Added NetworkDictionary<TKey,TValue>, NetworkHashSet<T> and NetworkUnorderedList<T>.

This commit is contained in:
Karrar
2024-07-29 04:32:17 +03:00
parent b2c604dbcb
commit 010cd7a4cc
13 changed files with 245 additions and 66 deletions

View File

@@ -18,6 +18,17 @@
<param name="includeUnityColliders">Choose whether you want to include normal unity colliders, or only Netick HitShapes.</param>
<returns>Returns true if the ray intersects with a Collider/HitShape, otherwise false.</returns>
</member>
<member name="M:Netick.Pro.LagCompensation.RaycastAll(System.Numerics.Vector3,System.Numerics.Vector3,System.Collections.Generic.List{Netick.Pro.NetHit},Netick.NetworkPlayer,System.Single,System.Int32,System.Boolean,System.Boolean)">
<summary>
Casts a lag compensated ray, from point origin, in direction direction, of length maxDistance,
against all HitShapes and in the Scene, and return all hits.
</summary>
<param name="origin">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="inputSource">The input source to compensate for.</param>
<param name="maxDistance">The max distance the ray should check for collisions.</param>
<param name="layerMask">A that is used to selectively ignore Colliders when casting a ray.</param>
</member>
<member name="M:Netick.Pro.LagCompensation.OverlapSphere(System.Numerics.Vector3,System.Single,System.Collections.Generic.List{Netick.Pro.NetHit},Netick.NetworkPlayer,System.Int32,System.Boolean,System.Boolean)">
<summary>
Performs a lag compensated OverlapSphere which computes and stores HitShapes and Colliders (if includeUnityColliders is equal to true) touching or inside the sphere.