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

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<CodeSnippets xmlns="http://schemas.microsoft.com/VisualStudio/2005/CodeSnippet">
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBoxCast_func</Title>
<Shortcut>drawBoxCast_func</Shortcut>
<Description>Encapsulated in a function: Draw a BoxCast in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
bool DrawBoxCast$name$()
{
Vector3 center = $end$;
Vector3 halfExtents = ;
Vector3 direction = ;
Quaternion orientation = default(Quaternion);
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.BoxCast(center, halfExtents, direction, orientation, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BoxCast</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBoxCast_outInfo_func</Title>
<Shortcut>drawBoxCast_outInfo_func</Shortcut>
<Description>Encapsulated in a function: 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[
bool DrawBoxCast$name$()
{
Vector3 center = $end$;
Vector3 halfExtents = ;
Vector3 direction = ;
RaycastHit hitInfo;
Quaternion orientation = default(Quaternion);
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.BoxCast(center, halfExtents, direction, out hitInfo, orientation, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BoxCast</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBoxCastAll_func</Title>
<Shortcut>drawBoxCastAll_func</Shortcut>
<Description>Encapsulated in a function: Draw a BoxCastAll in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
RaycastHit[] DrawBoxCastAll$name$()
{
Vector3 center = $end$;
Vector3 halfExtents = ;
Vector3 direction = ;
Quaternion orientation = default(Quaternion);
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.BoxCastAll(center, halfExtents, direction, orientation, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BoxCastAll</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBoxCastNonAlloc_func</Title>
<Shortcut>drawBoxCastNonAlloc_func</Shortcut>
<Description>Encapsulated in a function: Draw a BoxCastNonAlloc in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
int DrawBoxCastNonAlloc$name$()
{
Vector3 center = $end$;
Vector3 halfExtents = ;
Vector3 direction = ;
RaycastHit[] results = ;
Quaternion orientation = default(Quaternion);
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.BoxCastNonAlloc(center, halfExtents, direction, results, orientation, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BoxCastNonAlloc</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawCapsuleCast_outInfo_func</Title>
<Shortcut>drawCapsuleCast_outInfo_func</Shortcut>
<Description>Encapsulated in a function: 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[
bool DrawCapsuleCast$name$()
{
Vector3 point1 = $end$;
Vector3 point2 = ;
float radius = ;
Vector3 direction = ;
RaycastHit hitInfo;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.CapsuleCast(point1, point2, radius, direction, out hitInfo, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn CapsuleCast</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawCapsuleCast_func</Title>
<Shortcut>drawCapsuleCast_func</Shortcut>
<Description>Encapsulated in a function: Draw a CapsuleCast in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
bool DrawCapsuleCast$name$()
{
Vector3 point1 = $end$;
Vector3 point2 = ;
float radius = ;
Vector3 direction = ;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.CapsuleCast(point1, point2, radius, direction, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn CapsuleCast</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawCapsuleCastAll_func</Title>
<Shortcut>drawCapsuleCastAll_func</Shortcut>
<Description>Encapsulated in a function: Draw a CapsuleCastAll in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
RaycastHit[] DrawCapsuleCastAll$name$()
{
Vector3 point1 = $end$;
Vector3 point2 = ;
float radius = ;
Vector3 direction = ;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.CapsuleCastAll(point1, point2, radius, direction, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn CapsuleCastAll</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawCapsuleCastNonAlloc_func</Title>
<Shortcut>drawCapsuleCastNonAlloc_func</Shortcut>
<Description>Encapsulated in a function: Draw a CapsuleCastNonAlloc in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
int DrawCapsuleCastNonAlloc$name$()
{
Vector3 point1 = $end$;
Vector3 point2 = ;
float radius = ;
Vector3 direction = ;
RaycastHit[] results = ;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.CapsuleCastNonAlloc(point1, point2, radius, direction, results, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn CapsuleCastNonAlloc</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLinecast_outInfo_func</Title>
<Shortcut>drawLinecast_outInfo_func</Shortcut>
<Description>Encapsulated in a function: 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[
bool DrawLinecast$name$()
{
Vector3 start = $end$;
Vector3 end = ;
RaycastHit hitInfo;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.Linecast(start, end, out hitInfo, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Linecast</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLinecast_func</Title>
<Shortcut>drawLinecast_func</Shortcut>
<Description>Encapsulated in a function: Draw a Linecast in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
bool DrawLinecast$name$()
{
Vector3 start = $end$;
Vector3 end = ;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.Linecast(start, end, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Linecast</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRaycast_ray_outInfo_func</Title>
<Shortcut>drawRaycast_ray_outInfo_func</Shortcut>
<Description>Encapsulated in a function: 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[
bool DrawRaycast$name$()
{
Ray ray = $end$;
RaycastHit hitInfo;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.Raycast(ray, out hitInfo, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Raycast</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRaycast_ray_func</Title>
<Shortcut>drawRaycast_ray_func</Shortcut>
<Description>Encapsulated in a function: Draw a Raycast in the Unity Editor. (direction defined by ray struct)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
bool DrawRaycast$name$()
{
Ray ray = $end$;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.Raycast(ray, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Raycast</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRaycast_vec_outInfo_func</Title>
<Shortcut>drawRaycast_vec_outInfo_func</Shortcut>
<Description>Encapsulated in a function: 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[
bool DrawRaycast$name$()
{
Vector3 origin = $end$;
Vector3 direction = ;
RaycastHit hitInfo;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.Raycast(origin, direction, out hitInfo, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Raycast</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRaycast_vec_func</Title>
<Shortcut>drawRaycast_vec_func</Shortcut>
<Description>Encapsulated in a function: Draw a Raycast in the Unity Editor. (direction defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
bool DrawRaycast$name$()
{
Vector3 origin = $end$;
Vector3 direction = ;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.Raycast(origin, direction, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Raycast</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRaycastAll_vec_func</Title>
<Shortcut>drawRaycastAll_vec_func</Shortcut>
<Description>Encapsulated in a function: Draw a RaycastAll in the Unity Editor. (direction defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
RaycastHit[] DrawRaycastAll$name$()
{
Vector3 origin = $end$;
Vector3 direction = ;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.RaycastAll(origin, direction, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn RaycastAll</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRaycastAll_ray_func</Title>
<Shortcut>drawRaycastAll_ray_func</Shortcut>
<Description>Encapsulated in a function: Draw a RaycastAll in the Unity Editor. (direction defined by ray struct)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
RaycastHit[] DrawRaycastAll$name$()
{
Ray ray = $end$;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.RaycastAll(ray, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn RaycastAll</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRaycastNonAlloc_ray_func</Title>
<Shortcut>drawRaycastNonAlloc_ray_func</Shortcut>
<Description>Encapsulated in a function: Draw a RaycastNonAlloc in the Unity Editor. (direction defined by ray struct)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
int DrawRaycastNonAlloc$name$()
{
Ray ray = $end$;
RaycastHit[] results = ;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.RaycastNonAlloc(ray, results, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn RaycastNonAlloc</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRaycastNonAlloc_vec_func</Title>
<Shortcut>drawRaycastNonAlloc_vec_func</Shortcut>
<Description>Encapsulated in a function: Draw a RaycastNonAlloc in the Unity Editor. (direction defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
int DrawRaycastNonAlloc$name$()
{
Vector3 origin = $end$;
Vector3 direction = ;
RaycastHit[] results = ;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.RaycastNonAlloc(origin, direction, results, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn RaycastNonAlloc</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawSphereCast_ray_func</Title>
<Shortcut>drawSphereCast_ray_func</Shortcut>
<Description>Encapsulated in a function: Draw a SphereCast in the Unity Editor. (direction defined by ray struct)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
bool DrawSphereCast$name$()
{
Ray ray = $end$;
float radius = ;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.SphereCast(ray, radius, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn SphereCast</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawSphereCast_ray_outInfo_func</Title>
<Shortcut>drawSphereCast_ray_outInfo_func</Shortcut>
<Description>Encapsulated in a function: 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[
bool DrawSphereCast$name$()
{
Ray ray = $end$;
float radius = ;
RaycastHit hitInfo;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.SphereCast(ray, radius, out hitInfo, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn SphereCast</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawSphereCast_vec_func</Title>
<Shortcut>drawSphereCast_vec_func</Shortcut>
<Description>Encapsulated in a function: Draw a SphereCast in the Unity Editor. (direction defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
bool DrawSphereCast$name$()
{
Vector3 origin = $end$;
float radius = ;
Vector3 direction = ;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.SphereCast(origin, radius, direction, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn SphereCast</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawSphereCast_vec_outInfo_func</Title>
<Shortcut>drawSphereCast_vec_outInfo_func</Shortcut>
<Description>Encapsulated in a function: 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[
bool DrawSphereCast$name$()
{
Vector3 origin = $end$;
float radius = ;
Vector3 direction = ;
RaycastHit hitInfo;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.SphereCast(origin, radius, direction, out hitInfo, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn SphereCast</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawSphereCastAll_ray_func</Title>
<Shortcut>drawSphereCastAll_ray_func</Shortcut>
<Description>Encapsulated in a function: Draw a SphereCastAll in the Unity Editor. (direction defined by ray struct)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
RaycastHit[] DrawSphereCastAll$name$()
{
Ray ray = $end$;
float radius = ;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.SphereCastAll(ray, radius, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn SphereCastAll</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawSphereCastAll_vec_func</Title>
<Shortcut>drawSphereCastAll_vec_func</Shortcut>
<Description>Encapsulated in a function: Draw a SphereCastAll in the Unity Editor. (direction defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
RaycastHit[] DrawSphereCastAll$name$()
{
Vector3 origin = $end$;
float radius = ;
Vector3 direction = ;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.SphereCastAll(origin, radius, direction, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn SphereCastAll</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawSphereCastNonAlloc_ray_func</Title>
<Shortcut>drawSphereCastNonAlloc_ray_func</Shortcut>
<Description>Encapsulated in a function: Draw a SphereCastNonAlloc in the Unity Editor. (direction defined by ray struct)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
int DrawSphereCastNonAlloc$name$()
{
Ray ray = $end$;
float radius = ;
RaycastHit[] results = ;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.SphereCastNonAlloc(ray, radius, results, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn SphereCastNonAlloc</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawSphereCastNonAlloc_vec_func</Title>
<Shortcut>drawSphereCastNonAlloc_vec_func</Shortcut>
<Description>Encapsulated in a function: Draw a SphereCastNonAlloc in the Unity Editor. (direction defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
int DrawSphereCastNonAlloc$name$()
{
Vector3 origin = $end$;
float radius = ;
Vector3 direction = ;
RaycastHit[] results = ;
float maxDistance = Mathf.Infinity;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawPhysics.SphereCastNonAlloc(origin, radius, direction, results, maxDistance, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn SphereCastNonAlloc</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawCheckBox_func</Title>
<Shortcut>drawCheckBox_func</Shortcut>
<Description>Encapsulated in a function: Draw CheckBox in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
bool DrawCheckBox$name$()
{
Vector3 center = $end$;
Vector3 halfExtents = ;
Quaternion orientation = default(Quaternion);
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = false;
return DrawPhysics.CheckBox(center, halfExtents, orientation, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn CheckBox</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawCheckCapsule_func</Title>
<Shortcut>drawCheckCapsule_func</Shortcut>
<Description>Encapsulated in a function: Draw CheckCapsule in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
bool DrawCheckCapsule$name$()
{
Vector3 start = $end$;
Vector3 end = ;
float radius = ;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = false;
return DrawPhysics.CheckCapsule(start, end, radius, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn CheckCapsule</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawCheckSphere_func</Title>
<Shortcut>drawCheckSphere_func</Shortcut>
<Description>Encapsulated in a function: Draw CheckSphere in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
bool DrawCheckSphere$name$()
{
Vector3 position = $end$;
float radius = ;
int layerMask = Physics.DefaultRaycastLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = false;
return DrawPhysics.CheckSphere(position, radius, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn CheckSphere</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawOverlapBox_func</Title>
<Shortcut>drawOverlapBox_func</Shortcut>
<Description>Encapsulated in a function: Draw OverlapBox in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Collider[] DrawOverlapBox$name$()
{
Vector3 center = $end$;
Vector3 halfExtents = ;
Quaternion orientation = default(Quaternion);
int layerMask = Physics.AllLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = false;
return DrawPhysics.OverlapBox(center, halfExtents, orientation, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn OverlapBox</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawOverlapBoxNonAlloc_func</Title>
<Shortcut>drawOverlapBoxNonAlloc_func</Shortcut>
<Description>Encapsulated in a function: Draw OverlapBoxNonAlloc in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
int DrawOverlapBoxNonAlloc$name$()
{
Vector3 center = $end$;
Vector3 halfExtents = ;
Collider[] results = ;
Quaternion orientation = default(Quaternion);
int layerMask = Physics.AllLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = false;
return DrawPhysics.OverlapBoxNonAlloc(center, halfExtents, results, orientation, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn OverlapBoxNonAlloc</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawOverlapCapsule_func</Title>
<Shortcut>drawOverlapCapsule_func</Shortcut>
<Description>Encapsulated in a function: Draw OverlapCapsule in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Collider[] DrawOverlapCapsule$name$()
{
Vector3 point0 = $end$;
Vector3 point1 = ;
float radius = ;
int layerMask = Physics.AllLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = false;
return DrawPhysics.OverlapCapsule(point0, point1, radius, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn OverlapCapsule</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawOverlapCapsuleNonAlloc_func</Title>
<Shortcut>drawOverlapCapsuleNonAlloc_func</Shortcut>
<Description>Encapsulated in a function: Draw OverlapCapsuleNonAlloc in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
int DrawOverlapCapsuleNonAlloc$name$()
{
Vector3 point0 = $end$;
Vector3 point1 = ;
float radius = ;
Collider[] results = ;
int layerMask = Physics.AllLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = false;
return DrawPhysics.OverlapCapsuleNonAlloc(point0, point1, radius, results, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn OverlapCapsuleNonAlloc</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawOverlapSphere_func</Title>
<Shortcut>drawOverlapSphere_func</Shortcut>
<Description>Encapsulated in a function: Draw OverlapSphere in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Collider[] DrawOverlapSphere$name$()
{
Vector3 position = $end$;
float radius = ;
int layerMask = Physics.AllLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = false;
return DrawPhysics.OverlapSphere(position, radius, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn OverlapSphere</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawOverlapSphereNonAlloc_func</Title>
<Shortcut>drawOverlapSphereNonAlloc_func</Shortcut>
<Description>Encapsulated in a function: Draw OverlapSphereNonAlloc in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
int DrawOverlapSphereNonAlloc$name$()
{
Vector3 position = $end$;
float radius = ;
Collider[] results = ;
int layerMask = Physics.AllLayers;
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
string nameTag = null;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = false;
return DrawPhysics.OverlapSphereNonAlloc(position, radius, results, layerMask, queryTriggerInteraction, nameTag, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn OverlapSphereNonAlloc</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
</CodeSnippets>