1957 lines
67 KiB
Plaintext
1957 lines
67 KiB
Plaintext
<CodeSnippets xmlns="http://schemas.microsoft.com/VisualStudio/2005/CodeSnippet">
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawBoxCast2D</Title>
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<Shortcut>drawBoxCast2D</Shortcut>
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<Description>Draw a BoxCast in the Unity Editor. </Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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Vector2 origin_of_$name$ = $end$;
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Vector2 size_of_$name$ = ;
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float angle_of_$name$ = ;
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Vector2 direction_of_$name$ = ;
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float distance_of_$name$ = Mathf.Infinity;
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int layerMask_of_$name$ = Physics2D.AllLayers;
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float minDepth_of_$name$ = Mathf.NegativeInfinity;
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float maxDepth_of_$name$ = Mathf.Infinity;
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string nameTag_of_$name$ = null;
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float durationInSec_of_$name$ = 0.0f;
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bool hiddenByNearerObjects_of_$name$ = false;
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DrawPhysics2D.BoxCast(origin_of_$name$, size_of_$name$, angle_of_$name$, direction_of_$name$, distance_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn BoxCast</ToolTip>
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<Default>boxCast</Default>
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</Literal>
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</Declarations>
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</Snippet>
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</CodeSnippet>
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawBoxCast2D_conFil_array</Title>
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<Shortcut>drawBoxCast2D_conFil_array</Shortcut>
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<Description>Draw a BoxCast in the Unity Editor. (specified via ContactFilter2D) (hit results via array)</Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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Vector2 origin_of_$name$ = $end$;
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Vector2 size_of_$name$ = ;
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float angle_of_$name$ = ;
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Vector2 direction_of_$name$ = ;
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ContactFilter2D contactFilter_of_$name$ = ;
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RaycastHit2D[] results_of_$name$ = ;
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float distance_of_$name$ = Mathf.Infinity;
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string nameTag_of_$name$ = null;
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float durationInSec_of_$name$ = 0.0f;
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bool hiddenByNearerObjects_of_$name$ = false;
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DrawPhysics2D.BoxCast(origin_of_$name$, size_of_$name$, angle_of_$name$, direction_of_$name$, contactFilter_of_$name$, results_of_$name$, distance_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn BoxCast</ToolTip>
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<Default>boxCast</Default>
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</Literal>
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</Declarations>
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</Snippet>
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</CodeSnippet>
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawBoxCast2D_conFil_list</Title>
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<Shortcut>drawBoxCast2D_conFil_list</Shortcut>
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<Description>Draw a BoxCast in the Unity Editor. (specified via ContactFilter2D) (hit results via list)</Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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Vector2 origin_of_$name$ = $end$;
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Vector2 size_of_$name$ = ;
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float angle_of_$name$ = ;
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Vector2 direction_of_$name$ = ;
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ContactFilter2D contactFilter_of_$name$ = ;
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List<RaycastHit2D> results_of_$name$ = ;
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float distance_of_$name$ = float.PositiveInfinity;
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string nameTag_of_$name$ = null;
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float durationInSec_of_$name$ = 0.0f;
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bool hiddenByNearerObjects_of_$name$ = false;
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DrawPhysics2D.BoxCast(origin_of_$name$, size_of_$name$, angle_of_$name$, direction_of_$name$, contactFilter_of_$name$, results_of_$name$, distance_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn BoxCast</ToolTip>
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<Default>boxCast</Default>
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</Literal>
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</Declarations>
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</Snippet>
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</CodeSnippet>
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawBoxCastAll2D</Title>
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<Shortcut>drawBoxCastAll2D</Shortcut>
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<Description>Draw a BoxCastAll in the Unity Editor. </Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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Vector2 origin_of_$name$ = $end$;
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Vector2 size_of_$name$ = ;
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float angle_of_$name$ = ;
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Vector2 direction_of_$name$ = ;
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float distance_of_$name$ = Mathf.Infinity;
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int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
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float minDepth_of_$name$ = Mathf.NegativeInfinity;
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float maxDepth_of_$name$ = Mathf.Infinity;
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string nameTag_of_$name$ = null;
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float durationInSec_of_$name$ = 0.0f;
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bool hiddenByNearerObjects_of_$name$ = false;
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DrawPhysics2D.BoxCastAll(origin_of_$name$, size_of_$name$, angle_of_$name$, direction_of_$name$, distance_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn BoxCastAll</ToolTip>
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<Default>boxCastAll</Default>
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</Literal>
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</Declarations>
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</Snippet>
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</CodeSnippet>
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawBoxCastNonAlloc2D</Title>
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<Shortcut>drawBoxCastNonAlloc2D</Shortcut>
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<Description>Draw a BoxCastNonAlloc in the Unity Editor. </Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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Vector2 origin_of_$name$ = $end$;
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Vector2 size_of_$name$ = ;
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float angle_of_$name$ = ;
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Vector2 direction_of_$name$ = ;
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RaycastHit2D[] results_of_$name$ = ;
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float distance_of_$name$ = Mathf.Infinity;
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int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
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float minDepth_of_$name$ = Mathf.NegativeInfinity;
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float maxDepth_of_$name$ = Mathf.Infinity;
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string nameTag_of_$name$ = null;
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float durationInSec_of_$name$ = 0.0f;
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bool hiddenByNearerObjects_of_$name$ = false;
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DrawPhysics2D.BoxCastNonAlloc(origin_of_$name$, size_of_$name$, angle_of_$name$, direction_of_$name$, results_of_$name$, distance_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn BoxCastNonAlloc</ToolTip>
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<Default>boxCastNonAlloc</Default>
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</Literal>
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</Declarations>
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</Snippet>
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</CodeSnippet>
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawCapsuleCast2D</Title>
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<Shortcut>drawCapsuleCast2D</Shortcut>
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<Description>Draw a CapsuleCast in the Unity Editor. </Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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Vector2 origin_of_$name$ = $end$;
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Vector2 size_of_$name$ = ;
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CapsuleDirection2D capsuleDirection_of_$name$ = ;
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float angle_of_$name$ = ;
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Vector2 direction_of_$name$ = ;
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float distance_of_$name$ = Mathf.Infinity;
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int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
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float minDepth_of_$name$ = Mathf.NegativeInfinity;
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float maxDepth_of_$name$ = Mathf.Infinity;
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string nameTag_of_$name$ = null;
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float durationInSec_of_$name$ = 0.0f;
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bool hiddenByNearerObjects_of_$name$ = false;
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DrawPhysics2D.CapsuleCast(origin_of_$name$, size_of_$name$, capsuleDirection_of_$name$, angle_of_$name$, direction_of_$name$, distance_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn CapsuleCast</ToolTip>
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<Default>capsuleCast</Default>
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</Literal>
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</Declarations>
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</Snippet>
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</CodeSnippet>
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawCapsuleCast2D_conFil_array</Title>
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<Shortcut>drawCapsuleCast2D_conFil_array</Shortcut>
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<Description>Draw a CapsuleCast in the Unity Editor. (specified via ContactFilter2D) (hit results via array)</Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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Vector2 origin_of_$name$ = $end$;
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Vector2 size_of_$name$ = ;
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CapsuleDirection2D capsuleDirection_of_$name$ = ;
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float angle_of_$name$ = ;
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Vector2 direction_of_$name$ = ;
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ContactFilter2D contactFilter_of_$name$ = ;
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RaycastHit2D[] results_of_$name$ = ;
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float distance_of_$name$ = Mathf.Infinity;
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string nameTag_of_$name$ = null;
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float durationInSec_of_$name$ = 0.0f;
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bool hiddenByNearerObjects_of_$name$ = false;
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DrawPhysics2D.CapsuleCast(origin_of_$name$, size_of_$name$, capsuleDirection_of_$name$, angle_of_$name$, direction_of_$name$, contactFilter_of_$name$, results_of_$name$, distance_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn CapsuleCast</ToolTip>
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<Default>capsuleCast</Default>
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</Literal>
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</Declarations>
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</Snippet>
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</CodeSnippet>
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawCapsuleCast2D_conFil_list</Title>
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<Shortcut>drawCapsuleCast2D_conFil_list</Shortcut>
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<Description>Draw a CapsuleCast in the Unity Editor. (specified via ContactFilter2D) (hit results via list)</Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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Vector2 origin_of_$name$ = $end$;
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Vector2 size_of_$name$ = ;
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CapsuleDirection2D capsuleDirection_of_$name$ = ;
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float angle_of_$name$ = ;
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Vector2 direction_of_$name$ = ;
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ContactFilter2D contactFilter_of_$name$ = ;
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List<RaycastHit2D> results_of_$name$ = ;
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float distance_of_$name$ = float.PositiveInfinity;
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string nameTag_of_$name$ = null;
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float durationInSec_of_$name$ = 0.0f;
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bool hiddenByNearerObjects_of_$name$ = false;
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DrawPhysics2D.CapsuleCast(origin_of_$name$, size_of_$name$, capsuleDirection_of_$name$, angle_of_$name$, direction_of_$name$, contactFilter_of_$name$, results_of_$name$, distance_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn CapsuleCast</ToolTip>
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<Default>capsuleCast</Default>
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</Literal>
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</Declarations>
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</Snippet>
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</CodeSnippet>
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawCapsuleCastAll2D</Title>
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<Shortcut>drawCapsuleCastAll2D</Shortcut>
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<Description>Draw a CapsuleCastAll in the Unity Editor. </Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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Vector2 origin_of_$name$ = $end$;
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Vector2 size_of_$name$ = ;
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CapsuleDirection2D capsuleDirection_of_$name$ = ;
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float angle_of_$name$ = ;
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Vector2 direction_of_$name$ = ;
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float distance_of_$name$ = Mathf.Infinity;
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int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
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float minDepth_of_$name$ = Mathf.NegativeInfinity;
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float maxDepth_of_$name$ = Mathf.Infinity;
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string nameTag_of_$name$ = null;
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float durationInSec_of_$name$ = 0.0f;
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bool hiddenByNearerObjects_of_$name$ = false;
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DrawPhysics2D.CapsuleCastAll(origin_of_$name$, size_of_$name$, capsuleDirection_of_$name$, angle_of_$name$, direction_of_$name$, distance_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn CapsuleCastAll</ToolTip>
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<Default>capsuleCastAll</Default>
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</Literal>
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</Declarations>
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</Snippet>
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</CodeSnippet>
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawCapsuleCastNonAlloc2D</Title>
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<Shortcut>drawCapsuleCastNonAlloc2D</Shortcut>
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<Description>Draw a CapsuleCastNonAlloc in the Unity Editor. </Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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Vector2 origin_of_$name$ = $end$;
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Vector2 size_of_$name$ = ;
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CapsuleDirection2D capsuleDirection_of_$name$ = ;
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float angle_of_$name$ = ;
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Vector2 direction_of_$name$ = ;
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RaycastHit2D[] results_of_$name$ = ;
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float distance_of_$name$ = Mathf.Infinity;
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int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
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float minDepth_of_$name$ = Mathf.NegativeInfinity;
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float maxDepth_of_$name$ = Mathf.Infinity;
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string nameTag_of_$name$ = null;
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float durationInSec_of_$name$ = 0.0f;
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bool hiddenByNearerObjects_of_$name$ = false;
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DrawPhysics2D.CapsuleCastNonAlloc(origin_of_$name$, size_of_$name$, capsuleDirection_of_$name$, angle_of_$name$, direction_of_$name$, results_of_$name$, distance_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn CapsuleCastNonAlloc</ToolTip>
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<Default>capsuleCastNonAlloc</Default>
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</Literal>
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</Declarations>
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</Snippet>
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</CodeSnippet>
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawCircleCast2D</Title>
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<Shortcut>drawCircleCast2D</Shortcut>
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<Description>Draw a CircleCast in the Unity Editor. </Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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Vector2 origin_of_$name$ = $end$;
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float radius_of_$name$ = ;
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Vector2 direction_of_$name$ = ;
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float distance_of_$name$ = Mathf.Infinity;
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int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
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float minDepth_of_$name$ = Mathf.NegativeInfinity;
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float maxDepth_of_$name$ = Mathf.Infinity;
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string nameTag_of_$name$ = null;
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float durationInSec_of_$name$ = 0.0f;
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bool hiddenByNearerObjects_of_$name$ = false;
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DrawPhysics2D.CircleCast(origin_of_$name$, radius_of_$name$, direction_of_$name$, distance_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_of_$name$, nameTag_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn CircleCast</ToolTip>
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<Default>circleCast</Default>
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|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawCircleCast2D_conFil_array</Title>
|
|
<Shortcut>drawCircleCast2D_conFil_array</Shortcut>
|
|
<Description>Draw a CircleCast in the Unity Editor. (specified via ContactFilter2D) (hit results via array)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 origin_of_$name$ = $end$;
|
|
float radius_of_$name$ = ;
|
|
Vector2 direction_of_$name$ = ;
|
|
ContactFilter2D contactFilter_of_$name$ = ;
|
|
RaycastHit2D[] results_of_$name$ = ;
|
|
float distance_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.CircleCast(origin_of_$name$, radius_of_$name$, direction_of_$name$, contactFilter_of_$name$, results_of_$name$, distance_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 CircleCast</ToolTip>
|
|
<Default>circleCast</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawCircleCast2D_conFil_list</Title>
|
|
<Shortcut>drawCircleCast2D_conFil_list</Shortcut>
|
|
<Description>Draw a CircleCast in the Unity Editor. (specified via ContactFilter2D) (hit results via list)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 origin_of_$name$ = $end$;
|
|
float radius_of_$name$ = ;
|
|
Vector2 direction_of_$name$ = ;
|
|
ContactFilter2D contactFilter_of_$name$ = ;
|
|
List<RaycastHit2D> results_of_$name$ = ;
|
|
float distance_of_$name$ = float.PositiveInfinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.CircleCast(origin_of_$name$, radius_of_$name$, direction_of_$name$, contactFilter_of_$name$, results_of_$name$, distance_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 CircleCast</ToolTip>
|
|
<Default>circleCast</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawCircleCastAll2D</Title>
|
|
<Shortcut>drawCircleCastAll2D</Shortcut>
|
|
<Description>Draw a CircleCastAll in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 origin_of_$name$ = $end$;
|
|
float radius_of_$name$ = ;
|
|
Vector2 direction_of_$name$ = ;
|
|
float distance_of_$name$ = Mathf.Infinity;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.CircleCastAll(origin_of_$name$, radius_of_$name$, direction_of_$name$, distance_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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 CircleCastAll</ToolTip>
|
|
<Default>circleCastAll</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawCircleCastNonAlloc2D</Title>
|
|
<Shortcut>drawCircleCastNonAlloc2D</Shortcut>
|
|
<Description>Draw a CircleCastNonAlloc in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 origin_of_$name$ = $end$;
|
|
float radius_of_$name$ = ;
|
|
Vector2 direction_of_$name$ = ;
|
|
RaycastHit2D[] results_of_$name$ = ;
|
|
float distance_of_$name$ = Mathf.Infinity;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.CircleCastNonAlloc(origin_of_$name$, radius_of_$name$, direction_of_$name$, results_of_$name$, distance_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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 CircleCastNonAlloc</ToolTip>
|
|
<Default>circleCastNonAlloc</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawGetRayIntersection2D</Title>
|
|
<Shortcut>drawGetRayIntersection2D</Shortcut>
|
|
<Description>Draw GetRayIntersection in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Ray ray_of_$name$ = $end$;
|
|
float distance_of_$name$ = Mathf.Infinity;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.GetRayIntersection(ray_of_$name$, distance_of_$name$, layerMask_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 GetRayIntersection</ToolTip>
|
|
<Default>getRayIntersection</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawGetRayIntersectionAll2D</Title>
|
|
<Shortcut>drawGetRayIntersectionAll2D</Shortcut>
|
|
<Description>Draw GetRayIntersectionAll in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Ray ray_of_$name$ = $end$;
|
|
float distance_of_$name$ = Mathf.Infinity;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.GetRayIntersectionAll(ray_of_$name$, distance_of_$name$, layerMask_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 GetRayIntersectionAll</ToolTip>
|
|
<Default>getRayIntersectionAll</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawGetRayIntersectionNonAlloc2D</Title>
|
|
<Shortcut>drawGetRayIntersectionNonAlloc2D</Shortcut>
|
|
<Description>Draw GetRayIntersectionNonAlloc in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Ray ray_of_$name$ = $end$;
|
|
RaycastHit2D[] results_of_$name$ = ;
|
|
float distance_of_$name$ = Mathf.Infinity;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.GetRayIntersectionNonAlloc(ray_of_$name$, results_of_$name$, distance_of_$name$, layerMask_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 GetRayIntersectionNonAlloc</ToolTip>
|
|
<Default>getRayIntersectionNonAlloc</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawLinecast2D</Title>
|
|
<Shortcut>drawLinecast2D</Shortcut>
|
|
<Description>Draw a Linecast in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 start_of_$name$ = $end$;
|
|
Vector2 end_of_$name$ = ;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.Linecast(start_of_$name$, end_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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>drawLinecast2D_conFil_array</Title>
|
|
<Shortcut>drawLinecast2D_conFil_array</Shortcut>
|
|
<Description>Draw a Linecast in the Unity Editor. (specified via ContactFilter2D) (hit results via array)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 start_of_$name$ = $end$;
|
|
Vector2 end_of_$name$ = ;
|
|
ContactFilter2D contactFilter_of_$name$ = ;
|
|
RaycastHit2D[] results_of_$name$ = ;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.Linecast(start_of_$name$, end_of_$name$, contactFilter_of_$name$, results_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>drawLinecast2D_conFil_list</Title>
|
|
<Shortcut>drawLinecast2D_conFil_list</Shortcut>
|
|
<Description>Draw a Linecast in the Unity Editor. (specified via ContactFilter2D) (hit results via list)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 start_of_$name$ = $end$;
|
|
Vector2 end_of_$name$ = ;
|
|
ContactFilter2D contactFilter_of_$name$ = ;
|
|
List<RaycastHit2D> results_of_$name$ = ;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.Linecast(start_of_$name$, end_of_$name$, contactFilter_of_$name$, results_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>drawLinecastAll2D</Title>
|
|
<Shortcut>drawLinecastAll2D</Shortcut>
|
|
<Description>Draw a LinecastAll in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 start_of_$name$ = $end$;
|
|
Vector2 end_of_$name$ = ;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.LinecastAll(start_of_$name$, end_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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 LinecastAll</ToolTip>
|
|
<Default>linecastAll</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawLinecastNonAlloc2D</Title>
|
|
<Shortcut>drawLinecastNonAlloc2D</Shortcut>
|
|
<Description>Draw a LinecastNonAlloc in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 start_of_$name$ = $end$;
|
|
Vector2 end_of_$name$ = ;
|
|
RaycastHit2D[] results_of_$name$ = ;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.LinecastNonAlloc(start_of_$name$, end_of_$name$, results_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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 LinecastNonAlloc</ToolTip>
|
|
<Default>linecastNonAlloc</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawRaycast2D</Title>
|
|
<Shortcut>drawRaycast2D</Shortcut>
|
|
<Description>Draw a Raycast in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 origin_of_$name$ = $end$;
|
|
Vector2 direction_of_$name$ = ;
|
|
float distance_of_$name$ = Mathf.Infinity;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.Raycast(origin_of_$name$, direction_of_$name$, distance_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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>drawRaycast2D_conFil_array</Title>
|
|
<Shortcut>drawRaycast2D_conFil_array</Shortcut>
|
|
<Description>Draw a Raycast in the Unity Editor. (specified via ContactFilter2D) (hit results via array)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 origin_of_$name$ = $end$;
|
|
Vector2 direction_of_$name$ = ;
|
|
ContactFilter2D contactFilter_of_$name$ = ;
|
|
RaycastHit2D[] results_of_$name$ = ;
|
|
float distance_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.Raycast(origin_of_$name$, direction_of_$name$, contactFilter_of_$name$, results_of_$name$, distance_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>drawRaycast2D_conFil_list</Title>
|
|
<Shortcut>drawRaycast2D_conFil_list</Shortcut>
|
|
<Description>Draw a Raycast in the Unity Editor. (specified via ContactFilter2D) (hit results via list)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 origin_of_$name$ = $end$;
|
|
Vector2 direction_of_$name$ = ;
|
|
ContactFilter2D contactFilter_of_$name$ = ;
|
|
List<RaycastHit2D> results_of_$name$ = ;
|
|
float distance_of_$name$ = float.PositiveInfinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.Raycast(origin_of_$name$, direction_of_$name$, contactFilter_of_$name$, results_of_$name$, distance_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>drawRaycastAll2D</Title>
|
|
<Shortcut>drawRaycastAll2D</Shortcut>
|
|
<Description>Draw a RaycastAll in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 origin_of_$name$ = $end$;
|
|
Vector2 direction_of_$name$ = ;
|
|
float distance_of_$name$ = Mathf.Infinity;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.RaycastAll(origin_of_$name$, direction_of_$name$, distance_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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>drawRaycastNonAlloc2D</Title>
|
|
<Shortcut>drawRaycastNonAlloc2D</Shortcut>
|
|
<Description>Draw a RaycastNonAlloc in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 origin_of_$name$ = $end$;
|
|
Vector2 direction_of_$name$ = ;
|
|
RaycastHit2D[] results_of_$name$ = ;
|
|
float distance_of_$name$ = Mathf.Infinity;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.RaycastNonAlloc(origin_of_$name$, direction_of_$name$, results_of_$name$, distance_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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>drawOverlapArea2D</Title>
|
|
<Shortcut>drawOverlapArea2D</Shortcut>
|
|
<Description>Draw OverlapArea in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 pointA_of_$name$ = $end$;
|
|
Vector2 pointB_of_$name$ = ;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapArea(pointA_of_$name$, pointB_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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 OverlapArea</ToolTip>
|
|
<Default>overlapArea</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapArea2D_conFil_array</Title>
|
|
<Shortcut>drawOverlapArea2D_conFil_array</Shortcut>
|
|
<Description>Draw OverlapArea in the Unity Editor. (specified via ContactFilter2D) (hit results via array)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 pointA_of_$name$ = $end$;
|
|
Vector2 pointB_of_$name$ = ;
|
|
ContactFilter2D contactFilter_of_$name$ = ;
|
|
Collider2D[] results_of_$name$ = ;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapArea(pointA_of_$name$, pointB_of_$name$, contactFilter_of_$name$, results_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 OverlapArea</ToolTip>
|
|
<Default>overlapArea</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapArea2D_conFil_list</Title>
|
|
<Shortcut>drawOverlapArea2D_conFil_list</Shortcut>
|
|
<Description>Draw OverlapArea in the Unity Editor. (specified via ContactFilter2D) (hit results via list)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 pointA_of_$name$ = $end$;
|
|
Vector2 pointB_of_$name$ = ;
|
|
ContactFilter2D contactFilter_of_$name$ = ;
|
|
List<Collider2D> results_of_$name$ = ;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapArea(pointA_of_$name$, pointB_of_$name$, contactFilter_of_$name$, results_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 OverlapArea</ToolTip>
|
|
<Default>overlapArea</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapAreaAll2D</Title>
|
|
<Shortcut>drawOverlapAreaAll2D</Shortcut>
|
|
<Description>Draw OverlapAreaAll in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 pointA_of_$name$ = $end$;
|
|
Vector2 pointB_of_$name$ = ;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapAreaAll(pointA_of_$name$, pointB_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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 OverlapAreaAll</ToolTip>
|
|
<Default>overlapAreaAll</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapAreaNonAlloc2D</Title>
|
|
<Shortcut>drawOverlapAreaNonAlloc2D</Shortcut>
|
|
<Description>Draw OverlapAreaNonAlloc in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 pointA_of_$name$ = $end$;
|
|
Vector2 pointB_of_$name$ = ;
|
|
Collider2D[] results_of_$name$ = ;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapAreaNonAlloc(pointA_of_$name$, pointB_of_$name$, results_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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 OverlapAreaNonAlloc</ToolTip>
|
|
<Default>overlapAreaNonAlloc</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapBox2D</Title>
|
|
<Shortcut>drawOverlapBox2D</Shortcut>
|
|
<Description>Draw OverlapBox in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
Vector2 size_of_$name$ = ;
|
|
float angle_of_$name$ = ;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapBox(point_of_$name$, size_of_$name$, angle_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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>drawOverlapBox2D_conFil_array</Title>
|
|
<Shortcut>drawOverlapBox2D_conFil_array</Shortcut>
|
|
<Description>Draw OverlapBox in the Unity Editor. (specified via ContactFilter2D) (hit results via array)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
Vector2 size_of_$name$ = ;
|
|
float angle_of_$name$ = ;
|
|
ContactFilter2D contactFilter_of_$name$ = ;
|
|
Collider2D[] results_of_$name$ = ;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapBox(point_of_$name$, size_of_$name$, angle_of_$name$, contactFilter_of_$name$, results_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>drawOverlapBox2D_conFil_list</Title>
|
|
<Shortcut>drawOverlapBox2D_conFil_list</Shortcut>
|
|
<Description>Draw OverlapBox in the Unity Editor. (specified via ContactFilter2D) (hit results via list)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
Vector2 size_of_$name$ = ;
|
|
float angle_of_$name$ = ;
|
|
ContactFilter2D contactFilter_of_$name$ = ;
|
|
List<Collider2D> results_of_$name$ = ;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapBox(point_of_$name$, size_of_$name$, angle_of_$name$, contactFilter_of_$name$, results_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>drawOverlapBoxAll2D</Title>
|
|
<Shortcut>drawOverlapBoxAll2D</Shortcut>
|
|
<Description>Draw OverlapBoxAll in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
Vector2 size_of_$name$ = ;
|
|
float angle_of_$name$ = ;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapBoxAll(point_of_$name$, size_of_$name$, angle_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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 OverlapBoxAll</ToolTip>
|
|
<Default>overlapBoxAll</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapBoxNonAlloc2D</Title>
|
|
<Shortcut>drawOverlapBoxNonAlloc2D</Shortcut>
|
|
<Description>Draw OverlapBoxNonAlloc in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
Vector2 size_of_$name$ = ;
|
|
float angle_of_$name$ = ;
|
|
Collider2D[] results_of_$name$ = ;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapBoxNonAlloc(point_of_$name$, size_of_$name$, angle_of_$name$, results_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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>drawOverlapCapsule2D</Title>
|
|
<Shortcut>drawOverlapCapsule2D</Shortcut>
|
|
<Description>Draw OverlapCapsule in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
Vector2 size_of_$name$ = ;
|
|
CapsuleDirection2D direction_of_$name$ = ;
|
|
float angle_of_$name$ = ;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapCapsule(point_of_$name$, size_of_$name$, direction_of_$name$, angle_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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>drawOverlapCapsule2D_conFil_array</Title>
|
|
<Shortcut>drawOverlapCapsule2D_conFil_array</Shortcut>
|
|
<Description>Draw OverlapCapsule in the Unity Editor. (specified via ContactFilter2D) (hit results via array)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
Vector2 size_of_$name$ = ;
|
|
CapsuleDirection2D direction_of_$name$ = ;
|
|
float angle_of_$name$ = ;
|
|
ContactFilter2D contactFilter_of_$name$ = ;
|
|
Collider2D[] results_of_$name$ = ;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapCapsule(point_of_$name$, size_of_$name$, direction_of_$name$, angle_of_$name$, contactFilter_of_$name$, results_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>drawOverlapCapsule2D_conFil_list</Title>
|
|
<Shortcut>drawOverlapCapsule2D_conFil_list</Shortcut>
|
|
<Description>Draw OverlapCapsule in the Unity Editor. (specified via ContactFilter2D) (hit results via list)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
Vector2 size_of_$name$ = ;
|
|
CapsuleDirection2D direction_of_$name$ = ;
|
|
float angle_of_$name$ = ;
|
|
ContactFilter2D contactFilter_of_$name$ = ;
|
|
List<Collider2D> results_of_$name$ = ;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapCapsule(point_of_$name$, size_of_$name$, direction_of_$name$, angle_of_$name$, contactFilter_of_$name$, results_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>drawOverlapCapsuleAll2D</Title>
|
|
<Shortcut>drawOverlapCapsuleAll2D</Shortcut>
|
|
<Description>Draw OverlapCapsuleAll in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
Vector2 size_of_$name$ = ;
|
|
CapsuleDirection2D direction_of_$name$ = ;
|
|
float angle_of_$name$ = ;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapCapsuleAll(point_of_$name$, size_of_$name$, direction_of_$name$, angle_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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 OverlapCapsuleAll</ToolTip>
|
|
<Default>overlapCapsuleAll</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapCapsuleNonAlloc2D</Title>
|
|
<Shortcut>drawOverlapCapsuleNonAlloc2D</Shortcut>
|
|
<Description>Draw OverlapCapsuleNonAlloc in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
Vector2 size_of_$name$ = ;
|
|
CapsuleDirection2D direction_of_$name$ = ;
|
|
float angle_of_$name$ = ;
|
|
Collider2D[] results_of_$name$ = ;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapCapsuleNonAlloc(point_of_$name$, size_of_$name$, direction_of_$name$, angle_of_$name$, results_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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>drawOverlapCircle2D</Title>
|
|
<Shortcut>drawOverlapCircle2D</Shortcut>
|
|
<Description>Draw OverlapCircle in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
float radius_of_$name$ = ;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapCircle(point_of_$name$, radius_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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 OverlapCircle</ToolTip>
|
|
<Default>overlapCircle</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapCircle2D_conFil_array</Title>
|
|
<Shortcut>drawOverlapCircle2D_conFil_array</Shortcut>
|
|
<Description>Draw OverlapCircle in the Unity Editor. (specified via ContactFilter2D) (hit results via array)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
float radius_of_$name$ = ;
|
|
ContactFilter2D contactFilter_of_$name$ = ;
|
|
Collider2D[] results_of_$name$ = ;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapCircle(point_of_$name$, radius_of_$name$, contactFilter_of_$name$, results_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 OverlapCircle</ToolTip>
|
|
<Default>overlapCircle</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapCircle2D_conFil_list</Title>
|
|
<Shortcut>drawOverlapCircle2D_conFil_list</Shortcut>
|
|
<Description>Draw OverlapCircle in the Unity Editor. (specified via ContactFilter2D) (hit results via list)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
float radius_of_$name$ = ;
|
|
ContactFilter2D contactFilter_of_$name$ = ;
|
|
List<Collider2D> results_of_$name$ = ;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapCircle(point_of_$name$, radius_of_$name$, contactFilter_of_$name$, results_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 OverlapCircle</ToolTip>
|
|
<Default>overlapCircle</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapCircleAll2D</Title>
|
|
<Shortcut>drawOverlapCircleAll2D</Shortcut>
|
|
<Description>Draw OverlapCircleAll in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
float radius_of_$name$ = ;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapCircleAll(point_of_$name$, radius_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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 OverlapCircleAll</ToolTip>
|
|
<Default>overlapCircleAll</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapCircleNonAlloc2D</Title>
|
|
<Shortcut>drawOverlapCircleNonAlloc2D</Shortcut>
|
|
<Description>Draw OverlapCircleNonAlloc in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
float radius_of_$name$ = ;
|
|
Collider2D[] results_of_$name$ = ;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapCircleNonAlloc(point_of_$name$, radius_of_$name$, results_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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 OverlapCircleNonAlloc</ToolTip>
|
|
<Default>overlapCircleNonAlloc</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapPoint2D</Title>
|
|
<Shortcut>drawOverlapPoint2D</Shortcut>
|
|
<Description>Draw OverlapPoint in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapPoint(point_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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 OverlapPoint</ToolTip>
|
|
<Default>overlapPoint</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapPoint2D_conFil_array</Title>
|
|
<Shortcut>drawOverlapPoint2D_conFil_array</Shortcut>
|
|
<Description>Draw OverlapPoint in the Unity Editor. (specified via ContactFilter2D) (hit results via array)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
ContactFilter2D contactFilter_of_$name$ = ;
|
|
Collider2D[] results_of_$name$ = ;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapPoint(point_of_$name$, contactFilter_of_$name$, results_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 OverlapPoint</ToolTip>
|
|
<Default>overlapPoint</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapPoint2D_conFil_list</Title>
|
|
<Shortcut>drawOverlapPoint2D_conFil_list</Shortcut>
|
|
<Description>Draw OverlapPoint in the Unity Editor. (specified via ContactFilter2D) (hit results via list)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
ContactFilter2D contactFilter_of_$name$ = ;
|
|
List<Collider2D> results_of_$name$ = ;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapPoint(point_of_$name$, contactFilter_of_$name$, results_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 OverlapPoint</ToolTip>
|
|
<Default>overlapPoint</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapPointAll2D</Title>
|
|
<Shortcut>drawOverlapPointAll2D</Shortcut>
|
|
<Description>Draw OverlapPointAll in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapPointAll(point_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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 OverlapPointAll</ToolTip>
|
|
<Default>overlapPointAll</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapPointNonAlloc2D</Title>
|
|
<Shortcut>drawOverlapPointNonAlloc2D</Shortcut>
|
|
<Description>Draw OverlapPointNonAlloc in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Vector2 point_of_$name$ = $end$;
|
|
Collider2D[] results_of_$name$ = ;
|
|
int layerMask_of_$name$ = Physics2D.DefaultRaycastLayers;
|
|
float minDepth_of_$name$ = Mathf.NegativeInfinity;
|
|
float maxDepth_of_$name$ = Mathf.Infinity;
|
|
string nameTag_of_$name$ = null;
|
|
float durationInSec_of_$name$ = 0.0f;
|
|
bool hiddenByNearerObjects_of_$name$ = false;
|
|
DrawPhysics2D.OverlapPointNonAlloc(point_of_$name$, results_of_$name$, layerMask_of_$name$, minDepth_of_$name$, maxDepth_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 OverlapPointNonAlloc</ToolTip>
|
|
<Default>overlapPointNonAlloc</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
</CodeSnippets>
|