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Bump upm to 3.2.0-nightly.117

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Oliver Booth 2022-06-21 14:01:24 +01:00
parent 94323dd4da
commit 4c0829508e
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5 changed files with 175 additions and 127 deletions

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@ -30,7 +30,7 @@
</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="segments">The number of segments to generate.</param>
</member>
<member name="M:X10D.Unity.DebugEx.DrawCircle(UnityEngine.Vector2,System.Single,System.Int32,UnityEngine.Color@)">
<summary>
@ -38,7 +38,7 @@
</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="segments">The number of segments 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)">
@ -47,7 +47,7 @@
</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="segments">The number of segments 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.
@ -59,14 +59,14 @@
</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="segments">The number of segments 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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> 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)">
@ -75,15 +75,15 @@
</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="segments">The number of segments 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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> 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)">
@ -91,14 +91,14 @@
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="segments">The number of segments 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="segments">The number of segments 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@)">
@ -106,7 +106,7 @@
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="segments">The number of segments 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@)">
@ -114,7 +114,7 @@
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="segments">The number of segments to generate.</param>
<param name="offset">The drawing offset of the circle.</param>
<param name="color">The color of the circle.</param>
</member>
@ -123,7 +123,7 @@
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="segments">The number of segments 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.
@ -134,7 +134,7 @@
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="segments">The number of segments 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">
@ -146,14 +146,14 @@
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="segments">The number of segments 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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> 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)">
@ -161,15 +161,15 @@
Draws a circle.
</summary>
<param name="circle">The circle to draw.</param>
<param name="sides">The number of sides to generate.</param>
<param name="segments">The number of segments 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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> 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)">
@ -177,14 +177,14 @@
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="segments">The number of segments 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="segments">The number of segments 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@)">
@ -192,7 +192,7 @@
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="segments">The number of segments 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@)">
@ -200,7 +200,7 @@
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="segments">The number of segments to generate.</param>
<param name="offset">The drawing offset of the circle.</param>
<param name="color">The color of the circle.</param>
</member>
@ -209,7 +209,7 @@
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="segments">The number of segments 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.
@ -220,7 +220,7 @@
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="segments">The number of segments 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">
@ -232,14 +232,14 @@
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="segments">The number of segments 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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> 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)">
@ -247,15 +247,15 @@
Draws a circle.
</summary>
<param name="circle">The circle to draw.</param>
<param name="sides">The number of sides to generate.</param>
<param name="segments">The number of segments 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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> will have the circle be obscured by objects closer to the camera.
</param>
</member>
<member name="F:X10D.Unity.DebugEx.DefaultDrawDuration">
@ -504,7 +504,7 @@
</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="segments">The number of segments to generate.</param>
</member>
<member name="M:X10D.Unity.DebugEx.DrawEllipse(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,UnityEngine.Color@)">
<summary>
@ -512,7 +512,7 @@
</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="segments">The number of segments 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)">
@ -521,7 +521,7 @@
</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="segments">The number of segments 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.
@ -533,14 +533,14 @@
</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="segments">The number of segments 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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> 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)">
@ -549,15 +549,15 @@
</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="segments">The number of segments 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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> 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)">
@ -567,7 +567,7 @@
<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="segments">The number of segments to generate.</param>
</member>
<member name="M:X10D.Unity.DebugEx.DrawEllipse(UnityEngine.Vector2,System.Single,System.Single,System.Int32,UnityEngine.Color@)">
<summary>
@ -576,7 +576,7 @@
<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="segments">The number of segments 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)">
@ -586,7 +586,7 @@
<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="segments">The number of segments 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.
@ -599,14 +599,14 @@
<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="segments">The number of segments 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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> 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)">
@ -616,15 +616,15 @@
<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="segments">The number of segments 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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> 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)">
@ -632,14 +632,14 @@
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="segments">The number of segments 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="segments">The number of segments 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@)">
@ -647,7 +647,7 @@
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="segments">The number of segments 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@)">
@ -655,7 +655,7 @@
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="segments">The number of segments to generate.</param>
<param name="offset">The drawing offset of the ellipse.</param>
<param name="color">The color of the ellipse.</param>
</member>
@ -664,7 +664,7 @@
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="segments">The number of segments 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.
@ -675,7 +675,7 @@
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="segments">The number of segments 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">
@ -687,14 +687,14 @@
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="segments">The number of segments 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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> 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)">
@ -702,15 +702,15 @@
Draws an ellipse.
</summary>
<param name="ellipse">The ellipse to draw.</param>
<param name="sides">The number of sides to generate.</param>
<param name="segments">The number of segments 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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> 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)">
@ -718,14 +718,14 @@
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="segments">The number of segments 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="segments">The number of segments 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@)">
@ -733,7 +733,7 @@
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="segments">The number of segments 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@)">
@ -741,7 +741,7 @@
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="segments">The number of segments to generate.</param>
<param name="offset">The drawing offset of the ellipse.</param>
<param name="color">The color of the ellipse.</param>
</member>
@ -750,7 +750,7 @@
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="segments">The number of segments 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.
@ -761,7 +761,7 @@
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="segments">The number of segments 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">
@ -773,14 +773,14 @@
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="segments">The number of segments 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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> 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)">
@ -788,15 +788,15 @@
Draws an ellipse.
</summary>
<param name="ellipse">The ellipse to draw.</param>
<param name="sides">The number of sides to generate.</param>
<param name="segments">The number of segments 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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> 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)">
@ -836,8 +836,8 @@
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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> will have the line be obscured by objects closer to the camera.
</param>
</member>
<member name="M:X10D.Unity.DebugEx.DrawLine(X10D.Drawing.Line)">
@ -873,8 +873,8 @@
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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> will have the line be obscured by objects closer to the camera.
</param>
</member>
<member name="M:X10D.Unity.DebugEx.DrawLine(X10D.Drawing.LineF)">
@ -910,8 +910,8 @@
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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> will have the line be obscured by objects closer to the camera.
</param>
</member>
<member name="M:X10D.Unity.DebugEx.DrawLine(X10D.Drawing.Line3D)">
@ -947,8 +947,8 @@
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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> will have the line be obscured by objects closer to the camera.
</param>
</member>
<member name="M:X10D.Unity.DebugEx.DrawPolygon(X10D.Drawing.Polygon)">
@ -1218,8 +1218,8 @@
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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> 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)">
@ -1259,8 +1259,8 @@
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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> will have the line be obscured by objects closer to the camera.
</param>
</member>
<member name="M:X10D.Unity.DebugEx.DrawRectangle(UnityEngine.Vector2,UnityEngine.Vector2)">
@ -1300,8 +1300,8 @@
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.
<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.DrawRectangle(UnityEngine.Rect,UnityEngine.Color@)">
@ -1331,8 +1331,8 @@
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.
<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.DrawRectangle(UnityEngine.RectInt,UnityEngine.Color@)">
@ -1362,8 +1362,8 @@
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.
<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.DrawRectangle(System.Drawing.Rectangle,UnityEngine.Color@)">
@ -1393,8 +1393,8 @@
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.
<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.DrawRectangle(System.Drawing.RectangleF,UnityEngine.Color@)">
@ -1424,8 +1424,8 @@
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.
<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.DrawSphere(UnityEngine.Vector3,System.Single,System.Int32)">
@ -1434,7 +1434,7 @@
</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="segments">The number of segments to generate.</param>
</member>
<member name="M:X10D.Unity.DebugEx.DrawSphere(UnityEngine.Vector3,System.Single,System.Int32,UnityEngine.Color@)">
<summary>
@ -1442,7 +1442,7 @@
</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="segments">The number of segments 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)">
@ -1451,7 +1451,7 @@
</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="segments">The number of segments 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.
@ -1463,14 +1463,14 @@
</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="segments">The number of segments 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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> 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)">
@ -1479,15 +1479,15 @@
</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="segments">The number of segments 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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> 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)">
@ -1495,14 +1495,14 @@
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="segments">The number of segments 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="segments">The number of segments 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@)">
@ -1510,7 +1510,7 @@
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="segments">The number of segments 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@)">
@ -1518,7 +1518,7 @@
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="segments">The number of segments to generate.</param>
<param name="offset">The drawing offset of the sphere.</param>
<param name="color">The color of the sphere.</param>
</member>
@ -1527,7 +1527,7 @@
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="segments">The number of segments 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.
@ -1538,7 +1538,7 @@
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="segments">The number of segments 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">
@ -1550,14 +1550,14 @@
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="segments">The number of segments 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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> 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)">
@ -1565,15 +1565,15 @@
Draws a sphere.
</summary>
<param name="sphere">The sphere to draw.</param>
<param name="sides">The number of sides to generate.</param>
<param name="segments">The number of segments 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.
<see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
<see langword="true" /> will have the sphere be obscured by objects closer to the camera.
</param>
</member>
<member name="M:X10D.Unity.DebugEx.DrawWireCube(UnityEngine.Bounds@)">
@ -1609,8 +1609,8 @@
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.
<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.DrawWireCube(UnityEngine.Vector3,UnityEngine.Vector3)">
@ -1679,8 +1679,8 @@
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.
<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.DrawWireCube(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Color@,System.Single,System.Boolean)">
@ -1695,8 +1695,8 @@
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.
<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.DrawWireCube(X10D.Drawing.Cuboid@,UnityEngine.Color@)">
@ -1726,8 +1726,8 @@
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.
<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="T:X10D.Unity.Drawing.Color32Extensions">

BIN
X10D.dll

Binary file not shown.

View File

@ -3437,6 +3437,54 @@
<param name="destination">When this method returns, the bytes representing the converted <see cref="T:System.Byte" />.</param>
<returns><see langword="true" /> if the conversion was successful; otherwise, <see langword="false" />.</returns>
</member>
<member name="T:X10D.IO.DirectoryInfoExtensions">
<summary>
IO-related extension methods for <see cref="T:System.IO.DirectoryInfo" />.
</summary>
</member>
<member name="M:X10D.IO.DirectoryInfoExtensions.Clear(System.IO.DirectoryInfo)">
<summary>
Removes all files and subdirectories in this directory, recursively, without deleting this directory.
</summary>
<param name="directory">The directory to clear.</param>
</member>
<member name="M:X10D.IO.DirectoryInfoExtensions.Clear(System.IO.DirectoryInfo,System.Boolean)">
<summary>
Removes all files and subdirectories in this directory, recursively, without deleting this directory.
</summary>
<param name="directory">The directory to clear.</param>
<param name="throwOnError">
<see langword="true" /> to throw any exceptions which were caught during the operation; otherwise,
<see langword="false." />
</param>
<exception cref="T:System.IO.DirectoryNotFoundException">
The directory described by this <see cref="T:System.IO.DirectoryInfo" /> object does not exist or could not be found. This
exception is not thrown if <paramref name="throwOnError" /> is <see langword="false" />.
</exception>
<exception cref="T:System.IO.IOException">
A target file is open or memory-mapped on a computer running Microsoft Windows NT.
-or-
There is an open handle on one of the files, and the operating system is Windows XP or earlier. This open handle can
result from enumerating directories and files.
-or-
The directory is read-only.
-or-
The directory contains one or more files or subdirectories and recursive is false.
-or-
The directory is the application's current working directory.
-or-
There is an open handle on the directory or on one of its files, and the operating system is Windows XP or earlier.
This open handle can result from enumerating directories and files.
This exception is not thrown if <paramref name="throwOnError" /> is <see langword="false" />.
</exception>
<exception cref="T:System.Security.SecurityException">
The caller does not have the required permission. This exception is not thrown if <paramref name="throwOnError" /> is
<see langword="false" />.
</exception>
<exception cref="T:System.UnauthorizedAccessException">This directory or one of its children contain a read-only file. This
exception is not thrown if <paramref name="throwOnError" /> is <see langword="false" />.
</exception>
</member>
<member name="T:X10D.IO.DoubleExtensions">
<summary>
IO-related extension methods for <see cref="T:System.Double" />.

View File

@ -6,7 +6,7 @@
"url": "https://oliverbooth.dev"
},
"displayName": "X10D",
"version": "3.2.0-nightly.116",
"version": "3.2.0-nightly.117",
"unity": "2021.2",
"description": "Extension methods on crack",
"keywords": ["dotnet", "extension-methods"],