Files
Netick.Unity/Netick/Runtime/Netick.Unity.Pro.xml
2024-04-13 12:30:42 +03:00

61 lines
4.9 KiB
XML

<?xml version="1.0"?>
<doc>
<assembly>
<name>Netick.Unity.Pro</name>
</assembly>
<members>
<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)">
<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.
</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="hitData"></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>
<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.Raycast2D(Netick.Unity.NetworkSandbox,UnityEngine.Vector2,UnityEngine.Vector2,Netick.Unity.Pro.LagCompHit2D@,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 Colliders (if includeUnityColliders is equal to true) in the Scene.
</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="hitData"></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>
<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.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.
</summary>
<param name="center">Center of the sphere.</param>
<param name="radius">Radius of the sphere.</param>
<param name="hits"></param>
<param name="inputSource">The input source to compensate for.</param>
<param name="layerMask">A defines which layers of colliders to include in the query.</param>
<param name="includeUnityColliders">Choose whether you want to include normal unity colliders, or only Netick HitShapes.</param>
<param name="oneHitPerHitShapeContainer">Choose whether you want to include only one HitShape per HitShapeContainer</param>
</member>
<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)">
<summary>
Performs a lag compensated OverlapCircle which computes and stores HitShapes and Colliders (if includeUnityColliders is equal to true) touching or inside the circle.
</summary>
<param name="center">Center of the sphere.</param>
<param name="radius">Radius of the sphere.</param>
<param name="hits"></param>
<param name="inputSource">The input source to compensate for.</param>
<param name="layerMask">A defines which layers of colliders to include in the query.</param>
<param name="includeUnityColliders">Choose whether you want to include normal unity colliders, or only Netick HitShapes.</param>
<param name="oneHitPerHitShapeContainer">Choose whether you want to include only one HitShape per HitShapeContainer</param>
</member>
</members>
</doc>