Added Angle type. This is a helper struct that represents an angle in degrees, which automatically wraps to [0, 360) range. This type supports automatic interpolation.

This commit is contained in:
Karrar
2025-08-04 11:57:18 +03:00
parent 5f7ebf8797
commit f3b34bee4e
9 changed files with 63 additions and 46 deletions

View File

@@ -155,12 +155,44 @@
</summary>
<param name="behaviour"></param>
</member>
<member name="M:Netick.Unity.NetworkSandbox.Instantiate(UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion)">
<member name="M:Netick.Unity.NetworkSandbox.LocalInstantiate(UnityEngine.GameObject,UnityEngine.Vector3)">
<summary>
Instantiates a prefab. This must be called instead of <see cref="M:UnityEngine.Object.Instantiate(UnityEngine.Object)"/> or its variations.
Instantiates a prefab. This must be called instead of <see cref="M:UnityEngine.Object.Instantiate(UnityEngine.Object)"/>.
<para>Note: this must be called only for non-networked prefabs. If you want to instantiate a network prefab, use <see cref="M:Netick.Unity.NetworkSandbox.NetworkInstantiate(UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayer)"/> instead.</para>
</summary>
</member>
<member name="M:Netick.Unity.NetworkSandbox.NetworkInstantiate(UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayer)">
<summary>
<i><b>[Server Only]</b></i> Instantiates a network prefab.
<para>This must only be called on the server, since only the server can instantiate network prefabs.</para>
<para>Note: make sure the prefab has been registered. </para>
<para>Note: the specified input source will be given to every <see cref="T:Netick.Unity.NetworkObject"/> child of this prefab.</para>
</summary>
</member>
<member name="M:Netick.Unity.NetworkSandbox.NetworkInstantiate(UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayerId)">
<summary>
<i><b>[Server Only]</b></i> Instantiates a network prefab.
<para>This must only be called on the server, since only the server can instantiate network prefabs.</para>
<para>Note: make sure the prefab has been registered. </para>
<para>Note: the specified input source will be given to every <see cref="T:Netick.Unity.NetworkObject"/> child of this prefab.</para>
</summary>
</member>
<member name="M:Netick.Unity.NetworkSandbox.NetworkInstantiate``1(``0,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayer)">
<summary>
<i><b>[Server Only]</b></i> Instantiates a network prefab.
<para>This must only be called on the server, since only the server can instantiate network prefabs.</para>
<para>Note: make sure the prefab has been registered. </para>
<para>Note: the specified input source will be given to every <see cref="T:Netick.Unity.NetworkObject"/> child of this prefab.</para>
</summary>
</member>
<member name="M:Netick.Unity.NetworkSandbox.NetworkInstantiate``1(``0,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayerId)">
<summary>
<i><b>[Server Only]</b></i> Instantiates a network prefab.
<para>This must only be called on the server, since only the server can instantiate network prefabs.</para>
<para>Note: make sure the prefab has been registered. </para>
<para>Note: the specified input source will be given to every <see cref="T:Netick.Unity.NetworkObject"/> child of this prefab.</para>
</summary>
</member>
<member name="M:Netick.Unity.NetworkSandbox.GetPlayerObject(Netick.NetworkPlayer)">
<summary>
Gets the the associated NetworkObject (player object) with this player.
@@ -349,36 +381,10 @@
<member name="M:Netick.Unity.NetworkSandbox.GetPrefab(System.String)">
<summary>
Gets a Network Prefab by name.
<para>Note: this causes GC.</para>
</summary>
<param name="name"></param>
<returns>The Network Prefab</returns>
</member>
<member name="M:Netick.Unity.NetworkSandbox.NetworkInstantiate(UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayer)">
<summary>
<i><b>[Server Only]</b></i> Instantiates a network prefab.
<para>This must only be called on the server, since only the server can instantiate network prefabs.</para>
<para>Note: make sure the prefab has been registered. </para>
<para>Note: the specified input source will be given to every <see cref="T:Netick.Unity.NetworkObject"/> child of this prefab.</para>
</summary>
</member>
<member name="M:Netick.Unity.NetworkSandbox.NetworkInstantiate(UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayerId)">
<summary>
<i><b>[Server Only]</b></i> Instantiates a network prefab.
<para>This must only be called on the server, since only the server can instantiate network prefabs.</para>
<para>Note: make sure the prefab has been registered. </para>
<para>Note: the specified input source will be given to every <see cref="T:Netick.Unity.NetworkObject"/> child of this prefab.</para>
</summary>
</member>
<member name="M:Netick.Unity.NetworkSandbox.NetworkInstantiate``1(``0,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayer)">
<summary>
<i><b>[Server Only]</b></i> Instantiates a network prefab.
<para>This must only be called on the server, since only the server can instantiate network prefabs.</para>
<para>Note: make sure the prefab has been registered. </para>
<para>Note: the specified input source will be given to every <see cref="T:Netick.Unity.NetworkObject"/> child of this prefab.</para>
</summary>
</member>
<member name="M:Netick.Unity.NetworkSandbox.NetworkInstantiate``1(``0,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayerId)">
<member name="M:Netick.Unity.NetworkSandbox.NetworkInstantiateInternal(UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayer)">
<summary>
<i><b>[Server Only]</b></i> Instantiates a network prefab.
<para>This must only be called on the server, since only the server can instantiate network prefabs.</para>
@@ -512,7 +518,7 @@
</member>
<member name="P:Netick.Unity.NetworkSandbox.InterestManagement">
<summary>
Use this to manages interest groups and area of interest (AoI) layers.
Use this to manage interest groups and area of interest (AoI) layers.
</summary>
</member>
<member name="P:Netick.Unity.NetworkSandbox.LocalPlayer">
@@ -813,6 +819,16 @@
</summary>
<param name="position"></param>
</member>
<member name="T:Netick.Unity.Angle">
<summary>
A helper struct that represents an angle in degrees, which automatically wraps to [0, 360) range.
</summary>
</member>
<member name="M:Netick.Unity.Angle.#ctor(System.Single)">
<summary>
Construct from raw degrees (auto-wrapped to [0, 360) internally).
</summary>
</member>
<member name="T:Netick.Unity.SingleInstanceEnforcer">
<summary>
Add this component to a GameObject to ensure only a single instance of it will exist at the same time, across all sandboxes.
@@ -980,7 +996,7 @@
<member name="T:Netick.Unity.NetworkBehaviour">
<summary>
Base class for all networked behaviors in Netick.
Inherit from this class to create custom network-synchronized logic.
Inherit from this class to create network-synchronized logic.
Provides access to network state, input, and misc utility methods.
</summary>
</member>
@@ -1048,6 +1064,7 @@
<summary>
Returns the source <see cref="T:Netick.NetworkPlayer"/> (<see cref="T:Netick.NetworkPeer"/>/<see cref="T:Netick.ServerConnection"/>) of inputs for this <see cref="T:Netick.Unity.NetworkObject"/>. If the source of inputs is remote (from a client) it returns that <see cref="T:Netick.ServerConnection"/>, while on the
input source itself it returns the local <see cref="T:Netick.NetworkPlayer"/>.
<para>Use <see cref="P:Netick.Unity.NetworkBehaviour.InputSourcePlayerId"/> for the synced-to-everyone player id of the Input Source - because <see cref="P:Netick.Unity.NetworkBehaviour.InputSource"/> is only valid in the client for objects the client itself is the input source of, and it's null for everything else.</para>
</summary>
</member>
<member name="P:Netick.Unity.NetworkBehaviour.InputSourcePlayerId">