Fix typos and code style
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@@ -288,7 +288,7 @@ public:
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if capsule hits an matching object, otherwise false.</returns>
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API_FUNCTION() static bool CapsuleCast(const Vector3& center, const float radius, const float height, const Vector3& direction, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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API_FUNCTION() static bool CapsuleCast(const Vector3& center, float radius, float height, const Vector3& direction, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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/// Performs a sweep test against objects in the scene using a capsule geometry.
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@@ -303,7 +303,7 @@ public:
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if capsule hits an matching object, otherwise false.</returns>
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API_FUNCTION() static bool CapsuleCast(const Vector3& center, const float radius, const float height, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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API_FUNCTION() static bool CapsuleCast(const Vector3& center, float radius, float height, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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/// Performs a sweep test against objects in the scene using a capsule geometry.
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@@ -318,8 +318,8 @@ public:
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if capsule hits an matching object, otherwise false.</returns>
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API_FUNCTION() static bool CapsuleCastAll(const Vector3& center, const float radius, const float height, const Vector3& direction, API_PARAM(Out) Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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API_FUNCTION() static bool CapsuleCastAll(const Vector3& center, float radius, float height, const Vector3& direction, API_PARAM(Out) Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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/// Checks whether the given box overlaps with other colliders or not.
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/// </summary>
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@@ -344,7 +344,7 @@ public:
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/// <summary>
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/// Checks whether the given capsule overlaps with other colliders or not.
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/// </summary>
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/// <param name="center">The sphere center.</param>
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/// <param name="center">The capsule center.</param>
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/// <param name="radius">The radius of the capsule.</param>
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/// <param name="height">The height of the capsule, excluding the top and bottom spheres.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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@@ -413,7 +413,7 @@ public:
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/// <summary>
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/// Finds all colliders touching or inside of the given sphere.
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/// </summary>
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/// <param name="center">The sphere center.</param>
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/// <param name="center">The capsule center.</param>
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/// <param name="radius">The radius of the capsule.</param>
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/// <param name="height">The height of the capsule, excluding the top and bottom spheres.</param>
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/// <param name="results">The result colliders that overlap with the given sphere. Valid only when method returns true.</param>
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