mirror of
https://github.com/godotengine/godot
synced 2024-09-05 09:08:28 +00:00
Various fixes to C# documentation
This commit is contained in:
parent
37302b5c24
commit
2deabd553f
|
@ -127,7 +127,7 @@ namespace Godot
|
|||
/// </code>
|
||||
/// </example>
|
||||
/// <param name="linear">The linear energy to convert.</param>
|
||||
/// <returns>Audio as decibels</returns>
|
||||
/// <returns>Audio as decibels.</returns>
|
||||
public static real_t Linear2Db(real_t linear)
|
||||
{
|
||||
return (real_t)(Math.Log(linear) * 8.6858896380650365530225783783321);
|
||||
|
|
|
@ -624,7 +624,7 @@ namespace Godot
|
|||
/// </summary>
|
||||
/// <param name="s">The value to snap.</param>
|
||||
/// <param name="step">The step size to snap to.</param>
|
||||
/// <returns></returns>
|
||||
/// <returns>The snapped value.</returns>
|
||||
public static real_t Snapped(real_t s, real_t step)
|
||||
{
|
||||
if (step != 0f)
|
||||
|
|
|
@ -44,7 +44,7 @@ namespace Godot
|
|||
/// <summary>
|
||||
/// Returns the amount of digits after the decimal place.
|
||||
/// </summary>
|
||||
/// <param name="s">The input <see cref="decimal"/> value.</param>
|
||||
/// <param name="s">The input <see langword="decimal"/> value.</param>
|
||||
/// <returns>The amount of digits.</returns>
|
||||
public static int DecimalCount(decimal s)
|
||||
{
|
||||
|
@ -54,7 +54,7 @@ namespace Godot
|
|||
/// <summary>
|
||||
/// Rounds <paramref name="s"/> upward (towards positive infinity).
|
||||
///
|
||||
/// This is the same as <see cref="Ceil(real_t)"/>, but returns an <c>int</c>.
|
||||
/// This is the same as <see cref="Ceil(real_t)"/>, but returns an <see langword="int"/>.
|
||||
/// </summary>
|
||||
/// <param name="s">The number to ceil.</param>
|
||||
/// <returns>The smallest whole number that is not less than <paramref name="s"/>.</returns>
|
||||
|
@ -66,7 +66,7 @@ namespace Godot
|
|||
/// <summary>
|
||||
/// Rounds <paramref name="s"/> downward (towards negative infinity).
|
||||
///
|
||||
/// This is the same as <see cref="Floor(real_t)"/>, but returns an <c>int</c>.
|
||||
/// This is the same as <see cref="Floor(real_t)"/>, but returns an <see langword="int"/>.
|
||||
/// </summary>
|
||||
/// <param name="s">The number to floor.</param>
|
||||
/// <returns>The largest whole number that is not more than <paramref name="s"/>.</returns>
|
||||
|
@ -78,7 +78,7 @@ namespace Godot
|
|||
/// <summary>
|
||||
/// Rounds <paramref name="s"/> to the nearest whole number.
|
||||
///
|
||||
/// This is the same as <see cref="Round(real_t)"/>, but returns an <c>int</c>.
|
||||
/// This is the same as <see cref="Round(real_t)"/>, but returns an <see langword="int"/>.
|
||||
/// </summary>
|
||||
/// <param name="s">The number to round.</param>
|
||||
/// <returns>The rounded number.</returns>
|
||||
|
|
|
@ -122,7 +122,7 @@ namespace Godot
|
|||
/// "/root/Level/Path2D"
|
||||
/// </code>
|
||||
/// </example>
|
||||
/// <param name="path"></param>
|
||||
/// <param name="path">A string that represents a path in a scene tree.</param>
|
||||
public NodePath(string path)
|
||||
{
|
||||
ptr = godot_icall_NodePath_Ctor(path);
|
||||
|
|
|
@ -415,6 +415,10 @@ namespace Godot
|
|||
/// <summary>
|
||||
/// Find the first occurrence of a substring. Optionally, the search starting position can be passed.
|
||||
/// </summary>
|
||||
/// <seealso cref="Find(string, char, int, bool)"/>
|
||||
/// <seealso cref="FindLast(string, string, bool)"/>
|
||||
/// <seealso cref="FindLast(string, string, int, bool)"/>
|
||||
/// <seealso cref="FindN(string, string, int)"/>
|
||||
/// <param name="instance">The string that will be searched.</param>
|
||||
/// <param name="what">The substring to find.</param>
|
||||
/// <param name="from">The search starting position.</param>
|
||||
|
|
|
@ -23,7 +23,6 @@ namespace Godot
|
|||
/// <summary>
|
||||
/// The basis matrix's X vector (column 0). Equivalent to array index <c>[0]</c>.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public Vector2 x;
|
||||
|
||||
/// <summary>
|
||||
|
@ -420,12 +419,12 @@ namespace Godot
|
|||
/// Constructs a transformation matrix from the given components.
|
||||
/// Arguments are named such that xy is equal to calling x.y
|
||||
/// </summary>
|
||||
/// <param name="xx">The X component of the X column vector, accessed via <c>t.x.x</c> or <c>[0][0]</c></param>
|
||||
/// <param name="xy">The Y component of the X column vector, accessed via <c>t.x.y</c> or <c>[0][1]</c></param>
|
||||
/// <param name="yx">The X component of the Y column vector, accessed via <c>t.y.x</c> or <c>[1][0]</c></param>
|
||||
/// <param name="yy">The Y component of the Y column vector, accessed via <c>t.y.y</c> or <c>[1][1]</c></param>
|
||||
/// <param name="ox">The X component of the origin vector, accessed via <c>t.origin.x</c> or <c>[2][0]</c></param>
|
||||
/// <param name="oy">The Y component of the origin vector, accessed via <c>t.origin.y</c> or <c>[2][1]</c></param>
|
||||
/// <param name="xx">The X component of the X column vector, accessed via <c>t.x.x</c> or <c>[0][0]</c>.</param>
|
||||
/// <param name="xy">The Y component of the X column vector, accessed via <c>t.x.y</c> or <c>[0][1]</c>.</param>
|
||||
/// <param name="yx">The X component of the Y column vector, accessed via <c>t.y.x</c> or <c>[1][0]</c>.</param>
|
||||
/// <param name="yy">The Y component of the Y column vector, accessed via <c>t.y.y</c> or <c>[1][1]</c>.</param>
|
||||
/// <param name="ox">The X component of the origin vector, accessed via <c>t.origin.x</c> or <c>[2][0]</c>.</param>
|
||||
/// <param name="oy">The Y component of the origin vector, accessed via <c>t.origin.y</c> or <c>[2][1]</c>.</param>
|
||||
public Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy)
|
||||
{
|
||||
x = new Vector2(xx, xy);
|
||||
|
|
|
@ -166,7 +166,7 @@ namespace Godot
|
|||
/// Operations take place in global space.
|
||||
/// </summary>
|
||||
/// <param name="target">The object to look at.</param>
|
||||
/// <param name="up">The relative up direction</param>
|
||||
/// <param name="up">The relative up direction.</param>
|
||||
/// <returns>The resulting transform.</returns>
|
||||
public Transform3D LookingAt(Vector3 target, Vector3 up)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue