Various C# documentation improvements
Fixes wrong/invalid documentation and add documentation to some OS members.
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@ -15,6 +15,9 @@ namespace GodotTools.Utils
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[SuppressMessage("ReSharper", "InconsistentNaming")]
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[SuppressMessage("ReSharper", "InconsistentNaming")]
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public static class OS
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public static class OS
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{
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{
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/// <summary>
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/// Display names for the OS platforms.
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/// </summary>
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private static class Names
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private static class Names
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{
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{
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public const string Windows = "Windows";
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public const string Windows = "Windows";
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@ -30,6 +33,9 @@ namespace GodotTools.Utils
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public const string HTML5 = "HTML5";
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public const string HTML5 = "HTML5";
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}
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}
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/// <summary>
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/// Godot platform identifiers.
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/// </summary>
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public static class Platforms
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public static class Platforms
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{
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{
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public const string Windows = "windows";
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public const string Windows = "windows";
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@ -42,6 +48,10 @@ namespace GodotTools.Utils
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public const string HTML5 = "javascript";
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public const string HTML5 = "javascript";
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}
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}
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/// <summary>
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/// OS name part of the .NET runtime identifier (RID).
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/// See https://docs.microsoft.com/en-us/dotnet/core/rid-catalog.
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/// </summary>
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public static class DotNetOS
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public static class DotNetOS
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{
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{
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public const string Win = "win";
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public const string Win = "win";
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@ -189,8 +189,6 @@ namespace Godot
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/// Pushes an error message to Godot's built-in debugger and to the OS terminal.
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/// Pushes an error message to Godot's built-in debugger and to the OS terminal.
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///
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///
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/// Note: Errors printed this way will not pause project execution.
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/// Note: Errors printed this way will not pause project execution.
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/// To print an error message and pause project execution in debug builds,
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/// use [code]assert(false, "test error")[/code] instead.
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/// </summary>
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/// </summary>
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/// <example>
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/// <example>
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/// <code>
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/// <code>
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@ -754,9 +754,10 @@ namespace Godot
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}
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}
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/// <summary>
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/// <summary>
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/// Returns the [code]value[/code] wrapped between [code]0[/code] and the [code]length[/code].
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/// Returns the <paramref name="value"/> wrapped between <c>0</c> and the <paramref name="length"/>.
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/// If the limit is reached, the next value the function returned is decreased to the [code]0[/code] side or increased to the [code]length[/code] side (like a triangle wave).
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/// If the limit is reached, the next value the function returned is decreased to the <c>0</c> side
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/// If [code]length[/code] is less than zero, it becomes positive.
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/// or increased to the <paramref name="length"/> side (like a triangle wave).
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/// If <paramref name="length"/> is less than zero, it becomes positive.
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/// </summary>
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/// </summary>
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/// <param name="value">The value to pingpong.</param>
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/// <param name="value">The value to pingpong.</param>
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/// <param name="length">The maximum value of the function.</param>
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/// <param name="length">The maximum value of the function.</param>
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@ -39,22 +39,22 @@ namespace Godot
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}
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}
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/// <summary>
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/// <summary>
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/// The projections's X column. Also accessible by using the index position <c>[0]</c>.
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/// The projection's X column. Also accessible by using the index position <c>[0]</c>.
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/// </summary>
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/// </summary>
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public Vector4 x;
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public Vector4 x;
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/// <summary>
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/// <summary>
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/// The projections's Y column. Also accessible by using the index position <c>[1]</c>.
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/// The projection's Y column. Also accessible by using the index position <c>[1]</c>.
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/// </summary>
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/// </summary>
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public Vector4 y;
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public Vector4 y;
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/// <summary>
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/// <summary>
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/// The projections's Z column. Also accessible by using the index position <c>[2]</c>.
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/// The projection's Z column. Also accessible by using the index position <c>[2]</c>.
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/// </summary>
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/// </summary>
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public Vector4 z;
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public Vector4 z;
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/// <summary>
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/// <summary>
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/// The projections's W column. Also accessible by using the index position <c>[3]</c>.
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/// The projection's W column. Also accessible by using the index position <c>[3]</c>.
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/// </summary>
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/// </summary>
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public Vector4 w;
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public Vector4 w;
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@ -59,9 +59,9 @@ namespace Godot
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}
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}
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/// <summary>
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/// <summary>
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/// Constructs a <see cref="StringName"/> from the given <paramref name="path"/> string.
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/// Constructs a <see cref="StringName"/> from the given <paramref name="name"/> string.
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/// </summary>
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/// </summary>
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/// <param name="path">String to construct the <see cref="StringName"/> from.</param>
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/// <param name="name">String to construct the <see cref="StringName"/> from.</param>
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public StringName(string name)
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public StringName(string name)
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{
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{
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if (!string.IsNullOrEmpty(name))
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if (!string.IsNullOrEmpty(name))
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