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Fix langword cref in xmldoc

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Oliver Booth 2022-06-03 12:10:43 +01:00
parent 3d896ea5d1
commit a4b6033b94
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GPG Key ID: 32A00B35503AF634
7 changed files with 69 additions and 69 deletions

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@ -1,4 +1,4 @@
using UnityEngine; using UnityEngine;
using X10D.Drawing; using X10D.Drawing;
using X10D.Numerics; using X10D.Numerics;
using X10D.Unity.Numerics; using X10D.Unity.Numerics;
@ -57,8 +57,8 @@ public static partial class DebugEx
/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame. /// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the circle be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawCircle(Vector2 center, float radius, int sides, in Color color, float duration, bool depthTest) public static void DrawCircle(Vector2 center, float radius, int sides, in Color color, float duration, bool depthTest)
{ {
@ -77,8 +77,8 @@ public static partial class DebugEx
/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame. /// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the circle be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawCircle(Vector2 center, float radius, int sides, in Vector3 offset, in Color color, float duration, public static void DrawCircle(Vector2 center, float radius, int sides, in Vector3 offset, in Color color, float duration,
bool depthTest) bool depthTest)
@ -169,8 +169,8 @@ public static partial class DebugEx
/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame. /// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the circle be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawCircle(in Circle circle, int sides, in Color color, float duration, bool depthTest) public static void DrawCircle(in Circle circle, int sides, in Color color, float duration, bool depthTest)
{ {
@ -188,8 +188,8 @@ public static partial class DebugEx
/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame. /// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the circle be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawCircle(in Circle circle, int sides, in Vector3 offset, in Color color, float duration, bool depthTest) public static void DrawCircle(in Circle circle, int sides, in Vector3 offset, in Color color, float duration, bool depthTest)
{ {
@ -279,8 +279,8 @@ public static partial class DebugEx
/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame. /// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the circle be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawCircle(in CircleF circle, int sides, in Color color, float duration, bool depthTest) public static void DrawCircle(in CircleF circle, int sides, in Color color, float duration, bool depthTest)
{ {
@ -298,8 +298,8 @@ public static partial class DebugEx
/// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame. /// The duration of the circle's visibility, in seconds. If 0 is passed, the circle is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the circle be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawCircle(in CircleF circle, int sides, in Vector3 offset, in Color color, float duration, bool depthTest) public static void DrawCircle(in CircleF circle, int sides, in Vector3 offset, in Color color, float duration, bool depthTest)
{ {

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@ -1,4 +1,4 @@
using UnityEngine; using UnityEngine;
using X10D.Drawing; using X10D.Drawing;
namespace X10D.Unity; namespace X10D.Unity;
@ -54,8 +54,8 @@ public static partial class DebugEx
/// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame. /// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the ellipse be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawEllipse(Vector2 center, Vector2 radius, int sides, in Color color, float duration, bool depthTest) public static void DrawEllipse(Vector2 center, Vector2 radius, int sides, in Color color, float duration, bool depthTest)
{ {
@ -74,8 +74,8 @@ public static partial class DebugEx
/// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame. /// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the ellipse be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawEllipse(Vector2 center, Vector2 radius, int sides, Vector2 offset, in Color color, float duration, public static void DrawEllipse(Vector2 center, Vector2 radius, int sides, Vector2 offset, in Color color, float duration,
bool depthTest) bool depthTest)
@ -136,8 +136,8 @@ public static partial class DebugEx
/// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame. /// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the ellipse be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawEllipse(Vector2 center, float radiusX, float radiusY, int sides, in Color color, float duration, public static void DrawEllipse(Vector2 center, float radiusX, float radiusY, int sides, in Color color, float duration,
bool depthTest) bool depthTest)
@ -158,8 +158,8 @@ public static partial class DebugEx
/// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame. /// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the ellipse be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawEllipse(Vector2 center, float radiusX, float radiusY, int sides, Vector2 offset, in Color color, public static void DrawEllipse(Vector2 center, float radiusX, float radiusY, int sides, Vector2 offset, in Color color,
float duration, bool depthTest) float duration, bool depthTest)
@ -250,8 +250,8 @@ public static partial class DebugEx
/// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame. /// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the ellipse be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawEllipse(Ellipse ellipse, int sides, in Color color, float duration, bool depthTest) public static void DrawEllipse(Ellipse ellipse, int sides, in Color color, float duration, bool depthTest)
{ {
@ -269,8 +269,8 @@ public static partial class DebugEx
/// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame. /// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the ellipse be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawEllipse(Ellipse ellipse, int sides, Vector2 offset, in Color color, float duration, bool depthTest) public static void DrawEllipse(Ellipse ellipse, int sides, Vector2 offset, in Color color, float duration, bool depthTest)
{ {
@ -360,8 +360,8 @@ public static partial class DebugEx
/// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame. /// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the ellipse be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawEllipse(EllipseF ellipse, int sides, in Color color, float duration, bool depthTest) public static void DrawEllipse(EllipseF ellipse, int sides, in Color color, float duration, bool depthTest)
{ {
@ -379,8 +379,8 @@ public static partial class DebugEx
/// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame. /// The duration of the ellipse's visibility, in seconds. If 0 is passed, the ellipse is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the ellipse be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawEllipse(EllipseF ellipse, int sides, Vector2 offset, in Color color, float duration, bool depthTest) public static void DrawEllipse(EllipseF ellipse, int sides, Vector2 offset, in Color color, float duration, bool depthTest)
{ {

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@ -52,8 +52,8 @@ public static partial class DebugEx
/// The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame. /// The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the line be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawLine(Vector3 start, Vector3 end, in Color color, float duration, bool depthTest) public static void DrawLine(Vector3 start, Vector3 end, in Color color, float duration, bool depthTest)
{ {
@ -101,8 +101,8 @@ public static partial class DebugEx
/// The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame. /// The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the line be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawLine(Line line, in Color color, float duration, bool depthTest) public static void DrawLine(Line line, in Color color, float duration, bool depthTest)
{ {
@ -150,8 +150,8 @@ public static partial class DebugEx
/// The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame. /// The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the line be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawLine(LineF line, in Color color, float duration, bool depthTest) public static void DrawLine(LineF line, in Color color, float duration, bool depthTest)
{ {
@ -199,8 +199,8 @@ public static partial class DebugEx
/// The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame. /// The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the line be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawLine(Line3D line, in Color color, float duration, bool depthTest) public static void DrawLine(Line3D line, in Color color, float duration, bool depthTest)
{ {

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@ -45,8 +45,8 @@ public static partial class DebugEx
/// The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame. /// The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the line be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawRay(Ray ray, in Color color, float duration, bool depthTest) public static void DrawRay(Ray ray, in Color color, float duration, bool depthTest)
{ {
@ -98,8 +98,8 @@ public static partial class DebugEx
/// The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame. /// The duration of the line's visibility, in seconds. If 0 is passed, the line is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the line be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawRay(Vector3 start, Vector3 direction, in Color color, float duration, bool depthTest) public static void DrawRay(Vector3 start, Vector3 direction, in Color color, float duration, bool depthTest)
{ {

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@ -52,8 +52,8 @@ 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. /// The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the box be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawRectangle(Vector2 center, Vector2 size, in Color color, float duration, bool depthTest) public static void DrawRectangle(Vector2 center, Vector2 size, in Color color, float duration, bool depthTest)
{ {
@ -92,8 +92,8 @@ 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. /// The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the box be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawRectangle(Rect rect, in Color color, float duration, bool depthTest) public static void DrawRectangle(Rect rect, in Color color, float duration, bool depthTest)
{ {
@ -140,8 +140,8 @@ 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. /// The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the box be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawRectangle(RectInt rect, in Color color, float duration, bool depthTest) public static void DrawRectangle(RectInt rect, in Color color, float duration, bool depthTest)
{ {
@ -180,8 +180,8 @@ 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. /// The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the box be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawRectangle(Rectangle rectangle, in Color color, float duration, bool depthTest) public static void DrawRectangle(Rectangle rectangle, in Color color, float duration, bool depthTest)
{ {
@ -222,8 +222,8 @@ 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. /// The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the box be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawRectangle(RectangleF rectangle, in Color color, float duration, bool depthTest) public static void DrawRectangle(RectangleF rectangle, in Color color, float duration, bool depthTest)
{ {

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@ -1,4 +1,4 @@
using UnityEngine; using UnityEngine;
using X10D.Drawing; using X10D.Drawing;
using X10D.Unity.Numerics; using X10D.Unity.Numerics;
@ -55,8 +55,8 @@ 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. /// The duration of the sphere's visibility, in seconds. If 0 is passed, the sphere is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the sphere be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawSphere(Vector3 center, float radius, int sides, in Color color, float duration, bool depthTest) public static void DrawSphere(Vector3 center, float radius, int sides, in Color color, float duration, bool depthTest)
{ {
@ -75,8 +75,8 @@ 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. /// The duration of the sphere's visibility, in seconds. If 0 is passed, the sphere is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the sphere be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawSphere(Vector3 center, float radius, int sides, Vector2 offset, in Color color, float duration, public static void DrawSphere(Vector3 center, float radius, int sides, Vector2 offset, in Color color, float duration,
bool depthTest) 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. /// The duration of the sphere's visibility, in seconds. If 0 is passed, the sphere is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the sphere be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawSphere(Sphere sphere, int sides, in Color color, float duration, bool depthTest) 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. /// The duration of the sphere's visibility, in seconds. If 0 is passed, the sphere is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the sphere be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawSphere(Sphere sphere, int sides, in Vector3 offset, in Color color, float duration, bool depthTest) public static void DrawSphere(Sphere sphere, int sides, in Vector3 offset, in Color color, float duration, bool depthTest)
{ {

View File

@ -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. /// The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the box be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawWireCube(in Bounds bounds, in Color color, float duration, bool depthTest) 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. /// The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the box be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawWireCube(Vector3 center, Vector3 size, in Color color, float duration, bool depthTest) 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. /// The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the box be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawWireCube(Vector3 center, Vector3 size, Quaternion orientation, in Color color, float duration, public static void DrawWireCube(Vector3 center, Vector3 size, Quaternion orientation, in Color color, float duration,
bool depthTest) 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. /// The duration of the box's visibility, in seconds. If 0 is passed, the box is visible for a single frame.
/// </param> /// </param>
/// <param name="depthTest"> /// <param name="depthTest">
/// <see langword="DefaultDepthTest" /> if depth test should be applied; otherwise, <see langword="false" />. Passing /// <see langword="true" /> 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" /> will have the box be obscured by objects closer to the camera.
/// </param> /// </param>
public static void DrawWireCube(in Cuboid cuboid, in Color color, float duration, bool depthTest) public static void DrawWireCube(in Cuboid cuboid, in Color color, float duration, bool depthTest)
{ {