Merge branch 'unit-formatting' of https://github.com/nothingTVatYT/FlaxEngine into nothingTVatYT-unit-formatting
# Conflicts: # Source/Editor/CustomEditors/Editors/ActorTransformEditor.cs # Source/Editor/Options/InterfaceOptions.cs # Source/Engine/Core/Math/Transform.h
This commit is contained in:
@@ -23,7 +23,7 @@ public:
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/// Gets the size of the box, measured in the object's local space.
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/// </summary>
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/// <remarks>The box size will be scaled by the actor's world scale. </remarks>
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API_PROPERTY(Attributes="EditorOrder(100), DefaultValue(typeof(Float3), \"100,100,100\"), EditorDisplay(\"Collider\")")
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API_PROPERTY(Attributes="EditorOrder(100), DefaultValue(typeof(Float3), \"100,100,100\"), EditorDisplay(\"Collider\"), NumberCategory(Utils.ValueCategory.Distance)")
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FORCE_INLINE Float3 GetSize() const
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{
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return _size;
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@@ -25,7 +25,7 @@ public:
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/// Gets the radius of the sphere, measured in the object's local space.
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/// </summary>
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/// <remarks>The sphere radius will be scaled by the actor's world scale.</remarks>
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API_PROPERTY(Attributes="EditorOrder(100), DefaultValue(20.0f), EditorDisplay(\"Collider\")")
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API_PROPERTY(Attributes="EditorOrder(100), DefaultValue(20.0f), EditorDisplay(\"Collider\"), NumberCategory(Utils.ValueCategory.Distance)")
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FORCE_INLINE float GetRadius() const
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{
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return _radius;
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@@ -41,7 +41,7 @@ public:
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/// Gets the height of the capsule, measured in the object's local space between the centers of the hemispherical ends.
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/// </summary>
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/// <remarks>The capsule height will be scaled by the actor's world scale.</remarks>
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API_PROPERTY(Attributes="EditorOrder(110), DefaultValue(100.0f), EditorDisplay(\"Collider\")")
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API_PROPERTY(Attributes="EditorOrder(110), DefaultValue(100.0f), EditorDisplay(\"Collider\"), NumberCategory(Utils.ValueCategory.Distance)")
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FORCE_INLINE float GetHeight() const
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{
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return _height;
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@@ -73,7 +73,7 @@ public:
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/// <summary>
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/// Gets the radius of the sphere, measured in the object's local space. The sphere radius will be scaled by the actor's world scale.
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/// </summary>
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API_PROPERTY(Attributes="EditorOrder(100), DefaultValue(50.0f), EditorDisplay(\"Collider\")")
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API_PROPERTY(Attributes="EditorOrder(100), DefaultValue(50.0f), EditorDisplay(\"Collider\"), NumberCategory(Utils.ValueCategory.Distance)")
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float GetRadius() const;
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/// <summary>
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@@ -84,7 +84,7 @@ public:
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/// <summary>
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/// Gets the height of the capsule, measured in the object's local space. The capsule height will be scaled by the actor's world scale.
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/// </summary>
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API_PROPERTY(Attributes="EditorOrder(110), DefaultValue(150.0f), EditorDisplay(\"Collider\")")
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API_PROPERTY(Attributes="EditorOrder(110), DefaultValue(150.0f), EditorDisplay(\"Collider\"), NumberCategory(Utils.ValueCategory.Distance)")
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float GetHeight() const;
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/// <summary>
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@@ -95,7 +95,7 @@ public:
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/// <summary>
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/// Gets the slope limit (in degrees). Limits the collider to only climb slopes that are less steep (in degrees) than the indicated value.
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/// </summary>
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API_PROPERTY(Attributes="EditorOrder(210), DefaultValue(45.0f), Limit(0, 100), EditorDisplay(\"Character Controller\")")
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API_PROPERTY(Attributes="EditorOrder(210), DefaultValue(45.0f), Limit(0, 100), EditorDisplay(\"Character Controller\"), NumberCategory(Utils.ValueCategory.Angle)")
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float GetSlopeLimit() const;
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/// <summary>
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@@ -117,7 +117,7 @@ public:
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/// <summary>
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/// Gets the step height. The character will step up a stair only if it is closer to the ground than the indicated value. This should not be greater than the Character Controller’s height or it will generate an error.
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/// </summary>
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API_PROPERTY(Attributes="EditorOrder(220), DefaultValue(30.0f), Limit(0), EditorDisplay(\"Character Controller\")")
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API_PROPERTY(Attributes="EditorOrder(220), DefaultValue(30.0f), Limit(0), EditorDisplay(\"Character Controller\"), NumberCategory(Utils.ValueCategory.Distance)")
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float GetStepOffset() const;
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/// <summary>
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@@ -139,7 +139,7 @@ public:
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/// <summary>
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/// Gets the minimum move distance of the character controller. The minimum traveled distance to consider. If traveled distance is smaller, the character doesn't move. This is used to stop the recursive motion algorithm when remaining distance to travel is small.
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/// </summary>
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API_PROPERTY(Attributes="EditorOrder(230), DefaultValue(0.0f), Limit(0, 1000), EditorDisplay(\"Character Controller\")")
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API_PROPERTY(Attributes="EditorOrder(230), DefaultValue(0.0f), Limit(0, 1000), EditorDisplay(\"Character Controller\"), NumberCategory(Utils.ValueCategory.Distance)")
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float GetMinMoveDistance() const;
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/// <summary>
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@@ -52,7 +52,7 @@ public:
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/// <summary>
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/// Gets the center of the collider, measured in the object's local space.
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/// </summary>
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API_PROPERTY(Attributes="EditorOrder(10), DefaultValue(typeof(Vector3), \"0,0,0\"), EditorDisplay(\"Collider\")")
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API_PROPERTY(Attributes="EditorOrder(10), DefaultValue(typeof(Vector3), \"0,0,0\"), EditorDisplay(\"Collider\"), NumberCategory(Utils.ValueCategory.Distance)")
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FORCE_INLINE Vector3 GetCenter() const
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{
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return _center;
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@@ -66,7 +66,7 @@ public:
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/// <summary>
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/// Gets the contact offset. Colliders whose distance is less than the sum of their ContactOffset values will generate contacts. The contact offset must be positive. Contact offset allows the collision detection system to predictively enforce the contact constraint even when the objects are slightly separated.
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/// </summary>
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API_PROPERTY(Attributes="EditorOrder(1), DefaultValue(2.0f), Limit(0, 100), EditorDisplay(\"Collider\")")
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API_PROPERTY(Attributes="EditorOrder(1), DefaultValue(2.0f), Limit(0, 100), EditorDisplay(\"Collider\"), NumberCategory(Utils.ValueCategory.Distance)")
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FORCE_INLINE float GetContactOffset() const
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{
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return _contactOffset;
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@@ -21,7 +21,7 @@ public:
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/// Gets the radius of the sphere, measured in the object's local space.
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/// </summary>
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/// <remarks>The sphere radius will be scaled by the actor's world scale.</remarks>
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API_PROPERTY(Attributes="EditorOrder(100), DefaultValue(50.0f), EditorDisplay(\"Collider\")")
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API_PROPERTY(Attributes="EditorOrder(100), DefaultValue(50.0f), EditorDisplay(\"Collider\"), NumberCategory(Utils.ValueCategory.Distance)")
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FORCE_INLINE float GetRadius() const
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{
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return _radius;
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