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Updated documentation.
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neogeek committed Aug 31, 2019
1 parent f4a155a commit 0d76c2f
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Showing 7 changed files with 24 additions and 24 deletions.
2 changes: 1 addition & 1 deletion Scripts/Animate.cs
Expand Up @@ -134,7 +134,7 @@ public static Coroutine Fade(GameObject gameObject, float from, float to)
/// <param name="gameObject">GameObject to move.</param>
/// <param name="newPosition">New Vector3 position.</param>
/// <param name="duration">Length of the animation in seconds.</param>
/// <param name="relativeTo">Coordinate system to animate with.</param>
/// <param name="relativeTo">Coordinate system used to animate the gameObject.</param>
/// <returns>Coroutine</returns>
public static Coroutine MoveTo(GameObject gameObject, Vector3 newPosition, float duration, Space relativeTo)
{
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8 changes: 4 additions & 4 deletions Scripts/CustomExtensions.cs
Expand Up @@ -115,7 +115,7 @@ public static bool Contains(this int mask, int value)
/// </summary>
/// <param name="animationCurve">AnimationCurve object.</param>
/// <param name="key">Key of keyframe to modify.</param>
/// <param name="value">Value to update keyframe with.</param>
/// <param name="value">Value used to update keyframe.</param>
/// <returns>void</returns>
public static void EditKeyframeValue(this AnimationCurve animationCurve, int key, float value)
{
Expand All @@ -133,7 +133,7 @@ public static void EditKeyframeValue(this AnimationCurve animationCurve, int key
/// </summary>
/// <param name="animationCurve">Vector3AnimationCurve object.</param>
/// <param name="key">Key of each keyframe to modify.</param>
/// <param name="vector">Vector3 to update each corresponding keyframe with.</param>
/// <param name="vector">Vector3 used to update each corresponding keyframe.</param>
/// <returns>void</returns>
public static void EditKeyframeValue(this Vector3AnimationCurve animationCurve, int key, Vector3 vector)
{
Expand All @@ -149,7 +149,7 @@ public static void EditKeyframeValue(this Vector3AnimationCurve animationCurve,
/// </summary>
/// <param name="animationCurve">Vector2AnimationCurve object.</param>
/// <param name="key">Key of each keyframe to modify.</param>
/// <param name="vector">Vector2 to update each corresponding keyframe with.</param>
/// <param name="vector">Vector2 used to update each corresponding keyframe.</param>
/// <returns>void</returns>
public static void EditKeyframeValue(this Vector2AnimationCurve animationCurve, int key, Vector2 vector)
{
Expand Down Expand Up @@ -281,7 +281,7 @@ public static float MaxTime(this AnimationCurve animationCurve)
/// </summary>
/// <param name="num1">The first number in the comparison.</param>
/// <param name="num2">The second number in the comparison.</param>
/// <param name="epsilon">The custom epsilon to compare with.</param>
/// <param name="epsilon">The custom epsilon used to compare numbers.</param>
/// <returns>bool</returns>
public static bool NearlyEqual(this float num1, float num2, float epsilon)
{
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16 changes: 8 additions & 8 deletions Scripts/Debugger.cs
Expand Up @@ -12,7 +12,7 @@ public static class Debugger
/// <summary>
/// Draws an array of vectors with Unity's Debug.DrawLine method.
/// </summary>
/// <param name="points">Array of Vector3 objects to render lines with.</param>
/// <param name="points">Array of Vector3 objects used to render lines.</param>
/// <param name="color">Color of lines.</param>
/// <param name="duration">Duration lines remains visible.</param>
/// <param name="depthTest">Should lines be obscured with objects closer to camera?</param>
Expand All @@ -32,7 +32,7 @@ public static void DrawLines(Vector3[] points, Color color, float duration, bool
/// <summary>
/// Draws an array of vectors with Unity's Debug.DrawLine method.
/// </summary>
/// <param name="points">Array of Vector3 objects to render lines with.</param>
/// <param name="points">Array of Vector3 objects used to render lines.</param>
/// <param name="color">Color of lines.</param>
/// <param name="duration">Duration lines remains visible.</param>
/// <returns>void</returns>
Expand All @@ -46,7 +46,7 @@ public static void DrawLines(Vector3[] points, Color color, float duration)
/// <summary>
/// Draws an array of vectors with Unity's Debug.DrawLine method.
/// </summary>
/// <param name="points">Array of Vector3 objects to render lines with.</param>
/// <param name="points">Array of Vector3 objects used to render lines.</param>
/// <param name="color">Color of lines.</param>
/// <returns>void</returns>
public static void DrawLines(Vector3[] points, Color color)
Expand All @@ -59,7 +59,7 @@ public static void DrawLines(Vector3[] points, Color color)
/// <summary>
/// Draws a list of vectors with Unity's Debug.DrawLine method.
/// </summary>
/// <param name="points">List of Vector3 objects to render lines with.</param>
/// <param name="points">List of Vector3 objects used to render lines.</param>
/// <param name="color">Color of lines.</param>
/// <param name="duration">Duration lines remains visible.</param>
/// <param name="depthTest">Should lines be obscured with objects closer to camera?</param>
Expand All @@ -74,7 +74,7 @@ public static void DrawLines(List<Vector3> points, Color color, float duration,
/// <summary>
/// Draws a list of vectors with Unity's Debug.DrawLine method.
/// </summary>
/// <param name="points">List of Vector3 objects to render lines with.</param>
/// <param name="points">List of Vector3 objects used to render lines.</param>
/// <param name="color">Color of lines.</param>
/// <param name="duration">Duration lines remains visible.</param>
/// <returns>void</returns>
Expand All @@ -88,7 +88,7 @@ public static void DrawLines(List<Vector3> points, Color color, float duration)
/// <summary>
/// Draws a list of vectors with Unity's Debug.DrawLine method.
/// </summary>
/// <param name="points">List of Vector3 objects to render lines with.</param>
/// <param name="points">List of Vector3 objects used to render lines.</param>
/// <param name="color">Color of lines.</param>
/// <returns>void</returns>
public static void DrawLines(List<Vector3> points, Color color)
Expand All @@ -101,7 +101,7 @@ public static void DrawLines(List<Vector3> points, Color color)
/// <summary>
/// Draws an array of vectors with Unity's Debug.DrawLine method.
/// </summary>
/// <param name="points">Array of Vector3 objects to render lines with.</param>
/// <param name="points">Array of Vector3 objects used to render lines.</param>
/// <returns>void</returns>
public static void DrawLines(Vector3[] points)
{
Expand All @@ -113,7 +113,7 @@ public static void DrawLines(Vector3[] points)
/// <summary>
/// Draws a list of vectors with Unity's Debug.DrawLine method.
/// </summary>
/// <param name="points">List of Vector3 objects to render lines with.</param>
/// <param name="points">List of Vector3 objects used to render lines.</param>
/// <returns>void</returns>
public static void DrawLines(List<Vector3> points)
{
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10 changes: 5 additions & 5 deletions Scripts/InputManager.cs
Expand Up @@ -332,7 +332,7 @@ public static bool GetMouseButtonUp()
/// Returns the active touch based on a unique finger ID and a TouchPhase enum filter.
/// </summary>
/// <param name="fingerId">The stored unique finger ID of the touch event.</param>
/// <param name="touchPhasesFilter">TouchPhase enums to filter with.</param>
/// <param name="touchPhasesFilter">TouchPhase enums used to filter.</param>
/// <returns>Touch</returns>
public static Touch? GetActiveTouch(int fingerId, params TouchPhase[] touchPhasesFilter)
{
Expand Down Expand Up @@ -361,7 +361,7 @@ public static bool GetMouseButtonUp()
/// <summary>
/// Returns the active touch based on a TouchPhase enum filter.
/// </summary>
/// <param name="touchPhasesFilter">TouchPhase enums to filter with.</param>
/// <param name="touchPhasesFilter">TouchPhase enums used to filter.</param>
/// <returns>Touch</returns>
public static Touch? GetActiveTouch(params TouchPhase[] touchPhasesFilter)
{
Expand Down Expand Up @@ -645,7 +645,7 @@ public static bool GetTouchUp()
/// </summary>
/// <param name="gameObject">GameObject to test.</param>
/// <param name="mainCamera">Current active camera.</param>
/// <param name="position">Vector3 to test raycast with.</param>
/// <param name="position">Vector3 used to test raycast.</param>
/// <param name="hit">The result of the raycast.</param>
/// <returns>bool</returns>
public static bool RaycastToGameObject(GameObject gameObject, Camera mainCamera, Vector3 position,
Expand All @@ -655,7 +655,7 @@ public static bool GetTouchUp()
var ray = mainCamera.ScreenPointToRay(position);

return Physics.Raycast(ray, out hit, Mathf.Infinity, gameObject.GetLayerMask()) &&
hit.transform.IsChildOf(gameObject.transform);
hit.transform.IsChildOf(gameObject.transform);

}

Expand All @@ -664,7 +664,7 @@ public static bool GetTouchUp()
/// </summary>
/// <param name="gameObject">GameObject to test.</param>
/// <param name="mainCamera">Current active camera.</param>
/// <param name="position">Vector3 to test raycast with.</param>
/// <param name="position">Vector3 used to test raycast.</param>
/// <param name="hit">The result of the raycast.</param>
/// <returns>bool</returns>
public static bool RaycastToGameObject(GameObject gameObject, Camera mainCamera, Vector3 position,
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4 changes: 2 additions & 2 deletions Scripts/Runner.cs
Expand Up @@ -17,8 +17,8 @@ public class Runner : MonoBehaviour
/// <summary>
/// Starts and adds a coroutine to a list.
/// </summary>
/// <param name="coroutineKey">Unique key to store coroutine with.</param>
/// <param name="routine">IEnumerator to start coroutine with.</param>
/// <param name="coroutineKey">Unique key used to store coroutine.</param>
/// <param name="routine">IEnumerator used to start coroutine.</param>
/// <returns>Coroutine</returns>
public Coroutine AddCoroutine(string coroutineKey, IEnumerator routine)
{
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2 changes: 1 addition & 1 deletion Scripts/ScriptableObjects/AudioPoolReference.cs
Expand Up @@ -96,7 +96,7 @@ protected override AudioSource Create()
/// Plays an audio clip stored in the audio data array by name with a specified AudioSource component.
/// </summary>
/// <param name="audioDataName">String representing the audio clip to play.</param>
/// <param name="audioSource">AudioSource component to play an AudioClip with.</param>
/// <param name="audioSource">AudioSource component used to play an AudioClip.</param>
/// <returns>void</returns>
public void Play(string audioDataName, AudioSource audioSource)
{
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6 changes: 3 additions & 3 deletions Scripts/Structs.cs
Expand Up @@ -77,7 +77,7 @@ public bool Equals(Vector2AnimationCurve other)
/// <summary>
/// Evaluates both animation curves and generates a Vector2 with the results.
/// </summary>
/// <param name="time">The time to evaluate each animation curve with.</param>
/// <param name="time">The time used to evaluate each animation curve.</param>
/// <returns>Vector2</returns>
public Vector2 Evaluate(float time)
{
Expand Down Expand Up @@ -180,7 +180,7 @@ public bool Equals(Vector3AnimationCurve other)
/// <summary>
/// Evaluates all animation curves and generates a Vector3 with the results.
/// </summary>
/// <param name="time">The time to evaluate each animation curve with.</param>
/// <param name="time">The time used to evaluate each animation curve.</param>
/// <returns>Vector3</returns>
public Vector3 Evaluate(float time)
{
Expand Down Expand Up @@ -297,7 +297,7 @@ public bool Equals(Vector4AnimationCurve other)
/// <summary>
/// Evaluates all animation curves and generates a Vector4 with the results.
/// </summary>
/// <param name="time">The time to evaluate each animation curve with.</param>
/// <param name="time">The time used to evaluate each animation curve.</param>
/// <returns>Vector4</returns>
public Vector4 Evaluate(float time)
{
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