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https://github.com/oliverbooth/X10D
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Fix langword cref in xmldoc
This commit is contained in:
parent
3d896ea5d1
commit
a4b6033b94
@ -1,4 +1,4 @@
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using UnityEngine;
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using UnityEngine;
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using X10D.Drawing;
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using X10D.Numerics;
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using X10D.Unity.Numerics;
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@ -57,8 +57,8 @@ public static partial class DebugEx
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/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the circle be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the circle be obscured by objects closer to the camera.
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/// </param>
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public static void DrawCircle(Vector2 center, float radius, int sides, in Color color, float duration, bool depthTest)
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{
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@ -77,8 +77,8 @@ public static partial class DebugEx
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/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the circle be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the circle be obscured by objects closer to the camera.
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/// </param>
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public static void DrawCircle(Vector2 center, float radius, int sides, in Vector3 offset, in Color color, float duration,
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bool depthTest)
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@ -169,8 +169,8 @@ public static partial class DebugEx
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/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the circle be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the circle be obscured by objects closer to the camera.
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/// </param>
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public static void DrawCircle(in Circle circle, int sides, in Color color, float duration, bool depthTest)
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{
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@ -188,8 +188,8 @@ public static partial class DebugEx
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/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the circle be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the circle be obscured by objects closer to the camera.
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/// </param>
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public static void DrawCircle(in Circle circle, int sides, in Vector3 offset, in Color color, float duration, bool depthTest)
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{
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@ -279,8 +279,8 @@ public static partial class DebugEx
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/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the circle be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the circle be obscured by objects closer to the camera.
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/// </param>
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public static void DrawCircle(in CircleF circle, int sides, in Color color, float duration, bool depthTest)
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{
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@ -298,8 +298,8 @@ public static partial class DebugEx
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/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the circle be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the circle be obscured by objects closer to the camera.
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/// </param>
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public static void DrawCircle(in CircleF circle, int sides, in Vector3 offset, in Color color, float duration, bool depthTest)
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{
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@ -1,4 +1,4 @@
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using UnityEngine;
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using UnityEngine;
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using X10D.Drawing;
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namespace X10D.Unity;
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@ -54,8 +54,8 @@ public static partial class DebugEx
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/// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the ellipse be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the ellipse be obscured by objects closer to the camera.
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/// </param>
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public static void DrawEllipse(Vector2 center, Vector2 radius, int sides, in Color color, float duration, bool depthTest)
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{
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@ -74,8 +74,8 @@ public static partial class DebugEx
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/// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the ellipse be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the ellipse be obscured by objects closer to the camera.
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/// </param>
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public static void DrawEllipse(Vector2 center, Vector2 radius, int sides, Vector2 offset, in Color color, float duration,
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bool depthTest)
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@ -136,8 +136,8 @@ public static partial class DebugEx
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/// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the ellipse be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the ellipse be obscured by objects closer to the camera.
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/// </param>
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public static void DrawEllipse(Vector2 center, float radiusX, float radiusY, int sides, in Color color, float duration,
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bool depthTest)
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@ -158,8 +158,8 @@ public static partial class DebugEx
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/// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the ellipse be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the ellipse be obscured by objects closer to the camera.
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/// </param>
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public static void DrawEllipse(Vector2 center, float radiusX, float radiusY, int sides, Vector2 offset, in Color color,
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float duration, bool depthTest)
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@ -250,8 +250,8 @@ public static partial class DebugEx
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/// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the ellipse be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the ellipse be obscured by objects closer to the camera.
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/// </param>
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public static void DrawEllipse(Ellipse ellipse, int sides, in Color color, float duration, bool depthTest)
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{
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@ -269,8 +269,8 @@ public static partial class DebugEx
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/// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the ellipse be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the ellipse be obscured by objects closer to the camera.
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/// </param>
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public static void DrawEllipse(Ellipse ellipse, int sides, Vector2 offset, in Color color, float duration, bool depthTest)
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{
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@ -360,8 +360,8 @@ public static partial class DebugEx
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/// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the ellipse be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the ellipse be obscured by objects closer to the camera.
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/// </param>
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public static void DrawEllipse(EllipseF ellipse, int sides, in Color color, float duration, bool depthTest)
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{
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@ -379,8 +379,8 @@ public static partial class DebugEx
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/// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the ellipse be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the ellipse be obscured by objects closer to the camera.
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/// </param>
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public static void DrawEllipse(EllipseF ellipse, int sides, Vector2 offset, in Color color, float duration, bool depthTest)
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{
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@ -52,8 +52,8 @@ public static partial class DebugEx
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/// The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the line be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the line be obscured by objects closer to the camera.
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/// </param>
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public static void DrawLine(Vector3 start, Vector3 end, in Color color, float duration, bool depthTest)
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{
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@ -101,8 +101,8 @@ public static partial class DebugEx
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/// The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the line be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the line be obscured by objects closer to the camera.
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/// </param>
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public static void DrawLine(Line line, in Color color, float duration, bool depthTest)
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{
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@ -150,8 +150,8 @@ public static partial class DebugEx
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/// The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the line be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the line be obscured by objects closer to the camera.
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/// </param>
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public static void DrawLine(LineF line, in Color color, float duration, bool depthTest)
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{
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@ -199,8 +199,8 @@ public static partial class DebugEx
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/// The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the line be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the line be obscured by objects closer to the camera.
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/// </param>
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public static void DrawLine(Line3D line, in Color color, float duration, bool depthTest)
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{
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@ -45,8 +45,8 @@ public static partial class DebugEx
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/// The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the line be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the line be obscured by objects closer to the camera.
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/// </param>
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public static void DrawRay(Ray ray, in Color color, float duration, bool depthTest)
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{
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@ -98,8 +98,8 @@ public static partial class DebugEx
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/// The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the line be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the line be obscured by objects closer to the camera.
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/// </param>
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public static void DrawRay(Vector3 start, Vector3 direction, in Color color, float duration, bool depthTest)
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{
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@ -52,8 +52,8 @@ public static partial class DebugEx
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/// The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the box be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the box be obscured by objects closer to the camera.
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/// </param>
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public static void DrawRectangle(Vector2 center, Vector2 size, in Color color, float duration, bool depthTest)
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{
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@ -92,8 +92,8 @@ public static partial class DebugEx
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/// The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the box be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the box be obscured by objects closer to the camera.
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/// </param>
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public static void DrawRectangle(Rect rect, in Color color, float duration, bool depthTest)
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{
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@ -140,8 +140,8 @@ public static partial class DebugEx
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/// The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the box be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the box be obscured by objects closer to the camera.
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/// </param>
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public static void DrawRectangle(RectInt rect, in Color color, float duration, bool depthTest)
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{
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@ -180,8 +180,8 @@ public static partial class DebugEx
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/// The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the box be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the box be obscured by objects closer to the camera.
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/// </param>
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public static void DrawRectangle(Rectangle rectangle, in Color color, float duration, bool depthTest)
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{
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@ -222,8 +222,8 @@ public static partial class DebugEx
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/// The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the box be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the box be obscured by objects closer to the camera.
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/// </param>
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public static void DrawRectangle(RectangleF rectangle, in Color color, float duration, bool depthTest)
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{
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@ -1,4 +1,4 @@
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using UnityEngine;
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using UnityEngine;
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using X10D.Drawing;
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using X10D.Unity.Numerics;
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@ -55,8 +55,8 @@ public static partial class DebugEx
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/// The duration of the sphere's visibility, in seconds. If 0 is passed, the sphere is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the sphere be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the sphere be obscured by objects closer to the camera.
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/// </param>
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public static void DrawSphere(Vector3 center, float radius, int sides, in Color color, float duration, bool depthTest)
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{
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@ -75,8 +75,8 @@ public static partial class DebugEx
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/// The duration of the sphere's visibility, in seconds. If 0 is passed, the sphere is visible for a single frame.
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/// </param>
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/// <param name="depthTest">
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/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="DefaultDepthTest" /> will have the sphere be obscured by objects closer to the camera.
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/// <see langword="true" /> if depth test should be applied; otherwise, <see langword="false" />. Passing
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/// <see langword="true" /> will have the sphere be obscured by objects closer to the camera.
|
||||
/// </param>
|
||||
public static void DrawSphere(Vector3 center, float radius, int sides, Vector2 offset, in Color color, float duration,
|
||||
bool depthTest)
|
||||
@ -167,8 +167,8 @@ public static partial class DebugEx
|
||||
/// 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>
|
||||
public static void DrawSphere(Sphere sphere, int sides, in Color color, float duration, bool depthTest)
|
||||
{
|
||||
@ -186,8 +186,8 @@ public static partial class DebugEx
|
||||
/// 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>
|
||||
public static void DrawSphere(Sphere sphere, int sides, in Vector3 offset, in Color color, float duration, bool depthTest)
|
||||
{
|
||||
|
@ -47,8 +47,8 @@ public static partial class DebugEx
|
||||
/// 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>
|
||||
public static void DrawWireCube(in Bounds bounds, in Color color, float duration, bool depthTest)
|
||||
{
|
||||
@ -141,8 +141,8 @@ public static partial class DebugEx
|
||||
/// 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>
|
||||
public static void DrawWireCube(Vector3 center, Vector3 size, in Color color, float duration, bool depthTest)
|
||||
{
|
||||
@ -160,8 +160,8 @@ public static partial class DebugEx
|
||||
/// 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>
|
||||
public static void DrawWireCube(Vector3 center, Vector3 size, Quaternion orientation, in Color color, float duration,
|
||||
bool depthTest)
|
||||
@ -202,8 +202,8 @@ public static partial class DebugEx
|
||||
/// 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>
|
||||
public static void DrawWireCube(in Cuboid cuboid, in Color color, float duration, bool depthTest)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user