Net.Like.Xue.Tokyo/Assets/Plugins/Draw XXL/code snippets/drawPhysics.snippet

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2025-02-24 23:03:39 +08:00
<CodeSnippets xmlns="http://schemas.microsoft.com/VisualStudio/2005/CodeSnippet">
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBoxCast</Title>
<Shortcut>drawBoxCast</Shortcut>
<Description>Draw a BoxCast in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 center_of_$name$ = $end$;
Vector3 halfExtents_of_$name$ = ;
Vector3 direction_of_$name$ = ;
Quaternion orientation_of_$name$ = default(Quaternion);
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.BoxCast(center_of_$name$, halfExtents_of_$name$, direction_of_$name$, orientation_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BoxCast</ToolTip>
<Default>boxCast</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBoxCast_outInfo</Title>
<Shortcut>drawBoxCast_outInfo</Shortcut>
<Description>Draw a BoxCast in the Unity Editor. (with 'out' paramter that supplies 'RaycastHit hitInfo')</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 center_of_$name$ = $end$;
Vector3 halfExtents_of_$name$ = ;
Vector3 direction_of_$name$ = ;
RaycastHit hitInfo_of_$name$;
Quaternion orientation_of_$name$ = default(Quaternion);
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.BoxCast(center_of_$name$, halfExtents_of_$name$, direction_of_$name$, out hitInfo_of_$name$, orientation_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BoxCast</ToolTip>
<Default>boxCast</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBoxCastAll</Title>
<Shortcut>drawBoxCastAll</Shortcut>
<Description>Draw a BoxCastAll in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 center_of_$name$ = $end$;
Vector3 halfExtents_of_$name$ = ;
Vector3 direction_of_$name$ = ;
Quaternion orientation_of_$name$ = default(Quaternion);
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.BoxCastAll(center_of_$name$, halfExtents_of_$name$, direction_of_$name$, orientation_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BoxCastAll</ToolTip>
<Default>boxCastAll</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBoxCastNonAlloc</Title>
<Shortcut>drawBoxCastNonAlloc</Shortcut>
<Description>Draw a BoxCastNonAlloc in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 center_of_$name$ = $end$;
Vector3 halfExtents_of_$name$ = ;
Vector3 direction_of_$name$ = ;
RaycastHit[] results_of_$name$ = ;
Quaternion orientation_of_$name$ = default(Quaternion);
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.BoxCastNonAlloc(center_of_$name$, halfExtents_of_$name$, direction_of_$name$, results_of_$name$, orientation_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BoxCastNonAlloc</ToolTip>
<Default>boxCastNonAlloc</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawCapsuleCast_outInfo</Title>
<Shortcut>drawCapsuleCast_outInfo</Shortcut>
<Description>Draw a CapsuleCast in the Unity Editor. (with 'out' paramter that supplies 'RaycastHit hitInfo')</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 point1_of_$name$ = $end$;
Vector3 point2_of_$name$ = ;
float radius_of_$name$ = ;
Vector3 direction_of_$name$ = ;
RaycastHit hitInfo_of_$name$;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.CapsuleCast(point1_of_$name$, point2_of_$name$, radius_of_$name$, direction_of_$name$, out hitInfo_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn CapsuleCast</ToolTip>
<Default>capsuleCast</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawCapsuleCast</Title>
<Shortcut>drawCapsuleCast</Shortcut>
<Description>Draw a CapsuleCast in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 point1_of_$name$ = $end$;
Vector3 point2_of_$name$ = ;
float radius_of_$name$ = ;
Vector3 direction_of_$name$ = ;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.CapsuleCast(point1_of_$name$, point2_of_$name$, radius_of_$name$, direction_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn CapsuleCast</ToolTip>
<Default>capsuleCast</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawCapsuleCastAll</Title>
<Shortcut>drawCapsuleCastAll</Shortcut>
<Description>Draw a CapsuleCastAll in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 point1_of_$name$ = $end$;
Vector3 point2_of_$name$ = ;
float radius_of_$name$ = ;
Vector3 direction_of_$name$ = ;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.CapsuleCastAll(point1_of_$name$, point2_of_$name$, radius_of_$name$, direction_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn CapsuleCastAll</ToolTip>
<Default>capsuleCastAll</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawCapsuleCastNonAlloc</Title>
<Shortcut>drawCapsuleCastNonAlloc</Shortcut>
<Description>Draw a CapsuleCastNonAlloc in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 point1_of_$name$ = $end$;
Vector3 point2_of_$name$ = ;
float radius_of_$name$ = ;
Vector3 direction_of_$name$ = ;
RaycastHit[] results_of_$name$ = ;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.CapsuleCastNonAlloc(point1_of_$name$, point2_of_$name$, radius_of_$name$, direction_of_$name$, results_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn CapsuleCastNonAlloc</ToolTip>
<Default>capsuleCastNonAlloc</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLinecast_outInfo</Title>
<Shortcut>drawLinecast_outInfo</Shortcut>
<Description>Draw a Linecast in the Unity Editor. (with 'out' paramter that supplies 'RaycastHit hitInfo')</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 start_of_$name$ = $end$;
Vector3 end_of_$name$ = ;
RaycastHit hitInfo_of_$name$;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.Linecast(start_of_$name$, end_of_$name$, out hitInfo_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Linecast</ToolTip>
<Default>linecast</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLinecast</Title>
<Shortcut>drawLinecast</Shortcut>
<Description>Draw a Linecast in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 start_of_$name$ = $end$;
Vector3 end_of_$name$ = ;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.Linecast(start_of_$name$, end_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Linecast</ToolTip>
<Default>linecast</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRaycast_ray_outInfo</Title>
<Shortcut>drawRaycast_ray_outInfo</Shortcut>
<Description>Draw a Raycast in the Unity Editor. (direction defined by ray struct) (with 'out' paramter that supplies 'RaycastHit hitInfo')</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Ray ray_of_$name$ = $end$;
RaycastHit hitInfo_of_$name$;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.Raycast(ray_of_$name$, out hitInfo_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Raycast</ToolTip>
<Default>raycast</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRaycast_ray</Title>
<Shortcut>drawRaycast_ray</Shortcut>
<Description>Draw a Raycast in the Unity Editor. (direction defined by ray struct)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Ray ray_of_$name$ = $end$;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.Raycast(ray_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Raycast</ToolTip>
<Default>raycast</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRaycast_vec_outInfo</Title>
<Shortcut>drawRaycast_vec_outInfo</Shortcut>
<Description>Draw a Raycast in the Unity Editor. (direction defined by vectors) (with 'out' paramter that supplies 'RaycastHit hitInfo')</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 origin_of_$name$ = $end$;
Vector3 direction_of_$name$ = ;
RaycastHit hitInfo_of_$name$;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.Raycast(origin_of_$name$, direction_of_$name$, out hitInfo_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Raycast</ToolTip>
<Default>raycast</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRaycast_vec</Title>
<Shortcut>drawRaycast_vec</Shortcut>
<Description>Draw a Raycast in the Unity Editor. (direction defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 origin_of_$name$ = $end$;
Vector3 direction_of_$name$ = ;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.Raycast(origin_of_$name$, direction_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Raycast</ToolTip>
<Default>raycast</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRaycastAll_vec</Title>
<Shortcut>drawRaycastAll_vec</Shortcut>
<Description>Draw a RaycastAll in the Unity Editor. (direction defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 origin_of_$name$ = $end$;
Vector3 direction_of_$name$ = ;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.RaycastAll(origin_of_$name$, direction_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn RaycastAll</ToolTip>
<Default>raycastAll</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRaycastAll_ray</Title>
<Shortcut>drawRaycastAll_ray</Shortcut>
<Description>Draw a RaycastAll in the Unity Editor. (direction defined by ray struct)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Ray ray_of_$name$ = $end$;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.RaycastAll(ray_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn RaycastAll</ToolTip>
<Default>raycastAll</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRaycastNonAlloc_ray</Title>
<Shortcut>drawRaycastNonAlloc_ray</Shortcut>
<Description>Draw a RaycastNonAlloc in the Unity Editor. (direction defined by ray struct)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Ray ray_of_$name$ = $end$;
RaycastHit[] results_of_$name$ = ;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.RaycastNonAlloc(ray_of_$name$, results_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn RaycastNonAlloc</ToolTip>
<Default>raycastNonAlloc</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRaycastNonAlloc_vec</Title>
<Shortcut>drawRaycastNonAlloc_vec</Shortcut>
<Description>Draw a RaycastNonAlloc in the Unity Editor. (direction defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 origin_of_$name$ = $end$;
Vector3 direction_of_$name$ = ;
RaycastHit[] results_of_$name$ = ;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.RaycastNonAlloc(origin_of_$name$, direction_of_$name$, results_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn RaycastNonAlloc</ToolTip>
<Default>raycastNonAlloc</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawSphereCast_ray</Title>
<Shortcut>drawSphereCast_ray</Shortcut>
<Description>Draw a SphereCast in the Unity Editor. (direction defined by ray struct)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Ray ray_of_$name$ = $end$;
float radius_of_$name$ = ;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.SphereCast(ray_of_$name$, radius_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn SphereCast</ToolTip>
<Default>sphereCast</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawSphereCast_ray_outInfo</Title>
<Shortcut>drawSphereCast_ray_outInfo</Shortcut>
<Description>Draw a SphereCast in the Unity Editor. (direction defined by ray struct) (with 'out' paramter that supplies 'RaycastHit hitInfo')</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Ray ray_of_$name$ = $end$;
float radius_of_$name$ = ;
RaycastHit hitInfo_of_$name$;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.SphereCast(ray_of_$name$, radius_of_$name$, out hitInfo_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn SphereCast</ToolTip>
<Default>sphereCast</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawSphereCast_vec</Title>
<Shortcut>drawSphereCast_vec</Shortcut>
<Description>Draw a SphereCast in the Unity Editor. (direction defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 origin_of_$name$ = $end$;
float radius_of_$name$ = ;
Vector3 direction_of_$name$ = ;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.SphereCast(origin_of_$name$, radius_of_$name$, direction_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn SphereCast</ToolTip>
<Default>sphereCast</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawSphereCast_vec_outInfo</Title>
<Shortcut>drawSphereCast_vec_outInfo</Shortcut>
<Description>Draw a SphereCast in the Unity Editor. (direction defined by vectors) (with 'out' paramter that supplies 'RaycastHit hitInfo')</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 origin_of_$name$ = $end$;
float radius_of_$name$ = ;
Vector3 direction_of_$name$ = ;
RaycastHit hitInfo_of_$name$;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.SphereCast(origin_of_$name$, radius_of_$name$, direction_of_$name$, out hitInfo_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn SphereCast</ToolTip>
<Default>sphereCast</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawSphereCastAll_ray</Title>
<Shortcut>drawSphereCastAll_ray</Shortcut>
<Description>Draw a SphereCastAll in the Unity Editor. (direction defined by ray struct)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Ray ray_of_$name$ = $end$;
float radius_of_$name$ = ;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.SphereCastAll(ray_of_$name$, radius_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn SphereCastAll</ToolTip>
<Default>sphereCastAll</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawSphereCastAll_vec</Title>
<Shortcut>drawSphereCastAll_vec</Shortcut>
<Description>Draw a SphereCastAll in the Unity Editor. (direction defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 origin_of_$name$ = $end$;
float radius_of_$name$ = ;
Vector3 direction_of_$name$ = ;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.SphereCastAll(origin_of_$name$, radius_of_$name$, direction_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn SphereCastAll</ToolTip>
<Default>sphereCastAll</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawSphereCastNonAlloc_ray</Title>
<Shortcut>drawSphereCastNonAlloc_ray</Shortcut>
<Description>Draw a SphereCastNonAlloc in the Unity Editor. (direction defined by ray struct)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Ray ray_of_$name$ = $end$;
float radius_of_$name$ = ;
RaycastHit[] results_of_$name$ = ;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.SphereCastNonAlloc(ray_of_$name$, radius_of_$name$, results_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn SphereCastNonAlloc</ToolTip>
<Default>sphereCastNonAlloc</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawSphereCastNonAlloc_vec</Title>
<Shortcut>drawSphereCastNonAlloc_vec</Shortcut>
<Description>Draw a SphereCastNonAlloc in the Unity Editor. (direction defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 origin_of_$name$ = $end$;
float radius_of_$name$ = ;
Vector3 direction_of_$name$ = ;
RaycastHit[] results_of_$name$ = ;
float maxDistance_of_$name$ = Mathf.Infinity;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawPhysics.SphereCastNonAlloc(origin_of_$name$, radius_of_$name$, direction_of_$name$, results_of_$name$, maxDistance_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn SphereCastNonAlloc</ToolTip>
<Default>sphereCastNonAlloc</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawCheckBox</Title>
<Shortcut>drawCheckBox</Shortcut>
<Description>Draw CheckBox in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 center_of_$name$ = $end$;
Vector3 halfExtents_of_$name$ = ;
Quaternion orientation_of_$name$ = default(Quaternion);
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = false;
DrawPhysics.CheckBox(center_of_$name$, halfExtents_of_$name$, orientation_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn CheckBox</ToolTip>
<Default>checkBox</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawCheckCapsule</Title>
<Shortcut>drawCheckCapsule</Shortcut>
<Description>Draw CheckCapsule in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 start_of_$name$ = $end$;
Vector3 end_of_$name$ = ;
float radius_of_$name$ = ;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = false;
DrawPhysics.CheckCapsule(start_of_$name$, end_of_$name$, radius_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn CheckCapsule</ToolTip>
<Default>checkCapsule</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawCheckSphere</Title>
<Shortcut>drawCheckSphere</Shortcut>
<Description>Draw CheckSphere in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 position_of_$name$ = $end$;
float radius_of_$name$ = ;
int layerMask_of_$name$ = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = false;
DrawPhysics.CheckSphere(position_of_$name$, radius_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn CheckSphere</ToolTip>
<Default>checkSphere</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawOverlapBox</Title>
<Shortcut>drawOverlapBox</Shortcut>
<Description>Draw OverlapBox in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 center_of_$name$ = $end$;
Vector3 halfExtents_of_$name$ = ;
Quaternion orientation_of_$name$ = default(Quaternion);
int layerMask_of_$name$ = Physics.AllLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = false;
DrawPhysics.OverlapBox(center_of_$name$, halfExtents_of_$name$, orientation_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn OverlapBox</ToolTip>
<Default>overlapBox</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawOverlapBoxNonAlloc</Title>
<Shortcut>drawOverlapBoxNonAlloc</Shortcut>
<Description>Draw OverlapBoxNonAlloc in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 center_of_$name$ = $end$;
Vector3 halfExtents_of_$name$ = ;
Collider[] results_of_$name$ = ;
Quaternion orientation_of_$name$ = default(Quaternion);
int layerMask_of_$name$ = Physics.AllLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = false;
DrawPhysics.OverlapBoxNonAlloc(center_of_$name$, halfExtents_of_$name$, results_of_$name$, orientation_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn OverlapBoxNonAlloc</ToolTip>
<Default>overlapBoxNonAlloc</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawOverlapCapsule</Title>
<Shortcut>drawOverlapCapsule</Shortcut>
<Description>Draw OverlapCapsule in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 point0_of_$name$ = $end$;
Vector3 point1_of_$name$ = ;
float radius_of_$name$ = ;
int layerMask_of_$name$ = Physics.AllLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = false;
DrawPhysics.OverlapCapsule(point0_of_$name$, point1_of_$name$, radius_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn OverlapCapsule</ToolTip>
<Default>overlapCapsule</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawOverlapCapsuleNonAlloc</Title>
<Shortcut>drawOverlapCapsuleNonAlloc</Shortcut>
<Description>Draw OverlapCapsuleNonAlloc in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 point0_of_$name$ = $end$;
Vector3 point1_of_$name$ = ;
float radius_of_$name$ = ;
Collider[] results_of_$name$ = ;
int layerMask_of_$name$ = Physics.AllLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = false;
DrawPhysics.OverlapCapsuleNonAlloc(point0_of_$name$, point1_of_$name$, radius_of_$name$, results_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn OverlapCapsuleNonAlloc</ToolTip>
<Default>overlapCapsuleNonAlloc</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawOverlapSphere</Title>
<Shortcut>drawOverlapSphere</Shortcut>
<Description>Draw OverlapSphere in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 position_of_$name$ = $end$;
float radius_of_$name$ = ;
int layerMask_of_$name$ = Physics.AllLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = false;
DrawPhysics.OverlapSphere(position_of_$name$, radius_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn OverlapSphere</ToolTip>
<Default>overlapSphere</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawOverlapSphereNonAlloc</Title>
<Shortcut>drawOverlapSphereNonAlloc</Shortcut>
<Description>Draw OverlapSphereNonAlloc in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 position_of_$name$ = $end$;
float radius_of_$name$ = ;
Collider[] results_of_$name$ = ;
int layerMask_of_$name$ = Physics.AllLayers;
QueryTriggerInteraction queryTriggerInteraction_of_$name$ = QueryTriggerInteraction.UseGlobal;
string nameTag_of_$name$ = null;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = false;
DrawPhysics.OverlapSphereNonAlloc(position_of_$name$, radius_of_$name$, results_of_$name$, layerMask_of_$name$, queryTriggerInteraction_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn OverlapSphereNonAlloc</ToolTip>
<Default>overlapSphereNonAlloc</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
</CodeSnippets>