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

@@ -32,6 +32,30 @@
<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.Unity.Pro.NetworkSandboxExts.RaycastAll(Netick.Unity.NetworkSandbox,UnityEngine.Vector3,UnityEngine.Vector3,System.Collections.Generic.List{Netick.Unity.Pro.LagCompHit},Netick.NetworkPlayer,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction,System.Boolean,System.Boolean,System.Boolean)">
<summary>
Casts a lag compensated ray, from point origin, in direction direction, of length maxDistance,
against all HitShapes and Colliders (if includeUnityColliders is equal to true) in the Scene, and returns all the 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="hits"></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.Unity.Pro.NetworkSandboxExts.RaycastAll2D(Netick.Unity.NetworkSandbox,UnityEngine.Vector2,UnityEngine.Vector2,System.Collections.Generic.List{Netick.Unity.Pro.LagCompHit2D},Netick.NetworkPlayer,System.Single,System.Int32,System.Boolean,System.Boolean,System.Boolean)">
<summary>
Casts a lag compensated ray, from point origin, in direction direction, of length maxDistance,
against all HitShapes and Colliders (if includeUnityColliders is equal to true) in the Scene, and returns all the 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="hits"></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.Unity.Pro.NetworkSandboxExts.OverlapSphere(Netick.Unity.NetworkSandbox,UnityEngine.Vector3,System.Single,System.Collections.Generic.List{Netick.Unity.Pro.LagCompHit},Netick.NetworkPlayer,System.Int32,UnityEngine.QueryTriggerInteraction,System.Boolean,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.