Net.Like.Xue.Tokyo/Assets/Plugins/Draw XXL/code snippets/drawMeasurements2D_func.sni...

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<CodeSnippets xmlns="http://schemas.microsoft.com/VisualStudio/2005/CodeSnippet">
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistance2D_func</Title>
<Shortcut>drawDistance2D_func</Shortcut>
<Description>Encapsulated in a function: Draw a Distance in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawDistance$name$()
{
Vector2 from = $end$;
Vector2 to = ;
Color color = default(Color);
float lineWidth = 0.0f;
string text = null;
float custom_zPos = float.PositiveInfinity;
float coneLength = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements2D.Distance(from, to, color, lineWidth, text, custom_zPos, coneLength, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Distance</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngle2D_func</Title>
<Shortcut>drawAngle2D_func</Shortcut>
<Description>Encapsulated in a function: Draw an Angle in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawAngle$name$()
{
Vector2 from = $end$;
Vector2 to = ;
Vector2 turnCenter = ;
Color color = default(Color);
float forceRadius = 0.0f;
float lineWidth = 0.0f;
string text = null;
float custom_zPos = float.PositiveInfinity;
bool useReflexAngleOver180deg = false;
bool displayAndReturn_radInsteadOfDeg = false;
float coneLength = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool drawBoundaryLines = true;
bool addTextForAlternativeAngleUnit = true;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements2D.Angle(from, to, turnCenter, color, forceRadius, lineWidth, text, custom_zPos, useReflexAngleOver180deg, displayAndReturn_radInsteadOfDeg, coneLength, drawBoundaryLines, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Angle</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleSpan2D_func</Title>
<Shortcut>drawAngleSpan2D_func</Shortcut>
<Description>Encapsulated in a function: Draw an AngleSpan in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawAngleSpan$name$()
{
Vector2 from = $end$;
Vector2 to = ;
Vector2 turnCenter = ;
Color color = default(Color);
float forceRadius = 0.0f;
float lineWidth = 0.0f;
string text = null;
float custom_zPos = float.PositiveInfinity;
bool useReflexAngleOver180deg = false;
bool displayAndReturn_radInsteadOfDeg = false;
float coneLength = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool drawBoundaryLines = true;
bool addTextForAlternativeAngleUnit = true;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements2D.AngleSpan(from, to, turnCenter, color, forceRadius, lineWidth, text, custom_zPos, useReflexAngleOver180deg, displayAndReturn_radInsteadOfDeg, coneLength, drawBoundaryLines, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleSpan</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistancePointToLine2D_ray_func</Title>
<Shortcut>drawDistancePointToLine2D_ray_func</Shortcut>
<Description>Encapsulated in a function: Draw a DistancePointToLine in the Unity Editor. (line defined by ray)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawDistancePointToLine$name$()
{
Vector2 point = $end$;
Ray2D line = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string lineName = null;
float custom_zPos = float.PositiveInfinity;
float coneLength = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements2D.DistancePointToLine(point, line, color, linesWidth, text, lineName, custom_zPos, coneLength, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistancePointToLine</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistancePointToLine2D_vec_func</Title>
<Shortcut>drawDistancePointToLine2D_vec_func</Shortcut>
<Description>Encapsulated in a function: Draw a DistancePointToLine in the Unity Editor. (line defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawDistancePointToLine$name$()
{
Vector2 point = $end$;
Vector2 lineOrigin = ;
Vector2 lineDirection = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string lineName = null;
float custom_zPos = float.PositiveInfinity;
float coneLength = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements2D.DistancePointToLine(point, lineOrigin, lineDirection, color, linesWidth, text, lineName, custom_zPos, coneLength, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistancePointToLine</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleLineToLine2D_ray_func</Title>
<Shortcut>drawAngleLineToLine2D_ray_func</Shortcut>
<Description>Encapsulated in a function: Draw an AngleLineToLine in the Unity Editor. (lines defined by rays)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawAngleLineToLine$name$()
{
Ray2D line1 = $end$;
Ray2D line2 = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string line1Name = null;
string line2Name = null;
float custom_zPos = float.PositiveInfinity;
bool returnObtuseAngleOver90deg = false;
bool displayAndReturn_radInsteadOfDeg = false;
float coneLength = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit = true;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements2D.AngleLineToLine(line1, line2, color, linesWidth, text, line1Name, line2Name, custom_zPos, returnObtuseAngleOver90deg, displayAndReturn_radInsteadOfDeg, coneLength, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleLineToLine</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleLineToLine2D_vec_func</Title>
<Shortcut>drawAngleLineToLine2D_vec_func</Shortcut>
<Description>Encapsulated in a function: Draw an AngleLineToLine in the Unity Editor. (lines defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawAngleLineToLine$name$()
{
Vector2 line1Origin = $end$;
Vector2 line1Direction = ;
Vector2 line2Origin = ;
Vector2 line2Direction = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string line1Name = null;
string line2Name = null;
float custom_zPos = float.PositiveInfinity;
bool returnObtuseAngleOver90deg = false;
bool displayAndReturn_radInsteadOfDeg = false;
float coneLength = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit = true;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements2D.AngleLineToLine(line1Origin, line1Direction, line2Origin, line2Direction, color, linesWidth, text, line1Name, line2Name, custom_zPos, returnObtuseAngleOver90deg, displayAndReturn_radInsteadOfDeg, coneLength, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleLineToLine</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistanceThreshold2D_func</Title>
<Shortcut>drawDistanceThreshold2D_func</Shortcut>
<Description>Encapsulated in a function: Draw DistanceThreshold in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawDistanceThreshold$name$()
{
Vector2 startPos = $end$;
Vector2 endPos = ;
float thresholdDistance = ;
string text = null;
bool displayDistanceAlsoAsText = false;
float lineWidth = 0.0f;
float custom_zPos = float.PositiveInfinity;
bool exactlyThresholdLength_countsAsShorter = true;
float endPlates_size = 0.0f; //Specify the interpretation of this end plates size as 'relative to line length' or as 'absolute size' via the global setting 'DrawBasics.endPlates_sizeInterpretation'
DrawBasics.LineStyle overwriteStyle_forNear = DrawBasics.LineStyle.electricNoise;
DrawBasics.LineStyle overwriteStyle_forFar = DrawBasics.LineStyle.solid;
Color overwriteColor_forNear = default(Color);
Color overwriteColor_forFar = default(Color);
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawMeasurements2D.DistanceThreshold(startPos, endPos, thresholdDistance, text, displayDistanceAlsoAsText, lineWidth, custom_zPos, exactlyThresholdLength_countsAsShorter, endPlates_size, overwriteStyle_forNear, overwriteStyle_forFar, overwriteColor_forNear, overwriteColor_forFar, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistanceThreshold</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistanceThresholds2D_func</Title>
<Shortcut>drawDistanceThresholds2D_func</Shortcut>
<Description>Encapsulated in a function: Draw DistanceThresholds in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawDistanceThresholds$name$()
{
Vector2 startPos = $end$;
Vector2 endPos = ;
float smallerThresholdDistance = ;
float biggerThresholdDistance = ;
string text = null;
bool displayDistanceAlsoAsText = false;
float lineWidth = 0.0f;
float custom_zPos = float.PositiveInfinity;
bool exactlyThresholdLength_countsAsShorter = true;
float endPlates_size = 0.0f; //Specify the interpretation of this end plates size as 'relative to line length' or as 'absolute size' via the global setting 'DrawBasics.endPlates_sizeInterpretation'
DrawBasics.LineStyle overwriteStyle_forNear = DrawBasics.LineStyle.electricNoise;
DrawBasics.LineStyle overwriteStyle_forMiddle = DrawBasics.LineStyle.electricImpulses;
DrawBasics.LineStyle overwriteStyle_forFar = DrawBasics.LineStyle.solid;
Color overwriteColor_forNear = default(Color);
Color overwriteColor_forMiddle = default(Color);
Color overwriteColor_forFar = default(Color);
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawMeasurements2D.DistanceThresholds(startPos, endPos, smallerThresholdDistance, biggerThresholdDistance, text, displayDistanceAlsoAsText, lineWidth, custom_zPos, exactlyThresholdLength_countsAsShorter, endPlates_size, overwriteStyle_forNear, overwriteStyle_forMiddle, overwriteStyle_forFar, overwriteColor_forNear, overwriteColor_forMiddle, overwriteColor_forFar, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistanceThresholds</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
</CodeSnippets>