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https://github.com/Kaveinator/NetickProForUnity.git
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Updated XML docs.
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34
Netick/Runtime/Netick.Pro.xml
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34
Netick/Runtime/Netick.Pro.xml
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<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>Netick.Pro</name>
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</assembly>
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<members>
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<member name="M:Netick.Pro.LagCompensation.Raycast(System.Numerics.Vector3,System.Numerics.Vector3,Netick.Pro.NetHit@,Netick.NetworkPlayer,System.Single,System.Int32,System.Boolean)">
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<summary>
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Casts a lag compensated ray, from point origin, in direction direction, of length maxDistance,
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against all HitShapes and Colliders (if includeUnityColliders is equal to true) in the Scene.
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</summary>
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<param name="origin">The starting point of the ray in world coordinates.</param>
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<param name="direction">The direction of the ray.</param>
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<param name="hitData"></param>
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<param name="inputSource">The input source to compensate for.</param>
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<param name="maxDistance">The max distance the ray should check for collisions.</param>
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<param name="layerMask">A that is used to selectively ignore Colliders when casting a ray.</param>
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<param name="includeUnityColliders">Choose whether you want to include normal unity colliders, or only Netick HitShapes.</param>
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<returns>Returns true if the ray intersects with a Collider/HitShape, otherwise false.</returns>
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</member>
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<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)">
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<summary>
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Performs a lag compensated OverlapSphere which computes and stores HitShapes and Colliders (if includeUnityColliders is equal to true) touching or inside the sphere.
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</summary>
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<param name="center">Center of the sphere.</param>
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<param name="radius">Radius of the sphere.</param>
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<param name="hits"></param>
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<param name="inputSource">The input source to compensate for.</param>
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<param name="layerMask">A defines which layers of colliders to include in the query.</param>
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<param name="includeUnityColliders">Choose whether you want to include normal unity colliders, or only Netick HitShapes.</param>
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<param name="oneHitPerHitShapeContainer">Choose whether you want to include only one HitShape per HitShapeContainer</param>
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</member>
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</members>
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</doc>
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60
Netick/Runtime/Netick.Unity.Pro.xml
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60
Netick/Runtime/Netick.Unity.Pro.xml
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<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>Netick.Unity.Pro</name>
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</assembly>
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<members>
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<member name="M:Netick.Unity.Pro.NetworkSandboxExts.Raycast(Netick.Unity.NetworkSandbox,UnityEngine.Vector3,UnityEngine.Vector3,Netick.Unity.Pro.LagCompHit@,Netick.NetworkPlayer,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction,System.Boolean,System.Boolean)">
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<summary>
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Casts a lag compensated ray, from point origin, in direction direction, of length maxDistance,
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against all HitShapes and Colliders (if includeUnityColliders is equal to true) in the Scene.
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</summary>
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<param name="origin">The starting point of the ray in world coordinates.</param>
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<param name="direction">The direction of the ray.</param>
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<param name="hitData"></param>
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<param name="inputSource">The input source to compensate for.</param>
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<param name="maxDistance">The max distance the ray should check for collisions.</param>
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<param name="layerMask">A that is used to selectively ignore Colliders when casting a ray.</param>
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<param name="includeUnityColliders">Choose whether you want to include normal unity colliders, or only Netick HitShapes.</param>
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<returns>Returns true if the ray intersects with a Collider/HitShape, otherwise false.</returns>
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</member>
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<member name="M:Netick.Unity.Pro.NetworkSandboxExts.Raycast2D(Netick.Unity.NetworkSandbox,UnityEngine.Vector2,UnityEngine.Vector2,Netick.Unity.Pro.LagCompHit2D@,Netick.NetworkPlayer,System.Single,System.Int32,System.Boolean,System.Boolean)">
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<summary>
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Casts a lag compensated ray, from point origin, in direction direction, of length maxDistance,
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against all HitShapes and Colliders (if includeUnityColliders is equal to true) in the Scene.
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</summary>
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<param name="origin">The starting point of the ray in world coordinates.</param>
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<param name="direction">The direction of the ray.</param>
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<param name="hitData"></param>
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<param name="inputSource">The input source to compensate for.</param>
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<param name="maxDistance">The max distance the ray should check for collisions.</param>
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<param name="layerMask">A that is used to selectively ignore Colliders when casting a ray.</param>
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<param name="includeUnityColliders">Choose whether you want to include normal unity colliders, or only Netick HitShapes.</param>
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<returns>Returns true if the ray intersects with a Collider/HitShape, otherwise false.</returns>
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</member>
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<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)">
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<summary>
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Performs a lag compensated OverlapSphere which computes and stores HitShapes and Colliders (if includeUnityColliders is equal to true) touching or inside the sphere.
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</summary>
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<param name="center">Center of the sphere.</param>
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<param name="radius">Radius of the sphere.</param>
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<param name="hits"></param>
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<param name="inputSource">The input source to compensate for.</param>
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<param name="layerMask">A defines which layers of colliders to include in the query.</param>
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<param name="includeUnityColliders">Choose whether you want to include normal unity colliders, or only Netick HitShapes.</param>
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<param name="oneHitPerHitShapeContainer">Choose whether you want to include only one HitShape per HitShapeContainer</param>
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</member>
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<member name="M:Netick.Unity.Pro.NetworkSandboxExts.OverlapCircle(Netick.Unity.NetworkSandbox,UnityEngine.Vector2,System.Single,System.Collections.Generic.List{Netick.Unity.Pro.LagCompHit2D},Netick.NetworkPlayer,System.Int32,System.Boolean,System.Boolean,System.Boolean)">
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<summary>
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Performs a lag compensated OverlapCircle which computes and stores HitShapes and Colliders (if includeUnityColliders is equal to true) touching or inside the circle.
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</summary>
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<param name="center">Center of the sphere.</param>
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<param name="radius">Radius of the sphere.</param>
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<param name="hits"></param>
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<param name="inputSource">The input source to compensate for.</param>
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<param name="layerMask">A defines which layers of colliders to include in the query.</param>
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<param name="includeUnityColliders">Choose whether you want to include normal unity colliders, or only Netick HitShapes.</param>
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<param name="oneHitPerHitShapeContainer">Choose whether you want to include only one HitShape per HitShapeContainer</param>
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</member>
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</members>
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</doc>
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@@ -24,7 +24,7 @@
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<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>
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</summary>
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<param name="prefab">The prefab to be instantiated.</param>
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<param name="position">GridIndex of the instantiated object.</param>
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<param name="position">Position of the instantiated object.</param>
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<param name="rotation">Rotation of the instantiated object.</param>
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<returns></returns>
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</member>
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@@ -36,7 +36,7 @@
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<para>Note: the specified input source will be given to every <see cref="T:Netick.Unity.NetworkObject"/> child of this prefab.</para>
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</summary>
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<param name="prefab">The prefab to be instantiated.</param>
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<param name="position">GridIndex of the instantiated object.</param>
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<param name="position">Position of the instantiated object.</param>
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<param name="rotation">Rotation of the instantiated object.</param>
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<param name="inputSource">Input source of the instantiated object.</param>
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<returns></returns>
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@@ -280,6 +280,12 @@
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Requests an update to the match list. Only functional if the low-level transport has support for matchmaking.
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</summary>
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</member>
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<member name="M:Netick.Unity.NetworkSandbox.SwitchScene(System.String)">
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<summary>
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<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.
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</summary>
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<param name="sceneBuildIndex">SceneBuildIndex of the desired scene.</param>
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</member>
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<member name="M:Netick.Unity.NetworkSandbox.SwitchScene(System.Int32)">
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<summary>
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<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.
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@@ -310,11 +316,6 @@
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Any GameObject which needs to be synced/replicated must have a Network Object component. It’s 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.
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</summary>
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</member>
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<member name="P:Netick.Unity.NetworkObject.SpawnTick">
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<summary>
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The tick which this object was spawned at.
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</summary>
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</member>
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<member name="P:Netick.Unity.NetworkObject.Parent">
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<summary>
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The <see cref="T:Netick.Unity.NetworkObject"/> parent of this object.
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@@ -409,8 +410,8 @@
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</member>
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<member name="M:Netick.Unity.NetickBehaviour.NetworkFixedUpdate">
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<summary>
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Called every fixed-time network update/tick. Any changes/updates to the network state must happen here.
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<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>
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Called every fixed-time network step. Any changes to the networked state should happen here.
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<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>
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</summary>
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</member>
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<member name="M:Netick.Unity.NetickBehaviour.NetworkRender">
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@@ -495,6 +496,9 @@
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Manages Netick and its clients, and is used to start and shut down Netick.
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</summary>
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</member>
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<member name="P:Netick.Unity.Network.StartMode">
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e
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</member>
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<member name="M:Netick.Unity.Network.Init(Netick.Unity.NetickConfig,System.Int32)">
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<summary>
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Initializes Netick. This is automatically called when you start Netick.
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Starts multiple peers together.
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</summary>
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<param name="serverPort">Network port.</param>
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<param name="numOfClients">Number of client clients to create.</param>
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<param name="numOfClients">Number of clients to create.</param>
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<param name="startAServer">Should we start a server too.</param>
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<returns></returns>
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@@ -431,6 +431,9 @@
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<member name="F:Netick.ClientSimulation.SimReady">
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-------------------------------- -------------------------------- -------------------------------- --------------------------------
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</member>
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<member name="M:Netick.ClientSimulation.AddSnaps">
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-------------------------------- -------------------------------- -------------------------------- --------------------------------
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</member>
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<member name="T:Netick.NetworkStackSnapshot`1">
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<summary>
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A snapshot of the previous state of a NetworkStack collection. Note this must not be used outside the the scope of an OnChanged call.
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