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8 changed files with 39 additions and 11 deletions
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@ -9,14 +9,17 @@ using Unity.Mathematics;
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namespace GamecraftModdingAPI.Blocks
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namespace GamecraftModdingAPI.Blocks
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{
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{
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/// <summary>
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/// <summary>
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/// Common block movement operations
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/// Common block movement operations.
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/// The functionality of this class only works in build mode.
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/// </summary>
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/// </summary>
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public static class Movement
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public static class Movement
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{
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{
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private static MovementEngine movementEngine = new MovementEngine();
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private static MovementEngine movementEngine = new MovementEngine();
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/// <summary>
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/// <summary>
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/// Move a single block by a specific (x,y,z) amount
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/// Move a single block by a specific (x,y,z) amount (offset).
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/// The moved block will remain connected to the blocks it was touching before it was moved.
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/// The block's placement grid and collision box are also moved.
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/// </summary>
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/// </summary>
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/// <param name="id">The block's id</param>
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/// <param name="id">The block's id</param>
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/// <param name="vector">The movement amount (x,y,z)</param>
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/// <param name="vector">The movement amount (x,y,z)</param>
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@ -32,7 +35,10 @@ namespace GamecraftModdingAPI.Blocks
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}
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}
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/// <summary>
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/// <summary>
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/// Move all connected blocks by a specific (x,y,z) amount
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/// Move all connected blocks by a specific (x,y,z) amount (offset).
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/// The moved blocks will remain connected to the block they're touching.
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/// All of the block's placement grids and collision boxes are also moved.
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/// This is equivalent to calling MoveBlock() for every connected block.
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/// </summary>
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/// </summary>
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/// <param name="id">The starting block's id</param>
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/// <param name="id">The starting block's id</param>
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/// <param name="vector">The movement amount (x,y,z)</param>
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/// <param name="vector">The movement amount (x,y,z)</param>
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@ -7,15 +7,17 @@ using GamecraftModdingAPI.Utility;
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namespace GamecraftModdingAPI.Blocks
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namespace GamecraftModdingAPI.Blocks
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{
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{
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/// <summary>
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/// <summary>
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/// Common block placement operations
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/// Common block placement operations.
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/// The functionality in this class is for build mode.
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/// </summary>
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/// </summary>
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public static class Placement
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public static class Placement
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{
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{
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private static PlacementEngine placementEngine = new PlacementEngine();
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private static PlacementEngine placementEngine = new PlacementEngine();
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/// <summary>
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/// <summary>
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/// Place a block at the given position. If scaled, position means the center of the block. The default block size is 0.2 in terms of position.
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/// Place a new block at the given position. If scaled, position means the center of the block. The default block size is 0.2 in terms of position.
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/// Place blocks next to each other to connect them.
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/// Place blocks next to each other to connect them.
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/// The placed block will be a complete block with a placement grid and collision which will be saved along with the game.
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/// </summary>
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/// </summary>
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/// <param name="block">The block's type</param>
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/// <param name="block">The block's type</param>
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/// <param name="color">The block's color</param>
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/// <param name="color">The block's color</param>
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@ -9,14 +9,17 @@ using Unity.Mathematics;
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namespace GamecraftModdingAPI.Blocks
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namespace GamecraftModdingAPI.Blocks
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{
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{
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/// <summary>
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/// <summary>
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/// Common block movement operations
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/// Common block rotation operations.
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/// The functionality in this class is not completely implemented and will only work in build mode.
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/// </summary>
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/// </summary>
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public static class Rotation
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public static class Rotation
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{
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{
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private static RotationEngine rotationEngine = new RotationEngine();
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private static RotationEngine rotationEngine = new RotationEngine();
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/// <summary>
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/// <summary>
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/// Rotate a single block by a specific amount in degrees
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/// Rotate a single block by a specific amount in degrees.
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/// This not destroy inter-block connections, so neighbouring blocks will remain attached despite appearances.
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/// The cube placement grid and collision are also rotated.
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/// </summary>
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/// </summary>
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/// <param name="id">The block's id</param>
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/// <param name="id">The block's id</param>
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/// <param name="vector">The rotation amount around the x,y,z-axis</param>
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/// <param name="vector">The rotation amount around the x,y,z-axis</param>
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@ -32,7 +35,8 @@ namespace GamecraftModdingAPI.Blocks
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}
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}
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/// <summary>
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/// <summary>
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/// Rotate all connected blocks by a specific amount in degrees
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/// Rotate all connected blocks by a specific amount in degrees.
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/// This does not do anything because it has not been implemented.
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/// </summary>
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/// </summary>
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/// <param name="id">The starting block's id</param>
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/// <param name="id">The starting block's id</param>
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/// <param name="vector">The rotation around the x,y,z-axis</param>
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/// <param name="vector">The rotation around the x,y,z-axis</param>
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@ -75,6 +75,7 @@ namespace GamecraftModdingAPI.Blocks
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public float3 RotateConnectedBlocks(uint blockID, Vector3 vector)
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public float3 RotateConnectedBlocks(uint blockID, Vector3 vector)
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{
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{
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// TODO: Implement and figure out the math
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throw new NotImplementedException();
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throw new NotImplementedException();
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}
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}
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@ -12,6 +12,7 @@ namespace GamecraftModdingAPI.Blocks
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{
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{
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/// <summary>
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/// <summary>
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/// [EXPERIMENTAL] Common block signal operations
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/// [EXPERIMENTAL] Common block signal operations
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/// The functionality in this class only works when in a game.
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/// </summary>
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/// </summary>
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public static class Signals
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public static class Signals
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{
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{
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@ -48,7 +49,7 @@ namespace GamecraftModdingAPI.Blocks
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}
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}
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/// <summary>
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/// <summary>
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/// Set a signal's value.
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/// Set the signal's value.
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/// </summary>
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/// </summary>
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/// <param name="signalID">The channel cluster's id.</param>
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/// <param name="signalID">The channel cluster's id.</param>
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/// <param name="signal">The signal value (-1 to 1; not enforced).</param>
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/// <param name="signal">The signal value (-1 to 1; not enforced).</param>
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@ -10,7 +10,8 @@ using Svelto.Tasks.Enumerators;
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namespace GamecraftModdingAPI.Tasks
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namespace GamecraftModdingAPI.Tasks
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{
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{
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/// <summary>
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/// <summary>
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/// An asynchronous task to be performed once
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/// An asynchronous task to be performed once.
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/// Once constructed, this can be run by scheduling it with Scheduler.Schedule()
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/// </summary>
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/// </summary>
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public class Once : ISchedulable
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public class Once : ISchedulable
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{
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{
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@ -10,7 +10,8 @@ using Svelto.Tasks.Enumerators;
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namespace GamecraftModdingAPI.Tasks
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namespace GamecraftModdingAPI.Tasks
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{
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{
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/// <summary>
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/// <summary>
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/// An asynchronous repeating task
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/// An asynchronous repeating task.
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/// Once constructed, this can be run by scheduling it with Scheduler.Schedule()
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/// </summary>
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/// </summary>
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public class Repeatable : ISchedulable
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public class Repeatable : ISchedulable
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{
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{
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@ -9,6 +9,11 @@ using Svelto.Tasks.ExtraLean;
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namespace GamecraftModdingAPI.Tasks
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namespace GamecraftModdingAPI.Tasks
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{
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{
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/// <summary>
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/// Asynchronous task scheduling for ISchedulables.
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/// Asynchronous tasks will not freeze the main program, which makes them ideal for slow or blocking operations which don't need to be completed post-haste.
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/// The functionality of this class works in any state.
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/// </summary>
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public static class Scheduler
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public static class Scheduler
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{
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{
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public static Svelto.Tasks.Lean.Unity.UpdateMonoRunner leanRunnerUI
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public static Svelto.Tasks.Lean.Unity.UpdateMonoRunner leanRunnerUI
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public static readonly Svelto.Tasks.Lean.Unity.UpdateMonoRunner leanRunner = new Svelto.Tasks.Lean.Unity.UpdateMonoRunner("GamecraftModdingAPILean");
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public static readonly Svelto.Tasks.Lean.Unity.UpdateMonoRunner leanRunner = new Svelto.Tasks.Lean.Unity.UpdateMonoRunner("GamecraftModdingAPILean");
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/// <summary>
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/// Schedule a task to run asynchronously.
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/// This uses custom task runners (by default) to not interfere with the game.
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/// </summary>
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/// <param name="toRun">The task to run</param>
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/// <param name="extraLean">Schedule toRun on an extra lean runner?</param>
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/// <param name="ui">Schedule toRun on Gamecraft's built-in UI task runner?</param>
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public static void Schedule(ISchedulable toRun, bool extraLean = false, bool ui = false)
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public static void Schedule(ISchedulable toRun, bool extraLean = false, bool ui = false)
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{
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{
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if (extraLean)
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if (extraLean)
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