Updated XML docs.

This commit is contained in:
Karrar
2024-04-13 12:30:42 +03:00
parent 5d79977c17
commit 80ed43ffa7
4 changed files with 111 additions and 10 deletions

View File

@@ -24,7 +24,7 @@
<para>Note: this must be called only for non-networked prefabs. If you want to instantiate a network prefab, use <see cref="!:NetworkInstantiate(GameObject, Vector3, Quaternion, NetworkPlayer)"/> instead.</para>
</summary>
<param name="prefab">The prefab to be instantiated.</param>
<param name="position">GridIndex of the instantiated object.</param>
<param name="position">Position of the instantiated object.</param>
<param name="rotation">Rotation of the instantiated object.</param>
<returns></returns>
</member>
@@ -36,7 +36,7 @@
<para>Note: the specified input source will be given to every <see cref="T:Netick.Unity.NetworkObject"/> child of this prefab.</para>
</summary>
<param name="prefab">The prefab to be instantiated.</param>
<param name="position">GridIndex of the instantiated object.</param>
<param name="position">Position of the instantiated object.</param>
<param name="rotation">Rotation of the instantiated object.</param>
<param name="inputSource">Input source of the instantiated object.</param>
<returns></returns>
@@ -280,6 +280,12 @@
Requests an update to the match list. Only functional if the low-level transport has support for matchmaking.
</summary>
</member>
<member name="M:Netick.Unity.NetworkSandbox.SwitchScene(System.String)">
<summary>
<i><b>[Server Only]</b></i> Switches to a different scene. This must be called instead of <see cref="M:UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(System.Int32)"/> or its variations.
</summary>
<param name="sceneBuildIndex">SceneBuildIndex of the desired scene.</param>
</member>
<member name="M:Netick.Unity.NetworkSandbox.SwitchScene(System.Int32)">
<summary>
<i><b>[Server Only]</b></i> Switches to a different scene. This must be called instead of <see cref="M:UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(System.Int32)"/> or its variations.
@@ -310,11 +316,6 @@
Any GameObject which needs to be synced/replicated must have a Network Object component. Its the component that tells Netick a GameObject is networked. Although not every child GameObject needs it, only the root has to have a Network Object.
</summary>
</member>
<member name="P:Netick.Unity.NetworkObject.SpawnTick">
<summary>
The tick which this object was spawned at.
</summary>
</member>
<member name="P:Netick.Unity.NetworkObject.Parent">
<summary>
The <see cref="T:Netick.Unity.NetworkObject"/> parent of this object.
@@ -409,8 +410,8 @@
</member>
<member name="M:Netick.Unity.NetickBehaviour.NetworkFixedUpdate">
<summary>
Called every fixed-time network update/tick. Any changes/updates to the network state must happen here.
<para>On the client, if you are the Input Source or if this Object.PredictionMode is set to None, it will be called several times in one update/tick during resimulations. To check for resimulations, use [<see cref="!:IsResimulating"/>].</para>
Called every fixed-time network step. Any changes to the networked state should happen here.
<para>On the client, if you are the Input Source or if this Object.PredictionMode is set to Everyone, it will be called several times in one update/tick during resimulations. To check for resimulations, use [<see cref="!:IsResimulating"/>].</para>
</summary>
</member>
<member name="M:Netick.Unity.NetickBehaviour.NetworkRender">
@@ -495,6 +496,9 @@
Manages Netick and its clients, and is used to start and shut down Netick.
</summary>
</member>
<member name="P:Netick.Unity.Network.StartMode">
e
</member>
<member name="M:Netick.Unity.Network.Init(Netick.Unity.NetickConfig,System.Int32)">
<summary>
Initializes Netick. This is automatically called when you start Netick.
@@ -537,7 +541,7 @@
Starts multiple peers together.
</summary>
<param name="serverPort">Network port.</param>
<param name="numOfClients">Number of client clients to create.</param>
<param name="numOfClients">Number of clients to create.</param>
<param name="startAServer">Should we start a server too.</param>
<returns></returns>