectangle with the specified color and duration.
</summary>
<param name= "box" > The box to draw.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(X10D.Unity.Box2D,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a rectangle with the specified color and duration.
</summary>
<param name= "box" > The box to draw.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the box be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(UnityEngine.Rect,UnityEngine.Color@)" >
<summary >
Draws a rectangle with the specified color.
</summary>
<param name= "rect" > The rectangle to draw.</param>
<param name= "color" > The color of the box.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(UnityEngine.Rect,UnityEngine.Color@,System.Single)" >
<summary >
Draws a rectangle with the specified color and duration.
</summary>
<param name= "rect" > The rectangle to draw.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(UnityEngine.Rect,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a rectangle with the specified color and duration.
</summary>
<param name= "rect" > The rectangle to draw.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the box be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(UnityEngine.RectInt,UnityEngine.Color@)" >
<summary >
Draws a rectangle with the specified color.
</summary>
<param name= "rect" > The rectangle to draw.</param>
<param name= "color" > The color of the box.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(UnityEngine.RectInt,UnityEngine.Color@,System.Single)" >
<summary >
Draws a rectangle with the specified color and duration.
</summary>
<param name= "rect" > The rectangle to draw.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(UnityEngine.RectInt,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a rectangle with the specified color and duration.
</summary>
<param name= "rect" > The rectangle to draw.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the box be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(System.Drawing.Rectangle,UnityEngine.Color@)" >
<summary >
Draws a rectangle with the specified color.
</summary>
<param name= "rect" > The rectangle to draw.</param>
<param name= "color" > The color of the box.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(System.Drawing.Rectangle,UnityEngine.Color@,System.Single)" >
<summary >
Draws a rectangle with the specified color and duration.
</summary>
<param name= "rect" > The rectangle to draw.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(System.Drawing.Rectangle,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a rectangle with the specified color and duration.
</summary>
<param name= "rect" > The rectangle to draw.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the box be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(System.Drawing.RectangleF,UnityEngine.Color@)" >
<summary >
Draws a rectangle with the specified color.
</summary>
<param name= "rect" > The rectangle to draw.</param>
<param name= "color" > The color of the box.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(System.Drawing.RectangleF,UnityEngine.Color@,System.Single)" >
<summary >
Draws a rectangle with the specified color and duration.
</summary>
<param name= "rect" > The rectangle to draw.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRectangle(System.Drawing.RectangleF,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a rectangle with the specified color and duration.
</summary>
<param name= "rect" > The rectangle to draw.</param>
<param name= "color" > The color of the box.</param>
<param name= "duration" >
The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the box be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(UnityEngine.Vector2,System.Single,System.Int32)" >
<summary >
Draws a circle with the specified color.
</summary>
<param name= "center" > The center point of the circle.</param>
<param name= "radius" > The radius of the circle.</param>
<param name= "sides" > The number of sides to generate.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(UnityEngine.Vector2,System.Single,System.Int32,UnityEngine.Color@)" >
<summary >
Draws a circle with the specified color.
</summary>
<param name= "center" > The center point of the circle.</param>
<param name= "radius" > The radius of the circle.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the circle.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(UnityEngine.Vector2,System.Single,System.Int32,UnityEngine.Color@,System.Single)" >
<summary >
Draws a circle with the specified color and duration.
</summary>
<param name= "center" > The center point of the circle.</param>
<param name= "radius" > The radius of the circle.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the circle.</param>
<param name= "duration" >
The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(UnityEngine.Vector2,System.Single,System.Int32,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a circle with the specified color and duration.
</summary>
<param name= "center" > The center point of the circle.</param>
<param name= "radius" > The radius of the circle.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the circle.</param>
<param name= "duration" >
The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the circle be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(UnityEngine.Vector2,System.Single,System.Int32,UnityEngine.Vector3@,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a circle.
</summary>
<param name= "center" > The center point of the circle.</param>
<param name= "radius" > The radius of the circle.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the circle.</param>
<param name= "color" > The color of the circle.</param>
<param name= "duration" >
The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the circle be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(X10D.Drawing.Circle@,System.Int32)" >
<summary >
Draws a circle with the specified color.
</summary>
<param name= "circle" > The circle to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(X10D.Drawing.Circle@,System.Int32,UnityEngine.Vector3@)" >
<summary >
Draws a circle with the specified color.
</summary>
<param name= "circle" > The circle to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the circle.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(X10D.Drawing.Circle@,System.Int32,UnityEngine.Color@)" >
<summary >
Draws a circle with the specified color.
</summary>
<param name= "circle" > The circle to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the circle.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(X10D.Drawing.Circle@,System.Int32,UnityEngine.Vector3@,UnityEngine.Color@)" >
<summary >
Draws a circle with the specified color.
</summary>
<param name= "circle" > The circle to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the circle.</param>
<param name= "color" > The color of the circle.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(X10D.Drawing.Circle@,System.Int32,UnityEngine.Color@,System.Single)" >
<summary >
Draws a circle with the specified color and duration.
</summary>
<param name= "circle" > The circle to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the circle.</param>
<param name= "duration" >
The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(X10D.Drawing.Circle@,System.Int32,UnityEngine.Vector3@,UnityEngine.Color@,System.Single)" >
<summary >
Draws a circle with the specified color and duration.
</summary>
<param name= "circle" > The circle to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the circle.</param>
<param name= "color" > The color of the circle.</param>
<param name= "duration" >
The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(X10D.Drawing.Circle@,System.Int32,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a circle with the specified color and duration.
</summary>
<param name= "circle" > The circle to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the circle.</param>
<param name= "duration" >
The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the circle be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(X10D.Drawing.Circle@,System.Int32,UnityEngine.Vector3@,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a circle.
</summary>
<param name= "circle" > The circle to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the circle.</param>
<param name= "color" > The color of the circle.</param>
<param name= "duration" >
The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the circle be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(X10D.Drawing.CircleF@,System.Int32)" >
<summary >
Draws a circle with the specified color.
</summary>
<param name= "circle" > The circle to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(X10D.Drawing.CircleF@,System.Int32,UnityEngine.Vector3@)" >
<summary >
Draws a circle with the specified color.
</summary>
<param name= "circle" > The circle to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the circle.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(X10D.Drawing.CircleF@,System.Int32,UnityEngine.Color@)" >
<summary >
Draws a circle with the specified color.
</summary>
<param name= "circle" > The circle to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the circle.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(X10D.Drawing.CircleF@,System.Int32,UnityEngine.Vector3@,UnityEngine.Color@)" >
<summary >
Draws a circle with the specified color.
</summary>
<param name= "circle" > The circle to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the circle.</param>
<param name= "color" > The color of the circle.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(X10D.Drawing.CircleF@,System.Int32,UnityEngine.Color@,System.Single)" >
<summary >
Draws a circle with the specified color and duration.
</summary>
<param name= "circle" > The circle to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the circle.</param>
<param name= "duration" >
The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(X10D.Drawing.CircleF@,System.Int32,UnityEngine.Vector3@,UnityEngine.Color@,System.Single)" >
<summary >
Draws a circle with the specified color and duration.
</summary>
<param name= "circle" > The circle to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the circle.</param>
<param name= "color" > The color of the circle.</param>
<param name= "duration" >
The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(X10D.Drawing.CircleF@,System.Int32,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a circle with the specified color and duration.
</summary>
<param name= "circle" > The circle to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the circle.</param>
<param name= "duration" >
The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the circle be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawCircle(X10D.Drawing.CircleF@,System.Int32,UnityEngine.Vector3@,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a circle.
</summary>
<param name= "circle" > The circle to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the circle.</param>
<param name= "color" > The color of the circle.</param>
<param name= "duration" >
The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the circle be obscured by objects closer to the camera.
</param>
</member>
<member name= "F:X10D.Unity.DebugEx.DefaultDrawDuration" >
<summary >
The default value to use for the <c > duration</c> parameter.
</summary>
</member>
<member name= "F:X10D.Unity.DebugEx.DefaultDepthTest" >
<summary >
The default value to use for the <c > depthTest</c> parameter.
</summary>
</member>
<member name= "P:X10D.Unity.DebugEx.isDebugBuild" >
<summary >
Gets a value indicating whether this is a debug build.
</summary>
<value > <see langword= "true" /> if this is a debug build; otherwise, <see langword= "false" /> .</value>
</member>
<member name= "P:X10D.Unity.DebugEx.isDeveloperConsoleVisible" >
<summary >
Gets a value indicating whether the developer console is visible.
</summary>
<value > <see langword= "true" /> if the developer console is visible; otherwise, <see langword= "false" /> .</value>
</member>
<member name= "P:X10D.Unity.DebugEx.unityLogger" >
<summary >
Gets the default Unity debug logger.
</summary>
<value > The Unity debug logger.</value>
</member>
<member name= "M:X10D.Unity.DebugEx.Assert(System.Boolean)" >
<summary >
Asserts a condition.
</summary>
<param name= "condition" > The condition to assert.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.Assert(System.Boolean,UnityEngine.Object)" >
<summary >
Asserts a condition.
</summary>
<param name= "condition" > The condition to assert.</param>
<param name= "context" > The object to which the assertion applies.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.Assert(System.Boolean,System.String)" >
<summary >
Asserts a condition.
</summary>
<param name= "condition" > The condition to assert.</param>
<param name= "message" > The message to log.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.Assert``1(System.Boolean,``0)" >
<summary >
Asserts a condition.
</summary>
<param name= "condition" > The condition to assert.</param>
<param name= "message" > The message to log.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.Assert(System.Boolean,System.String,UnityEngine.Object)" >
<summary >
Logs a message to the Unity Console.
</summary>
<param name= "condition" > The condition to assert.</param>
<param name= "message" > The message to log.</param>
<param name= "context" > The object to which the assertion applies.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.Assert``1(System.Boolean,``0,UnityEngine.Object)" >
<summary >
Logs a message to the Unity Console.
</summary>
<param name= "condition" > The condition to assert.</param>
<param name= "message" > The message to log.</param>
<param name= "context" > The object to which the assertion applies.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.Break" >
<summary >
Pauses the editor.
</summary>
</member>
<member name= "M:X10D.Unity.DebugEx.ClearDeveloperConsole" >
<summary >
Clears the developer console.
</summary>
</member>
<member name= "M:X10D.Unity.DebugEx.ExtractStackTraceNoAlloc(System.Byte*,System.Int32,System.String)" >
<summary >
Populate an unmanaged buffer with the current managed call stack as a sequence of UTF-8 bytes, without allocating GC
memory.
</summary>
<param name= "buffer" > The target buffer to receive the callstack text.</param>
<param name= "bufferMax" > The maximum number of bytes to write.</param>
<param name= "projectFolder" > The project folder path, to clean up path names.</param>
<returns > The number of bytes written into the buffer.</returns>
</member>
<member name= "M:X10D.Unity.DebugEx.Log(System.String)" >
<summary >
Logs a message to the Unity Console.
</summary>
<param name= "message" > The message to log.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.Log``1(``0)" >
<summary >
Logs a message to the Unity Console.
</summary>
<param name= "message" > The message to log.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.Log(System.String,UnityEngine.Object)" >
<summary >
Logs a message to the Unity Console.
</summary>
<param name= "message" > The message to log.</param>
<param name= "context" > The object to which the message applies.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.Log``1(``0,UnityEngine.Object)" >
<summary >
Logs a message to the Unity Console.
</summary>
<param name= "message" > The message to log.</param>
<param name= "context" > The object to which the message applies.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.LogAssertion(System.String)" >
<summary >
Logs an assertion message to the Unity Console.
</summary>
<param name= "message" > The message to log.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.LogAssertion``1(``0)" >
<summary >
Logs an assertion message to the Unity Console.
</summary>
<param name= "message" > The message to log.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.LogAssertion(System.String,UnityEngine.Object)" >
<summary >
Logs an assertion message to the Unity Console.
</summary>
<param name= "message" > The message to log.</param>
<param name= "context" > The object to which the message applies.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.LogAssertion``1(``0,UnityEngine.Object)" >
<summary >
Logs an assertion message to the Unity Console.
</summary>
<param name= "message" > The message to log.</param>
<param name= "context" > The object to which the message applies.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.LogError(System.String)" >
<summary >
Logs an error message to the Unity Console.
</summary>
<param name= "message" > The message to log.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.LogError``1(``0)" >
<summary >
Logs an error message to the Unity Console.
</summary>
<param name= "message" > The message to log.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.LogError(System.String,UnityEngine.Object)" >
<summary >
Logs an error message to the Unity Console.
</summary>
<param name= "message" > The message to log.</param>
<param name= "context" > The object to which the message applies.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.LogError``1(``0,UnityEngine.Object)" >
<summary >
Logs an error message to the Unity Console.
</summary>
<param name= "message" > The message to log.</param>
<param name= "context" > The object to which the message applies.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.LogErrorFormat(System.String,System.Object[])" >
<summary >
Logs a formatted error message to the Unity Console.
</summary>
<param name= "format" > The format string of the message to log.</param>
<param name= "args" > The format arguments.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.LogErrorFormat(UnityEngine.Object,System.String,System.Object[])" >
<summary >
Logs a formatted error message to the Unity Console.
</summary>
<param name= "context" > The object to which this message applies.</param>
<param name= "format" > The format string of the message to log.</param>
<param name= "args" > The format arguments.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.LogFormat(System.String,System.Object[])" >
<summary >
Logs a formatted message to the Unity Console.
</summary>
<param name= "format" > The format string of the message to log.</param>
<param name= "args" > The format arguments.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.LogFormat(UnityEngine.Object,System.String,System.Object[])" >
<summary >
Logs a formatted message to the Unity Console.
</summary>
<param name= "context" > The object to which this message applies.</param>
<param name= "format" > The format string of the message to log.</param>
<param name= "args" > The format arguments.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.LogWarning(System.String)" >
<summary >
Logs a warning message to the Unity Console.
</summary>
<param name= "message" > The message to log.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.LogWarning``1(``0)" >
<summary >
Logs a warning message to the Unity Console.
</summary>
<param name= "message" > The message to log.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.LogWarning(System.String,UnityEngine.Object)" >
<summary >
Logs a warning message to the Unity Console.
</summary>
<param name= "message" > The message to log.</param>
<param name= "context" > The object to which the message applies.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.LogWarning``1(``0,UnityEngine.Object)" >
<summary >
Logs a warning message to the Unity Console.
</summary>
<param name= "message" > The message to log.</param>
<param name= "context" > The object to which the message applies.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.LogWarningFormat(System.String,System.Object[])" >
<summary >
Logs a formatted warning message to the Unity Console.
</summary>
<param name= "format" > The format string of the message to log.</param>
<param name= "args" > The format arguments.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.LogWarningFormat(UnityEngine.Object,System.String,System.Object[])" >
<summary >
Logs a formatted warning message to the Unity Console.
</summary>
<param name= "context" > The object to which this message applies.</param>
<param name= "format" > The format string of the message to log.</param>
<param name= "args" > The format arguments.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32)" >
<summary >
Draws an ellipse with the specified color.
</summary>
<param name= "center" > The center point of the ellipse.</param>
<param name= "radius" > The radius of the ellipse.</param>
<param name= "sides" > The number of sides to generate.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,UnityEngine.Color@)" >
<summary >
Draws an ellipse with the specified color.
</summary>
<param name= "center" > The center point of the ellipse.</param>
<param name= "radius" > The radius of the ellipse.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the ellipse.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,UnityEngine.Color@,System.Single)" >
<summary >
Draws an ellipse with the specified color and duration.
</summary>
<param name= "center" > The center point of the ellipse.</param>
<param name= "radius" > The radius of the ellipse.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the ellipse.</param>
<param name= "duration" >
The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws an ellipse with the specified color and duration.
</summary>
<param name= "center" > The center point of the ellipse.</param>
<param name= "radius" > The radius of the ellipse.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the ellipse.</param>
<param name= "duration" >
The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the ellipse be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,UnityEngine.Vector2,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws an ellipse.
</summary>
<param name= "center" > The center point of the ellipse.</param>
<param name= "radius" > The radius of the ellipse.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the ellipse.</param>
<param name= "color" > The color of the ellipse.</param>
<param name= "duration" >
The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the ellipse be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(UnityEngine.Vector2,System.Single,System.Single,System.Int32)" >
<summary >
Draws an ellipse with the specified color.
</summary>
<param name= "center" > The center point of the ellipse.</param>
<param name= "radiusX" > The horizontal radius of the ellipse.</param>
<param name= "radiusY" > The vertical radius of the ellipse.</param>
<param name= "sides" > The number of sides to generate.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(UnityEngine.Vector2,System.Single,System.Single,System.Int32,UnityEngine.Color@)" >
<summary >
Draws an ellipse with the specified color.
</summary>
<param name= "center" > The center point of the ellipse.</param>
<param name= "radiusX" > The horizontal radius of the ellipse.</param>
<param name= "radiusY" > The vertical radius of the ellipse.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the ellipse.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(UnityEngine.Vector2,System.Single,System.Single,System.Int32,UnityEngine.Color@,System.Single)" >
<summary >
Draws an ellipse with the specified color and duration.
</summary>
<param name= "center" > The center point of the ellipse.</param>
<param name= "radiusX" > The horizontal radius of the ellipse.</param>
<param name= "radiusY" > The vertical radius of the ellipse.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the ellipse.</param>
<param name= "duration" >
The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(UnityEngine.Vector2,System.Single,System.Single,System.Int32,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws an ellipse with the specified color and duration.
</summary>
<param name= "center" > The center point of the ellipse.</param>
<param name= "radiusX" > The horizontal radius of the ellipse.</param>
<param name= "radiusY" > The vertical radius of the ellipse.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the ellipse.</param>
<param name= "duration" >
The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the ellipse be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(UnityEngine.Vector2,System.Single,System.Single,System.Int32,UnityEngine.Vector2,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws an ellipse.
</summary>
<param name= "center" > The center point of the ellipse.</param>
<param name= "radiusX" > The horizontal radius of the ellipse.</param>
<param name= "radiusY" > The vertical radius of the ellipse.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the ellipse.</param>
<param name= "color" > The color of the ellipse.</param>
<param name= "duration" >
The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the ellipse be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(X10D.Drawing.Ellipse,System.Int32)" >
<summary >
Draws an ellipse with the specified color.
</summary>
<param name= "ellipse" > The ellipse to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(X10D.Drawing.Ellipse,System.Int32,UnityEngine.Vector2)" >
<summary >
Draws an ellipse with the specified color.
</summary>
<param name= "ellipse" > The ellipse to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the ellipse.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(X10D.Drawing.Ellipse,System.Int32,UnityEngine.Color@)" >
<summary >
Draws an ellipse with the specified color.
</summary>
<param name= "ellipse" > The ellipse to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the ellipse.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(X10D.Drawing.Ellipse,System.Int32,UnityEngine.Vector2,UnityEngine.Color@)" >
<summary >
Draws an ellipse with the specified color.
</summary>
<param name= "ellipse" > The ellipse to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the ellipse.</param>
<param name= "color" > The color of the ellipse.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(X10D.Drawing.Ellipse,System.Int32,UnityEngine.Color@,System.Single)" >
<summary >
Draws an ellipse with the specified color and duration.
</summary>
<param name= "ellipse" > The ellipse to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the ellipse.</param>
<param name= "duration" >
The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(X10D.Drawing.Ellipse,System.Int32,UnityEngine.Vector2,UnityEngine.Color@,System.Single)" >
<summary >
Draws an ellipse with the specified color and duration.
</summary>
<param name= "ellipse" > The ellipse to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the ellipse.</param>
<param name= "color" > The color of the ellipse.</param>
<param name= "duration" >
The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(X10D.Drawing.Ellipse,System.Int32,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws an ellipse with the specified color and duration.
</summary>
<param name= "ellipse" > The ellipse to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the ellipse.</param>
<param name= "duration" >
The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the ellipse be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(X10D.Drawing.Ellipse,System.Int32,UnityEngine.Vector2,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws an ellipse.
</summary>
<param name= "ellipse" > The ellipse to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the ellipse.</param>
<param name= "color" > The color of the ellipse.</param>
<param name= "duration" >
The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the ellipse be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(X10D.Drawing.EllipseF,System.Int32)" >
<summary >
Draws an ellipse with the specified color.
</summary>
<param name= "ellipse" > The ellipse to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(X10D.Drawing.EllipseF,System.Int32,UnityEngine.Vector2)" >
<summary >
Draws an ellipse with the specified color.
</summary>
<param name= "ellipse" > The ellipse to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the ellipse.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(X10D.Drawing.EllipseF,System.Int32,UnityEngine.Color@)" >
<summary >
Draws an ellipse with the specified color.
</summary>
<param name= "ellipse" > The ellipse to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the ellipse.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(X10D.Drawing.EllipseF,System.Int32,UnityEngine.Vector2,UnityEngine.Color@)" >
<summary >
Draws an ellipse with the specified color.
</summary>
<param name= "ellipse" > The ellipse to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the ellipse.</param>
<param name= "color" > The color of the ellipse.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(X10D.Drawing.EllipseF,System.Int32,UnityEngine.Color@,System.Single)" >
<summary >
Draws an ellipse with the specified color and duration.
</summary>
<param name= "ellipse" > The ellipse to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the ellipse.</param>
<param name= "duration" >
The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(X10D.Drawing.EllipseF,System.Int32,UnityEngine.Vector2,UnityEngine.Color@,System.Single)" >
<summary >
Draws an ellipse with the specified color and duration.
</summary>
<param name= "ellipse" > The ellipse to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the ellipse.</param>
<param name= "color" > The color of the ellipse.</param>
<param name= "duration" >
The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(X10D.Drawing.EllipseF,System.Int32,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws an ellipse with the specified color and duration.
</summary>
<param name= "ellipse" > The ellipse to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the ellipse.</param>
<param name= "duration" >
The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the ellipse be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawEllipse(X10D.Drawing.EllipseF,System.Int32,UnityEngine.Vector2,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws an ellipse.
</summary>
<param name= "ellipse" > The ellipse to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the ellipse.</param>
<param name= "color" > The color of the ellipse.</param>
<param name= "duration" >
The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the ellipse be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3)" >
<summary >
Draws a line between start and end points.
</summary>
<param name= "start" > The starting point.</param>
<param name= "end" > The ending point.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color@)" >
<summary >
Draws a line between start and end points, with the specified color.
</summary>
<param name= "start" > The starting point.</param>
<param name= "end" > The ending point.</param>
<param name= "color" > The color of the line.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color@,System.Single)" >
<summary >
Draws a line between start and end points, with the specified color.
</summary>
<param name= "start" > The starting point.</param>
<param name= "end" > The ending point.</param>
<param name= "color" > The color of the line.</param>
<param name= "duration" >
The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a line between start and end points, with the specified color.
</summary>
<param name= "start" > The starting point.</param>
<param name= "end" > The ending point.</param>
<param name= "color" > The color of the line.</param>
<param name= "duration" >
The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the line be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawLine(X10D.Drawing.Line)" >
<summary >
Draws a line between start and end points.
</summary>
<param name= "line" > The line to draw.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawLine(X10D.Drawing.Line,UnityEngine.Color@)" >
<summary >
Draws a line between start and end points, with the specified color.
</summary>
<param name= "line" > The line to draw.</param>
<param name= "color" > The color of the line.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawLine(X10D.Drawing.Line,UnityEngine.Color@,System.Single)" >
<summary >
Draws a line between start and end points, with the specified color.
</summary>
<param name= "line" > The line to draw.</param>
<param name= "color" > The color of the line.</param>
<param name= "duration" >
The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawLine(X10D.Drawing.Line,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a line between start and end points, with the specified color.
</summary>
<param name= "line" > The line to draw.</param>
<param name= "color" > The color of the line.</param>
<param name= "duration" >
The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the line be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawLine(X10D.Drawing.LineF)" >
<summary >
Draws a line between start and end points.
2022-05-09 19:59:15 +01:00
</summary>
2022-06-01 19:46:21 +01:00
<param name= "line" > The line to draw.</param>
2022-05-09 19:59:15 +01:00
</member>
2022-06-01 19:46:21 +01:00
<member name= "M:X10D.Unity.DebugEx.DrawLine(X10D.Drawing.LineF,UnityEngine.Color@)" >
2022-05-09 19:59:15 +01:00
<summary >
2022-06-01 19:46:21 +01:00
Draws a line between start and end points, with the specified color.
2022-05-09 19:59:15 +01:00
</summary>
2022-06-01 19:46:21 +01:00
<param name= "line" > The line to draw.</param>
<param name= "color" > The color of the line.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawLine(X10D.Drawing.LineF,UnityEngine.Color@,System.Single)" >
<summary >
Draws a line between start and end points, with the specified color.
</summary>
<param name= "line" > The line to draw.</param>
<param name= "color" > The color of the line.</param>
<param name= "duration" >
The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawLine(X10D.Drawing.LineF,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a line between start and end points, with the specified color.
</summary>
<param name= "line" > The line to draw.</param>
<param name= "color" > The color of the line.</param>
<param name= "duration" >
The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the line be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawLine(X10D.Drawing.Line3D)" >
<summary >
Draws a line between start and end points.
</summary>
<param name= "line" > The line to draw.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawLine(X10D.Drawing.Line3D,UnityEngine.Color@)" >
<summary >
Draws a line between start and end points, with the specified color.
</summary>
<param name= "line" > The line to draw.</param>
<param name= "color" > The color of the line.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawLine(X10D.Drawing.Line3D,UnityEngine.Color@,System.Single)" >
<summary >
Draws a line between start and end points, with the specified color.
</summary>
<param name= "line" > The line to draw.</param>
<param name= "color" > The color of the line.</param>
<param name= "duration" >
The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawLine(X10D.Drawing.Line3D,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a line between start and end points, with the specified color.
</summary>
<param name= "line" > The line to draw.</param>
<param name= "color" > The color of the line.</param>
<param name= "duration" >
The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the line be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolygon(X10D.Drawing.Polygon)" >
<summary >
Draws a polygon.
</summary>
<param name= "polygon" > The polygon to draw.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolygon(X10D.Drawing.Polygon,UnityEngine.Vector3@)" >
<summary >
Draws a polygon.
</summary>
<param name= "polygon" > The polygon to draw.</param>
<param name= "offset" > The drawing offset of the polygon.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolygon(X10D.Drawing.Polygon,UnityEngine.Color@)" >
<summary >
Draws a polygon.
</summary>
<param name= "polygon" > The polygon to draw.</param>
<param name= "color" > The color to use for drawing.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolygon(X10D.Drawing.Polygon,UnityEngine.Vector3@,UnityEngine.Color@)" >
<summary >
Draws a polygon.
</summary>
<param name= "polygon" > The polygon to draw.</param>
<param name= "offset" > The drawing offset of the polygon.</param>
<param name= "color" > The color to use for drawing.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolygon(X10D.Drawing.Polygon,UnityEngine.Color@,System.Single)" >
<summary >
Draws a polygon.
</summary>
<param name= "polygon" > The polygon to draw.</param>
<param name= "color" > The color to use for drawing.</param>
<param name= "duration" >
The duration of the polygon's visibility, in seconds. If 0 is passed, the polygon is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolygon(X10D.Drawing.Polygon,UnityEngine.Vector3@,UnityEngine.Color@,System.Single)" >
<summary >
Draws a polygon.
</summary>
<param name= "polygon" > The polygon to draw.</param>
<param name= "offset" > The drawing offset of the polygon.</param>
<param name= "color" > The color to use for drawing.</param>
<param name= "duration" >
The duration of the polygon's visibility, in seconds. If 0 is passed, the polygon is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolygon(X10D.Drawing.Polygon,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a polygon.
</summary>
<param name= "polygon" > The polygon to draw.</param>
<param name= "color" > The color to use for drawing.</param>
<param name= "duration" >
The duration of the polygon's visibility, in seconds. If 0 is passed, the polygon is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "true" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "true" /> will have the box be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolygon(X10D.Drawing.Polygon,UnityEngine.Vector3@,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a polygon.
</summary>
<param name= "polygon" > The polygon to draw.</param>
<param name= "offset" > The drawing offset of the polygon.</param>
<param name= "color" > The color to use for drawing.</param>
<param name= "duration" >
The duration of the polygon's visibility, in seconds. If 0 is passed, the polygon is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "true" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "true" /> will have the box be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolygon(X10D.Drawing.PolygonF)" >
<summary >
Draws a polygon.
</summary>
<param name= "polygon" > The polygon to draw.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolygon(X10D.Drawing.PolygonF,UnityEngine.Vector3@)" >
<summary >
Draws a polygon.
</summary>
<param name= "polygon" > The polygon to draw.</param>
<param name= "offset" > The drawing offset of the polygon.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolygon(X10D.Drawing.PolygonF,UnityEngine.Color@)" >
<summary >
Draws a polygon.
</summary>
<param name= "polygon" > The polygon to draw.</param>
<param name= "color" > The color to use for drawing.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolygon(X10D.Drawing.PolygonF,UnityEngine.Vector3@,UnityEngine.Color@)" >
<summary >
Draws a polygon.
</summary>
<param name= "polygon" > The polygon to draw.</param>
<param name= "offset" > The drawing offset of the polygon.</param>
<param name= "color" > The color to use for drawing.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolygon(X10D.Drawing.PolygonF,UnityEngine.Color@,System.Single)" >
<summary >
Draws a polygon.
</summary>
<param name= "polygon" > The polygon to draw.</param>
<param name= "color" > The color to use for drawing.</param>
<param name= "duration" >
The duration of the polygon's visibility, in seconds. If 0 is passed, the polygon is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolygon(X10D.Drawing.PolygonF,UnityEngine.Vector3@,UnityEngine.Color@,System.Single)" >
<summary >
Draws a polygon.
</summary>
<param name= "polygon" > The polygon to draw.</param>
<param name= "offset" > The drawing offset of the polygon.</param>
<param name= "color" > The color to use for drawing.</param>
<param name= "duration" >
The duration of the polygon's visibility, in seconds. If 0 is passed, the polygon is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolygon(X10D.Drawing.PolygonF,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a polygon.
</summary>
<param name= "polygon" > The polygon to draw.</param>
<param name= "color" > The color to use for drawing.</param>
<param name= "duration" >
The duration of the polygon's visibility, in seconds. If 0 is passed, the polygon is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "true" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "true" /> will have the box be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolygon(X10D.Drawing.PolygonF,UnityEngine.Vector3@,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a polygon.
</summary>
<param name= "polygon" > The polygon to draw.</param>
<param name= "offset" > The drawing offset of the polygon.</param>
<param name= "color" > The color to use for drawing.</param>
<param name= "duration" >
The duration of the polygon's visibility, in seconds. If 0 is passed, the polygon is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "true" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "true" /> will have the box be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolyhedron(X10D.Drawing.Polyhedron)" >
<summary >
Draws a polyhedron.
</summary>
<param name= "polyhedron" > The polyhedron to draw.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolyhedron(X10D.Drawing.Polyhedron,UnityEngine.Vector3@)" >
<summary >
Draws a polyhedron.
</summary>
<param name= "polyhedron" > The polyhedron to draw.</param>
<param name= "offset" > The drawing offset of the polyhedron.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolyhedron(X10D.Drawing.Polyhedron,UnityEngine.Color@)" >
<summary >
Draws a polyhedron.
</summary>
<param name= "polyhedron" > The polyhedron to draw.</param>
<param name= "color" > The color to use for drawing.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolyhedron(X10D.Drawing.Polyhedron,UnityEngine.Vector3@,UnityEngine.Color@)" >
<summary >
Draws a polyhedron.
</summary>
<param name= "polyhedron" > The polyhedron to draw.</param>
<param name= "offset" > The drawing offset of the polyhedron.</param>
<param name= "color" > The color to use for drawing.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolyhedron(X10D.Drawing.Polyhedron,UnityEngine.Color@,System.Single)" >
<summary >
Draws a polyhedron.
</summary>
<param name= "polyhedron" > The polyhedron to draw.</param>
<param name= "color" > The color to use for drawing.</param>
<param name= "duration" >
The duration of the polyhedron's visibility, in seconds. If 0 is passed, the polyhedron is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolyhedron(X10D.Drawing.Polyhedron,UnityEngine.Vector3@,UnityEngine.Color@,System.Single)" >
<summary >
Draws a polyhedron.
</summary>
<param name= "polyhedron" > The polyhedron to draw.</param>
<param name= "offset" > The drawing offset of the polyhedron.</param>
<param name= "color" > The color to use for drawing.</param>
<param name= "duration" >
The duration of the polyhedron's visibility, in seconds. If 0 is passed, the polyhedron is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolyhedron(X10D.Drawing.Polyhedron,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a polyhedron.
</summary>
<param name= "polyhedron" > The polyhedron to draw.</param>
<param name= "color" > The color to use for drawing.</param>
<param name= "duration" >
The duration of the polyhedron's visibility, in seconds. If 0 is passed, the polyhedron is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "true" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "true" /> will have the box be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawPolyhedron(X10D.Drawing.Polyhedron,UnityEngine.Vector3@,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a polyhedron.
</summary>
<param name= "polyhedron" > The polyhedron to draw.</param>
<param name= "offset" > The drawing offset of the polyhedron.</param>
<param name= "color" > The color to use for drawing.</param>
<param name= "duration" >
The duration of the polyhedron's visibility, in seconds. If 0 is passed, the polyhedron is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "true" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "true" /> will have the box be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRay(UnityEngine.Ray)" >
<summary >
Draws a ray.
</summary>
<param name= "ray" > The ray to draw.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRay(UnityEngine.Ray,UnityEngine.Color@)" >
<summary >
Draws a ray.
</summary>
<param name= "ray" > The ray to draw.</param>
<param name= "color" > The color of the line.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRay(UnityEngine.Ray,UnityEngine.Color@,System.Single)" >
<summary >
Draws a ray.
</summary>
<param name= "ray" > The ray to draw.</param>
<param name= "color" > The color of the line.</param>
<param name= "duration" >
The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRay(UnityEngine.Ray,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a ray.
</summary>
<param name= "ray" > The ray to draw.</param>
<param name= "color" > The color of the line.</param>
<param name= "duration" >
The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the line be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3)" >
<summary >
Draws a ray.
</summary>
<param name= "start" > The starting point.</param>
<param name= "direction" > The direction.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color@)" >
<summary >
Draws a ray.
</summary>
<param name= "start" > The starting point.</param>
<param name= "direction" > The direction.</param>
<param name= "color" > The color of the line.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color@,System.Single)" >
<summary >
Draws a ray.
</summary>
<param name= "start" > The starting point.</param>
<param name= "direction" > The direction.</param>
<param name= "color" > The color of the line.</param>
<param name= "duration" >
The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a ray.
</summary>
<param name= "start" > The starting point.</param>
<param name= "direction" > The direction.</param>
<param name= "color" > The color of the line.</param>
<param name= "duration" >
The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the line be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawSphere(UnityEngine.Vector3,System.Single,System.Int32)" >
<summary >
Draws a sphere with the specified color.
</summary>
<param name= "center" > The center point of the sphere.</param>
<param name= "radius" > The radius of the sphere.</param>
<param name= "sides" > The number of sides to generate.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawSphere(UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.Color@)" >
<summary >
Draws a sphere with the specified color.
</summary>
<param name= "center" > The center point of the sphere.</param>
<param name= "radius" > The radius of the sphere.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the sphere.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawSphere(UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.Color@,System.Single)" >
<summary >
Draws a sphere with the specified color and duration.
</summary>
<param name= "center" > The center point of the sphere.</param>
<param name= "radius" > The radius of the sphere.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the sphere.</param>
<param name= "duration" >
The duration of the sphere's visibility, in seconds. If 0 is passed, the sphere is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawSphere(UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a sphere with the specified color and duration.
</summary>
<param name= "center" > The center point of the sphere.</param>
<param name= "radius" > The radius of the sphere.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the sphere.</param>
<param name= "duration" >
The duration of the sphere's visibility, in seconds. If 0 is passed, the sphere is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the sphere be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawSphere(UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.Vector2,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a sphere.
</summary>
<param name= "center" > The center point of the sphere.</param>
<param name= "radius" > The radius of the sphere.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the sphere.</param>
<param name= "color" > The color of the sphere.</param>
<param name= "duration" >
The duration of the sphere's visibility, in seconds. If 0 is passed, the sphere is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the sphere be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawSphere(X10D.Drawing.Sphere,System.Int32)" >
<summary >
Draws a sphere with the specified color.
</summary>
<param name= "sphere" > The sphere to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawSphere(X10D.Drawing.Sphere,System.Int32,UnityEngine.Vector2)" >
<summary >
Draws a sphere with the specified color.
</summary>
<param name= "sphere" > The sphere to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the sphere.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawSphere(X10D.Drawing.Sphere,System.Int32,UnityEngine.Color@)" >
<summary >
Draws a sphere with the specified color.
</summary>
<param name= "sphere" > The sphere to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the sphere.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawSphere(X10D.Drawing.Sphere,System.Int32,UnityEngine.Vector2,UnityEngine.Color@)" >
<summary >
Draws a sphere with the specified color.
</summary>
<param name= "sphere" > The sphere to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the sphere.</param>
<param name= "color" > The color of the sphere.</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawSphere(X10D.Drawing.Sphere,System.Int32,UnityEngine.Color@,System.Single)" >
<summary >
Draws a sphere with the specified color and duration.
</summary>
<param name= "sphere" > The sphere to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the sphere.</param>
<param name= "duration" >
The duration of the sphere's visibility, in seconds. If 0 is passed, the sphere is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawSphere(X10D.Drawing.Sphere,System.Int32,UnityEngine.Vector2,UnityEngine.Color@,System.Single)" >
<summary >
Draws a sphere with the specified color and duration.
</summary>
<param name= "sphere" > The sphere to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the sphere.</param>
<param name= "color" > The color of the sphere.</param>
<param name= "duration" >
The duration of the sphere's visibility, in seconds. If 0 is passed, the sphere is visible for a single frame.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawSphere(X10D.Drawing.Sphere,System.Int32,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a sphere with the specified color and duration.
</summary>
<param name= "sphere" > The sphere to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "color" > The color of the sphere.</param>
<param name= "duration" >
The duration of the sphere's visibility, in seconds. If 0 is passed, the sphere is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the sphere be obscured by objects closer to the camera.
</param>
</member>
<member name= "M:X10D.Unity.DebugEx.DrawSphere(X10D.Drawing.Sphere,System.Int32,UnityEngine.Vector3@,UnityEngine.Color@,System.Single,System.Boolean)" >
<summary >
Draws a sphere.
</summary>
<param name= "sphere" > The sphere to draw.</param>
<param name= "sides" > The number of sides to generate.</param>
<param name= "offset" > The drawing offset of the sphere.</param>
<param name= "color" > The color of the sphere.</param>
<param name= "duration" >
The duration of the sphere's visibility, in seconds. If 0 is passed, the sphere is visible for a single frame.
</param>
<param name= "depthTest" >
<see langword= "DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword= "false" /> . Passing
<see langword= "DefaultDepthTest" /> will have the sphere be obscured by objects closer to the camera.
</param>
2022-05-09 19:59:15 +01:00
</member>
<member name= "T:X10D.Unity.Drawing.Color32Extensions" >
<summary >
Drawing-related extensions for <see cref= "T:UnityEngine.Color32" /> .
</summary>
</member>
<member name= "M:X10D.Unity.Drawing.Color32Extensions.Inverted(UnityEngine.Color32)" >
<summary >
Returns a new <see cref= "T:UnityEngine.Color32" /> with the red, green, and blue components inverted. Alpha is not affected.
</summary>
<param name= "color" > The color to invert.</param>
<returns > The inverted color.</returns>
</member>
2022-05-16 10:45:21 +01:00
<member name= "M:X10D.Unity.Drawing.Color32Extensions.ToSystemDrawingColor(UnityEngine.Color32)" >
<summary >
Converts the current color to a <see cref= "T:System.Drawing.Color" /> .
</summary>
<param name= "color" > The color to convert.</param>
<returns > The converted color.</returns>
</member>
<member name= "M:X10D.Unity.Drawing.Color32Extensions.ToUnityColor32(System.Drawing.Color)" >
<summary >
Converts the current color to a <see cref= "T:UnityEngine.Color32" /> .
</summary>
<param name= "color" > The color to convert.</param>
<returns > The converted color.</returns>
</member>
2022-05-09 19:59:15 +01:00
<member name= "M:X10D.Unity.Drawing.Color32Extensions.WithA(UnityEngine.Color32,System.Byte)" >
<summary >
Returns a vector whose red, green, and blue components are the same as the specified color, and whose alpha component
is a new value.
</summary>
<param name= "color" > The color to copy.</param>
<param name= "a" > The new alpha component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Color" /> whose <see cref= "F:UnityEngine.Color32.r" /> , <see cref= "F:UnityEngine.Color32.g" /> , and
<see cref= "F:UnityEngine.Color32.b" /> components are the same as that of <paramref name= "color" /> , and whose
<see cref= "F:UnityEngine.Color32.a" /> component is <paramref name= "a" /> .
</returns>
</member>
<member name= "M:X10D.Unity.Drawing.Color32Extensions.WithB(UnityEngine.Color32,System.Byte)" >
<summary >
Returns a vector whose red, green, and alpha components are the same as the specified color, and whose blue component
is a new value.
</summary>
<param name= "color" > The color to copy.</param>
<param name= "b" > The new blue component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Color" /> whose <see cref= "F:UnityEngine.Color32.r" /> , <see cref= "F:UnityEngine.Color32.g" /> , and
<see cref= "F:UnityEngine.Color32.a" /> components are the same as that of <paramref name= "color" /> , and whose
<see cref= "F:UnityEngine.Color32.b" /> component is <paramref name= "b" /> .
</returns>
</member>
<member name= "M:X10D.Unity.Drawing.Color32Extensions.WithG(UnityEngine.Color32,System.Byte)" >
<summary >
Returns a vector whose red, blue, and alpha components are the same as the specified color, and whose green component
is a new value.
</summary>
<param name= "color" > The color to copy.</param>
<param name= "g" > The new green component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Color32" /> whose <see cref= "F:UnityEngine.Color32.r" /> , <see cref= "F:UnityEngine.Color32.g" /> , and
<see cref= "F:UnityEngine.Color32.b" /> components are the same as that of <paramref name= "color" /> , and whose
<see cref= "F:UnityEngine.Color32.g" /> component is <paramref name= "g" /> .
</returns>
</member>
<member name= "M:X10D.Unity.Drawing.Color32Extensions.WithR(UnityEngine.Color32,System.Byte)" >
<summary >
Returns a vector whose green, blue, and alpha components are the same as the specified color, and whose red component
is a new value.
</summary>
<param name= "color" > The color to copy.</param>
<param name= "r" > The new red component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Color32" /> whose <see cref= "F:UnityEngine.Color32.g" /> , <see cref= "F:UnityEngine.Color32.b" /> , and
<see cref= "F:UnityEngine.Color32.a" /> components are the same as that of <paramref name= "color" /> , and whose
<see cref= "F:UnityEngine.Color32.r" /> component is <paramref name= "r" /> .
</returns>
</member>
<member name= "T:X10D.Unity.Drawing.ColorExtensions" >
<summary >
Drawing-related extensions for <see cref= "T:UnityEngine.Color" /> .
</summary>
</member>
<member name= "M:X10D.Unity.Drawing.ColorExtensions.Inverted(UnityEngine.Color)" >
<summary >
Returns a new <see cref= "T:UnityEngine.Color" /> with the red, green, and blue components inverted. Alpha is not affected.
</summary>
<param name= "color" > The color to invert.</param>
<returns > The inverted color.</returns>
</member>
2022-05-16 10:45:21 +01:00
<member name= "M:X10D.Unity.Drawing.ColorExtensions.ToSystemDrawingColor(UnityEngine.Color)" >
<summary >
Converts the current color to a <see cref= "T:System.Drawing.Color" /> .
</summary>
<param name= "color" > The color to convert.</param>
<returns > The converted color.</returns>
</member>
<member name= "M:X10D.Unity.Drawing.ColorExtensions.ToUnityColor(System.Drawing.Color)" >
<summary >
Converts the current color to a <see cref= "T:UnityEngine.Color" /> .
</summary>
<param name= "color" > The color to convert.</param>
<returns > The converted color.</returns>
</member>
2022-05-09 19:59:15 +01:00
<member name= "M:X10D.Unity.Drawing.ColorExtensions.WithA(UnityEngine.Color,System.Single)" >
<summary >
Returns a vector whose red, green, and blue components are the same as the specified color, and whose alpha component
is a new value.
</summary>
<param name= "color" > The color to copy.</param>
<param name= "a" > The new alpha component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Color" /> whose <see cref= "F:UnityEngine.Color.r" /> , <see cref= "F:UnityEngine.Color.g" /> , and
<see cref= "F:UnityEngine.Color.b" /> components are the same as that of <paramref name= "color" /> , and whose
<see cref= "F:UnityEngine.Color.a" /> component is <paramref name= "a" /> .
</returns>
</member>
<member name= "M:X10D.Unity.Drawing.ColorExtensions.WithB(UnityEngine.Color,System.Single)" >
<summary >
Returns a vector whose red, green, and alpha components are the same as the specified color, and whose blue component
is a new value.
</summary>
<param name= "color" > The color to copy.</param>
<param name= "b" > The new blue component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Color" /> whose <see cref= "F:UnityEngine.Color.r" /> , <see cref= "F:UnityEngine.Color.g" /> , and
<see cref= "F:UnityEngine.Color.a" /> components are the same as that of <paramref name= "color" /> , and whose
<see cref= "F:UnityEngine.Color.b" /> component is <paramref name= "b" /> .
</returns>
</member>
<member name= "M:X10D.Unity.Drawing.ColorExtensions.WithG(UnityEngine.Color,System.Single)" >
<summary >
Returns a vector whose red, blue, and alpha components are the same as the specified color, and whose green component
is a new value.
</summary>
<param name= "color" > The color to copy.</param>
<param name= "g" > The new green component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Color" /> whose <see cref= "F:UnityEngine.Color.r" /> , <see cref= "F:UnityEngine.Color.b" /> , and
<see cref= "F:UnityEngine.Color.a" /> components are the same as that of <paramref name= "color" /> , and whose
<see cref= "F:UnityEngine.Color.g" /> component is <paramref name= "g" /> .
</returns>
</member>
<member name= "M:X10D.Unity.Drawing.ColorExtensions.WithR(UnityEngine.Color,System.Single)" >
<summary >
Returns a vector whose green, blue, and alpha components are the same as the specified color, and whose red component
is a new value.
</summary>
<param name= "color" > The color to copy.</param>
<param name= "r" > The new red component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Color" /> whose <see cref= "F:UnityEngine.Color.g" /> , <see cref= "F:UnityEngine.Color.b" /> , and
<see cref= "F:UnityEngine.Color.a" /> components are the same as that of <paramref name= "color" /> , and whose
<see cref= "F:UnityEngine.Color.r" /> component is <paramref name= "r" /> .
</returns>
</member>
2022-05-28 14:25:07 +01:00
<member name= "T:X10D.Unity.Drawing.PointExtensions" >
<summary >
Drawing-related extension methods for <see cref= "T:System.Drawing.Point" /> .
</summary>
</member>
<member name= "M:X10D.Unity.Drawing.PointExtensions.ToUnityVector2(System.Drawing.Point)" >
<summary >
Converts the current <see cref= "T:System.Drawing.Point" /> to a <see cref= "T:UnityEngine.Vector2" /> .
</summary>
<param name= "point" > The point to convert.</param>
<returns > The resulting <see cref= "T:UnityEngine.Vector2" /> .</returns>
</member>
<member name= "M:X10D.Unity.Drawing.PointExtensions.ToUnityVector2Int(System.Drawing.Point)" >
<summary >
Converts the current <see cref= "T:System.Drawing.Point" /> to a <see cref= "T:UnityEngine.Vector3" /> .
</summary>
<param name= "value" > The point to convert.</param>
<returns > The resulting <see cref= "T:UnityEngine.Vector2Int" /> .</returns>
</member>
<member name= "T:X10D.Unity.Drawing.PointFExtensions" >
<summary >
Drawing-related extension methods for <see cref= "T:System.Drawing.PointF" /> .
</summary>
</member>
<member name= "M:X10D.Unity.Drawing.PointFExtensions.ToUnityVector2(System.Drawing.PointF)" >
<summary >
Converts the current <see cref= "T:System.Drawing.Point" /> to a <see cref= "T:UnityEngine.Vector2" /> .
</summary>
<param name= "point" > The point to convert.</param>
<returns > The resulting <see cref= "T:UnityEngine.Vector2" /> .</returns>
</member>
2022-06-01 19:46:21 +01:00
<member name= "T:X10D.Unity.Drawing.PolygonExtensions" >
<summary >
Drawing-related extension methods for <see cref= "T:X10D.Drawing.Polygon" /> .
</summary>
</member>
<member name= "M:X10D.Unity.Drawing.PolygonExtensions.AddVertex(X10D.Drawing.Polygon,UnityEngine.Vector2Int)" >
<summary >
Adds a vertex to this polygon.
</summary>
<param name= "polygon" > The polygon whose points to update.</param>
<param name= "point" > The point to add.</param>
</member>
<member name= "M:X10D.Unity.Drawing.PolygonExtensions.AddVertices(X10D.Drawing.Polygon,System.Collections.Generic.IEnumerable{UnityEngine.Vector2Int})" >
<summary >
Adds a collection of vertices to this polygon.
</summary>
<param name= "polygon" > The polygon whose vertices to update.</param>
<param name= "vertices" > The vertices to add.</param>
</member>
<member name= "T:X10D.Unity.Drawing.PolygonFExtensions" >
<summary >
Drawing-related extension methods for <see cref= "T:X10D.Drawing.PolygonF" /> .
</summary>
</member>
<member name= "M:X10D.Unity.Drawing.PolygonFExtensions.AddVertex(X10D.Drawing.PolygonF,UnityEngine.Vector2Int)" >
<summary >
Adds a point to this polygon.
</summary>
<param name= "polygon" > The polygon whose vertices to update.</param>
<param name= "vertex" > The vertex to add.</param>
</member>
<member name= "M:X10D.Unity.Drawing.PolygonFExtensions.AddVertex(X10D.Drawing.PolygonF,UnityEngine.Vector2)" >
<summary >
Adds a point to this polygon.
</summary>
<param name= "polygon" > The polygon whose vertices to update.</param>
<param name= "vertex" > The vertex to add.</param>
</member>
<member name= "M:X10D.Unity.Drawing.PolygonFExtensions.AddVertices(X10D.Drawing.PolygonF,System.Collections.Generic.IEnumerable{UnityEngine.Vector2Int})" >
<summary >
Adds a collection of vertices to this polygon.
</summary>
<param name= "polygon" > The polygon whose vertices to update.</param>
<param name= "vertices" > The vertices to add.</param>
</member>
<member name= "M:X10D.Unity.Drawing.PolygonFExtensions.AddVertices(X10D.Drawing.PolygonF,System.Collections.Generic.IEnumerable{UnityEngine.Vector2})" >
<summary >
Adds a collection of vertices to this polygon.
</summary>
<param name= "polygon" > The polygon whose vertices to update.</param>
<param name= "vertices" > The vertices to add.</param>
</member>
<member name= "T:X10D.Unity.Drawing.PolyhedronExtensions" >
<summary >
Drawing-related extension methods for <see cref= "T:X10D.Drawing.Polyhedron" /> .
</summary>
</member>
<member name= "M:X10D.Unity.Drawing.PolyhedronExtensions.AddVertex(X10D.Drawing.Polyhedron,UnityEngine.Vector3Int)" >
<summary >
Adds a vertex to this polyhedron.
</summary>
<param name= "polyhedron" > The polyhedron whose vertices to update.</param>
<param name= "vertex" > The vertex to add.</param>
</member>
<member name= "M:X10D.Unity.Drawing.PolyhedronExtensions.AddVertex(X10D.Drawing.Polyhedron,UnityEngine.Vector3)" >
<summary >
Adds a vertex to this polyhedron.
</summary>
<param name= "polyhedron" > The polyhedron whose vertices to update.</param>
<param name= "vertex" > The vertex to add.</param>
</member>
<member name= "M:X10D.Unity.Drawing.PolyhedronExtensions.AddVertices(X10D.Drawing.Polyhedron,System.Collections.Generic.IEnumerable{UnityEngine.Vector3Int})" >
<summary >
Adds a collection of vertices to this polyhedron.
</summary>
<param name= "polyhedron" > The polyhedron whose vertices to update.</param>
<param name= "vertices" > The vertices to add.</param>
</member>
<member name= "M:X10D.Unity.Drawing.PolyhedronExtensions.AddVertices(X10D.Drawing.Polyhedron,System.Collections.Generic.IEnumerable{UnityEngine.Vector3})" >
<summary >
Adds a collection of vertices to this polyhedron.
</summary>
<param name= "polyhedron" > The polyhedron whose vertices to update.</param>
<param name= "vertices" > The vertices to add.</param>
</member>
2022-05-09 19:59:15 +01:00
<member name= "T:X10D.Unity.Drawing.RandomExtensions" >
<summary >
Extension methods for <see cref= "T:System.Random" /> .
</summary>
</member>
<member name= "M:X10D.Unity.Drawing.RandomExtensions.NextColorRgb(System.Random)" >
<summary >
Returns an HDR color of random components for red, green, and blue.
</summary>
<param name= "random" > The <see cref= "T:System.Random" /> instance.</param>
<returns > A <see cref= "T:UnityEngine.Color" /> whose red, green, and blue components are all random, and whose alpha is 255</returns>
<exception cref= "T:System.ArgumentNullException" > <paramref name= "random" /> is <see langword= "null" /> .</exception>
</member>
<member name= "M:X10D.Unity.Drawing.RandomExtensions.NextColorArgb(System.Random)" >
<summary >
Returns an HDR color composed of random components for apha, red, green, and blue.
</summary>
<param name= "random" > The <see cref= "T:System.Random" /> instance.</param>
<returns > A <see cref= "T:UnityEngine.Color" /> whose alpha, red, green, and blue components are all random.</returns>
<exception cref= "T:System.ArgumentNullException" > <paramref name= "random" /> is <see langword= "null" /> .</exception>
</member>
<member name= "M:X10D.Unity.Drawing.RandomExtensions.NextColor32Rgb(System.Random)" >
<summary >
Returns a color of random components for red, green, and blue.
</summary>
<param name= "random" > The <see cref= "T:System.Random" /> instance.</param>
<returns > A <see cref= "T:UnityEngine.Color" /> whose red, green, and blue components are all random, and whose alpha is 255</returns>
<exception cref= "T:System.ArgumentNullException" > <paramref name= "random" /> is <see langword= "null" /> .</exception>
</member>
<member name= "M:X10D.Unity.Drawing.RandomExtensions.NextColor32Argb(System.Random)" >
<summary >
Returns a color composed of random components for apha, red, green, and blue.
</summary>
<param name= "random" > The <see cref= "T:System.Random" /> instance.</param>
<returns > A <see cref= "T:UnityEngine.Color" /> whose alpha, red, green, and blue components are all random.</returns>
<exception cref= "T:System.ArgumentNullException" > <paramref name= "random" /> is <see langword= "null" /> .</exception>
</member>
2022-05-28 14:25:07 +01:00
<member name= "T:X10D.Unity.Drawing.RectangleExtensions" >
<summary >
Drawing-related extension methods for <see cref= "T:System.Drawing.Rectangle" /> .
</summary>
</member>
<member name= "M:X10D.Unity.Drawing.RectangleExtensions.ToUnityRect(System.Drawing.Rectangle)" >
<summary >
Converts the current <see cref= "T:System.Drawing.Rectangle" /> to a <see cref= "T:UnityEngine.Rect" /> .
</summary>
<param name= "rectangle" > The rectangle to convert.</param>
<returns > The converted rectangle.</returns>
</member>
2022-06-01 11:11:08 +01:00
<member name= "M:X10D.Unity.Drawing.RectangleExtensions.ToUnityRectInt(System.Drawing.Rectangle)" >
<summary >
Converts the current <see cref= "T:System.Drawing.Rectangle" /> to a <see cref= "T:UnityEngine.RectInt" /> .
</summary>
<param name= "rectangle" > The rectangle to convert.</param>
<returns > The converted rectangle.</returns>
</member>
2022-05-28 14:25:07 +01:00
<member name= "T:X10D.Unity.Drawing.RectangleFExtensions" >
<summary >
Drawing-related extension methods for <see cref= "T:System.Drawing.RectangleF" /> .
</summary>
</member>
<member name= "M:X10D.Unity.Drawing.RectangleFExtensions.ToUnityRect(System.Drawing.RectangleF)" >
<summary >
Converts the current <see cref= "T:System.Drawing.RectangleF" /> to a <see cref= "T:UnityEngine.Rect" /> .
</summary>
<param name= "rectangle" > The rectangle to convert.</param>
<returns > The converted rectangle.</returns>
</member>
<member name= "T:X10D.Unity.Drawing.RectExtensions" >
<summary >
Drawing-related extension methods for <see cref= "T:UnityEngine.Rect" /> .
</summary>
</member>
<member name= "M:X10D.Unity.Drawing.RectExtensions.ToSystemRectangleF(UnityEngine.Rect)" >
<summary >
Converts the current <see cref= "T:UnityEngine.Rect" /> to a <see cref= "T:System.Drawing.RectangleF" /> .
</summary>
<param name= "rectangle" > The rectangle to convert.</param>
<returns > The converted rectangle.</returns>
</member>
2022-06-01 11:11:08 +01:00
<member name= "T:X10D.Unity.Drawing.RectIntExtensions" >
<summary >
Drawing-related extension methods for <see cref= "T:UnityEngine.RectInt" /> .
</summary>
</member>
<member name= "M:X10D.Unity.Drawing.RectIntExtensions.ToSystemRectangle(UnityEngine.RectInt)" >
<summary >
Converts the current <see cref= "T:UnityEngine.RectInt" /> to a <see cref= "T:System.Drawing.Rectangle" /> .
</summary>
<param name= "rectangle" > The rectangle to convert.</param>
<returns > The converted rectangle.</returns>
</member>
<member name= "M:X10D.Unity.Drawing.RectIntExtensions.ToSystemRectangleF(UnityEngine.RectInt)" >
<summary >
Converts the current <see cref= "T:UnityEngine.RectInt" /> to a <see cref= "T:System.Drawing.RectangleF" /> .
</summary>
<param name= "rectangle" > The rectangle to convert.</param>
<returns > The converted rectangle.</returns>
</member>
2022-05-28 14:25:07 +01:00
<member name= "T:X10D.Unity.Drawing.SizeExtensions" >
<summary >
Drawing-related extension methods for <see cref= "T:System.Drawing.Size" /> .
</summary>
</member>
<member name= "M:X10D.Unity.Drawing.SizeExtensions.ToUnityVector2(System.Drawing.Size)" >
<summary >
Converts the current <see cref= "T:System.Drawing.Size" /> to a <see cref= "T:UnityEngine.Vector2" /> .
</summary>
<param name= "size" > The size to convert.</param>
<returns > The resulting <see cref= "T:UnityEngine.Vector2" /> .</returns>
</member>
<member name= "M:X10D.Unity.Drawing.SizeExtensions.ToUnityVector2Int(System.Drawing.Size)" >
<summary >
Converts the current <see cref= "T:System.Drawing.Size" /> to a <see cref= "T:UnityEngine.Vector2Int" /> .
</summary>
<param name= "size" > The size to convert.</param>
<returns > The resulting <see cref= "T:UnityEngine.Vector2Int" /> .</returns>
</member>
<member name= "T:X10D.Unity.Drawing.SizeFExtensions" >
<summary >
Drawing-related extension methods for <see cref= "T:System.Drawing.SizeF" /> .
</summary>
</member>
<member name= "M:X10D.Unity.Drawing.SizeFExtensions.ToUnityVector2(System.Drawing.SizeF)" >
<summary >
Converts the current <see cref= "T:System.Drawing.SizeF" /> to a <see cref= "T:UnityEngine.Vector2" /> .
</summary>
<param name= "size" > The size to convert.</param>
<returns > The resulting <see cref= "T:UnityEngine.Vector2" /> .</returns>
</member>
2022-05-09 19:59:15 +01:00
<member name= "T:X10D.Unity.GameObjectExtensions" >
<summary >
Extension methods for <see cref= "T:UnityEngine.GameObject" /> .
</summary>
</member>
<member name= "M:X10D.Unity.GameObjectExtensions.GetComponentsInChildrenOnly``1(UnityEngine.GameObject)" >
<summary >
Returns an array of components of the specified type, excluding components that live on this game object.
</summary>
<param name= "gameObject" > The game object whose child components to retrieve.</param>
<typeparam name= "T" > The type of the components to retrieve.</typeparam>
<returns > An array <typeparamref name= "T" /> representing the child components.</returns>
</member>
<member name= "M:X10D.Unity.GameObjectExtensions.LookAt(UnityEngine.GameObject,UnityEngine.GameObject)" >
<summary >
Rotates the transform component of this game object so the forward vector points at another game object.
</summary>
<param name= "gameObject" > The game object whose rotation will be changed.</param>
<param name= "target" > The game object to look at.</param>
<exception cref= "T:System.ArgumentNullException" >
<para > <paramref name= "gameObject" /> is <see langword= "null" /> .</para>
-or-
<para > <paramref name= "target" /> is <see langword= "null" /> .</para>
</exception>
</member>
<member name= "M:X10D.Unity.GameObjectExtensions.LookAt(UnityEngine.GameObject,UnityEngine.Vector3)" >
<summary >
Rotates the transform component of this game object so the forward vector points at <paramref name= "target" /> .
</summary>
<param name= "gameObject" > The game object whose rotation will be changed.</param>
<param name= "target" > The point to look at.</param>
<exception cref= "T:System.ArgumentNullException" > <paramref name= "gameObject" /> is <see langword= "null" /> .</exception>
</member>
<member name= "M:X10D.Unity.GameObjectExtensions.LookAt(UnityEngine.GameObject,UnityEngine.Transform)" >
<summary >
Rotates the transform component of this game object so the forward vector points at a specified transform.
</summary>
<param name= "gameObject" > The game object whose rotation will be changed.</param>
<param name= "target" > The transform to look at.</param>
<exception cref= "T:System.ArgumentNullException" >
<para > <paramref name= "gameObject" /> is <see langword= "null" /> .</para>
-or-
<para > <paramref name= "target" /> is <see langword= "null" /> .</para>
</exception>
</member>
<member name= "M:X10D.Unity.GameObjectExtensions.LookAt(UnityEngine.GameObject,UnityEngine.GameObject,UnityEngine.Vector3)" >
<summary >
Rotates the transform component of this game object so the forward vector points at another game object.
</summary>
<param name= "gameObject" > The game object whose rotation will be changed.</param>
<param name= "target" > The game object to look at.</param>
<param name= "worldUp" > A vector specifying the upward direction.</param>
<exception cref= "T:System.ArgumentNullException" >
<para > <paramref name= "gameObject" /> is <see langword= "null" /> .</para>
-or-
<para > <paramref name= "target" /> is <see langword= "null" /> .</para>
</exception>
</member>
<member name= "M:X10D.Unity.GameObjectExtensions.LookAt(UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Vector3)" >
<summary >
Rotates the transform component of this game object so the forward vector points at <paramref name= "target" /> .
</summary>
<param name= "gameObject" > The game object whose rotation will be changed.</param>
<param name= "target" > The point to look at.</param>
<param name= "worldUp" > A vector specifying the upward direction.</param>
<exception cref= "T:System.ArgumentNullException" > <paramref name= "gameObject" /> is <see langword= "null" /> .</exception>
</member>
<member name= "M:X10D.Unity.GameObjectExtensions.LookAt(UnityEngine.GameObject,UnityEngine.Transform,UnityEngine.Vector3)" >
<summary >
Rotates the transform component of this game object so the forward vector points at a specified transform.
</summary>
<param name= "gameObject" > The game object whose rotation will be changed.</param>
<param name= "target" > The transform to look at.</param>
<param name= "worldUp" > A vector specifying the upward direction.</param>
<exception cref= "T:System.ArgumentNullException" >
<para > <paramref name= "gameObject" /> is <see langword= "null" /> .</para>
-or-
<para > <paramref name= "target" /> is <see langword= "null" /> .</para>
</exception>
</member>
<member name= "M:X10D.Unity.GameObjectExtensions.SetLayerRecursively(UnityEngine.GameObject,System.Int32)" >
<summary >
Sets the new layer of this game object and its children, recursively.
</summary>
<param name= "gameObject" > The game object whose layer, and that of its children recursively, to change.</param>
<param name= "layer" > The new layer.</param>
<exception cref= "T:System.ArgumentNullException" > <paramref name= "gameObject" /> is <see langword= "null" /> .</exception>
</member>
<member name= "M:X10D.Unity.GameObjectExtensions.SetParent(UnityEngine.GameObject,UnityEngine.GameObject)" >
<summary >
Sets the parent of this game object.
</summary>
<param name= "gameObject" > The game object whose parent to change.</param>
<param name= "parent" > The new parent.</param>
<exception cref= "T:System.ArgumentNullException" >
<para > <paramref name= "gameObject" /> is <see langword= "null" /> .</para>
-or-
<para > <paramref name= "parent" /> is <see langword= "null" /> .</para>
</exception>
</member>
<member name= "M:X10D.Unity.GameObjectExtensions.SetParent(UnityEngine.GameObject,UnityEngine.Transform)" >
<summary >
Sets the parent of this game object.
</summary>
<param name= "gameObject" > The game object whose parent to change.</param>
<param name= "parent" > The new parent.</param>
<exception cref= "T:System.ArgumentNullException" >
<para > <paramref name= "gameObject" /> is <see langword= "null" /> .</para>
-or-
<para > <paramref name= "parent" /> is <see langword= "null" /> .</para>
</exception>
</member>
<member name= "M:X10D.Unity.GameObjectExtensions.SetParent(UnityEngine.GameObject,UnityEngine.GameObject,System.Boolean)" >
<summary >
Sets the parent of this game object.
</summary>
<param name= "gameObject" > The game object whose parent to change.</param>
<param name= "parent" > The new parent.</param>
<param name= "worldPositionStays" >
<see langword= "true" /> to modify the parent-relative position, scale and rotation such that the object keeps the same
world space position, rotation and scale as before; otherwise, <see langword= "false" /> .
</param>
<exception cref= "T:System.ArgumentNullException" >
<para > <paramref name= "gameObject" /> is <see langword= "null" /> .</para>
-or-
<para > <paramref name= "parent" /> is <see langword= "null" /> .</para>
</exception>
</member>
<member name= "M:X10D.Unity.GameObjectExtensions.SetParent(UnityEngine.GameObject,UnityEngine.Transform,System.Boolean)" >
<summary >
Sets the parent of this game object.
</summary>
<param name= "gameObject" > The game object whose parent to change.</param>
<param name= "parent" > The new parent.</param>
<param name= "worldPositionStays" >
<see langword= "true" /> to modify the parent-relative position, scale and rotation such that the object keeps the same
world space position, rotation and scale as before; otherwise, <see langword= "false" /> .
</param>
<exception cref= "T:System.ArgumentNullException" >
<para > <paramref name= "gameObject" /> is <see langword= "null" /> .</para>
-or-
<para > <paramref name= "parent" /> is <see langword= "null" /> .</para>
</exception>
</member>
2022-05-09 20:45:57 +01:00
<member name= "T:X10D.Unity.Numerics.QuaternionExtensions" >
<summary >
Numeric-extensions for <see cref= "T:UnityEngine.Quaternion" /> .
</summary>
</member>
<member name= "M:X10D.Unity.Numerics.QuaternionExtensions.ToSystemQuaternion(UnityEngine.Quaternion)" >
<summary >
Converts the current quaternion to a <see cref= "T:System.Numerics.Quaternion" /> .
</summary>
<param name= "quaternion" > The quaternion to convert.</param>
<returns > The converted quaternion.</returns>
</member>
<member name= "M:X10D.Unity.Numerics.QuaternionExtensions.ToUnityQuaternion(System.Numerics.Quaternion)" >
<summary >
Converts the current quaternion to a <see cref= "T:UnityEngine.Quaternion" /> .
</summary>
<param name= "quaternion" > The quaternion to convert.</param>
<returns > The converted quaternion.</returns>
</member>
2022-05-09 19:59:15 +01:00
<member name= "T:X10D.Unity.Numerics.RandomExtensions" >
<summary >
Extension methods for <see cref= "T:System.Random" /> .
</summary>
</member>
<member name= "M:X10D.Unity.Numerics.RandomExtensions.NextRotation(System.Random)" >
<summary >
Returns a randomly generated rotation as represented by a <see cref= "T:UnityEngine.Quaternion" /> .
</summary>
<param name= "random" > The <see cref= "T:System.Random" /> instance.</param>
<returns >
A <see cref= "T:UnityEngine.Quaternion" /> constructed from 3 random single-precision floating point numbers representing the
yaw, pitch, and roll.
</returns>
<exception cref= "T:System.ArgumentNullException" > <paramref name= "random" /> is <see langword= "null" /> .</exception>
</member>
<member name= "M:X10D.Unity.Numerics.RandomExtensions.NextRotationUniform(System.Random)" >
<summary >
Returns a randomly generated rotation with uniform distribution.
</summary>
<param name= "random" > The <see cref= "T:System.Random" /> instance.</param>
<returns > A <see cref= "T:UnityEngine.Quaternion" /> constructed with uniform distribution.</returns>
<exception cref= "T:System.ArgumentNullException" > <paramref name= "random" /> is <see langword= "null" /> .</exception>
</member>
<member name= "M:X10D.Unity.Numerics.RandomExtensions.NextUnitVector2(System.Random)" >
<summary >
Returns a <see cref= "T:UnityEngine.Vector2" /> with magnitude 1 whose components indicate a random point on the unit circle.
</summary>
<param name= "random" > The <see cref= "T:System.Random" /> instance</param>
<returns >
A <see cref= "T:UnityEngine.Vector2" /> whose <see cref= "P:UnityEngine.Vector2.magnitude" /> returns 1, and whose components indicate a random
point on the unit circle.
</returns>
</member>
<member name= "M:X10D.Unity.Numerics.RandomExtensions.NextUnitVector3(System.Random)" >
<summary >
Returns a <see cref= "T:UnityEngine.Vector3" /> with magnitude 1 whose components indicate a random point on the unit sphere.
</summary>
<param name= "random" > The <see cref= "T:System.Random" /> instance</param>
<returns >
A <see cref= "T:UnityEngine.Vector3" /> whose <see cref= "P:UnityEngine.Vector3.magnitude" /> returns 1, and whose components indicate a random
point on the unit sphere.
</returns>
</member>
<member name= "T:X10D.Unity.Numerics.Vector2Extensions" >
<summary >
Numeric-extensions for <see cref= "T:UnityEngine.Vector2" /> .
</summary>
</member>
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<member name= "M:X10D.Unity.Numerics.Vector2Extensions.Deconstruct(UnityEngine.Vector2,System.Single@,System.Single@)" >
<summary >
Deconstructs the current <see cref= "T:UnityEngine.Vector2" /> into its components.
</summary>
<param name= "vector" > The vector to deconstruct.</param>
<param name= "x" > The X component value.</param>
<param name= "y" > The Y component value.</param>
</member>
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<member name= "M:X10D.Unity.Numerics.Vector2Extensions.ToSystemPointF(UnityEngine.Vector2)" >
<summary >
Converts the current <see cref= "T:UnityEngine.Vector2" /> into a <see cref= "T:System.Drawing.PointF" /> .
</summary>
<param name= "vector" > The vector to convert.</param>
<returns > The resulting <see cref= "T:System.Drawing.PointF" /> .</returns>
</member>
<member name= "M:X10D.Unity.Numerics.Vector2Extensions.ToSystemSizeF(UnityEngine.Vector2)" >
<summary >
Converts the current <see cref= "T:UnityEngine.Vector2" /> into a <see cref= "T:System.Drawing.SizeF" /> .
</summary>
<param name= "vector" > The vector to convert.</param>
<returns > The resulting <see cref= "T:System.Drawing.SizeF" /> .</returns>
</member>
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<member name= "M:X10D.Unity.Numerics.Vector2Extensions.ToSystemVector(UnityEngine.Vector2)" >
<summary >
Converts the current vector to a <see cref= "T:System.Numerics.Vector2" /> .
</summary>
<param name= "vector" > The vector to convert.</param>
<returns > The converted vector.</returns>
</member>
<member name= "M:X10D.Unity.Numerics.Vector2Extensions.ToUnityVector(System.Numerics.Vector2)" >
<summary >
Converts the current vector to a <see cref= "T:UnityEngine.Vector2" /> .
</summary>
<param name= "vector" > The vector to convert.</param>
<returns > The converted vector.</returns>
</member>
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<member name= "M:X10D.Unity.Numerics.Vector2Extensions.WithX(UnityEngine.Vector2,System.Single)" >
<summary >
Returns a vector whose Y component is the same as the specified vector, and whose X component is a new value.
</summary>
<param name= "vector" > The vector to copy.</param>
<param name= "x" > The new X component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Vector2" /> whose <see cref= "F:UnityEngine.Vector2.y" /> components is the same as that of
<paramref name= "vector" /> , and whose <see cref= "F:UnityEngine.Vector2.x" /> component is <paramref name= "x" /> .
</returns>
</member>
<member name= "M:X10D.Unity.Numerics.Vector2Extensions.WithY(UnityEngine.Vector2,System.Single)" >
<summary >
Returns a vector whose X component is the same as the specified vector, and whose Y component is a new value.
</summary>
<param name= "vector" > The vector to copy.</param>
<param name= "y" > The new Y component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Vector2" /> whose <see cref= "F:UnityEngine.Vector2.x" /> components is the same as that of
<paramref name= "vector" /> , and whose <see cref= "F:UnityEngine.Vector2.y" /> component is <paramref name= "y" /> .
</returns>
</member>
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<member name= "T:X10D.Unity.Numerics.Vector2IntExtensions" >
<summary >
Numeric-extensions for <see cref= "T:UnityEngine.Vector2Int" /> .
</summary>
</member>
<member name= "M:X10D.Unity.Numerics.Vector2IntExtensions.Deconstruct(UnityEngine.Vector2Int,System.Int32@,System.Int32@)" >
<summary >
Deconstructs the current <see cref= "T:UnityEngine.Vector2" /> into its components.
</summary>
<param name= "vector" > The vector to deconstruct.</param>
<param name= "x" > The X component value.</param>
<param name= "y" > The Y component value.</param>
</member>
<member name= "M:X10D.Unity.Numerics.Vector2IntExtensions.ToSystemPoint(UnityEngine.Vector2Int)" >
<summary >
Converts the current <see cref= "T:UnityEngine.Vector2Int" /> into a <see cref= "T:System.Drawing.Point" /> .
</summary>
<param name= "vector" > The vector to convert.</param>
<returns > The resulting <see cref= "T:System.Drawing.Point" /> .</returns>
</member>
<member name= "M:X10D.Unity.Numerics.Vector2IntExtensions.ToSystemSize(UnityEngine.Vector2Int)" >
<summary >
Converts the current <see cref= "T:UnityEngine.Vector2Int" /> into a <see cref= "T:System.Drawing.Size" /> .
</summary>
<param name= "vector" > The vector to convert.</param>
<returns > The resulting <see cref= "T:System.Drawing.Size" /> .</returns>
</member>
2022-06-01 19:46:21 +01:00
<member name= "M:X10D.Unity.Numerics.Vector2IntExtensions.ToSystemVector(UnityEngine.Vector2Int)" >
<summary >
Converts the current vector to a <see cref= "T:System.Numerics.Vector2" /> .
</summary>
<param name= "vector" > The vector to convert.</param>
<returns > The converted vector.</returns>
</member>
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<member name= "M:X10D.Unity.Numerics.Vector2IntExtensions.WithX(UnityEngine.Vector2Int,System.Int32)" >
<summary >
Returns a vector whose Y component is the same as the specified vector, and whose X component is a new value.
</summary>
<param name= "vector" > The vector to copy.</param>
<param name= "x" > The new X component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Vector2Int" /> whose <see cref= "P:UnityEngine.Vector2Int.y" /> components is the same as that of
<paramref name= "vector" /> , and whose <see cref= "P:UnityEngine.Vector2Int.x" /> component is <paramref name= "x" /> .
</returns>
</member>
<member name= "M:X10D.Unity.Numerics.Vector2IntExtensions.WithY(UnityEngine.Vector2Int,System.Int32)" >
<summary >
Returns a vector whose X component is the same as the specified vector, and whose Y component is a new value.
</summary>
<param name= "vector" > The vector to copy.</param>
<param name= "y" > The new Y component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Vector2Int" /> whose <see cref= "P:UnityEngine.Vector2Int.x" /> components is the same as that of
<paramref name= "vector" /> , and whose <see cref= "P:UnityEngine.Vector2Int.y" /> component is <paramref name= "y" /> .
</returns>
</member>
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<member name= "T:X10D.Unity.Numerics.Vector3Extensions" >
<summary >
Numeric-extensions for <see cref= "T:UnityEngine.Vector3" /> .
</summary>
</member>
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<member name= "M:X10D.Unity.Numerics.Vector3Extensions.Deconstruct(UnityEngine.Vector3,System.Single@,System.Single@,System.Single@)" >
<summary >
Deconstructs the current <see cref= "T:UnityEngine.Vector3" /> into its components.
</summary>
<param name= "vector" > The vector to deconstruct.</param>
<param name= "x" > The X component value.</param>
<param name= "y" > The Y component value.</param>
<param name= "z" > The Z component value.</param>
</member>
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<member name= "M:X10D.Unity.Numerics.Vector3Extensions.ToSystemVector(UnityEngine.Vector3)" >
<summary >
Converts the current vector to a <see cref= "T:System.Numerics.Vector3" /> .
</summary>
<param name= "vector" > The vector to convert.</param>
<returns > The converted vector.</returns>
</member>
<member name= "M:X10D.Unity.Numerics.Vector3Extensions.ToUnityVector(System.Numerics.Vector3)" >
<summary >
Converts the current vector to a <see cref= "T:UnityEngine.Vector3" /> .
</summary>
<param name= "vector" > The vector to convert.</param>
<returns > The converted vector.</returns>
</member>
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<member name= "M:X10D.Unity.Numerics.Vector3Extensions.WithX(UnityEngine.Vector3,System.Single)" >
<summary >
Returns a vector whose Y and Z components are the same as the specified vector, and whose X component is a new value.
</summary>
<param name= "vector" > The vector to copy.</param>
<param name= "x" > The new X component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Vector3" /> whose <see cref= "F:UnityEngine.Vector3.y" /> and <see cref= "F:UnityEngine.Vector3.z" /> components are
the same as that of <paramref name= "vector" /> , and whose <see cref= "F:UnityEngine.Vector3.x" /> component is <paramref name= "x" /> .
</returns>
</member>
<member name= "M:X10D.Unity.Numerics.Vector3Extensions.WithY(UnityEngine.Vector3,System.Single)" >
<summary >
Returns a vector whose X and Z components are the same as the specified vector, and whose Y component is a new value.
</summary>
<param name= "vector" > The vector to copy.</param>
<param name= "y" > The new Y component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Vector3" /> whose <see cref= "F:UnityEngine.Vector3.x" /> and <see cref= "F:UnityEngine.Vector3.z" /> components are
the same as that of <paramref name= "vector" /> , and whose <see cref= "F:UnityEngine.Vector3.y" /> component is <paramref name= "y" /> .
</returns>
</member>
<member name= "M:X10D.Unity.Numerics.Vector3Extensions.WithZ(UnityEngine.Vector3,System.Single)" >
<summary >
Returns a vector whose X and Y components are the same as the specified vector, and whose Z component is a new value.
</summary>
<param name= "vector" > The vector to copy.</param>
<param name= "z" > The new Z component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Vector3" /> whose <see cref= "F:UnityEngine.Vector3.x" /> and <see cref= "F:UnityEngine.Vector3.y" /> components are
the same as that of <paramref name= "vector" /> , and whose <see cref= "F:UnityEngine.Vector3.z" /> component is <paramref name= "z" /> .
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</returns>
</member>
<member name= "T:X10D.Unity.Numerics.Vector3IntExtensions" >
<summary >
Numeric-extensions for <see cref= "T:UnityEngine.Vector3Int" /> .
</summary>
</member>
<member name= "M:X10D.Unity.Numerics.Vector3IntExtensions.Deconstruct(UnityEngine.Vector3Int,System.Int32@,System.Int32@,System.Int32@)" >
<summary >
Deconstructs the current <see cref= "T:UnityEngine.Vector3Int" /> into its components.
</summary>
<param name= "vector" > The vector to deconstruct.</param>
<param name= "x" > The X component value.</param>
<param name= "y" > The Y component value.</param>
<param name= "z" > The Z component value.</param>
</member>
2022-06-01 19:46:21 +01:00
<member name= "M:X10D.Unity.Numerics.Vector3IntExtensions.ToSystemVector(UnityEngine.Vector3Int)" >
<summary >
Converts the current vector to a <see cref= "T:System.Numerics.Vector3" /> .
</summary>
<param name= "vector" > The vector to convert.</param>
<returns > The converted vector.</returns>
</member>
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<member name= "M:X10D.Unity.Numerics.Vector3IntExtensions.WithX(UnityEngine.Vector3Int,System.Int32)" >
<summary >
Returns a vector whose Y and Z components are the same as the specified vector, and whose X component is a new value.
</summary>
<param name= "vector" > The vector to copy.</param>
<param name= "x" > The new X component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Vector3Int" /> whose <see cref= "P:UnityEngine.Vector3Int.y" /> and <see cref= "P:UnityEngine.Vector3Int.z" />
components are the same as that of <paramref name= "vector" /> , and whose <see cref= "P:UnityEngine.Vector3Int.x" /> component is
<paramref name= "x" /> .
</returns>
</member>
<member name= "M:X10D.Unity.Numerics.Vector3IntExtensions.WithY(UnityEngine.Vector3Int,System.Int32)" >
<summary >
Returns a vector whose X and Z components are the same as the specified vector, and whose Y component is a new value.
</summary>
<param name= "vector" > The vector to copy.</param>
<param name= "y" > The new Y component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Vector3Int" /> whose <see cref= "P:UnityEngine.Vector3Int.x" /> and <see cref= "P:UnityEngine.Vector3Int.z" />
components are the same as that of <paramref name= "vector" /> , and whose <see cref= "P:UnityEngine.Vector3Int.y" /> component is
<paramref name= "y" /> .
</returns>
</member>
<member name= "M:X10D.Unity.Numerics.Vector3IntExtensions.WithZ(UnityEngine.Vector3Int,System.Int32)" >
<summary >
Returns a vector whose X and Y components are the same as the specified vector, and whose Z component is a new value.
</summary>
<param name= "vector" > The vector to copy.</param>
<param name= "z" > The new Z component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Vector3Int" /> whose <see cref= "P:UnityEngine.Vector3Int.x" /> and <see cref= "P:UnityEngine.Vector3Int.y" />
components are the same as that of <paramref name= "vector" /> , and whose <see cref= "P:UnityEngine.Vector3Int.z" /> component is
<paramref name= "z" /> .
2022-05-09 19:59:15 +01:00
</returns>
</member>
<member name= "T:X10D.Unity.Numerics.Vector4Extensions" >
<summary >
Numeric-extensions for <see cref= "T:UnityEngine.Vector4" /> .
</summary>
</member>
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<member name= "M:X10D.Unity.Numerics.Vector4Extensions.Deconstruct(UnityEngine.Vector4,System.Single@,System.Single@,System.Single@,System.Single@)" >
<summary >
Deconstructs the current <see cref= "T:UnityEngine.Vector4" /> into its components.
</summary>
<param name= "vector" > The vector to deconstruct.</param>
<param name= "x" > The X component value.</param>
<param name= "y" > The Y component value.</param>
<param name= "z" > The Z component value.</param>
<param name= "w" > The W component value.</param>
</member>
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<member name= "M:X10D.Unity.Numerics.Vector4Extensions.ToSystemVector(UnityEngine.Vector4)" >
<summary >
Converts the current vector to a <see cref= "T:System.Numerics.Vector4" /> .
</summary>
<param name= "vector" > The vector to convert.</param>
<returns > The converted vector.</returns>
</member>
<member name= "M:X10D.Unity.Numerics.Vector4Extensions.ToUnityVector(System.Numerics.Vector4)" >
<summary >
Converts the current vector to a <see cref= "T:UnityEngine.Vector4" /> .
</summary>
<param name= "vector" > The vector to convert.</param>
<returns > The converted vector.</returns>
</member>
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<member name= "M:X10D.Unity.Numerics.Vector4Extensions.WithX(UnityEngine.Vector4,System.Single)" >
<summary >
Returns a vector whose Y, Z, and W components are the same as the specified vector, and whose X component is a new
value.
</summary>
<param name= "vector" > The vector to copy.</param>
<param name= "x" > The new X component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Vector4" /> whose <see cref= "F:UnityEngine.Vector4.y" /> , <see cref= "F:UnityEngine.Vector4.z" /> , and
<see cref= "F:UnityEngine.Vector4.w" /> components are the same as that of <paramref name= "vector" /> , and whose
<see cref= "F:UnityEngine.Vector4.x" /> component is <paramref name= "x" /> .
</returns>
</member>
<member name= "M:X10D.Unity.Numerics.Vector4Extensions.WithY(UnityEngine.Vector4,System.Single)" >
<summary >
Returns a vector whose X, Z, and W components are the same as the specified vector, and whose Y component is a new
value.
</summary>
<param name= "vector" > The vector to copy.</param>
<param name= "y" > The new Y component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Vector4" /> whose <see cref= "F:UnityEngine.Vector4.x" /> , <see cref= "F:UnityEngine.Vector4.z" /> , and
<see cref= "F:UnityEngine.Vector4.w" /> components are the same as that of <paramref name= "vector" /> , and whose
<see cref= "F:UnityEngine.Vector4.y" /> component is <paramref name= "y" /> .
</returns>
</member>
<member name= "M:X10D.Unity.Numerics.Vector4Extensions.WithZ(UnityEngine.Vector4,System.Single)" >
<summary >
Returns a vector whose X, Y, and W components are the same as the specified vector, and whose Z component is a new
value.
</summary>
<param name= "vector" > The vector to copy.</param>
<param name= "z" > The new Z component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Vector4" /> whose <see cref= "F:UnityEngine.Vector4.x" /> , <see cref= "F:UnityEngine.Vector4.y" /> , and
<see cref= "F:UnityEngine.Vector4.w" /> components are the same as that of <paramref name= "vector" /> , and whose
<see cref= "F:UnityEngine.Vector4.z" /> component is <paramref name= "z" /> .
</returns>
</member>
<member name= "M:X10D.Unity.Numerics.Vector4Extensions.WithW(UnityEngine.Vector4,System.Single)" >
<summary >
Returns a vector whose X, Y, and Z components are the same as the specified vector, and whose W component is a new
value.
</summary>
<param name= "vector" > The vector to copy.</param>
<param name= "w" > The new W component value.</param>
<returns >
A new instance of <see cref= "T:UnityEngine.Vector4" /> whose <see cref= "F:UnityEngine.Vector4.x" /> , <see cref= "F:UnityEngine.Vector4.y" /> , and
<see cref= "F:UnityEngine.Vector4.z" /> components are the same as that of <paramref name= "vector" /> , and whose
<see cref= "F:UnityEngine.Vector4.w" /> component is <paramref name= "w" /> .
</returns>
</member>
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<member name= "T:X10D.Unity.Singleton`1" >
<summary >
Represents a class which implements the singleton pattern for a specific <see cref= "T:UnityEngine.MonoBehaviour" /> . This class is not
thread-safe.
</summary>
<typeparam name= "T" > The type of the singleton.</typeparam>
</member>
<member name= "P:X10D.Unity.Singleton`1.Instance" >
<summary >
Gets the instance of the singleton.
</summary>
<value > The singleton instance.</value>
</member>
<member name= "M:X10D.Unity.Singleton`1.OnDestroy" >
<summary >
Called when the object is destroyed.
</summary>
</member>
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<member name= "T:X10D.Unity.TransformExtensions" >
<summary >
Extension methods for <see cref= "T:UnityEngine.Transform" /> .
</summary>
</member>
<member name= "M:X10D.Unity.TransformExtensions.LookAt(UnityEngine.Transform,UnityEngine.GameObject)" >
<summary >
Rotates this transform so the forward vector points at another game object.
</summary>
<param name= "transform" > The transform whose rotation will be changed.</param>
<param name= "target" > The game object to look at.</param>
<exception cref= "T:System.ArgumentNullException" >
<para > <paramref name= "transform" /> is <see langword= "null" /> .</para>
-or-
<para > <paramref name= "target" /> is <see langword= "null" /> .</para>
</exception>
</member>
<member name= "M:X10D.Unity.TransformExtensions.LookAt(UnityEngine.Transform,UnityEngine.GameObject,UnityEngine.Vector3)" >
<summary >
Rotates this transform so the forward vector points at another game object.
</summary>
<param name= "transform" > The transform whose rotation will be changed.</param>
<param name= "target" > The game object to look at.</param>
<param name= "worldUp" > A vector specifying the upward direction.</param>
<exception cref= "T:System.ArgumentNullException" >
<para > <paramref name= "transform" /> is <see langword= "null" /> .</para>
-or-
<para > <paramref name= "target" /> is <see langword= "null" /> .</para>
</exception>
</member>
<member name= "M:X10D.Unity.TransformExtensions.SetParent(UnityEngine.Transform,UnityEngine.GameObject)" >
<summary >
Sets the parent of this transform.
</summary>
<param name= "transform" > The transform whose parent to change.</param>
<param name= "parent" > The new parent.</param>
<exception cref= "T:System.ArgumentNullException" >
<para > <paramref name= "transform" /> is <see langword= "null" /> .</para>
-or-
<para > <paramref name= "parent" /> is <see langword= "null" /> .</para>
</exception>
</member>
<member name= "M:X10D.Unity.TransformExtensions.SetParent(UnityEngine.Transform,UnityEngine.GameObject,System.Boolean)" >
<summary >
Sets the parent of this transform.
</summary>
<param name= "transform" > The transform whose parent to change.</param>
<param name= "parent" > The new parent.</param>
<param name= "worldPositionStays" >
<see langword= "true" /> to modify the parent-relative position, scale and rotation such that the object keeps the same
world space position, rotation and scale as before; otherwise, <see langword= "false" /> .
</param>
<exception cref= "T:System.ArgumentNullException" >
<para > <paramref name= "transform" /> is <see langword= "null" /> .</para>
-or-
<para > <paramref name= "parent" /> is <see langword= "null" /> .</para>
</exception>
</member>
</members>
</doc>