2116 lines
63 KiB
Plaintext
2116 lines
63 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_func</Title>
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<Shortcut>drawBoxCast2D_func</Shortcut>
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<Description>Encapsulated in a function: 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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RaycastHit2D DrawBoxCast$name$()
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{
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Vector2 origin = $end$;
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Vector2 size = ;
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float angle = ;
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Vector2 direction = ;
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float distance = Mathf.Infinity;
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int layerMask = Physics2D.AllLayers;
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float minDepth = Mathf.NegativeInfinity;
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float maxDepth = Mathf.Infinity;
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string nameTag = null;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = false;
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return DrawPhysics2D.BoxCast(origin, size, angle, direction, distance, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
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}
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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>WithThisName</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_func</Title>
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<Shortcut>drawBoxCast2D_conFil_array_func</Shortcut>
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<Description>Encapsulated in a function: 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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int DrawBoxCast$name$()
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{
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Vector2 origin = $end$;
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Vector2 size = ;
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float angle = ;
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Vector2 direction = ;
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ContactFilter2D contactFilter = ;
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RaycastHit2D[] results = ;
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float distance = Mathf.Infinity;
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string nameTag = null;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = false;
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return DrawPhysics2D.BoxCast(origin, size, angle, direction, contactFilter, results, distance, nameTag, durationInSec, hiddenByNearerObjects);
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}
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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>WithThisName</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_func</Title>
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<Shortcut>drawBoxCast2D_conFil_list_func</Shortcut>
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<Description>Encapsulated in a function: 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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int DrawBoxCast$name$()
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{
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Vector2 origin = $end$;
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Vector2 size = ;
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float angle = ;
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Vector2 direction = ;
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ContactFilter2D contactFilter = ;
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List<RaycastHit2D> results = ;
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float distance = float.PositiveInfinity;
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string nameTag = null;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = false;
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return DrawPhysics2D.BoxCast(origin, size, angle, direction, contactFilter, results, distance, nameTag, durationInSec, hiddenByNearerObjects);
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}
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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>WithThisName</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_func</Title>
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<Shortcut>drawBoxCastAll2D_func</Shortcut>
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<Description>Encapsulated in a function: 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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RaycastHit2D[] DrawBoxCastAll$name$()
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{
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Vector2 origin = $end$;
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Vector2 size = ;
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float angle = ;
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Vector2 direction = ;
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float distance = Mathf.Infinity;
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int layerMask = Physics2D.DefaultRaycastLayers;
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float minDepth = Mathf.NegativeInfinity;
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float maxDepth = Mathf.Infinity;
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string nameTag = null;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = false;
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return DrawPhysics2D.BoxCastAll(origin, size, angle, direction, distance, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
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}
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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>WithThisName</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_func</Title>
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<Shortcut>drawBoxCastNonAlloc2D_func</Shortcut>
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<Description>Encapsulated in a function: 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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int DrawBoxCastNonAlloc$name$()
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{
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Vector2 origin = $end$;
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Vector2 size = ;
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float angle = ;
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Vector2 direction = ;
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RaycastHit2D[] results = ;
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float distance = Mathf.Infinity;
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int layerMask = Physics2D.DefaultRaycastLayers;
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float minDepth = Mathf.NegativeInfinity;
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float maxDepth = Mathf.Infinity;
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string nameTag = null;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = false;
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return DrawPhysics2D.BoxCastNonAlloc(origin, size, angle, direction, results, distance, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
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}
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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>WithThisName</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_func</Title>
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<Shortcut>drawCapsuleCast2D_func</Shortcut>
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<Description>Encapsulated in a function: 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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RaycastHit2D DrawCapsuleCast$name$()
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{
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Vector2 origin = $end$;
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Vector2 size = ;
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CapsuleDirection2D capsuleDirection = ;
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float angle = ;
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Vector2 direction = ;
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float distance = Mathf.Infinity;
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int layerMask = Physics2D.DefaultRaycastLayers;
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float minDepth = Mathf.NegativeInfinity;
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float maxDepth = Mathf.Infinity;
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string nameTag = null;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = false;
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return DrawPhysics2D.CapsuleCast(origin, size, capsuleDirection, angle, direction, distance, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
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}
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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>WithThisName</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_func</Title>
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<Shortcut>drawCapsuleCast2D_conFil_array_func</Shortcut>
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<Description>Encapsulated in a function: 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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int DrawCapsuleCast$name$()
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{
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Vector2 origin = $end$;
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Vector2 size = ;
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CapsuleDirection2D capsuleDirection = ;
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float angle = ;
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Vector2 direction = ;
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ContactFilter2D contactFilter = ;
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RaycastHit2D[] results = ;
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float distance = Mathf.Infinity;
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string nameTag = null;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = false;
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return DrawPhysics2D.CapsuleCast(origin, size, capsuleDirection, angle, direction, contactFilter, results, distance, nameTag, durationInSec, hiddenByNearerObjects);
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}
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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>WithThisName</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_func</Title>
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<Shortcut>drawCapsuleCast2D_conFil_list_func</Shortcut>
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<Description>Encapsulated in a function: 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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int DrawCapsuleCast$name$()
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{
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Vector2 origin = $end$;
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Vector2 size = ;
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CapsuleDirection2D capsuleDirection = ;
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float angle = ;
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Vector2 direction = ;
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ContactFilter2D contactFilter = ;
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List<RaycastHit2D> results = ;
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float distance = float.PositiveInfinity;
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string nameTag = null;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = false;
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return DrawPhysics2D.CapsuleCast(origin, size, capsuleDirection, angle, direction, contactFilter, results, distance, nameTag, durationInSec, hiddenByNearerObjects);
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}
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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>WithThisName</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_func</Title>
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<Shortcut>drawCapsuleCastAll2D_func</Shortcut>
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<Description>Encapsulated in a function: 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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RaycastHit2D[] DrawCapsuleCastAll$name$()
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{
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Vector2 origin = $end$;
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Vector2 size = ;
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CapsuleDirection2D capsuleDirection = ;
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float angle = ;
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Vector2 direction = ;
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float distance = Mathf.Infinity;
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int layerMask = Physics2D.DefaultRaycastLayers;
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float minDepth = Mathf.NegativeInfinity;
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float maxDepth = Mathf.Infinity;
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string nameTag = null;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = false;
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return DrawPhysics2D.CapsuleCastAll(origin, size, capsuleDirection, angle, direction, distance, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
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}
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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>WithThisName</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_func</Title>
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<Shortcut>drawCapsuleCastNonAlloc2D_func</Shortcut>
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<Description>Encapsulated in a function: 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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int DrawCapsuleCastNonAlloc$name$()
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{
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Vector2 origin = $end$;
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Vector2 size = ;
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CapsuleDirection2D capsuleDirection = ;
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float angle = ;
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Vector2 direction = ;
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RaycastHit2D[] results = ;
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float distance = Mathf.Infinity;
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int layerMask = Physics2D.DefaultRaycastLayers;
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float minDepth = Mathf.NegativeInfinity;
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float maxDepth = Mathf.Infinity;
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string nameTag = null;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = false;
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return DrawPhysics2D.CapsuleCastNonAlloc(origin, size, capsuleDirection, angle, direction, results, distance, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
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}
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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>WithThisName</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_func</Title>
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<Shortcut>drawCircleCast2D_func</Shortcut>
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<Description>Encapsulated in a function: 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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RaycastHit2D DrawCircleCast$name$()
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{
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Vector2 origin = $end$;
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float radius = ;
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Vector2 direction = ;
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float distance = Mathf.Infinity;
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int layerMask = Physics2D.DefaultRaycastLayers;
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float minDepth = Mathf.NegativeInfinity;
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float maxDepth = Mathf.Infinity;
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string nameTag = null;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = false;
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return DrawPhysics2D.CircleCast(origin, radius, direction, distance, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
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}
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]]>
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</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
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|
<ID>name</ID>
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<ToolTip>Name of drawn CircleCast</ToolTip>
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<Default>WithThisName</Default>
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|
</Literal>
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|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
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|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
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|
<Title>drawCircleCast2D_conFil_array_func</Title>
|
|
<Shortcut>drawCircleCast2D_conFil_array_func</Shortcut>
|
|
<Description>Encapsulated in a function: 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[
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|
int DrawCircleCast$name$()
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|
{
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Vector2 origin = $end$;
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|
float radius = ;
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Vector2 direction = ;
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ContactFilter2D contactFilter = ;
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|
RaycastHit2D[] results = ;
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float distance = Mathf.Infinity;
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string nameTag = null;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = false;
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return DrawPhysics2D.CircleCast(origin, radius, direction, contactFilter, results, distance, nameTag, durationInSec, hiddenByNearerObjects);
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}
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|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
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|
<ToolTip>Name of drawn CircleCast</ToolTip>
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|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawCircleCast2D_conFil_list_func</Title>
|
|
<Shortcut>drawCircleCast2D_conFil_list_func</Shortcut>
|
|
<Description>Encapsulated in a function: 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[
|
|
int DrawCircleCast$name$()
|
|
{
|
|
Vector2 origin = $end$;
|
|
float radius = ;
|
|
Vector2 direction = ;
|
|
ContactFilter2D contactFilter = ;
|
|
List<RaycastHit2D> results = ;
|
|
float distance = float.PositiveInfinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.CircleCast(origin, radius, direction, contactFilter, results, distance, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn CircleCast</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawCircleCastAll2D_func</Title>
|
|
<Shortcut>drawCircleCastAll2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw a CircleCastAll in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
RaycastHit2D[] DrawCircleCastAll$name$()
|
|
{
|
|
Vector2 origin = $end$;
|
|
float radius = ;
|
|
Vector2 direction = ;
|
|
float distance = Mathf.Infinity;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.CircleCastAll(origin, radius, direction, distance, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn CircleCastAll</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawCircleCastNonAlloc2D_func</Title>
|
|
<Shortcut>drawCircleCastNonAlloc2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw a CircleCastNonAlloc in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
int DrawCircleCastNonAlloc$name$()
|
|
{
|
|
Vector2 origin = $end$;
|
|
float radius = ;
|
|
Vector2 direction = ;
|
|
RaycastHit2D[] results = ;
|
|
float distance = Mathf.Infinity;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.CircleCastNonAlloc(origin, radius, direction, results, distance, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn CircleCastNonAlloc</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawGetRayIntersection2D_func</Title>
|
|
<Shortcut>drawGetRayIntersection2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw GetRayIntersection in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
RaycastHit2D DrawGetRayIntersection$name$()
|
|
{
|
|
Ray ray = $end$;
|
|
float distance = Mathf.Infinity;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.GetRayIntersection(ray, distance, layerMask, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn GetRayIntersection</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawGetRayIntersectionAll2D_func</Title>
|
|
<Shortcut>drawGetRayIntersectionAll2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw GetRayIntersectionAll in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
RaycastHit2D[] DrawGetRayIntersectionAll$name$()
|
|
{
|
|
Ray ray = $end$;
|
|
float distance = Mathf.Infinity;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.GetRayIntersectionAll(ray, distance, layerMask, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn GetRayIntersectionAll</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawGetRayIntersectionNonAlloc2D_func</Title>
|
|
<Shortcut>drawGetRayIntersectionNonAlloc2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw GetRayIntersectionNonAlloc in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
int DrawGetRayIntersectionNonAlloc$name$()
|
|
{
|
|
Ray ray = $end$;
|
|
RaycastHit2D[] results = ;
|
|
float distance = Mathf.Infinity;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.GetRayIntersectionNonAlloc(ray, results, distance, layerMask, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn GetRayIntersectionNonAlloc</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawLinecast2D_func</Title>
|
|
<Shortcut>drawLinecast2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw a Linecast in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
RaycastHit2D DrawLinecast$name$()
|
|
{
|
|
Vector2 start = $end$;
|
|
Vector2 end = ;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.Linecast(start, end, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn Linecast</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawLinecast2D_conFil_array_func</Title>
|
|
<Shortcut>drawLinecast2D_conFil_array_func</Shortcut>
|
|
<Description>Encapsulated in a function: 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[
|
|
int DrawLinecast$name$()
|
|
{
|
|
Vector2 start = $end$;
|
|
Vector2 end = ;
|
|
ContactFilter2D contactFilter = ;
|
|
RaycastHit2D[] results = ;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.Linecast(start, end, contactFilter, results, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn Linecast</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawLinecast2D_conFil_list_func</Title>
|
|
<Shortcut>drawLinecast2D_conFil_list_func</Shortcut>
|
|
<Description>Encapsulated in a function: 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[
|
|
int DrawLinecast$name$()
|
|
{
|
|
Vector2 start = $end$;
|
|
Vector2 end = ;
|
|
ContactFilter2D contactFilter = ;
|
|
List<RaycastHit2D> results = ;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.Linecast(start, end, contactFilter, results, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn Linecast</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawLinecastAll2D_func</Title>
|
|
<Shortcut>drawLinecastAll2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw a LinecastAll in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
RaycastHit2D[] DrawLinecastAll$name$()
|
|
{
|
|
Vector2 start = $end$;
|
|
Vector2 end = ;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.LinecastAll(start, end, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn LinecastAll</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawLinecastNonAlloc2D_func</Title>
|
|
<Shortcut>drawLinecastNonAlloc2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw a LinecastNonAlloc in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
int DrawLinecastNonAlloc$name$()
|
|
{
|
|
Vector2 start = $end$;
|
|
Vector2 end = ;
|
|
RaycastHit2D[] results = ;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.LinecastNonAlloc(start, end, results, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn LinecastNonAlloc</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawRaycast2D_func</Title>
|
|
<Shortcut>drawRaycast2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw a Raycast in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
RaycastHit2D DrawRaycast$name$()
|
|
{
|
|
Vector2 origin = $end$;
|
|
Vector2 direction = ;
|
|
float distance = Mathf.Infinity;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.Raycast(origin, direction, distance, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn Raycast</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawRaycast2D_conFil_array_func</Title>
|
|
<Shortcut>drawRaycast2D_conFil_array_func</Shortcut>
|
|
<Description>Encapsulated in a function: 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[
|
|
int DrawRaycast$name$()
|
|
{
|
|
Vector2 origin = $end$;
|
|
Vector2 direction = ;
|
|
ContactFilter2D contactFilter = ;
|
|
RaycastHit2D[] results = ;
|
|
float distance = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.Raycast(origin, direction, contactFilter, results, distance, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn Raycast</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawRaycast2D_conFil_list_func</Title>
|
|
<Shortcut>drawRaycast2D_conFil_list_func</Shortcut>
|
|
<Description>Encapsulated in a function: 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[
|
|
int DrawRaycast$name$()
|
|
{
|
|
Vector2 origin = $end$;
|
|
Vector2 direction = ;
|
|
ContactFilter2D contactFilter = ;
|
|
List<RaycastHit2D> results = ;
|
|
float distance = float.PositiveInfinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.Raycast(origin, direction, contactFilter, results, distance, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn Raycast</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawRaycastAll2D_func</Title>
|
|
<Shortcut>drawRaycastAll2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw a RaycastAll in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
RaycastHit2D[] DrawRaycastAll$name$()
|
|
{
|
|
Vector2 origin = $end$;
|
|
Vector2 direction = ;
|
|
float distance = Mathf.Infinity;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.RaycastAll(origin, direction, distance, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn RaycastAll</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawRaycastNonAlloc2D_func</Title>
|
|
<Shortcut>drawRaycastNonAlloc2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw a RaycastNonAlloc in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
int DrawRaycastNonAlloc$name$()
|
|
{
|
|
Vector2 origin = $end$;
|
|
Vector2 direction = ;
|
|
RaycastHit2D[] results = ;
|
|
float distance = Mathf.Infinity;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.RaycastNonAlloc(origin, direction, results, distance, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn RaycastNonAlloc</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapArea2D_func</Title>
|
|
<Shortcut>drawOverlapArea2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapArea in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Collider2D DrawOverlapArea$name$()
|
|
{
|
|
Vector2 pointA = $end$;
|
|
Vector2 pointB = ;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapArea(pointA, pointB, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapArea</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapArea2D_conFil_array_func</Title>
|
|
<Shortcut>drawOverlapArea2D_conFil_array_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapArea in the Unity Editor. (specified via ContactFilter2D) (hit results via array)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
int DrawOverlapArea$name$()
|
|
{
|
|
Vector2 pointA = $end$;
|
|
Vector2 pointB = ;
|
|
ContactFilter2D contactFilter = ;
|
|
Collider2D[] results = ;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapArea(pointA, pointB, contactFilter, results, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapArea</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapArea2D_conFil_list_func</Title>
|
|
<Shortcut>drawOverlapArea2D_conFil_list_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapArea in the Unity Editor. (specified via ContactFilter2D) (hit results via list)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
int DrawOverlapArea$name$()
|
|
{
|
|
Vector2 pointA = $end$;
|
|
Vector2 pointB = ;
|
|
ContactFilter2D contactFilter = ;
|
|
List<Collider2D> results = ;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapArea(pointA, pointB, contactFilter, results, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapArea</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapAreaAll2D_func</Title>
|
|
<Shortcut>drawOverlapAreaAll2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapAreaAll in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Collider2D[] DrawOverlapAreaAll$name$()
|
|
{
|
|
Vector2 pointA = $end$;
|
|
Vector2 pointB = ;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapAreaAll(pointA, pointB, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapAreaAll</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapAreaNonAlloc2D_func</Title>
|
|
<Shortcut>drawOverlapAreaNonAlloc2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapAreaNonAlloc in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
int DrawOverlapAreaNonAlloc$name$()
|
|
{
|
|
Vector2 pointA = $end$;
|
|
Vector2 pointB = ;
|
|
Collider2D[] results = ;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapAreaNonAlloc(pointA, pointB, results, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapAreaNonAlloc</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapBox2D_func</Title>
|
|
<Shortcut>drawOverlapBox2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapBox in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Collider2D DrawOverlapBox$name$()
|
|
{
|
|
Vector2 point = $end$;
|
|
Vector2 size = ;
|
|
float angle = ;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapBox(point, size, angle, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapBox</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapBox2D_conFil_array_func</Title>
|
|
<Shortcut>drawOverlapBox2D_conFil_array_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapBox in the Unity Editor. (specified via ContactFilter2D) (hit results via array)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
int DrawOverlapBox$name$()
|
|
{
|
|
Vector2 point = $end$;
|
|
Vector2 size = ;
|
|
float angle = ;
|
|
ContactFilter2D contactFilter = ;
|
|
Collider2D[] results = ;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapBox(point, size, angle, contactFilter, results, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapBox</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapBox2D_conFil_list_func</Title>
|
|
<Shortcut>drawOverlapBox2D_conFil_list_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapBox in the Unity Editor. (specified via ContactFilter2D) (hit results via list)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
int DrawOverlapBox$name$()
|
|
{
|
|
Vector2 point = $end$;
|
|
Vector2 size = ;
|
|
float angle = ;
|
|
ContactFilter2D contactFilter = ;
|
|
List<Collider2D> results = ;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapBox(point, size, angle, contactFilter, results, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapBox</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapBoxAll2D_func</Title>
|
|
<Shortcut>drawOverlapBoxAll2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapBoxAll in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Collider2D[] DrawOverlapBoxAll$name$()
|
|
{
|
|
Vector2 point = $end$;
|
|
Vector2 size = ;
|
|
float angle = ;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapBoxAll(point, size, angle, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapBoxAll</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapBoxNonAlloc2D_func</Title>
|
|
<Shortcut>drawOverlapBoxNonAlloc2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapBoxNonAlloc in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
int DrawOverlapBoxNonAlloc$name$()
|
|
{
|
|
Vector2 point = $end$;
|
|
Vector2 size = ;
|
|
float angle = ;
|
|
Collider2D[] results = ;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapBoxNonAlloc(point, size, angle, results, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapBoxNonAlloc</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapCapsule2D_func</Title>
|
|
<Shortcut>drawOverlapCapsule2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapCapsule in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Collider2D DrawOverlapCapsule$name$()
|
|
{
|
|
Vector2 point = $end$;
|
|
Vector2 size = ;
|
|
CapsuleDirection2D direction = ;
|
|
float angle = ;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapCapsule(point, size, direction, angle, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapCapsule</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapCapsule2D_conFil_array_func</Title>
|
|
<Shortcut>drawOverlapCapsule2D_conFil_array_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapCapsule in the Unity Editor. (specified via ContactFilter2D) (hit results via array)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
int DrawOverlapCapsule$name$()
|
|
{
|
|
Vector2 point = $end$;
|
|
Vector2 size = ;
|
|
CapsuleDirection2D direction = ;
|
|
float angle = ;
|
|
ContactFilter2D contactFilter = ;
|
|
Collider2D[] results = ;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapCapsule(point, size, direction, angle, contactFilter, results, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapCapsule</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapCapsule2D_conFil_list_func</Title>
|
|
<Shortcut>drawOverlapCapsule2D_conFil_list_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapCapsule in the Unity Editor. (specified via ContactFilter2D) (hit results via list)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
int DrawOverlapCapsule$name$()
|
|
{
|
|
Vector2 point = $end$;
|
|
Vector2 size = ;
|
|
CapsuleDirection2D direction = ;
|
|
float angle = ;
|
|
ContactFilter2D contactFilter = ;
|
|
List<Collider2D> results = ;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapCapsule(point, size, direction, angle, contactFilter, results, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapCapsule</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapCapsuleAll2D_func</Title>
|
|
<Shortcut>drawOverlapCapsuleAll2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapCapsuleAll in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Collider2D[] DrawOverlapCapsuleAll$name$()
|
|
{
|
|
Vector2 point = $end$;
|
|
Vector2 size = ;
|
|
CapsuleDirection2D direction = ;
|
|
float angle = ;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapCapsuleAll(point, size, direction, angle, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapCapsuleAll</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapCapsuleNonAlloc2D_func</Title>
|
|
<Shortcut>drawOverlapCapsuleNonAlloc2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapCapsuleNonAlloc in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
int DrawOverlapCapsuleNonAlloc$name$()
|
|
{
|
|
Vector2 point = $end$;
|
|
Vector2 size = ;
|
|
CapsuleDirection2D direction = ;
|
|
float angle = ;
|
|
Collider2D[] results = ;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapCapsuleNonAlloc(point, size, direction, angle, results, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapCapsuleNonAlloc</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapCircle2D_func</Title>
|
|
<Shortcut>drawOverlapCircle2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapCircle in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Collider2D DrawOverlapCircle$name$()
|
|
{
|
|
Vector2 point = $end$;
|
|
float radius = ;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapCircle(point, radius, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapCircle</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapCircle2D_conFil_array_func</Title>
|
|
<Shortcut>drawOverlapCircle2D_conFil_array_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapCircle in the Unity Editor. (specified via ContactFilter2D) (hit results via array)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
int DrawOverlapCircle$name$()
|
|
{
|
|
Vector2 point = $end$;
|
|
float radius = ;
|
|
ContactFilter2D contactFilter = ;
|
|
Collider2D[] results = ;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapCircle(point, radius, contactFilter, results, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapCircle</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapCircle2D_conFil_list_func</Title>
|
|
<Shortcut>drawOverlapCircle2D_conFil_list_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapCircle in the Unity Editor. (specified via ContactFilter2D) (hit results via list)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
int DrawOverlapCircle$name$()
|
|
{
|
|
Vector2 point = $end$;
|
|
float radius = ;
|
|
ContactFilter2D contactFilter = ;
|
|
List<Collider2D> results = ;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapCircle(point, radius, contactFilter, results, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapCircle</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapCircleAll2D_func</Title>
|
|
<Shortcut>drawOverlapCircleAll2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapCircleAll in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Collider2D[] DrawOverlapCircleAll$name$()
|
|
{
|
|
Vector2 point = $end$;
|
|
float radius = ;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapCircleAll(point, radius, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapCircleAll</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapCircleNonAlloc2D_func</Title>
|
|
<Shortcut>drawOverlapCircleNonAlloc2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapCircleNonAlloc in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
int DrawOverlapCircleNonAlloc$name$()
|
|
{
|
|
Vector2 point = $end$;
|
|
float radius = ;
|
|
Collider2D[] results = ;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapCircleNonAlloc(point, radius, results, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapCircleNonAlloc</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapPoint2D_func</Title>
|
|
<Shortcut>drawOverlapPoint2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapPoint in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Collider2D DrawOverlapPoint$name$()
|
|
{
|
|
Vector2 point = $end$;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapPoint(point, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapPoint</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapPoint2D_conFil_array_func</Title>
|
|
<Shortcut>drawOverlapPoint2D_conFil_array_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapPoint in the Unity Editor. (specified via ContactFilter2D) (hit results via array)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
int DrawOverlapPoint$name$()
|
|
{
|
|
Vector2 point = $end$;
|
|
ContactFilter2D contactFilter = ;
|
|
Collider2D[] results = ;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapPoint(point, contactFilter, results, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapPoint</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapPoint2D_conFil_list_func</Title>
|
|
<Shortcut>drawOverlapPoint2D_conFil_list_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapPoint in the Unity Editor. (specified via ContactFilter2D) (hit results via list)</Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
int DrawOverlapPoint$name$()
|
|
{
|
|
Vector2 point = $end$;
|
|
ContactFilter2D contactFilter = ;
|
|
List<Collider2D> results = ;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapPoint(point, contactFilter, results, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<Imports>
|
|
<Import>
|
|
<Namespace>DrawXXL</Namespace>
|
|
</Import>
|
|
</Imports>
|
|
<Declarations>
|
|
<Literal>
|
|
<ID>name</ID>
|
|
<ToolTip>Name of drawn OverlapPoint</ToolTip>
|
|
<Default>WithThisName</Default>
|
|
</Literal>
|
|
</Declarations>
|
|
</Snippet>
|
|
</CodeSnippet>
|
|
|
|
<CodeSnippet Format="1.0.0">
|
|
<Header>
|
|
<Title>drawOverlapPointAll2D_func</Title>
|
|
<Shortcut>drawOverlapPointAll2D_func</Shortcut>
|
|
<Description>Encapsulated in a function: Draw OverlapPointAll in the Unity Editor. </Description>
|
|
<Author>Draw XXL</Author>
|
|
</Header>
|
|
<Snippet>
|
|
<Code Language="csharp">
|
|
<![CDATA[
|
|
Collider2D[] DrawOverlapPointAll$name$()
|
|
{
|
|
Vector2 point = $end$;
|
|
int layerMask = Physics2D.DefaultRaycastLayers;
|
|
float minDepth = Mathf.NegativeInfinity;
|
|
float maxDepth = Mathf.Infinity;
|
|
string nameTag = null;
|
|
float durationInSec = 0.0f;
|
|
bool hiddenByNearerObjects = false;
|
|
return DrawPhysics2D.OverlapPointAll(point, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
|
|
}
|
|
]]>
|
|
</Code>
|
|
<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 OverlapPointAll</ToolTip>
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<Default>WithThisName</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>drawOverlapPointNonAlloc2D_func</Title>
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<Shortcut>drawOverlapPointNonAlloc2D_func</Shortcut>
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<Description>Encapsulated in a function: Draw OverlapPointNonAlloc 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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int DrawOverlapPointNonAlloc$name$()
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{
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Vector2 point = $end$;
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Collider2D[] results = ;
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int layerMask = Physics2D.DefaultRaycastLayers;
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float minDepth = Mathf.NegativeInfinity;
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float maxDepth = Mathf.Infinity;
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string nameTag = null;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = false;
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return DrawPhysics2D.OverlapPointNonAlloc(point, results, layerMask, minDepth, maxDepth, nameTag, durationInSec, hiddenByNearerObjects);
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}
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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 OverlapPointNonAlloc</ToolTip>
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<Default>WithThisName</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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</CodeSnippets>
|