Various fixes to C# documentation
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@ -127,7 +127,7 @@ namespace Godot
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/// </code>
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/// </example>
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/// <param name="linear">The linear energy to convert.</param>
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/// <returns>Audio as decibels</returns>
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/// <returns>Audio as decibels.</returns>
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public static real_t Linear2Db(real_t linear)
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{
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return (real_t)(Math.Log(linear) * 8.6858896380650365530225783783321);
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@ -624,7 +624,7 @@ namespace Godot
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/// </summary>
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/// <param name="s">The value to snap.</param>
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/// <param name="step">The step size to snap to.</param>
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/// <returns></returns>
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/// <returns>The snapped value.</returns>
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public static real_t Snapped(real_t s, real_t step)
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{
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if (step != 0f)
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@ -44,7 +44,7 @@ namespace Godot
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/// <summary>
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/// Returns the amount of digits after the decimal place.
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/// </summary>
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/// <param name="s">The input <see cref="decimal"/> value.</param>
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/// <param name="s">The input <see langword="decimal"/> value.</param>
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/// <returns>The amount of digits.</returns>
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public static int DecimalCount(decimal s)
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{
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@ -54,7 +54,7 @@ namespace Godot
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/// <summary>
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/// Rounds <paramref name="s"/> upward (towards positive infinity).
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///
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/// This is the same as <see cref="Ceil(real_t)"/>, but returns an <c>int</c>.
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/// This is the same as <see cref="Ceil(real_t)"/>, but returns an <see langword="int"/>.
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/// </summary>
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/// <param name="s">The number to ceil.</param>
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/// <returns>The smallest whole number that is not less than <paramref name="s"/>.</returns>
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@ -66,7 +66,7 @@ namespace Godot
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/// <summary>
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/// Rounds <paramref name="s"/> downward (towards negative infinity).
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///
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/// This is the same as <see cref="Floor(real_t)"/>, but returns an <c>int</c>.
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/// This is the same as <see cref="Floor(real_t)"/>, but returns an <see langword="int"/>.
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/// </summary>
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/// <param name="s">The number to floor.</param>
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/// <returns>The largest whole number that is not more than <paramref name="s"/>.</returns>
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@ -78,7 +78,7 @@ namespace Godot
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/// <summary>
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/// Rounds <paramref name="s"/> to the nearest whole number.
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///
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/// This is the same as <see cref="Round(real_t)"/>, but returns an <c>int</c>.
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/// This is the same as <see cref="Round(real_t)"/>, but returns an <see langword="int"/>.
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/// </summary>
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/// <param name="s">The number to round.</param>
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/// <returns>The rounded number.</returns>
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@ -122,7 +122,7 @@ namespace Godot
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/// "/root/Level/Path2D"
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/// </code>
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/// </example>
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/// <param name="path"></param>
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/// <param name="path">A string that represents a path in a scene tree.</param>
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public NodePath(string path)
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{
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ptr = godot_icall_NodePath_Ctor(path);
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@ -415,6 +415,10 @@ namespace Godot
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/// <summary>
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/// Find the first occurrence of a substring. Optionally, the search starting position can be passed.
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/// </summary>
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/// <seealso cref="Find(string, char, int, bool)"/>
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/// <seealso cref="FindLast(string, string, bool)"/>
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/// <seealso cref="FindLast(string, string, int, bool)"/>
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/// <seealso cref="FindN(string, string, int)"/>
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/// <param name="instance">The string that will be searched.</param>
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/// <param name="what">The substring to find.</param>
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/// <param name="from">The search starting position.</param>
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@ -23,7 +23,6 @@ namespace Godot
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/// <summary>
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/// The basis matrix's X vector (column 0). Equivalent to array index <c>[0]</c>.
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/// </summary>
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/// <value></value>
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public Vector2 x;
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/// <summary>
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@ -420,12 +419,12 @@ namespace Godot
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/// Constructs a transformation matrix from the given components.
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/// Arguments are named such that xy is equal to calling x.y
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/// </summary>
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/// <param name="xx">The X component of the X column vector, accessed via <c>t.x.x</c> or <c>[0][0]</c></param>
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/// <param name="xy">The Y component of the X column vector, accessed via <c>t.x.y</c> or <c>[0][1]</c></param>
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/// <param name="yx">The X component of the Y column vector, accessed via <c>t.y.x</c> or <c>[1][0]</c></param>
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/// <param name="yy">The Y component of the Y column vector, accessed via <c>t.y.y</c> or <c>[1][1]</c></param>
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/// <param name="ox">The X component of the origin vector, accessed via <c>t.origin.x</c> or <c>[2][0]</c></param>
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/// <param name="oy">The Y component of the origin vector, accessed via <c>t.origin.y</c> or <c>[2][1]</c></param>
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/// <param name="xx">The X component of the X column vector, accessed via <c>t.x.x</c> or <c>[0][0]</c>.</param>
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/// <param name="xy">The Y component of the X column vector, accessed via <c>t.x.y</c> or <c>[0][1]</c>.</param>
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/// <param name="yx">The X component of the Y column vector, accessed via <c>t.y.x</c> or <c>[1][0]</c>.</param>
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/// <param name="yy">The Y component of the Y column vector, accessed via <c>t.y.y</c> or <c>[1][1]</c>.</param>
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/// <param name="ox">The X component of the origin vector, accessed via <c>t.origin.x</c> or <c>[2][0]</c>.</param>
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/// <param name="oy">The Y component of the origin vector, accessed via <c>t.origin.y</c> or <c>[2][1]</c>.</param>
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public Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy)
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{
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x = new Vector2(xx, xy);
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@ -166,7 +166,7 @@ namespace Godot
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/// Operations take place in global space.
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/// </summary>
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/// <param name="target">The object to look at.</param>
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/// <param name="up">The relative up direction</param>
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/// <param name="up">The relative up direction.</param>
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/// <returns>The resulting transform.</returns>
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public Transform3D LookingAt(Vector3 target, Vector3 up)
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{
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