Files
XericLibrary-Publish/Runtime/XericLibrary.xml
T
2025-04-10 15:32:00 +08:00

11971 lines
533 KiB
XML
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
<?xml version="1.0"?>
<doc>
<assembly>
<name>XericLibrary</name>
</assembly>
<members>
<member name="T:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek">
<summary>
对话模型的api,这里代表Deepseek
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.HowToFormatMessage">
<summary>
指定如何将对话系统的一条消息转为api消息
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.Model">
<summary>
可用的模型名称列表
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.client">
<summary>
当前连接客户端
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.responseBody">
<summary>
当前正在传输的响应体
</summary>
</member>
<member name="T:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ChatModel">
<summary>
深度求索对话模型类型
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ChatModel.DeepSeek_V3">
<summary>
深度求索
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ChatModel.DeepSeek_R1">
<summary>
深度求索最新推出的推理模型 DeepSeek-R1
</summary>
</member>
<member name="T:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ChatErrorCode">
<summary>
对话错误代码
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ChatErrorCode.code_400">
<summary>
格式错误 原因:请求体格式错误
解决方法:请根据错误信息提示修改请求体
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ChatErrorCode.code_401">
<summary>
认证失败 原因:API key 错误,认证失败
解决方法:请检查您的 API key 是否正确,如没有 API key,请先 创建 API key
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ChatErrorCode.code_402">
<summary>
余额不足 原因:账号余额不足
解决方法:请确认账户余额,并前往 充值 页面进行充值
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ChatErrorCode.code_422">
<summary>
参数错误 原因:请求体参数错误
解决方法:请根据错误信息提示修改相关参数
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ChatErrorCode.code_429">
<summary>
请求速率达到上限 原因:请求速率(TPM 或 RPM)达到上限
解决方法:请合理规划您的请求速率。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ChatErrorCode.code_500">
<summary>
服务器故障 原因:服务器内部故障
解决方法:请等待后重试。若问题一直存在,请联系我们解决
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ChatErrorCode.code_503">
<summary>
服务器繁忙 原因:服务器负载过高
解决方法:请稍后重试您的请求
</summary>
</member>
<member name="T:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.RequestBody">
<summary>
请求体
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.RequestBody.Messages">
<summary>
消息
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.RequestBody.Model">
<summary>
Possible values: [deepseek-chat, deepseek-reasoner]
使用的模型的 ID。您可以使用 deepseek-chat。
</summary>
</member>
<!-- Badly formed XML comment ignored for member "F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.RequestBody.FrequencyPenalty" -->
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.RequestBody.MaxTokens">
<summary>
Possible values: > 1
介于 1 到 8192 间的整数,限制一次请求中模型生成 completion 的最大 token 数。输入 token 和输出 token 的总长度受模型的上下文长度的限制。
如未指定 max_tokens参数,默认使用 4096。
</summary>
</member>
<!-- Badly formed XML comment ignored for member "F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.RequestBody.PresencePenalty" -->
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.RequestBody.ResponseFormat">
<summary>
一个 object,指定模型必须输出的格式。
设置为 { "type": "json_object" }
以启用 JSON 模式,该模式保证模型生成的消息是有效的 JSON。
注意: 使用 JSON 模式时,你还必须通过系统或用户消息指示模型生成 JSON。否则,模型可能会生成不断的空白字符,直到生成达到令牌限制,从而导致请求长时间运行并显得“卡住”。此外,如果 finish_reason="length",这表示生成超过了 max_tokens 或对话超过了最大上下文长度,消息内容可能会被部分截断。
type string
Possible values: [text, json_object]
Default value: text
Must be one of text or json_object.
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.RequestBody.Stop">
<summary>
object nullable
一个 string 或最多包含 16 个 string 的 list,在遇到这些词时,API 将停止生成更多的 token。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.RequestBody.Stream">
<summary>
如果设置为 True,将会以 SSE(server-sent events)的形式以流式发送消息增量。消息流以 data: [DONE] 结尾。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.RequestBody.Stream_options">
<summary>
流式输出相关选项。只有在 stream 参数为 true 时,才可设置此参数。
include_usage boolean
如果设置为 true,在流式消息最后的 data: [DONE] 之前将会传输一个额外的块。此块上的 usage 字段显示整个请求的 token 使用统计信息,而 choices 字段将始终是一个空数组。所有其他块也将包含一个 usage 字段,但其值为 null。
</summary>
</member>
<!-- Badly formed XML comment ignored for member "F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.RequestBody.Temperature" -->
<!-- Badly formed XML comment ignored for member "F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.RequestBody.Top" -->
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.RequestBody.Tools">
<summary>
模型可能会调用的 tool 的列表。目前,仅支持 function 作为工具。使用此参数来提供以 JSON 作为输入参数的 function 列表。最多支持 128 个 function。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.RequestBody.Tool_choice">
<summary>
控制模型调用 tool 的行为。
none 意味着模型不会调用任何 tool,而是生成一条消息。
auto 意味着模型可以选择生成一条消息或调用一个或多个 tool。
equired 意味着模型必须调用一个或多个 tool。
通过 {"type": "function", "function": {"name": "my_function"}}
指定特定 tool,会强制模型调用该 tool。
当没有 tool 时,默认值为 none。如果有 tool 存在,默认值为 auto。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.RequestBody.Logprobs">
<summary>
是否返回所输出 token 的对数概率。如果为 true,则在 message 的 content 中返回每个输出 token 的对数概率。
</summary>
</member>
<!-- Badly formed XML comment ignored for member "F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.RequestBody.Top_logprobs" -->
<member name="T:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseBody">
<summary>
响应体
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseBody.ID">
<summary>
该对话的唯一标识符。(格式如 5317a25b-c272-4145-8105-325c6b4bbd00)
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseBody.Choices">
<summary>
模型生成的 completion 的选择列表。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseBody.Object">
<summary>
Possible values: [chat.completion]
对象的类型, 其值为 chat.completion。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseBody.Created">
<summary>
创建聊天完成时的 Unix 时间戳(以秒为单位)。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseBody.Model">
<summary>
生成该 completion 的模型名。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseBody.Usage">
<summary>
该对话补全请求的用量信息。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseBody.SystemFingerprint">
<summary>
该指纹表示模型运行时使用的后端配置。(如 fp_3a5770e1b4)
</summary>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseBody.GetChoiceContent(System.Int32)">
<summary>
获取索引消息下的消息
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseBody.GetChoiceReasoningContent(System.Int32)">
<summary>
获取索引消息下的推理内容
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseBody.GetChoiceByIndex(System.Int32,XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseChoices@)">
<summary>
获取索引下的选择
</summary>
<param name="index"></param>
<param name="choice"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseBody.FindChoiceByIndex(System.Int32,XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseChoices@)">
<summary>
对话中包含模型返回的索引,通过这个索引获取
</summary>
<param name="index"></param>
<param name="choice"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamingBody">
<summary>
流式响应体
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamingBody.ID">
<summary>
该对话的唯一标识符。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamingBody.Choices">
<summary>
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamingBody.Created">
<summary>
创建聊天完成时的 Unix 时间戳(以秒为单位)。流式响应的每个 chunk 的时间戳相同。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamingBody.Model">
<summary>
生成该 completion 的模型名。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamingBody.SystemFingerprint">
<summary>
该指纹表示模型运行时使用的后端配置。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamingBody.Object">
<summary>
Possible values: [chat.completion.chunk]
对象的类型, 其值为 chat.completion.chunk。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamingBody.Usage">
<summary>
该对话补全请求的用量信息。
</summary>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamingBody.JointBody(XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamingBody)">
<summary>
联合多个对话响应内容
</summary>
<param name="body"></param>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamingBody.AppendExceptionMessage(System.Exception)">
<summary>
添加一个报错在末尾
</summary>
<param name="ex"></param>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamingBody.HasContent">
<summary>
消息中包含内容
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamingBody.HasReasoningContent">
<summary>
消息中包含推理过程
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamingBody.GetMessageContent(System.Int32)">
<summary>
获取消息内容
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamingBody.GetMessageReasoningContent(System.Int32)">
<summary>
获取消息内容
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamingBody.GetMessageByIndex(System.Int32)">
<summary>
获取一系列增量消息,并确保消息属于给定的索引
</summary>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.Message">
<summary>
消息
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.Message.Content">
<summary>
该 completion 的内容。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.Message.ReasoningContent">
<summary>
仅适用于 deepseek-reasoner 模型。内容为 assistant 消息中在最终答案之前的推理内容。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.Message.ToolCalls">
<summary>
模型生成的 tool 调用,例如 function 调用。
<code>
Array [
id:string / /tool 调用的 ID。
type:string // Possible values: [function]
// tool 的类型。目前仅支持 function。
function:object // 模型调用的 function。
{
name:string // 模型调用的 function 名。
arguments:string // 要调用的 function 的参数,由模型生成,格式为 JSON。
// 请注意,模型并不总是生成有效的 JSON,并且可能会臆造出你函数模式中未定义的参数。在调用函数之前,请在代码中验证这些参数。
]
</code>
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.Message.Role">
<summary>
Possible values: [assistant]
生成这条消息的角色。
</summary>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.Message.#ctor(System.String,System.String)">
<summary>
创建一条消息
</summary>
<param name="role"></param>
<param name="content"></param>
</member>
<member name="T:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.RequestFormat">
<summary>
响应格式
</summary>
</member>
<member name="T:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseChoices">
<summary>
响应内容选择
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseChoices.Index">
<summary>
该 completion 在模型生成的 completion 的选择列表中的索引。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseChoices.Messages">
<summary>
模型生成的 completion 消息。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseChoices.Logprobs">
<summary>
该 choice 的对数概率信息。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseChoices.FinishReason">
<summary>
完成响应(比如会返回“stop”)
</summary>
</member>
<member name="T:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamChoices">
<summary>
流式响应内容选择
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamChoices.delta">
<summary>
流式返回的一个 completion 增量。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamChoices.FinishReason">
<summary>
Possible values: [stop, length, content_filter, tool_calls, insufficient_system_resource]
模型停止生成 token 的原因。
stop:模型自然停止生成,或遇到 stop 序列中列出的字符串。
length :输出长度达到了模型上下文长度限制,或达到了 max_tokens 的限制。
content_filter:输出内容因触发过滤策略而被过滤。
insufficient_system_resource: 由于后端推理资源受限,请求被打断。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamChoices.Index">
<summary>
该 completion 在模型生成的 completion 的选择列表中的索引。
</summary>
</member>
<member name="T:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamChoicesContent">
<summary>
流式响应增量内容
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamChoicesContent.Content">
<summary>
completion 增量的内容。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamChoicesContent.ReasoningContent">
<summary>
仅适用于 deepseek-reasoner 模型。内容为 assistant 消息中在最终答案之前的推理内容。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamChoicesContent.Role">
<summary>
Possible values: [assistant]
产生这条消息的角色。
</summary>
</member>
<member name="T:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.TokenLogprobs">
<summary>
token对数概率信息列表
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.TokenLogprobs.Token">
<summary>
输出的Token
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.TokenLogprobs.Logprob">
<summary>
该 token 的对数概率。-9999.0 代表该 token 的输出概率极小,不在 top 20 最可能输出的 token 中。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.TokenLogprobs.Bytes">
<summary>
一个包含该 token UTF-8 字节表示的整数列表。一般在一个 UTF-8 字符被拆分成多个 token 来表示时有用。如果 token 没有对应的字节表示,则该值为 null。
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.TokenLogprobs.TopLogprobs">
<summary>
一个包含在该输出位置上,输出概率 top N 的 token 的列表,以及它们的对数概率。在罕见情况下,返回的 token 数量可能少于请求参数中指定的 top_logprobs 值。
</summary>
</member>
<member name="T:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseUsage">
<summary>
响应花费
</summary>
</member>
<member name="T:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseUsageTokenDetail">
<summary>
响应花费细节
</summary>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.#ctor">
<summary>
创建一个对话
</summary>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.Finalize">
<summary>
释放对话
</summary>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.GetRequest(System.String)">
<summary>
制作一个请求
<code>
然后你可以通过
HttpResponseMessage response = await client.SendAsync(request);
来执行这个请求
</code>
</summary>
<param name="body">指定请求体内容</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.SendRequest(System.String)">
<summary>
直接发送这个请求
<code>
你可以使用
response.EnsureSuccessStatusCode();
来检查请求是否正确
</code>
</summary>
<param name="body"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.CreatRequest(System.Collections.Generic.IEnumerable{XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessage})">
<summary>
创建对话请求
</summary>
<param name="messages"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.CallChatSample(System.String,System.String)">
<summary>
一个示例方法,直接发送一个预制的请求消息
</summary>
<param name="message">用户消息</param>
<param name="systemMessage">系统提示词,比如:You are a helpful assistant</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.CallChat(XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.RequestBody)">
<summary>
发送请求消息
</summary>
<param name="request"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.CallChatStream(XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.RequestBody,System.Action{XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.ResponseStreamingBody})">
<summary>
发送流式请求消息
</summary>
<param name="request"></param>
<param name="update">流更新事件,其中的响应体在更新期间始终保持增量更新</param>
<returns>如果处</returns>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.DownloadFileAsync(System.String,System.String)">
<summary>
异步流式下载文件
</summary>
<param name="url"></param>
<param name="localFilePath"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.GetRoleName(XericLibrary.Runtime.AI.Chat.ChatSystem.ChatRole)">
<summary>
提供可识别的角色名称
</summary>
<param name="role"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatApi_DeepSeek.GetErrorCode(System.Exception)">
<summary>
获取错误代码
</summary>
<param name="error"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.AI.Chat.ChatSystem">
<summary>
大模型对话系统,这里是保存对话的,可以让ChatApi调用这里,而不是让这里调用api
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatSystem.chatTitleName">
<summary>
对话标题
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatContent">
<summary>
对话链
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatSystem.SystemRoleName">
<summary>
系统角色名称
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatSystem.UserRoleName">
<summary>
用户角色名称
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatSystem.AssistantRoleName">
<summary>
助手角色名称
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatSystem.AssertRoleName">
<summary>
断言角色名称
</summary>
</member>
<member name="T:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatRole">
<summary>
对话角色
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatRole.System">
<summary>
系统
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatRole.User">
<summary>
用户
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatRole.Assistant">
<summary>
助手
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatRole.Assert">
<summary>
断言(用于报错信息,计入对话,但不发送)
</summary>
</member>
<member name="T:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessageLink">
<summary>
对话链
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessageLink.chatMessages">
<summary>
所有对话列表
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessageLink.lastTimeMessageId">
<summary>
上一次对话的id
</summary>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessageLink.AddNewChat(XericLibrary.Runtime.AI.Chat.ChatSystem.ChatRole,System.String)">
<summary>
新的对话记录
</summary>
<param name="role"></param>
<param name="content"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessageLink.SwitchToHistoryChat(XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessage)">
<summary>
将对话历史移动到之前的对话中
</summary>
<param name="message"></param>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessageLink.GetChatsLinkReversal(XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessage,System.Int32,System.Boolean)">
<summary>
获取自给定对象以来的一系列对话链(这是倒叙)
</summary>
<param name="message">查找对话目标</param>
<param name="length">对话链长度(不分对话发送者是谁)</param>
<param name="includeFirstSystem">包含最开始的系统提示词</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessageLink.GetChatsLink(XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessage,System.Int32,System.Boolean)">
<summary>
获取给定长度上到给定消息的一系列对话链
</summary>
<param name="message">查找对话目标</param>
<param name="length">对话链长度(不分对话发送者是谁)</param>
<param name="includeFirstSystem">包含最开始的系统提示词</param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessage">
<summary>
对话消息
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessage.LastChatID">
<summary>
上一条对话
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessage.NextChatID">
<summary>
下一条对话
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessage.id">
<summary>
对话id
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessage.content">
<summary>
内容
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessage.ReasoningContent">
<summary>
推理过程
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessage.role">
<summary>
角色
</summary>
</member>
<member name="F:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessage.dateTime">
<summary>
时间码
</summary>
</member>
<member name="P:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessage.Time">
<summary>
当前时间
</summary>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessage.AddNextChat(XericLibrary.Runtime.AI.Chat.ChatSystem.ChatMessage)">
<summary>
添加下一个对话
</summary>
<param name="message"></param>
<exception cref="T:System.ArgumentException"></exception>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatSystem.#ctor(System.String)">
<summary>
创建一个对话系统
</summary>
<param name="title">标题不是必要的,但是对于快速浏览对话内容有帮助</param>
</member>
<member name="M:XericLibrary.Runtime.AI.Chat.ChatSystem.GetRoleName(XericLibrary.Runtime.AI.Chat.ChatSystem.ChatRole)">
<summary>
获取角色名称
</summary>
<param name="role"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.CollisionLOD.LodColliderBase">
<summary>
具有基本缩放的碰撞器基类
</summary>
</member>
<member name="F:XericLibrary.Runtime.CollisionLOD.LodColliderBase.ProgramFlow">
<summary>
碰撞处理流程
</summary>
</member>
<member name="F:XericLibrary.Runtime.CollisionLOD.LodColliderBase.SeqLevels">
<summary>
处理等级
</summary>
</member>
<member name="F:XericLibrary.Runtime.CollisionLOD.LodColliderBase.noInitializationRequired">
<summary>
表示序列等级是否不需要处理
</summary>
</member>
<member name="F:XericLibrary.Runtime.CollisionLOD.LodColliderBase.BoundSize">
<summary>
盒体尺寸信息
</summary>
</member>
<member name="F:XericLibrary.Runtime.CollisionLOD.LodColliderBase.EnableCollisionAxis">
<summary>
启用轴向
</summary>
</member>
<member name="F:XericLibrary.Runtime.CollisionLOD.LodColliderBase.allLodColliderList">
<summary>
碰撞器集合
</summary>
</member>
<member name="M:XericLibrary.Runtime.CollisionLOD.LodColliderBase.MakeLevelLinearArray(System.Collections.Generic.List{XericLibrary.Runtime.CollisionLOD.LodColliderBase})">
<summary>
使列表等级完全不重复
</summary>
</member>
<member name="T:XericLibrary.Runtime.CollisionLOD.LodBoxCollider">
<summary>
盒体的AABB碰撞器
</summary>
</member>
<member name="F:XericLibrary.Runtime.CollisionLOD.LodSphereCollider.radius">
<summary>
半径
</summary>
</member>
<member name="T:XericLibrary.Runtime.Coroutine.CustomYieldInstruction">
<summary>
暂停协程
</summary>
</member>
<member name="T:XericLibrary.Runtime.Coroutine.MyCustomAsyncOperation">
<summary>
异步协程
</summary>
</member>
<member name="T:XericLibrary.Runtime.CustomEditor.AssemblyHelper">
<summary>
程序集反射帮助类
</summary>
</member>
<member name="T:XericLibrary.Runtime.CustomEditor.AssemblyHelper.CanBeFindAssemblyType">
<summary>
加载类型
</summary>
</member>
<member name="F:XericLibrary.Runtime.CustomEditor.AssemblyHelper.CanBeFindAssemblyType.Executing">
<summary>
当前执行的程序集,在当前情境下只会查找DLL中的标记
</summary>
</member>
<member name="F:XericLibrary.Runtime.CustomEditor.AssemblyHelper.CanBeFindAssemblyType.Entry">
<summary>
当前的进入程序集,可以认为是整个主程序。
</summary>
</member>
<member name="F:XericLibrary.Runtime.CustomEditor.AssemblyHelper.CanBeFindAssemblyType.Calling">
<summary>
当前发生调用的程序集,是动态的,如果是静态构造函数,或其他例如入口点中发生的调用,则会为空
</summary>
</member>
<member name="F:XericLibrary.Runtime.CustomEditor.AssemblyHelper.CanBeFindAssemblyType.Invest">
<summary>
当前给定的类所在的程序集,是动态的。
</summary>
</member>
<member name="M:XericLibrary.Runtime.CustomEditor.AssemblyHelper.GetAssembly(XericLibrary.Runtime.CustomEditor.AssemblyHelper.CanBeFindAssemblyType)">
<summary>
获取程序集
</summary>
<param name="type"></param>
<returns></returns>
<exception cref="T:System.ArgumentException"></exception>
</member>
<member name="M:XericLibrary.Runtime.CustomEditor.AssemblyHelper.GetAssembly(System.Type)">
<summary>
获取程序集
</summary>
<param name="classType"></param>
<returns></returns>
<exception cref="T:System.ArgumentException"></exception>
</member>
<member name="M:XericLibrary.Runtime.CustomEditor.AssemblyHelper.GetAssembly(XericLibrary.Runtime.CustomEditor.AssemblyHelper.CanBeFindAssemblyType,System.Type)">
<summary>
获取程序集
</summary>
<param name="type"></param>
<param name="classType"></param>
<returns></returns>
<exception cref="T:System.ArgumentException"></exception>
</member>
<member name="T:XericLibrary.Runtime.CustomEditor.CanFindPropertyAttribute">
<summary>
可以通过反射找到的属性元素
<code>
这个查找可以是通过名称在场景中查找同名组件。
</code>
</summary>
</member>
<member name="F:XericLibrary.Runtime.CustomEditor.CanFindPropertyAttribute.GlobalAttributeTagPair">
<summary>
全局可查找组件
</summary>
</member>
<member name="F:XericLibrary.Runtime.CustomEditor.CanFindPropertyAttribute.PropertyTag">
<summary>
一个用于标记的全程
</summary>
</member>
<member name="M:XericLibrary.Runtime.CustomEditor.CanFindPropertyAttribute.#ctor(System.String)">
<summary>
标记此处的属性可以被全局查找
</summary>
</member>
<member name="M:XericLibrary.Runtime.CustomEditor.CanFindPropertyAttribute.FictionRelevancy(System.Reflection.Assembly)">
<summary>
在程序集中构建可查找元素集
</summary>
<param name="assembly"></param>
</member>
<member name="M:XericLibrary.Runtime.CustomEditor.CanFindPropertyAttribute.GetMyAttribute``1(System.Type,System.String)">
<summary>
在字段上寻找给定特性
</summary>
<param name="type">类</param>
<param name="propName">类中字段名</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.CustomEditor.CanFindPropertyAttribute.GetMyAttribute``1(System.Object,System.String)">
<summary>
在实例上寻找给定特性
</summary>
<param name="type">类</param>
<param name="propName">类中字段名</param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.CustomEditor.RenameAttribute">
<summary>
在inspecter面板上修改字段名称
</summary>
</member>
<member name="M:XericLibrary.Runtime.CustomEditor.RenameAttribute.GetFieldGUIContent``1(System.String)">
<summary>
获取一个字段名称,并转为GUIContent
</summary>
<typeparam name="T">字段所处的类</typeparam>
<param name="propName">字段名称</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.CustomEditor.RenameAttribute.GetFieldName``1(System.String)">
<summary>
获取给定定义名称的字段上的rename特性名。
</summary>
<typeparam name="T">字段所处的类</typeparam>
<param name="propName">字段名称</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.CustomEditor.RenameAttribute.TryGetMemberName(System.Reflection.FieldInfo,System.String@)">
<summary>
尝试获取其中的rename定义名称
</summary>
<param name="field"></param>
<param name="name">通过特性获取的名称,如果没有则为原生的名称</param>
<returns>是否成功通过特性获取名称</returns>
</member>
<member name="M:XericLibrary.Runtime.CustomEditor.RenameAttribute.GetRenameAttribute(System.Type,System.String)">
<summary>
在字段上寻找此重命名特性
</summary>
<param name="type">类</param>
<param name="propName">类中字段名</param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation">
<summary>
xeric的验证
</summary>
</member>
<member name="M:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.GetCryptographic(XericLibrary.Runtime.MachineID.Restrictedly.XericValidation,System.String)">
<summary>
获取加密结构
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.GetValidationCode(System.String,System.String,XericLibrary.Runtime.MachineID.Restrictedly.XericValidation@)">
<summary>
从内容中获取识别码
</summary>
<param name="code"></param>
<returns>如果内容无法识别,则为否</returns>
</member>
<member name="F:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.LocalMID">
<summary>
本地机器识别码
</summary>
</member>
<member name="P:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.IsValidated">
<summary>
检查验证通过
</summary>
</member>
<member name="F:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.RegisteredIdCodfe">
<summary>
本地已注册的机器
</summary>
</member>
<member name="T:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.ValidatedStruct">
<summary>
验证信息
</summary>
</member>
<member name="F:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.ValidatedStruct.TimeFuseBit">
<summary>
时间熔断位
</summary>
</member>
<member name="F:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.ValidatedStruct.VersionFuseBit">
<summary>
所有版本熔丝
</summary>
</member>
<member name="F:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.ValidatedStruct.MachineName">
<summary>
机器识别码
</summary>
</member>
<member name="F:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.ValidatedStruct.PermissionStartTime">
<summary>
许可起始时间(tick)
</summary>
</member>
<member name="F:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.ValidatedStruct.PermissionEndTime">
<summary>
许可结束时间(tick)
</summary>
</member>
<member name="F:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.ValidatedStruct.FuseBit">
<summary>
熔断位
</summary>
</member>
<member name="M:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.ValidatedStruct.#ctor">
<summary>
创建一个验证信息
</summary>
<param name="version">版本,范围在[65534, 1], 65535和0代表无效的版本</param>
</member>
<member name="M:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.ValidatedStruct.TryValidatedMID">
<summary>
检查缓存中的id是否与现在设备的id一致
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.ValidatedStruct.TryValidatedTime">
<summary>
尝试验证许可时间
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.ValidatedStruct.TryValidatedTimeFuse">
<summary>
检查时间熔丝位
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.ValidatedStruct.DilapidatedTimeFuse">
<summary>
破坏时间熔丝位
</summary>
</member>
<member name="M:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.ValidatedStruct.SetVersion(System.Int32)">
<summary>
设置版本
</summary>
<param name="version"></param>
<returns>当版本更新时,返回真</returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.ValidatedStruct.TryValidatedVersion">
<summary>
验证版本
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.Restrictedly.XericValidation.#ctor">
<summary>
创建一个新的验证标识
</summary>
</member>
<member name="T:XericLibrary.Runtime.MachineID.Restrictedly.Recognition">
<summary>
本地验证
</summary>
</member>
<member name="F:XericLibrary.Runtime.MachineID.Restrictedly.Recognition.LocalHost4BlackList">
<summary>
IPv4黑名单
</summary>
</member>
<member name="F:XericLibrary.Runtime.MachineID.Restrictedly.Recognition.LocalHost4WhiteList">
<summary>
IPv4白名单
</summary>
</member>
<member name="M:XericLibrary.Runtime.MachineID.Restrictedly.Recognition.IsThisHostInBlackList">
<summary>
本地计算机IPv4在黑名单中
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.Restrictedly.Recognition.IsThisHostInWhiteList">
<summary>
本地计算机IPv4在白名单中
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.Restrictedly.Recognition.IsThisHostPassFilteringRule(XericLibrary.Runtime.MachineID.Restrictedly.Recognition.Sensitivitylevel)">
<summary>
检查本地计算机是否通过所有黑白名单的规则
</summary>
<param name="level"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MachineID.Restrictedly.Recognition.Sensitivitylevel">
<summary>
敏感程度
</summary>
</member>
<member name="F:XericLibrary.Runtime.MachineID.Restrictedly.Recognition.Sensitivitylevel.Low">
<summary>
只要不在黑名单中都行
</summary>
</member>
<member name="F:XericLibrary.Runtime.MachineID.Restrictedly.Recognition.Sensitivitylevel.High">
<summary>
不允许黑名单,但白名单优先级更大
</summary>
</member>
<member name="F:XericLibrary.Runtime.MachineID.Restrictedly.Recognition.Sensitivitylevel.Highest">
<summary>
不允许任何非白名单,且黑名单优先级更大
</summary>
</member>
<member name="T:XericLibrary.Runtime.MachineID.MachinelID">
<summary>
机器信息
</summary>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetMachineName">
<summary>
获取计算机名称,也是计算通讯时的网络名称
</summary>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetCPUName">
<summary>
获取首个CPU的名称 ( 格式: Intel(R) Core(TM) i7-10700 CPU @ 2.90GHz )
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetCPUSpeed">
<summary>
获取首个CPU的时钟速度 ( 格式: 2904 (基准速度是 2.90GHz))
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetCPUProcessorId">
<summary>
获取首个CPU的唯一ID ( 格式:BFEBFBFF000A0655 )
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetCPULogicalProcessors(System.Int32@)">
<summary>
获取首个CPU的逻辑处理器数量(这很有可能查询失败)
</summary>
<param name="totalCores">总核心数</param>
<param name="logicalProcessors">逻辑处理器</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetMemoryLocator">
<summary>
获取内存物理位置
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetMemoryCapacity">
<summary>
获取内存容量字节 格式:17179869184 Bits (实际容量 16 Gibigits)
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetMemoryType">
<summary>
获取内存类型 格式:0
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetMemorySpeed">
<summary>
获取内存速度 格式:2667 (实际 2666 MHz)
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetMemoryFormFactor">
<summary>
获取内存尺寸规格 格式:8
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetMemoryErrorCorrectingType">
<summary>
获取内存纠错型
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetDiskSerialNumber">
<summary>
获取硬盘的唯一ID ( 格式:WD-WX42A805R1H0 E823_8FA6_BF53_0001_001B_448B_48D3_C71B.3200BBBBAAAA )
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetPhysicalDiskCount">
<summary>
查询物理分区数量
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetLogicalDiskCount">
<summary>
查询逻辑分区数量
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetDiskSizes">
<summary>
查询硬盘容量
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetDiskFreespaces">
<summary>
查询硬盘可用空间大小
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetLogicalDiskInfo">
<summary>
获取硬盘空间占用的完整信息
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.FormatByteSize(System.UInt64)">
<summary>
字节格式化
</summary>
<param name="bytes"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetMachineSequenceCode">
<summary>
获取机器序列码字符串
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetMachineHash256Code">
<summary>
获取机器序列哈希
</summary>
<returns></returns>
</member>
<member name="F:XericLibrary.Runtime.MachineID.MachinelID.MachineLocalIdCode.SpawnTick">
<summary>
创建时间
</summary>
</member>
<member name="F:XericLibrary.Runtime.MachineID.MachinelID.MachineLocalIdCode.MachineName">
<summary>
计算机名称
</summary>
</member>
<member name="M:XericLibrary.Runtime.MachineID.MachinelID.GetPropertyFromQuery(System.String,System.String)">
<summary>
执行WQL查询命令,并直接返回所有属性的名称内容
</summary>
<param name="wqlQuery">查询命令</param>
<param name="propertyName">查询属性名称</param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MachineID.IPHelper">
<summary>
ip助手
</summary>
</member>
<member name="M:XericLibrary.Runtime.MachineID.IPHelper.GetAllLocalHostIp">
<summary>
获取本机的所有ip
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.IPHelper.GetLocalHostIpv4(System.Net.IPAddress@)">
<summary>
获取本机IPv4版本的地址
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.IPHelper.GetLocalHostIpv6(System.Net.IPAddress@)">
<summary>
获取本机IPv6版本的地址
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.IPHelper.GetLocalHostIpWithSocket">
<summary>
利用本地链接UDP套接字,然后读取本地端点的方式获取本机IP,可以直接确定使用的ip
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.IPHelper.getLocalIpAddressWithNetworkInterface(System.Net.NetworkInformation.NetworkInterfaceType)">
<summary>
检索本地计算机的所有WLAN IP地址,并返回自己的ip
</summary>
<param name="_type"></param>
</member>
<member name="M:XericLibrary.Runtime.MachineID.IPHelper.GetLocalHostName">
<summary>
获取本机名称
</summary>
</member>
<member name="M:XericLibrary.Runtime.MachineID.IPHelper.GetLanComputer">
<summary>
遍历局域网工作组或域中的计算机
</summary>
</member>
<member name="M:XericLibrary.Runtime.MachineID.IPHelper.GetLanIpByName(System.String)">
<summary>
获取一个局域网中给定计算机名称设备的ip地址
</summary>
<param name="computerName"></param>
</member>
<member name="M:XericLibrary.Runtime.MachineID.IPHelper.PingIp(System.String)">
<summary>
尝试 ping 局域网 ip
</summary>
<param name="ip"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MachineID.IPHelper.PingEachLanComputer(System.Boolean,System.String)">
<summary>
尝试 ping 局域网中的所有机器,这是一个比较漫长的过程,所以他是异步的
</summary>
<param name="subnetMask">子网掩码, 默认 192.168.0.x</param>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.MacroForm.PID">
<summary>
当前进程ID
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroForm.FindWindow(System.String,System.String)">
<summary>
通过程序名称查询窗口句柄
</summary>
<param name="lpClassName"></param>
<param name="lpWindowName"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroForm.WNDENUMPROC">
<summary>
枚举窗口回调委托
</summary>
<param name="hwnd">窗口句柄。</param>
<param name="lParam">应用程序定义值。</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroForm.EnumWindows(XericLibrary.Runtime.MacroLibrary.MacroForm.WNDENUMPROC,System.UInt32)">
<summary>
通过将句柄传递到每个窗口,进而将传递给应用程序定义的回调函数,枚举屏幕上的所有顶级窗口。
枚举窗口 将一直持续到最后一个顶级窗口被枚举或回调函数返回 FALSE。
<code>
EnumWindows 函数不枚举子窗口,但系统拥有的几个具有WS_CHILD样式的顶级窗口除外。
此函数比在循环中调用 GetWindow 函数更可靠。
调用 GetWindow 以执行此任务的应用程序有被捕获到无限循环或引用已销毁窗口的句柄的风险。
</code>
<see cref="!:https://learn.microsoft.com/zh-cn/windows/win32/api/winuser/nf-winuser-enumwindows"/>
</summary>
<param name="lpEnumFunc">指向应用程序定义的回调函数的指针。</param>
<param name="lParam">要传递给回调函数的应用程序定义值。</param>
<returns>如果该函数成功,则返回真</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroForm.GetParent(System.IntPtr)">
<summary>
检索指定窗口的父级或所有者的句柄。
若要检索指定上级的句柄,请使用 GetAncestor 函数。
<code>
如果函数失败,则返回值为 NULL。 要获得更多的错误信息,请调用 GetLastError。
此函数通常由于以下原因之一而失败:
该窗口是无所有者或没有 WS_POPUP 样式的顶级窗口。
所有者窗口具有 WS_POPUP 样式。
</code>
<see cref="!:https://learn.microsoft.com/zh-cn/windows/win32/api/winuser/nf-winuser-getparent"/>
</summary>
<param name="hWnd"></param>
<returns>如果窗口是子窗口,则返回值是父窗口的句柄。 如果窗口是具有 WS_POPUP 样式的顶级窗口,则返回值是所有者窗口的句柄。</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroForm.GetWindowThreadProcessId(System.IntPtr,System.UInt32@)">
<summary>
检索创建指定窗口的线程的标识符,以及创建该窗口的进程(可选)的标识符。
<see cref="!:https://learn.microsoft.com/zh-cn/windows/win32/api/winuser/nf-winuser-getwindowthreadprocessid"/>
</summary>
<param name="hWnd">窗口的句柄。</param>
<param name="lpdwProcessId">指向接收进程标识符的变量的指针。 如果此参数不为 NULL, 则 GetWindowThreadProcessId 会将进程的标识符复制到变量;否则,它不会。 如果函数失败,则变量的值保持不变。</param>
<returns>如果函数成功,则返回值是创建窗口的线程的标识符。 如果窗口句柄无效,则返回值为零。 要获得更多的错误信息,请调用 GetLastError。</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroForm.GetProcessWnd">
<summary>
找到当前进程下的窗口句柄
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroForm.GetAllProcessWnds">
<summary>
找到当前进程下的所有窗口句柄
</summary>
<returns>如果发生错误,返回null</returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroForm.ShowWindowCommands">
<summary>
所有窗口展示命令
<see cref="!:https://learn.microsoft.com/zh-cn/windows/win32/api/winuser/nf-winuser-showwindow"/>
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroForm.ShowWindowCommands.Hide">
<summary>
隐藏窗口并激活另一个窗口
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroForm.ShowWindowCommands.ShowNormal">
<summary>
激活并显示窗口。如果窗口最小化、最大化或排列,系统会将其还原到其原始大小和位置。应用程序应在首次显示窗口时指定此标志
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroForm.ShowWindowCommands.Normal">
<summary>
同 ShowNormal
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroForm.ShowWindowCommands.ShowMinimized">
<summary>
激活窗口并将其显示未最小化窗口
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroForm.ShowWindowCommands.ShowMaximized">
<summary>
激活窗口并显示未最大化的窗口
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroForm.ShowWindowCommands.Maximize">
<summary>
同 ShowMaximized
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroForm.ShowWindowCommands.ShowNoActivate">
<summary>
以最近的大小和位置显示窗口。 此值类似于 SW_SHOWNORMAL,只是窗口未激活。
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroForm.ShowWindowCommands.Show">
<summary>
激活窗口并以当前大小和位置显示窗口。
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroForm.ShowWindowCommands.Minimize">
<summary>
最小化指定的窗口,并按 Z 顺序激活下一个顶级窗口。
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroForm.ShowWindowCommands.ShowMinNoActive">
<summary>
将窗口显示为最小化窗口。 此值类似于 SW_SHOWMINIMIZED,但窗口未激活。
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroForm.ShowWindowCommands.ShowNa">
<summary>
以当前大小和位置显示窗口。 此值类似于 SW_SHOW,只是窗口未激活。
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroForm.ShowWindowCommands.Restore">
<summary>
激活并显示窗口。 如果窗口最小化、最大化或排列,系统会将其还原到其原始大小和位置。 还原最小化窗口时,应用程序应指定此标志。
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroForm.ShowWindowCommands.ShowDefault">
<summary>
根据启动应用程序的程序传递给 CreateProcess 函数的 STARTUPINFO 结构中指定的SW_值设置显示状态。
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroForm.ShowWindowCommands.ForceMinimize">
<summary>
最小化窗口,即使拥有窗口的线程没有响应。 仅当最小化不同线程的窗口时,才应使用此标志。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroForm.ShowWindow(System.IntPtr,XericLibrary.Runtime.MacroLibrary.MacroForm.ShowWindowCommands)">
<summary>
设定窗口的显示状态
<see cref="!:https://learn.microsoft.com/zh-cn/windows/win32/api/winuser/nf-winuser-showwindow"/>
</summary>
<param name="hWnd">窗口句柄</param>
<param name="nCmdShow">指定窗口如何显示。如果发送应用程序的程序提供了StartUpInfo结构,则应用程序的第一次调用ShowWindow时该参数被忽略。否则,在第一次调用ShowWindow函数时,该值应为在函数WinMain中nCmdShow参数。</param>
<returns>如果窗口以前就可见,返回真,否则返回否</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroForm.ShowWindowAsync(System.IntPtr,XericLibrary.Runtime.MacroLibrary.MacroForm.ShowWindowCommands)">
<summary>
设定窗口的显示状态,而无需等待操作完成
<see cref="!:https://learn.microsoft.com/zh-cn/windows/win32/api/winuser/nf-winuser-showwindow"/>
</summary>
<param name="hWnd">窗口句柄</param>
<param name="nCmdShow">指定窗口如何显示。如果发送应用程序的程序提供了StartUpInfo结构,则应用程序的第一次调用ShowWindow时该参数被忽略。否则,在第一次调用ShowWindow函数时,该值应为在函数WinMain中nCmdShow参数。</param>
<returns>如果操作已成功启动,则返回真</returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroPool">
<summary>
对象池宏
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroPool.ObjectPoolHashSetDictionary">
<summary>
对象池组件列表
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroPool.GetHashSetAnyway``1(UnityEngine.Pool.ObjectPool{``0},XericLibrary.Runtime.Type.Base.HashSetTwins{``0}@)">
<summary>
获取对象池对应的哈希双子列表,如果此对象池已经对应了另一个数据集合,则失败
</summary>
<typeparam name="T"></typeparam>
<param name="pool"></param>
<param name="hashSet"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroPool.DestroyObjectPool``1(UnityEngine.Pool.ObjectPool{``0},System.Boolean)">
<summary>
从对象池列表中销毁组件
</summary>
<typeparam name="T"></typeparam>
<param name="pool"></param>
<param name="alsoChild"></param>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroPool.ObjectPoolSetting`1">
<summary>
对象池设置
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.MacroPool.ObjectPoolSetting`1.objectPool">
<summary>
对象池
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroPool.ObjectPoolSetting`1.ActiveObjectList">
<summary>
激活对象的字典
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroPool.ObjectPoolSetting`1.InactiveObjectList">
<summary>
非激活对象的列表
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroPool.ObjectPoolSetting`1.InitSetting(UnityEngine.Pool.ObjectPool{`0})">
<summary>
初始化设置对象
</summary>
<param name="objectPool"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroPool.ObjectPoolSetting`1.MoveToActive(`0,XericLibrary.Runtime.MacroLibrary.MacroPool.ObjectPair)">
<summary>
移动一个元素到激活列表中
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroPool.ObjectPoolSetting`1.MoveToInactive(`0)">
<summary>
移动一个元素到非激活列表中
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroPool.ObjectPoolSetting`1.DestoryInactive(`0)">
<summary>
在非激活列表中移除元素
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroPool.ObjectPoolSetting`1.IsTargetActive(`0)">
<summary>
检查池化对象是否有效
</summary>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroPool.ObjectPoolSetting`1.IsTargetInactive(`0)">
<summary>
检查池化对象是否无效
</summary>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroPool.ObjectPoolSetting`1.IsTargetInPool(`0)">
<summary>
检查对象是否池化
</summary>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroPool.ObjectPoolSetting`1.TryGetTargetPair(`0,XericLibrary.Runtime.MacroLibrary.MacroPool.ObjectPair@)">
<summary>
尝试获取当前对象的数据
</summary>
<param name="obj"></param>
<param name="pair"></param>
<returns></returns>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.MacroPool.ObjectPair.index">
<summary>
对象索引
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroPool.CreatObjectInOrderPool``1(UnityEngine.GameObject,UnityEngine.Transform,XericLibrary.Runtime.MacroLibrary.MacroPool.ObjectPoolSetting{``0}@,System.Boolean,System.Int32,System.Int32)">
<summary>
快速创建一个UI对象池
<code>
这个简单的对象池将在获取对象时激活物体,释放对象时取消激活物体。
并且会监控创建的顺序,将其按照获取的顺序排列
</code>
</summary>
<typeparam name="T">对象池管理组件类型</typeparam>
<param name="prefab">预制体对象</param>
<param name="parent">对象池预设父级</param>
<param name="collectioncheck">在释放时检查对象,如果对象是刚建立的成员将会弹出报错</param>
<param name="defaultCapacity">初始的池深度,这只是声名深度,并不会立刻创建对象</param>
<param name="maxSize">池最大深度,多余的对象将在释放时直接销毁</param>
<param name="setting">设置对象</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroPool.CreatObjectInOrderPool``1(UnityEngine.GameObject,UnityEngine.Transform,System.Func{UnityEngine.GameObject,``0},System.Func{``0,UnityEngine.GameObject},System.Action{``0},System.Action{``0},System.Action{``0},System.Boolean,System.Int32,System.Int32,XericLibrary.Runtime.MacroLibrary.MacroPool.ObjectPoolSetting{``0})">
<summary>
快速创建一个UI对象池
<code>
这个简单的对象池将在获取对象时激活物体,释放对象时取消激活物体。
并且会监控创建的顺序,将其按照获取的顺序排列。
</code>
</summary>
<typeparam name="T">对象池管理组件类型</typeparam>
<param name="prefab">预制体对象</param>
<param name="parent">对象池预设父级</param>
<param name="getComponent">如何从对象获取组件</param>
<param name="getGameobject">如何从组件获取对象</param>
<param name="onGet">额外的获取方法</param>
<param name="onRelease">额外的释放方法</param>
<param name="collectioncheck">在释放时检查对象,如果对象是刚建立的成员将会弹出报错</param>
<param name="defaultCapacity">初始的池深度,这只是声名深度,并不会立刻创建对象</param>
<param name="maxSize">池最大深度,多余的对象将在释放时直接销毁</param>
<param name="setting">设置对象</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroPool.CreatSimplePool``1(UnityEngine.GameObject,System.Boolean,System.Int32,System.Int32)">
<summary>
快速创建一个对象池
<code>
这个简单的对象池将在获取对象时激活物体,释放对象时取消激活物体。
</code>
</summary>
<typeparam name="T"></typeparam>
<param name="prefab"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroPool.CreatSimplePool``1(UnityEngine.GameObject,System.Func{UnityEngine.GameObject,``0},System.Func{``0,UnityEngine.GameObject},System.Boolean,System.Int32,System.Int32)">
<summary>
快速创建一个对象池
<code>
这个简单的对象池将在获取对象时激活物体,释放对象时取消激活物体。
</code>
</summary>
<typeparam name="T"></typeparam>
<param name="prefab"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroPool.CreatSimplePool``1(UnityEngine.GameObject,System.Action{``0},System.Action{``0},System.Boolean,System.Int32,System.Int32)">
<summary>
快速创建一个对象池
<code>
这个简单的对象池将在获取对象时激活物体,释放对象时取消激活物体。
</code>
</summary>
<typeparam name="T"></typeparam>
<param name="prefab"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroPool.CreatSimplePool``1(UnityEngine.GameObject,System.Func{UnityEngine.GameObject,``0},System.Func{``0,UnityEngine.GameObject},System.Action{``0},System.Action{``0},System.Action{``0},System.Boolean,System.Int32,System.Int32)">
<summary>
快速创建一个对象池
<code>
这个简单的对象池将在获取对象时激活物体,释放对象时取消激活物体。
</code>
</summary>
<typeparam name="T"></typeparam>
<param name="prefab"></param>
<param name="getComponent"></param>
<param name="getGameobject"></param>
<param name="onGet"></param>
<param name="onRelease"></param>
<param name="collectioncheck">在释放时检查对象,如果对象是刚建立的成员将会弹出报错</param>
<param name="defaultCapacity"></param>
<param name="maxSize"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroMath">
<summary>
数学库
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ForwardPlaneToRect(UnityEngine.Bounds)">
<summary>
世界向上表面转换包围尺寸的方法
</summary>
<param name="bounds"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.UpWardPlaneToRect(UnityEngine.Bounds)">
<summary>
世界向上表面转换包围尺寸的方法
</summary>
<param name="bounds"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ForwardPlaneToRect(UnityEngine.Rect)">
<summary>
世界向前表面转换包围尺寸的方法
</summary>
<param name="rect"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.UpWardPlaneToRect(UnityEngine.Rect)">
<summary>
世界向前表面转换包围尺寸的方法
</summary>
<param name="rect"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.UpWardPlaneToRect(UnityEngine.Rect,System.Single,System.Single)">
<summary>
世界向前表面转换包围尺寸的方法
</summary>
<param name="rect"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetWorldBounds(UnityEngine.Bounds,UnityEngine.Transform)">
<summary>
获取模型在世界中的边界范围
</summary>
<param name="bounds"></param>
<param name="parent"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetWorldBounds(UnityEngine.MeshFilter)">
<summary>
获取MeshFilter中模型在世界中的边界范围
</summary>
<param name="mf"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.JoinBounds(UnityEngine.Bounds,UnityEngine.Bounds)">
<summary>
将一个边界范围添加到另一个边界范围内,新的边界范围可以同时容纳两个边界范围。
</summary>
<param name="bounds"></param>
<param name="other"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ToAngle(System.Single)">
<summary>
转换弧度到角度
</summary>
<param name="rad"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ToAngle(System.Double)">
<summary>
转换弧度到角度
</summary>
<param name="rad"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ToRadians(System.Single)">
<summary>
转换角度到弧度
</summary>
<param name="rad"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ToRadians(System.Double)">
<summary>
转换角度到弧度
</summary>
<param name="rad"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ConvertPressure(System.Single,XericLibrary.Runtime.Type.Base.Pressure,XericLibrary.Runtime.Type.Base.Pressure)">
<summary>
任意单位转换
</summary>
<param name="input">输入数值</param>
<param name="inputUnit">输入单位</param>
<param name="outputUnit">输出单位</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Psf2Mpa(System.Single)">
<summary>
(压力转换) 磅/平方英尺 -> 兆帕斯卡
</summary>
<param name="psf"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Psi2Mpa(System.Single)">
<summary>
(压力转换) 磅/平方英寸 -> 兆帕斯卡
</summary>
<param name="psi"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Torr2Mpa(System.Single)">
<summary>
(压力转换) 磅/平方英寸 -> 兆帕斯卡
</summary>
<param name="torr"></param>
<returns></returns>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Rad2Ang">
<summary>
弧度转角度
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Rad2Ang_d">
<summary>
弧度转角度
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Rad2Ang_m">
<summary>
弧度转角度
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Ang2Rad">
<summary>
角度转弧度
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Ang2Rad_d">
<summary>
角度转弧度
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Ang2Rad_m">
<summary>
角度转弧度
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Inches2Centimeters">
<summary>
英寸 转 厘米
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Feet2Inches">
<summary>
英尺 转 英寸
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Yards2Feet">
<summary>
码 转 英尺
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Miles2Yards">
<summary>
英里 转 码
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.NauticalMiles2Miles">
<summary>
海里 转 英里
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Microns2Nanometers">
<summary>
微米 转 纳米
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Milimeters2Microns">
<summary>
毫米 转 微米
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Centimeters2Milimeters">
<summary>
厘米 转 毫米
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Meters2Centimeters">
<summary>
米 转 厘米
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Kilometers2Meters">
<summary>
千米 转 米
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Bars2Milibars">
<summary>
巴 转 毫巴
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Kilopascals2Pascals">
<summary>
千帕斯卡 转 帕斯卡
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Megapascals2Kilopascals">
<summary>
兆帕斯卡 转 千帕斯卡
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Kilopounds2Pounds">
<summary>
千磅 转 磅
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.π">
<summary>
圆周率常熟
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Pi">
<summary>
π(PI)
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Pi_d">
<summary>
π(PI)
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Pi_m">
<summary>
π(PI)
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.τ">
<summary>
圆周率的2倍
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Tau">
<summary>
π(PI)乘2,是τ(tau)
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Tau_d">
<summary>
π(PI)乘2,是τ(tau)
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Tau_m">
<summary>
π(PI)乘2,是τ(tau)
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Pi2">
<summary>
π(PI)除2
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Pi2_d">
<summary>
π(PI)除2
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Pi2_m">
<summary>
π(PI)除2
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.e">
<summary>
自然对数的底
<code>
自然常数,符号e,为数学中一个常数,是一个无限不循环小数,且为超越数,其值约为2.718281828459045。
它是自然对数函数的底数。有时称它为欧拉数(Euler number),以瑞士数学家欧拉命名;
也有个较鲜见的名字纳皮尔常数,以纪念苏格兰数学家约翰·纳皮尔(John Napier)引进对数。
</code>
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Pythagorean">
<summary>
毕达哥拉斯常数,√2 的算术平方根
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.γ">
<summary>
欧拉常数
<code>
欧拉常数又称 欧拉-马歇罗尼常数(Euler-Mascheroni constant)
是一个主要应用于数论的数学常数。它的定义是调和级数与自然对数的差值的极限。
</code>
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.φ">
<summary>
黄金分割数
<code>
把一条线段分割为两部分,使较大部分与全长的比值等于较小部分与较大的比值,则这个比值即为黄金比。
其比值近似值为0.618。
</code>
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.GoldenCut">
<summary>
黄金分割数
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.GoldenCut_d">
<summary>
黄金分割数
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.GoldenCut_m">
<summary>
黄金分割数
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.δ">
<summary>
第一费根鲍姆常数
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.α">
<summary>
第二费根鲍姆常数
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Feigenbaum">
<summary>
费根鲍姆常数,是周期分叉及混沌现象的一个比值,可用于人口变化,水滴周期等现象
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.C2">
<summary>
孪生质数常数
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.M1">
<summary>
Meissel-Mertens常数、质数倒数和常数
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.B2">
<summary>
孪生质数之布朗常数
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.B4">
<summary>
四胞胎质数(Prime Quadruplet)之 布朗常数
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Λ">
<summary>
德布鲁因·纽曼常数 > -2.7x10-9
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Kk">
<summary>
卡塔兰常数
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Kl">
<summary>
兰道-拉马努金常数
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Kv">
<summary>
Viswanath常数
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Bl">
<summary>
勒让德常数
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.μ">
<summary>
拉马努金·Soldner常数
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.EB">
<summary>
埃尔德什-波温常数
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.ξ3">
<summary>
阿培里常数
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.λ">
<summary>
康威常数
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Cos45">
<summary>
45度余弦值
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Cos45_d">
<summary>
45度余弦值
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Cos45_m">
<summary>
45度余弦值
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Sin45">
<summary>
45度正弦值
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Sin45_d">
<summary>
45度正弦值
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Sin45_m">
<summary>
45度正弦值
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Sqrt22">
<summary>
根号2的一半,用于快速平方根除以二
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Sqrt22_d">
<summary>
根号2的一半,用于快速平方根除以二
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Sqrt22_m">
<summary>
根号2的一半,用于快速平方根除以二
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.MaxError">
<summary>
最大可接受的误差
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.MaxError_d">
<summary>
最大可接受的误差
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.MaxError_m">
<summary>
最大可接受的误差
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Vector3Int_Negate">
<summary>
表示无效的三维整数矢量
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Vector2Int_Negate">
<summary>
表示无效的二维整数矢量
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.Int_Negate">
<summary>
表示无效的整数
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.MacroMath.IsEditor">
<summary>
当unity处于编辑器模式下时
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.MacroMath.IsPlayInRelease">
<summary>
当unity处于发布游玩版本下时(模拟器不算发布版本)
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetEnumIndex(System.Int32,System.Int32)">
<summary>
获取给定索引下的位是否为真
</summary>
<param name="target"></param>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SetEnumIndex(System.Int32@,System.Int32)">
<summary>
设置给定索引的位
</summary>
<param name="target"></param>
<param name="index"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SetEnumIndex(System.Int32@,System.Int32,System.Boolean)">
<summary>
设置给定索引的位
</summary>
<param name="target"></param>
<param name="index"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SetEnum``1(``0,System.Int32)">
<summary>
设置给定索引位的枚举
</summary>
<typeparam name="T"></typeparam>
<param name="target"></param>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SetEnum``1(``0,``0)">
<summary>
设置给定枚举的枚举
</summary>
<typeparam name="T"></typeparam>
<param name="target"></param>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ResetEnum``1(``0,System.Int32)">
<summary>
重置给定索引位的枚举
</summary>
<typeparam name="T"></typeparam>
<param name="target"></param>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ResetEnum``1(``0,``0)">
<summary>
重置给定枚举的枚举
</summary>
<typeparam name="T"></typeparam>
<param name="target"></param>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ReversalEnum``1(``0)">
<summary>
获取翻转枚举
</summary>
<param name="target"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ReversalEnum``1(``0,System.Int32)">
<summary>
获取翻转给定索引的枚举
</summary>
<param name="target"></param>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ReversalEnum``1(``0,``0)">
<summary>
获取翻转给定枚举的枚举
</summary>
<param name="target"></param>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.EnumLesser(System.Enum,System.Enum)">
<summary>
枚举除给定项目外至少有一个有效
</summary>
<param name="target"></param>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.EnumJust(System.Enum,System.Enum)">
<summary>
枚举仅此有效
</summary>
<param name="target"></param>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.EnumGreater(System.Enum)">
<summary>
枚举至少存在一个有效的枚举项目
</summary>
<returns>返回是否存在至少有一个有效的枚举项目</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.EnumGreater(System.Enum,System.Enum)">
<summary>
枚举至少存在一个有效的枚举项目
</summary>
<returns>返回是否存在至少有一个有效的枚举项目</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.EnumGreater(System.Enum,System.Enum[])">
<summary>
枚举至少存在一个有效的枚举项目
</summary>
<param name="target"></param>
<param name="values">当目标枚举不实现Flags时,需要进行完全匹配</param>
<returns>返回是否存在至少有一个有效的枚举项目</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.EnumGreater1(System.Enum)">
<summary>
枚举1有效
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.EnumGreater2(System.Enum)">
<summary>
枚举2有效
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.EnumGreater3(System.Enum)">
<summary>
枚举3有效
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.EnumGreater4(System.Enum)">
<summary>
枚举4有效
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.EnumGreater5(System.Enum)">
<summary>
枚举5有效
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.EnumGreater6(System.Enum)">
<summary>
枚举6有效
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.EnumGreater7(System.Enum)">
<summary>
枚举7有效
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.EnumGreater8(System.Enum)">
<summary>
枚举8有效
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.EnumLess(System.Enum)">
<summary>
枚举小于0,或者说不存在有效的枚举项目
</summary>
<returns>返回是否不存在有效的枚举项目</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.EnumLess(System.Enum,System.Enum)">
<summary>
枚举小于0,或者说不存在有效的枚举项目
</summary>
<returns>返回是否不存在有效的枚举项目</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.FisherYatesShuffle(System.Int32,System.Int32)">
<summary>
Fisher-Yates洗牌算法,时间复杂度为O(n*n),空间复杂度为O(n);
<code>
返回一个索引列表,
</code>
</summary>
<param name="length">待选项目的索引长度</param>
<param name="select">输出项目的索引长度</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.FisherYatesShuffle(System.Int32,System.Int32,System.Int32)">
<summary>
重复的洗牌
<code>
在Fisher-Yates洗牌算法的基础上进行了反复的洗牌。默认允许最多重复洗牌100次
</code>
</summary>
<param name="length">待选项目的索引长度</param>
<param name="select">输出项目的索引长度</param>
<param name="repet">重复计算的次数</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ReservoirSampling(System.Collections.Generic.List{System.Int32},System.Int32,System.Collections.Concurrent.ConcurrentBag{System.Int32},System.Threading.CancellationToken)">
<summary>
蓄水池抽样算法,可以在线程安全的情况下完成洗牌。
</summary>
<param name="arr"></param>
<param name="select">需要抽取的样本 M</param>
<param name="reservoir"></param>
<param name="cancellationToken"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetRandom``1(System.Collections.Generic.List{``0},System.Int32)">
<summary>
获取列表中随机顺序的对象
</summary>
<typeparam name="T"></typeparam>
<param name="list"></param>
<param name="count">需要采样的数量</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetListGroupMember``1(System.Collections.Generic.List{``0},System.Int32,System.Int32)">
<summary>
对列表中的成员按组进行划分,并读取特定组中特定索引下的成员
</summary>
<typeparam name="T"></typeparam>
<param name="list"></param>
<param name="group"></param>
<param name="target"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.MakeIEnumberable``1(``0)">
<summary>
直接将一个对象填入枚举器
</summary>
<typeparam name="T"></typeparam>
<param name="target"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.NumberOf``1(System.Collections.Generic.IEnumerable{``0},System.Int32)">
<summary>
获取索引下的迭代器对象
</summary>
<typeparam name="T"></typeparam>
<param name="list"></param>
<param name="index"></param>
<returns>当索引超出或其他原因导致没能找到对象时返回默认</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SelectConvert``1(System.Collections.IEnumerable,System.Func{System.Object,``0})">
<summary>
将一个非泛型集合的简单迭代器通过指定函数转为给定类型的简单迭代器
</summary>
<typeparam name="T"></typeparam>
<param name="list"></param>
<param name="convertAction"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ForEachDo``1(System.Collections.Generic.IEnumerable{``0},System.Action{``0})">
<summary>
使用链式语法进行foreach迭代
<code>
odin的库中也有一个ForEach,但如果关闭了Serializer模块的话,Sirenix.Utilities命名空间下的内容在编译时就不可用了。
</code>
</summary>
<typeparam name="T"></typeparam>
<param name="source"></param>
<param name="action"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ForEachDo``1(System.Collections.Generic.IEnumerable{``0},System.Action{``0},System.Boolean)">
<summary>
使用链式语法进行foreach迭代
<code>
odin的库中也有一个ForEach,但如果关闭了Serializer模块的话,Sirenix.Utilities命名空间下的内容在编译时就不可用了。
</code>
</summary>
<typeparam name="T"></typeparam>
<param name="source"></param>
<param name="action"></param>
<param name="interpolationSyntax">内插语法,表示此foreachdo不会作为执行器运行,而是作为其中一步执行</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Adjoint``1(System.Collections.Generic.IEnumerable{``0})">
<summary>
在链式枚举器语法中的每个项目添加一个索引项目
</summary>
<typeparam name="T"></typeparam>
<param name="source"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Adjoint``1(System.Collections.Generic.IEnumerable{``0},System.Func{``0,System.Boolean})">
<summary>
在链式枚举器语法中的每个项目添加一个索引项目,并允许阻塞计数
</summary>
<typeparam name="T"></typeparam>
<param name="source"></param>
<param name="postponed">阻塞计数,当项目为真时,将不会继续向上计数</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SubSegment``1(System.Collections.Generic.IEnumerable{``0},System.Int32,System.Int32)">
<summary>
限制枚举器项目在开始索引后的一段数量内
</summary>
<typeparam name="T"></typeparam>
<param name="source"></param>
<param name="start"></param>
<param name="length"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Startup``1(System.Collections.Generic.IEnumerable{``0},``0)">
<summary>
添加一个成员在枚举器前
</summary>
<typeparam name="T"></typeparam>
<param name="source"></param>
<param name="newStart"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Endeavor``1(System.Collections.Generic.IEnumerable{``0},``0)">
<summary>
添加一个成员在枚举器后
</summary>
<typeparam name="T"></typeparam>
<param name="source"></param>
<param name="newStart"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Join``1(System.Collections.Generic.IEnumerable{``0},System.Func{``0,System.String},System.String,System.String,System.String)">
<summary>
将枚举器成员加入到一个字符串中
</summary>
<typeparam name="T"></typeparam>
<param name="source">源序列</param>
<param name="howToJoin">如何转换序列为字符串</param>
<param name="start">开头文本</param>
<param name="end">结尾文本</param>
<param name="interval">分隔符</param>
<returns></returns>
<exception cref="T:System.ArgumentNullException"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Merge``1(System.Collections.Generic.IEnumerable{``0},System.Func{``0,``0,``0})">
<summary>
将枚举器成员合并为一个结果
</summary>
<typeparam name="T"></typeparam>
<param name="source"></param>
<param name="howToMergeTwoEle"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.EqualitySet``1(System.Collections.Generic.IEnumerable{``0},System.Collections.Generic.IEnumerable{``0})">
<summary>
检查两个集合中的元素是否相等
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.EqualitySet``1(System.Collections.Generic.IEnumerable{``0},System.Collections.Generic.IEnumerable{``0},System.Func{``0,``0,System.Boolean})">
<summary>
检查两个集合中的元素是否相等
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Shift``1(System.Collections.Generic.List{``0},System.Int32,System.Int32,``0)">
<summary>
列表的所有项目偏移,如果移动到范围外,则会用空值填充(空值可以自定义)
<code>
注意:偏移长度大于列表长度,会导致无法继续,以及方向未定义也会导致报错
</code>
</summary>
<typeparam name="T"></typeparam>
<param name="list"></param>
<param name="direction">偏移方向,大于0时列表从地位向高位进行偏移,反之亦然</param>
<param name="shift">偏移距离</param>
<param name="defaultValue">空缺填充</param>
<returns>返回链式语法的列表</returns>
<exception cref="T:System.ArgumentNullException"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.RingShift``1(System.Collections.Generic.List{``0},System.Int32,System.Int32)">
<summary>
循环偏移,超出范围的项目会循环回到另一侧,这比直接偏移的代价更高(大概一点点)
<code>
注意:偏移长度大于列表长度,会导致无法继续,以及方向未定义也会导致报错
</code>
</summary>
<typeparam name="T"></typeparam>
<param name="list"></param>
<param name="direction">偏移方向,大于0时列表从地位向高位进行偏移,反之亦然</param>
<param name="shift">偏移距离</param>
<returns></returns>
<exception cref="T:System.IndexOutOfRangeException"></exception>
<exception cref="T:System.ArgumentNullException"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.CyclicShift``1(System.Collections.Generic.List{``0},System.Int32,System.Int32)">
<summary>
循环偏移,超出范围的项目会循环回到另一侧
<code>
这里提供了安全的操作,避免所有已知的错误
</code>
</summary>
<typeparam name="T"></typeparam>
<param name="list"></param>
<param name="direction">偏移方向,大于0时列表从地位向高位进行偏移,反之亦然</param>
<param name="shift">偏移距离</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Add``2(System.Collections.Generic.List{System.Collections.Generic.KeyValuePair{``0,``1}},``0,``1)">
<summary>
直接向此键值对列表填入对象
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="keyValuePairList"></param>
<param name="key"></param>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Add``2(System.Collections.Generic.List{System.Collections.Generic.KeyValuePair{``0,``1}},``0)">
<summary>
直接向此键值对列表填入一个空内容的对象
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="keyValuePairList"></param>
<param name="key"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.TryAdd``2(System.Collections.Generic.List{System.Collections.Generic.KeyValuePair{``0,``1}},``0,``1)">
<summary>
尝试添加一个键值对到此键值对列表中,但如果键值已经存在,则不做任何事
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="keyValuePairList"></param>
<param name="key"></param>
<param name="value"></param>
<returns>如果成功添加,返回真</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.AddUnique``2(System.Collections.Generic.List{System.Collections.Generic.KeyValuePair{``0,``1}},``0,``1)">
<summary>
添加对象,并尽量保证它的唯一性,如果已存在这个键值成员就执行修改。
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="keyValuePairList"></param>
<param name="key"></param>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Remove``2(System.Collections.Generic.List{System.Collections.Generic.KeyValuePair{``0,``1}},``0)">
<summary>
移除一个包含给定键值的成员
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="keyValuePairList"></param>
<param name="key"></param>
<returns>移除成功时返回真</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Remove``2(System.Collections.Generic.List{System.Collections.Generic.KeyValuePair{``0,``1}},``1)">
<summary>
移除一个包含给定值的成员
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="keyValuePairList"></param>
<param name="value"></param>
<returns>移除成功时返回真</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Modify``2(System.Collections.Generic.List{System.Collections.Generic.KeyValuePair{``0,``1}},``0,``1)">
<summary>
修改指定键下的值成员
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="keyValuePairList"></param>
<param name="key"></param>
<param name="value"></param>
<returns>如果成功匹配并修改成功,返回真</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Modify``2(System.Collections.Generic.List{System.Collections.Generic.KeyValuePair{``0,``1}},``1,``0)">
<summary>
修改指定值下的键成员
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="keyValuePairList"></param>
<param name="key"></param>
<param name="value"></param>
<returns>如果成功匹配并修改成功,返回真</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Modify``2(System.Collections.Generic.List{System.Collections.Generic.KeyValuePair{``0,``1}},System.Int32,``0)">
<summary>
修改指定索引下的键
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="keyValuePairList"></param>
<param name="index"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Modify``2(System.Collections.Generic.List{System.Collections.Generic.KeyValuePair{``0,``1}},System.Int32,``1)">
<summary>
修改指定索引下的值
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="keyValuePairList"></param>
<param name="index"></param>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Modify``2(System.Collections.Generic.KeyValuePair{``0,``1}[],``0,``1)">
<summary>
修改指定键下的值成员
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="KeyValuePairArray"></param>
<param name="key"></param>
<param name="value"></param>
<returns>如果成功匹配并修改成功,返回真</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Modify``2(System.Collections.Generic.KeyValuePair{``0,``1}[],``1,``0)">
<summary>
修改指定值下的键成员
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="KeyValuePairArray"></param>
<param name="key"></param>
<param name="value"></param>
<returns>如果成功匹配并修改成功,返回真</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Modify``2(System.Collections.Generic.KeyValuePair{``0,``1}[],System.Int32,``0)">
<summary>
修改指定索引下的值成员
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="KeyValuePairArray"></param>
<param name="index"></param>
<param name="key"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Modify``2(System.Collections.Generic.KeyValuePair{``0,``1}[],System.Int32,``1)">
<summary>
修改指定索引下的值
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="KeyValuePairArray"></param>
<param name="index"></param>
<param name="value"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Contains``2(System.Collections.Generic.IEnumerable{System.Collections.Generic.KeyValuePair{``0,``1}},``0)">
<summary>
给定键值是否存在于键值对列表中
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="keyValuePairList"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Contains``2(System.Collections.Generic.IEnumerable{System.Collections.Generic.KeyValuePair{``0,``1}},``1)">
<summary>
给定值是否存在于键值对列表中
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="keyValuePairList"></param>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IndexOf``2(System.Collections.Generic.IEnumerable{System.Collections.Generic.KeyValuePair{``0,``1}},``0)">
<summary>
给定键值在键值对列表中的索引位置
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="keyValuePairList"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IndexOf``2(System.Collections.Generic.IEnumerable{System.Collections.Generic.KeyValuePair{``0,``1}},``1)">
<summary>
给定值在键值对列表中的索引位置
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="keyValuePairList"></param>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetValue``2(System.Collections.Generic.IEnumerable{System.Collections.Generic.KeyValuePair{``0,``1}},``0,``1@)">
<summary>
获取给定键下值
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="keyValuePairList"></param>
<param name="key"></param>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetKey``2(System.Collections.Generic.IEnumerable{System.Collections.Generic.KeyValuePair{``0,``1}},``1,``0@)">
<summary>
获取给定值下的键值
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="keyValuePairList"></param>
<param name="value"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetKeys``2(System.Collections.Generic.IEnumerable{System.Collections.Generic.KeyValuePair{``0,``1}})">
<summary>
获取键值对列表的键值枚举器
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="keyValuePairList"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetValues``2(System.Collections.Generic.IEnumerable{System.Collections.Generic.KeyValuePair{``0,``1}})">
<summary>
获取键值对列表的值枚举器
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
<param name="keyValuePairList"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.BinarySearch``1(System.Collections.Generic.List{``0},System.Func{``0,System.Int32})">
<summary>
二分遍历法
</summary>
<typeparam name="T"></typeparam>
<param name="list"></param>
<param name="loopBody">循环体,返回下一步遍历的方向,向较大部分索引返回1,向较小部分检索返回-1, 找到了返回0</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.BinarySearch``1(``0[],System.Func{``0,System.Int32})">
<summary>
二分遍历法
</summary>
<typeparam name="T"></typeparam>
<param name="list"></param>
<param name="loopBody">循环体,返回下一步遍历的方向,向较大部分索引返回1,向较小部分检索返回-1, 找到了返回0</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IsIndexGreaterZeroLessCount``1(System.Collections.Generic.IList{``0},System.Int32)">
<summary>
检查给定的索引大于零,小于此列表的数量
</summary>
<typeparam name="T"></typeparam>
<param name="targetList"></param>
<param name="index"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IsIndexGreaterZeroLessCount``1(``0[],System.Int32)">
<summary>
检查给定的索引大于零,小于此数组的数量
</summary>
<typeparam name="T"></typeparam>
<param name="targetArray"></param>
<param name="index"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.AddByIndex``1(System.Collections.Generic.IList{``0},``0,System.Int32)">
<summary>
在列表的指定位置添加目标,如果中间为空,则会填充空
</summary>
<typeparam name="T"></typeparam>
<param name="targetList"></param>
<param name="target"></param>
<param name="index"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.TryDoAtIndex``1(System.Collections.Generic.IList{``0},System.Int32,System.Action{``0})">
<summary>
尝试给定索引处做些什么,如果索引或项目无效,则不执行(这是获取语句,空项目也不会执行)
</summary>
<typeparam name="T"></typeparam>
<param name="targetList"></param>
<param name="index"></param>
<param name="doSomething"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.TryDoAtIndex``1(System.Collections.Generic.IList{``0},System.Int32,System.Func{``0,``0})">
<summary>
尝试给定索引处的项目执行修改,如果索引无效,则不执行(由于这是赋值语句,所以项目可能为空)
</summary>
<typeparam name="T"></typeparam>
<param name="targetList"></param>
<param name="index"></param>
<param name="doSomething"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ReplaceList``2(System.Collections.Generic.IList{``0},System.Collections.Generic.IList{``1},System.Action{System.Int32},System.Action{System.Int32},System.Action{System.Int32})">
<summary>
使用目标列表中的元素替换当前位置的列表中的元素
<code>
适用于两个不同封装结构,但索引对应的列表相互之间赋值的操作;
</code>
</summary>
<typeparam name="T"></typeparam>
<param name="sourceList">当前列表</param>
<param name="targetList">目标列表</param>
<param name="removeAt">应当从SourceList中移除这个索引下的成员</param>
<param name="setAt">应当将TargetList中索引下的成员覆盖到SourceList下</param>
<param name="add">应当将TargetList中索引下的成员添加到SourceList的末尾</param>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.TryGetAtIndex``1(System.Collections.Generic.IList{``0},System.Int32,``0@)">
<summary>
尝试从列表中读取,如果项目为空,则先填充空,然后再获取
</summary>
<typeparam name="T"></typeparam>
<param name="targetList"></param>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ForceDoAtIndex``1(System.Collections.Generic.IList{``0},System.Int32,System.Action{``0})">
<summary>
强制在给定索引处执行操作,但不必返回值;
是的,如果给定索引下标处不存在,那么将返回一个空值,且此列表并不会设置这个值
</summary>
<typeparam name="T"></typeparam>
<param name="targetList">列表</param>
<param name="index">索引</param>
<param name="doSomething">你不能使用一个null来欺骗填充,这会导致这里什么都不执行</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ForceDoAtIndex``1(System.Collections.Generic.IList{``0},System.Int32,System.Func{``0})">
<summary>
强制在给定索引处执行赋值操作,如果索引不存在,那么径直填充空
</summary>
<typeparam name="T"></typeparam>
<param name="targetList">列表</param>
<param name="index">索引</param>
<param name="doSomething">你不能使用一个null来欺骗填充,这会导致这里什么都不执行,你可以使用另一个AddByIndex来执行这样的操作</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ForceDoAtIndex``1(System.Collections.Generic.IList{``0},System.Int32,System.Func{``0,``0})">
<summary>
强制在给定索引处执行赋值操作,如果索引不存在,那么径直填充空
</summary>
<typeparam name="T"></typeparam>
<param name="targetList">列表</param>
<param name="index">索引</param>
<param name="doSomething">你不能使用一个null来欺骗填充,这会导致这里什么都不执行;而如果索引处不存在对象时,返回defualt</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ForceGetAtIndex``1(System.Collections.Generic.IList{``0},System.Int32)">
<summary>
强制从列表中获取,如果这个值不存在,则返回一个不相关的默认值
</summary>
<typeparam name="T"></typeparam>
<param name="targetList"></param>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetMaterials(System.Collections.Generic.IEnumerable{UnityEngine.MeshRenderer})">
<summary>
获取材质渲染器对象列表的材质
</summary>
<param name="meshRenderers"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetSharedMaterials(System.Collections.Generic.IEnumerable{UnityEngine.MeshRenderer})">
<summary>
获取材质渲染器对象列表的材质
</summary>
<param name="meshRenderers"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetOrderNode``1(System.Collections.Generic.LinkedList{``0})">
<summary>
迭代顺序的链表节点
</summary>
<typeparam name="T"></typeparam>
<param name="linkList"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetReversedOrderNode``1(System.Collections.Generic.LinkedList{``0})">
<summary>
迭代逆序的链表节点
</summary>
<typeparam name="T"></typeparam>
<param name="linkList"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SetActive(System.Collections.Generic.IEnumerable{UnityEngine.GameObject},System.Boolean)">
<summary>
设置列表组件的有效性
</summary>
<param name="targets"></param>
<param name="active"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SetActive(System.Collections.Generic.IEnumerable{UnityEngine.Transform},System.Boolean)">
<summary>
设置列表组件的有效性
</summary>
<param name="targets"></param>
<param name="active"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SetActive(System.Collections.Generic.IEnumerable{UnityEngine.RectTransform},System.Boolean)">
<summary>
设置列表组件的有效性
</summary>
<param name="targets"></param>
<param name="active"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ContainsAcc(System.Collections.Generic.IEnumerable{UnityEngine.GameObject},UnityEngine.Transform)">
<summary>
检查给定的Transform组件是否在GameObject集合中
</summary>
<param name="targets"></param>
<param name="find"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ContainsAcc(System.Collections.Generic.IEnumerable{UnityEngine.GameObject},UnityEngine.RectTransform)">
<summary>
检查给定的RectTransform组件是否在GameObject集合中
</summary>
<param name="targets"></param>
<param name="find"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ContainsAcc(System.Collections.Generic.IEnumerable{UnityEngine.Transform},UnityEngine.GameObject)">
<summary>
检查给定的GameObject组件是否在Transform集合中
</summary>
<param name="targets"></param>
<param name="find"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ContainsAcc(System.Collections.Generic.IEnumerable{UnityEngine.Transform},UnityEngine.RectTransform)">
<summary>
检查给定的RectTransform组件是否在Transform集合中
</summary>
<param name="targets"></param>
<param name="find"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ContainsAcc(System.Collections.Generic.IEnumerable{UnityEngine.RectTransform},UnityEngine.GameObject)">
<summary>
检查给定的GameObject组件是否在RectTransform集合中
</summary>
<param name="targets"></param>
<param name="find"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ContainsAcc(System.Collections.Generic.IEnumerable{UnityEngine.RectTransform},UnityEngine.Transform)">
<summary>
检查给定的Transform组件是否在RectTransform集合中
</summary>
<param name="targets"></param>
<param name="find"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.FindComponent``1(System.Collections.Generic.IEnumerable{UnityEngine.GameObject},``0@)">
<summary>
在对象列表中寻找一个组件
</summary>
<typeparam name="T"></typeparam>
<param name="targets"></param>
<param name="component"></param>
<returns>如果没有找到,返回null</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.FindComponent``1(System.Collections.Generic.IEnumerable{UnityEngine.Transform},``0@)">
<summary>
在对象列表中寻找一个组件
</summary>
<typeparam name="T"></typeparam>
<param name="targets"></param>
<param name="component"></param>
<returns>如果没有找到,返回null</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.FindComponent``1(System.Collections.Generic.IEnumerable{UnityEngine.RectTransform},``0@)">
<summary>
在对象列表中寻找一个组件
</summary>
<typeparam name="T"></typeparam>
<param name="targets"></param>
<param name="component"></param>
<returns>如果没有找到,返回null</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.RandomMatrix4(System.Single,System.Int32)">
<summary>
获取一个被特定随机数填充的矩阵,这通常是无意义的
</summary>
<param name="range"></param>
<param name="seed"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.RandomVector4(System.Single,System.Int32)">
<summary>
获取一个在指定坐标范围内的随机矢量(矩形范围)
</summary>
<param name="range"></param>
<param name="seed"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.RandomVector3(System.Single,System.Int32)">
<summary>
获取一个在指定坐标范围内的随机矢量(矩形范围)
</summary>
<param name="range"></param>
<param name="seed"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.RandomVector2(System.Single,System.Int32)">
<summary>
获取一个在指定坐标范围内的随机矢量(矩形范围)
</summary>
<param name="range"></param>
<param name="seed"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.RandomFloat(System.Single,System.Single,System.Int32)">
<summary>
获取一个在指定范围内的随机矢量 [min, max]
</summary>
<param name="min"></param>
<param name="max"></param>
<param name="seed"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.RandomFloat(UnityEngine.Vector2,System.Int32)">
<summary>
获取一个在指定范围内的随机矢量 [min, max]
</summary>
<param name="min"></param>
<param name="max"></param>
<param name="seed"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetNextRand(System.Random,System.Single,System.Single)">
<summary>
统一的单维随机数获取
</summary>
<param name="random"></param>
<param name="min"></param>
<param name="max"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetNextRand(System.Random,System.Single)">
<summary>
统一的单维随机数获取
</summary>
<param name="random"></param>
<param name="range"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.MurmurFinalize(System.UInt64)">
<summary>
哈希后处理
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.RandomNumber(System.UInt64)">
<summary>
大范围随机
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetHash256(System.Byte[])">
<summary>
获取字节数组的hash256
</summary>
<param name="keyBytes"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetHash384(System.Byte[])">
<summary>
获取字节数组的hash384
</summary>
<param name="keyBytes"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetHash512(System.Byte[])">
<summary>
获取字节数组的hash512
</summary>
<param name="keyBytes"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetHash1(System.Byte[])">
<summary>
获取字节数组的hash1
</summary>
<param name="keyBytes"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ConvertByteArrayFormUTF32(System.String)">
<summary>
将文本以 utf-32 格式转为字节数组
</summary>
<param name="context"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ConvertByteArrayFormUTF8(System.String)">
<summary>
将文本以 utf-8 格式转为字节数组
</summary>
<param name="context"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ConvertByteArrayFormUTF7(System.String)">
<summary>
将文本以 utf-7 格式转为字节数组
</summary>
<param name="context"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ConvertByteArrayFormUnicode(System.String)">
<summary>
将文本以 Unicode 格式转为字节数组
</summary>
<param name="context"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ConvertByteArrayFormBase64(System.String)">
<summary>
将文本以 Base64 格式转为字节数组
</summary>
<param name="context"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ConvertByteArrayToUTF32(System.Byte[])">
<summary>
将字节数组以 utf-32 格式转为文本
</summary>
<param name="context"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ConvertByteArrayToUTF8(System.Byte[])">
<summary>
将字节数组以 utf-8 格式转为文本
</summary>
<param name="context"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ConvertByteArrayToUTF7(System.Byte[])">
<summary>
将字节数组以 utf-7 格式转为文本
</summary>
<param name="context"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ConvertByteArrayToUnicode(System.Byte[])">
<summary>
将字节数组以 Unicode 格式转为文本
</summary>
<param name="context"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ConvertByteArrayToBase64(System.Byte[])">
<summary>
将字节数组以 Base64 格式转为文本
</summary>
<param name="context"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ConvertByteArrayToInt32(System.Byte[])">
<summary>
将字节数组转为int32
</summary>
<param name="bytes"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Clamp(System.Double,System.Double,System.Double)">
<summary>
钳制此项目
</summary>
<param name="a">目标值</param>
<param name="min">最小值</param>
<param name="max">最大值</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Clamp(System.Single,System.Single,System.Single)">
<summary>
钳制此项目
</summary>
<param name="a">目标值</param>
<param name="min">最小值</param>
<param name="max">最大值</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ClampAngle(System.Single,System.Single,System.Single)">
<summary>
钳制角度,仅适用于在360°以内的钳制操作,并且能避免在计算0度到-90之间的跳变时不流畅的问题
</summary>
<param name="a"></param>
<param name="min"></param>
<param name="max"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Clamp(System.Int32,System.Int32,System.Int32)">
<summary>
钳制此项目
</summary>
<param name="a">目标值</param>
<param name="min">最小值</param>
<param name="max">最大值</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Clamp(System.Single,UnityEngine.Vector2)">
<summary>
钳制此项目
</summary>
<param name="a">目标值</param>
<param name="min">最小值</param>
<param name="max">最大值</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.PMod(System.Int32,System.Int32)">
<summary>
在正方向上进行锯齿循环,当越过零时,值会重新从最大开始。
</summary>
<param name="a">被取模数</param>
<param name="b">模数,不可小于0</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.PMod(System.Double,System.Double)">
<summary>
在正方向上进行锯齿循环,当越过零时,值会重新从最大开始。
</summary>
<param name="a">被取模数</param>
<param name="b">模数,不可小于0</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Wrap(System.Double,System.Double,System.Double)">
<summary>
让一个值在最大与最小之间循环
</summary>
<param name="value"></param>
<param name="min">最小值</param>
<param name="max">最大值</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Wrap(System.Single,System.Single,System.Single)">
<summary>
让一个值在最大与最小之间循环
</summary>
<param name="value"></param>
<param name="min">最小值</param>
<param name="max">最大值</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Wrap(System.Int32,System.Int32,System.Int32)">
<summary>
让一个值在最大与最小之间循环
</summary>
<param name="value"></param>
<param name="min">最小值</param>
<param name="max">最大值</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.RoundToAny(System.Double,System.Double,System.Int32)">
<summary>
四舍五入到一个任意的倍数
<code>
比如4.8希望入到3.5的倍数,会得到3.5;6.2会舍入到7;
可以用来执行比如网格吸附之类的操作
</code>
</summary>
<param name="value">需要进行四舍五入的值</param>
<param name="round">四舍五入的倍数</param>
<param name="digites">控制四舍五入时的小数位,但与输出的小数位无关</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.RoundToAny(System.Single,System.Single,System.Int32)">
<summary>
四舍五入到一个任意的倍数
<code>
比如4.8希望入到3.5的倍数,会得到3.5;6.2会舍入到7;
可以用来执行比如网格吸附之类的操作
</code>
</summary>
<param name="value">需要进行四舍五入的值</param>
<param name="round">四舍五入的倍数</param>
<param name="digites">控制四舍五入时的小数位,但与输出的小数位无关</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.RoundToAny(UnityEngine.Vector3,UnityEngine.Vector3,System.Int32)">
<summary>
四舍五入到一个任意的倍数
<code>
比如4.8希望入到3.5的倍数,会得到3.5;6.2会舍入到7;
可以用来执行比如网格吸附之类的操作
</code>
</summary>
<param name="value">需要进行四舍五入的值</param>
<param name="round">四舍五入的倍数</param>
<param name="digites">控制四舍五入时的小数位,但与输出的小数位无关</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.RoundToAny(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32)">
<summary>
四舍五入到一个任意的倍数
<code>
比如4.8希望入到3.5的倍数,会得到3.5;6.2会舍入到7;
可以用来执行比如网格吸附之类的操作
</code>
</summary>
<param name="value">需要进行四舍五入的值</param>
<param name="round">四舍五入的倍数</param>
<param name="digites">控制四舍五入时的小数位,但与输出的小数位无关</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.MinPositive(System.Single,System.Single)">
<summary>
获取两者的最小值,但不包括负数,如果其中一个成员为负则用0代替;
</summary>
<param name="a"></param>
<param name="b"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.MinPositive(System.Int32,System.Int32)">
<summary>
获取两者的最小值,但不包括负数,如果其中一个成员为负则用0代替;
</summary>
<param name="a"></param>
<param name="b"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SmoothStep(System.Single,System.Single,System.Single)">
<summary>
Interpolates t between a and b to a value between 0 and 1 using a Hermite polynomial.
</summary>
<param name="a">The first value</param>
<param name="b">The second value</param>
<param name="t">The position value</param>
<returns>A smoothed value between 0 and 1</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.LinearStep(System.Single,System.Single,System.Single)">
<summary>
Interpolates t between a and b to a value between 0 and 1.
</summary>
<param name="a">The first value</param>
<param name="b">The second value</param>
<param name="t">The position value</param>
<returns>Linear value between 0 and 1</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.RoundBasedOnMinimumDifference(System.Double,System.Double)">
<summary>
Rounds a number based on a mininum difference.
</summary>
<param name="valueToRound">The value to round</param>
<param name="minDifference">The min difference</param>
<returns>The rounded value.</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.DiscardLeastSignificantDecimal(System.Double)">
<summary>
Discards the least significant demicals.
</summary>
<param name="v">The value of insignificant decimals</param>
<returns>Value with significant decimals</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ClampWrapAngle(System.Single,System.Single,System.Single)">
<summary>
Clamps and wraps an angle between two values.
</summary>
<param name="angle"></param>
<param name="min"></param>
<param name="max"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetNumberOfDecimalsForMinimumDifference(System.Double)">
<summary>
获取最小差值的小数个数
</summary>
<param name="minDifference"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.CosineSimilarity(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
余弦相似度
<code>
a?b
cos = -------
|a|?|b|
就是点积转换了一下,可以用于获取非单位向量之间的夹角
</code>
</summary>
<param name="a"></param>
<param name="b"></param>
<returns>取值范围在 [-1, 1] </returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.FibonacciRecursive(System.Int32)">
<summary>
斐波那契(迭代方式,可以用于cpu压力测试)
</summary>
<param name="n"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.FastInvSqrt(System.Single)">
<summary>
快速平方根倒数
</summary>
<param name="x"></param>
<returns>返回给定值的平方根倒数</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetCirclePoints(System.Single,System.Single,System.Int32,System.Boolean)">
<summary>
获取圆上的点
</summary>
<param name="origin">圆的中心点</param>
<param name="startAngle">开始绘制的起点弧度</param>
<param name="radius">圆半径</param>
<param name="subdivide">圆细分</param>
<param name="consequent">获取顺序(顺时针)</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SetByteState(System.Int32@,System.Int32,System.Boolean)">
<summary>
设置字
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SetByteState(System.Int32@,System.Enum,System.Boolean)">
<summary>
设置字
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetByteState(System.Int32,System.Int32)">
<summary>
检查字
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetByteState(System.Int32,System.Enum)">
<summary>
检查字
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.BoolArrayNumber(System.Boolean[])">
<summary>
获取所有布尔值的和,表示有多少个布尔值是为真的
</summary>
<param name="condition"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetListFormAToB(System.Int32,System.Int32)">
<summary>
获取被从A到B的值填充的列表
</summary>
<param name="a"></param>
<param name="b"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ContainsWith(UnityEngine.Rect,UnityEngine.Rect)">
<summary>
判断右值范围是否完全在左值范围内
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Intersect(UnityEngine.Rect,UnityEngine.Rect)">
<summary>
获取两个Rect范围相交部分的范围
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
<returns>如果两个rect并不相交,那么返回为零的rect</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IsEmpty(UnityEngine.Rect)">
<summary>
判断rect是否为空
</summary>
<param name="rect"></param>
<returns>返回rect四维是否为空</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.LerpTransform(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Quaternion,UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>
在两个变换之间进行过度,并创建这个过度的矩阵
</summary>
<param name="posA"></param>
<param name="posB"></param>
<param name="rotA"></param>
<param name="rotB"></param>
<param name="scaleA"></param>
<param name="scaleB"></param>
<param name="t"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IsValid(UnityEngine.Quaternion)">
<summary>
检查四元数是否有效
</summary>
<param name="q"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.AllwaysValid(UnityEngine.Quaternion)">
<summary>
获取永远有效的四元数
</summary>
<param name="q"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.AppendString(System.String)">
<summary>
向全局文本构建池添加文本(只支持单线程)
</summary>
<param name="context"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetStringAndClear">
<summary>
获取并释放全局文本构建池
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.CleanString">
<summary>
清空全局文本构建
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.BuildString(System.Collections.Generic.IEnumerable{System.String})">
<summary>
将给定文本序列拼接为一整个文本
</summary>
<param name="strings"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.Join(System.Collections.Generic.IEnumerable{System.String},System.String)">
<summary>
将一系列字符串中间以给定的字符串拼接在一起
</summary>
<param name="stringList"></param>
<param name="separator"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InsertCommasAtEachIntervals(System.Collections.Generic.IEnumerable{System.String})">
<summary>
在枚举的文本之间插入一个逗号,除了开头之前和结尾之后
</summary>
<param name="strings"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IsStringNullOrEmpty(System.String)">
<summary>
检查这个字符串是无的还是为空
</summary>
<param name="str"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IsStringNullOrWhiteSpace(System.String)">
<summary>
检查这个字符串是无还是仅为空格组成
</summary>
<param name="str"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IsSeparatelyCharEqual(System.String,System.String)">
<summary>
检查两个字符串是否逐字符相等,并忽略两者中包含任何的空格
<code>
逐字符迭代对比的方式显著低效
</code>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IsWordSequenceEqual(System.String,System.String,System.StringComparison)">
<summary>
检查两个字符串是否逐字符序列相等,并忽略两者中包含任何的空格
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
<param name="order"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IsWordSequenceEqual(System.String,System.String)">
<summary>
检查两个字符串是否逐字符序列相等,并忽略两者中包含任何的空格
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IsWordSequenceEqualIgnoreCase(System.String,System.String)">
<summary>
检查两个字符串是否逐字符序列相等(忽略大小写),并忽略两者中包含任何的空格
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IsStringEqual(System.String,System.String,System.StringComparison)">
<summary>
检查两个字符串是否相等,并忽略两者中包含任何的空格
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
<param name="order"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IsStringEqual(System.String,System.String)">
<summary>
检查两个字符串是否相等,并忽略两者中包含任何的空格
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IsStringEqualIgnoreCase(System.String,System.String)">
<summary>
检查两个字符串是否相等(忽略大小写),并忽略两者中包含任何的空格
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IsEnglishLetter(System.Char)">
<summary>
检查是英文字符 (不含标点符号)
</summary>
<param name="c"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IsEnglishFullWidthChar(System.Char)">
<summary>
检查是否为英文全角字符
</summary>
<param name="c"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IsAsciiChar(System.Char)">
<summary>
检查是否为Ascii码(或者说半角英文)
</summary>
<param name="c"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IsChineseLetter(System.Char)">
<summary>
检查是否为中文字符 (不含标点符号)
</summary>
<param name="c"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.IsChineseChar(System.Char)">
<summary>
检查是否为中文字符
</summary>
<param name="c"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetWordLength(System.String,System.Single)">
<summary>
获取一个大致的文本长度,全角是1,半角是0.5;这可能会与实际文本排版长度有出入。
</summary>
<param name="word"></param>
<returns>返回的值需要乘以字号,才是总长度</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetUtf8CharactersBytesLength(System.Byte[])">
<summary>
获取一个utf8编码的字节流的长度
</summary>
<param name="utf8Bytes"></param>
<returns></returns>
<exception cref="T:System.ArgumentException"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetVisualLength(System.String)">
<summary>
获取字符串的视觉长度
</summary>
<param name="word"></param>
<returns>返回的值需要乘以字号,才是总长度</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetGameObjectNameWithoutClone(UnityEngine.GameObject)">
<summary>
获取此处的物体名称,如果带有(clone)后缀,则省略这个后缀
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetUnityObjectRealName(UnityEngine.Object)">
<summary>
获取一个对象名称,但忽略括号后缀
</summary>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXmlBeginning(System.String,System.String)">
<summary>
在文本前添加一个xml头
<code>
格式类似:<rich>source
rich的格式建议:color=red
</code>
</summary>
<param name="source"></param>
<param name="rich"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXmlWrappers(System.String,System.String)">
<summary>
将文本包裹在xml里
<code>
格式类似:<rich>source</rich>
</code>
</summary>
<param name="source"></param>
<param name="rich"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_align(System.String)">
<summary>
更改文本的水平对齐方式。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_allcaps(System.String)">
<summary>
在渲染之前将文本转换为大写。 功能上与 相同。uppercase
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_alpha(System.String)">
<summary>
更改文本不透明度。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_b(System.String)">
<summary>
以粗体呈现文本。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_br(System.String)">
<summary>
在文本中强制换行。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_color(System.String)">
<summary>
更改文本颜色或颜色和不透明度。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_cspace(System.String)">
<summary>
更改字符之间的间距。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_font(System.String)">
<summary>
更改文本字体和材质(可选)。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_fontWeight(System.String)">
<summary>
将文本的字体粗细更改为font 资产.
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_gradient(System.String)">
<summary>
应用渐变预设转换为文本。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_i(System.String)">
<summary>
以斜体呈现文本。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_indent(System.String)">
<summary>
缩进标签和下一个硬换行符之间的所有文本。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_lineHeight(System.String)">
<summary>
修改相对于字体 Asset 中指定的默认行高的行高。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_lineIndent(System.String)">
<summary>
在每次硬换行符后缩进第一行。 通过自动换行创建的新行不会缩进。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_link(System.String)">
<summary>
指定文本段的链接 ID。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_lowercase(System.String)">
<summary>
在渲染之前将文本转换为小写。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_margin(System.String)">
<summary>
为文本提供水平边距。
您可以同时为两侧设置边距,也可以单独为每一侧设置边距
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_mark(System.String)">
<summary>
使用彩色叠加突出显示文本。
叠加层必须是半透明的(alpha 小于 1),文本才能显示出来。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_mspace(System.String)">
<summary>
将文本呈现为等宽。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_nobr(System.String)">
<summary>
将一段文本放在一起。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_noparse(System.String)">
<summary>
阻止解析 TextMesh Pro 通常解释为 RTF 标记的文本。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_page(System.String)">
<summary>
向文本添加分页符。 文本的溢出模式必须设置为 Page 才能正常工作。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_pos(System.String)">
<summary>
设置当前行上的水平插入点位置。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_rotate(System.String)">
<summary>
围绕其中心旋转每个角色。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_s(System.String)">
<summary>
在文本上呈现一行。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_size(System.String)">
<summary>
调整文本的指定部分的字体大小。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_smallcaps(System.String)">
<summary>
在渲染之前将文本转换为大写。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_space(System.String)">
<summary>
在自身和文本的其余部分之间添加水平偏移。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_sprite(System.String)">
<summary>
添加精灵到文本中。 默认情况下,TextMesh Pro 会查看默认的 Sprite 资源,但您可以使用标签属性从其他资源中检索 Sprite。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_strikethrough(System.String)">
<summary>
在基线略高于基线的位置绘制一条线,以便划掉文本。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_style(System.String)">
<summary>
将自定义样式应用于文本。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_sub(System.String)">
<summary>
将文本转换为下标。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_sup(System.String)">
<summary>
将测试转换为上标。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_u(System.String)">
<summary>
在基线略低于基线的位置绘制一条线,为文本添加下划线。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_uppercase(System.String)">
<summary>
在渲染之前将文本转换为大写。 功能上与 相同。allcaps
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_voffset(System.String)">
<summary>
为基线提供垂直偏移。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.InXml_width(System.String)">
<summary>
更改文本区域的水平大小。
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.RoundToString(System.Double,System.Int32)">
<summary>
将一个数值四舍五入后转为一个文本,并保留特定的小数点位,如果这个小数位为0则省略不写
</summary>
<param name="value"></param>
<param name="decimals">目标小数位</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.RoundToString(System.Single,System.Int32)">
<summary>
将一个数值四舍五入后转为一个文本,并保留特定的小数点位,如果这个小数位为0则省略不写
</summary>
<param name="value"></param>
<param name="decimals">目标小数位</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ToString_enUS(System.Int32)">
<summary>
将一个数值转为美式英文环境的表示(带有千位分隔符)
</summary>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ToString_enUS(System.Single,System.String)">
<summary>
将一个数值转为美式英文环境的表示(带有千位分隔符)
</summary>
<param name="value"></param>
<param name="format"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.DebugBar(System.Single,System.Single,System.Int32,System.String,System.String)">
<summary>
获取一个文本进度条
</summary>
<param name="a">当前值</param>
<param name="b">最大值</param>
<param name="count">文本块计数</param>
<param name="block">占位样式</param>
<param name="vain">空位样式</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetStackTrace(System.Int32)">
<summary>
获取到此的调用栈信息
</summary>
<param name="hide">隐藏末端的调用栈层数</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetHash1Name(System.String)">
<summary>
获取哈希名称(sha1)
</summary>
<param name="seed">需要提供一串文本作为种子</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetHash256Name(System.String)">
<summary>
获取哈希名称(sha256)
</summary>
<param name="seed">需要提供一串文本作为种子</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetHash384Name(System.String)">
<summary>
获取哈希名称(sha384)
</summary>
<param name="seed">需要提供一串文本作为种子</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetHash512Name(System.String)">
<summary>
获取哈希名称(sha512)
</summary>
<param name="seed">需要提供一串文本作为种子</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetFormatContext(System.String,System.Char)">
<summary>
将一个格式化文本按特定的分隔符切割成格式化模板。
<code>
格式化模板要求格式化内容中使用$或其他自定义的分割符,两个一组表示在这里使用数值替换。
其中两个分割符中的文本将会通过格式化函数填入ToString()函数中。
比如"前缀$F2$后缀"
</code>
</summary>
<param name="formatString"></param>
<param name="splitWord"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetFormatString``1(System.String[],``0,System.Func{``0,System.String,System.String})">
<summary>
配合特定的格式化模板可以完成对特定元素的格式化功能
</summary>
<typeparam name="T"></typeparam>
<param name="formatContext"></param>
<param name="target"></param>
<param name="targetToString">如果类型支持填入格式化内容,则应该通过方法将其引入方法</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ListToString(System.Collections.Generic.IEnumerable{UnityEngine.Transform},System.String)">
<summary>
将一串组件可枚举列表的名称进行打印
</summary>
<param name="list"></param>
<param name="format">格式</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ListToString``1(System.Collections.Generic.List{``0})">
<summary>
打印一维数组
</summary>
<typeparam name="T"></typeparam>
<param name="list"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.ListToString``1(System.Collections.Generic.List{System.Collections.Generic.List{``0}})">
<summary>
将一个二维数组的元素进行打印
</summary>
<typeparam name="T"></typeparam>
<param name="list"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.NumberToChinese(System.String[],System.String[],System.Int32,System.Boolean@,System.Int32)">
<summary>
将一个数值转为中文格式;
<code>
比如 510会读成五百一十,9009会读成九千零九,
最大支持到九千亿,不过已经可以满足int类型了,所以不需要再添加了。
</code>
</summary>
<param name="number"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.NumberToChinese(System.String[],System.String[],System.Int32)">
<summary>
将一个数值转为中文格式
</summary>
<param name="numberFontLib">数值字库</param>
<param name="digitFontLib">位数字库</param>
<param name="number"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.NumberToChinese(System.Int32)">
<summary>
将一个数值转为中文格式
</summary>
<param name="number"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.NumberToComplexChinese(System.Int32)">
<summary>
将一个数值转为中文繁体格式
</summary>
<param name="number"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.LevenshteinDistance(System.String,System.String)">
<summary>
罗伯特·沃格纳/迈克尔·费舍尔 基于编辑距离算法的拼写检查器(wagner Fischer)
</summary>
<param name="a"></param>
<param name="b"></param>
<returns>返回两个单词之间的最小编辑距离,越小说明两个单词越相近</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.LevenshteinDistance(System.Collections.Generic.IEnumerable{System.String},System.String,System.Int32)">
<summary>
罗伯特·沃格纳/迈克尔·费舍尔 基于编辑距离算法的拼写检查器(wagner Fischer)
<code>
注意:这是一个预设的过滤器操作,你无法完全从外部控制过程进度
在进行检查之前,建议可以先判断单词在不在字典中,避免立刻进行大量的计算操作
</code>
</summary>
<param name="a">一系列单词表</param>
<param name="b"></param>
<param name="threshold">距离阈值,仅输出小于等于这个阈值的单词,0 表示完全相等</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.LevenshteinDistance``1(System.Collections.Generic.IEnumerable{``0},System.String,System.Func{``0,System.String},System.Int32@,System.Int32@)">
<summary>
罗伯特·沃格纳/迈克尔·费舍尔 基于编辑距离算法的拼写检查器(wagner Fischer)
</summary>
<typeparam name="T"></typeparam>
<param name="a">源单词列表,或是从中获取单词的对象集合</param>
<param name="b">查找单词</param>
<param name="getName">如何从迭代器中获取名称</param>
<param name="dis">当前返回的最优单词的编辑距离</param>
<param name="index">返回最短编辑距离单词的索引</param>
<returns>最优的文本</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.LevenshteinDistance``1(System.Collections.Generic.IEnumerable{``0},System.Collections.Generic.IEnumerable{System.String},System.Func{``0,System.String},System.Int32@,System.Int32@)">
<summary>
罗伯特·沃格纳/迈克尔·费舍尔 基于编辑距离算法的拼写检查器(wagner Fischer)
<code>
只要有一个任意一个单词匹配,就会立刻返回这个单词
</code>
</summary>
<typeparam name="T"></typeparam>
<param name="a">源单词列表,或是从中获取单词的对象集合</param>
<param name="b">查找单词列表</param>
<param name="getName">如何从迭代器中获取名称</param>
<param name="dis">当前返回的最优单词的编辑距离</param>
<param name="index">返回最短编辑距离单词的索引(是源单词列表的索引)</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.LevenshteinDistance(System.Collections.Generic.IEnumerable{System.String},System.String,System.Int32@,System.Int32@)">
<summary>
罗伯特·沃格纳/迈克尔·费舍尔 基于编辑距离算法的拼写检查器(wagner Fischer)
</summary>
<param name="a">源单词列表</param>
<param name="b">查找单词</param>
<param name="dis">当前返回的最优单词的编辑距离</param>
<returns>当前最优的单词</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.LevenshteinDistance(System.Collections.Generic.IEnumerable{UnityEngine.GameObject},System.String,System.Int32@,System.Int32@)">
<summary>
罗伯特·沃格纳/迈克尔·费舍尔 基于编辑距离算法的拼写检查器(wagner Fischer)
</summary>
<param name="a">源对象列表</param>
<param name="b">查找单词</param>
<param name="dis">当前返回的最优单词的编辑距离</param>
<returns>当前最优的单词</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.LevenshteinDistance(System.Collections.Generic.IEnumerable{UnityEngine.Transform},System.String,System.Int32@,System.Int32@)">
<summary>
罗伯特·沃格纳/迈克尔·费舍尔 基于编辑距离算法的拼写检查器(wagner Fischer)
</summary>
<param name="a">源对象列表</param>
<param name="b">查找单词</param>
<param name="dis">当前返回的最优单词的编辑距离</param>
<returns>当前最优的单词</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.LevenshteinDistance(System.Collections.Generic.IEnumerable{System.Reflection.FieldInfo},System.String,System.Int32@,System.Int32@)">
<summary>
罗伯特·沃格纳/迈克尔·费舍尔 基于编辑距离算法的拼写检查器(wagner Fischer)
</summary>
<param name="a">源属性列表</param>
<param name="b">查找单词</param>
<param name="dis">当前返回的最优单词的编辑距离</param>
<returns>当前最优的单词</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.LevenshteinDistance(System.Collections.Generic.IEnumerable{UnityEngine.Component},System.String,System.Int32@,System.Int32@)">
<summary>
罗伯特·沃格纳/迈克尔·费舍尔 基于编辑距离算法的拼写检查器(wagner Fischer)
</summary>
<param name="a">源对象列表</param>
<param name="b">查找单词</param>
<param name="dis">当前返回的最优单词的编辑距离</param>
<returns>当前最优的单词</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.LevenshteinDistance(System.Collections.Generic.IEnumerable{UnityEngine.GameObject},System.Collections.Generic.IEnumerable{System.String},System.Int32@,System.Int32@)">
<summary>
罗伯特·沃格纳/迈克尔·费舍尔 基于编辑距离算法的拼写检查器(wagner Fischer)
</summary>
<param name="a">源对象列表</param>
<param name="b">查找单词</param>
<param name="dis">当前返回的最优单词的编辑距离</param>
<returns>当前最优的单词</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.LevenshteinDistance(System.Collections.Generic.IEnumerable{UnityEngine.Transform},System.Collections.Generic.IEnumerable{System.String},System.Int32@,System.Int32@)">
<summary>
罗伯特·沃格纳/迈克尔·费舍尔 基于编辑距离算法的拼写检查器(wagner Fischer)
</summary>
<param name="a">源对象列表</param>
<param name="b">查找单词</param>
<param name="dis">当前返回的最优单词的编辑距离</param>
<returns>当前最优的单词</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.LevenshteinDistance(System.Collections.Generic.IEnumerable{System.Reflection.FieldInfo},System.Collections.Generic.IEnumerable{System.String},System.Int32@,System.Int32@)">
<summary>
罗伯特·沃格纳/迈克尔·费舍尔 基于编辑距离算法的拼写检查器(wagner Fischer)
</summary>
<param name="a">源属性列表</param>
<param name="b">查找单词</param>
<param name="dis">当前返回的最优单词的编辑距离</param>
<returns>当前最优的单词</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.LevenshteinDistance(System.Collections.Generic.IEnumerable{UnityEngine.Component},System.Collections.Generic.IEnumerable{System.String},System.Int32@,System.Int32@)">
<summary>
罗伯特·沃格纳/迈克尔·费舍尔 基于编辑距离算法的拼写检查器(wagner Fischer)
</summary>
<param name="a">源对象列表</param>
<param name="b">查找单词</param>
<param name="dis">当前返回的最优单词的编辑距离</param>
<returns>当前最优的单词</returns>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.DayPerYear">
<summary>
一年有多少天
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SecondToTick(System.Single)">
<summary>
将累计的秒转为tick
</summary>
<param name="second"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SecondToTick(System.Double)">
<summary>
将累计的秒转为tick
</summary>
<param name="second"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SecondToTick(System.Int32)">
<summary>
将累计的秒转为tick
</summary>
<param name="second"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SecondToTick(System.Int64)">
<summary>
将累计的秒转为tick
</summary>
<param name="second"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.MillisecondToTick(System.Single)">
<summary>
将累计的毫秒转为tick
</summary>
<param name="second"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.MillisecondToTick(System.Double)">
<summary>
将累计的毫秒转为tick
</summary>
<param name="second"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.MillisecondToTick(System.Int32)">
<summary>
将累计的毫秒转为tick
</summary>
<param name="second"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.MillisecondToTick(System.Int64)">
<summary>
将累计的毫秒转为tick
</summary>
<param name="second"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.MinuteToTick(System.Single)">
<summary>
将累计的分钟转为tick
</summary>
<param name="minute"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.MinuteToTick(System.Double)">
<summary>
将累计的分钟转为tick
</summary>
<param name="minute"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.MinuteToTick(System.Int32)">
<summary>
将累计的分钟转为tick
</summary>
<param name="minute"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.MinuteToTick(System.Int64)">
<summary>
将累计的分钟转为tick
</summary>
<param name="minute"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.HourToTick(System.Single)">
<summary>
将累计的小时转为tick
</summary>
<param name="hour"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.HourToTick(System.Double)">
<summary>
将累计的小时转为tick
</summary>
<param name="hour"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.HourToTick(System.Int32)">
<summary>
将累计的小时转为tick
</summary>
<param name="hour"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.HourToTick(System.Int64)">
<summary>
将累计的小时转为tick
</summary>
<param name="hour"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.DayToTick(System.Single)">
<summary>
将累计的天转为tick
</summary>
<param name="day"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.DayToTick(System.Double)">
<summary>
将累计的天转为tick
</summary>
<param name="day"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.DayToTick(System.Int32)">
<summary>
将累计的天转为tick
</summary>
<param name="day"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.DayToTick(System.Int64)">
<summary>
将累计的天转为tick
</summary>
<param name="day"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.YearToTick(System.Single)">
<summary>
将累计的年转为tick
</summary>
<param name="year"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.YearToTick(System.Double)">
<summary>
将累计的年转为tick
</summary>
<param name="year"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.YearToTick(System.Int32)">
<summary>
将累计的年转为tick
</summary>
<param name="year"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.YearToTick(System.Int64)">
<summary>
将累计的年转为tick
</summary>
<param name="year"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.TickToDateTime(System.Int64)">
<summary>
将累计的tick转为时间
</summary>
<param name="tick"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SecondToDate(System.Single)">
<summary>
将累计的秒转为时间
</summary>
<param name="second"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.TickToAccumulateSecond(System.Int64,System.Double@)">
<summary>
将累计的tick转为累计的秒
</summary>
<param name="tick"></param>
<param name="second"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.TickToSecond(System.Int64,System.Single@)">
<summary>
将累计的tick转为剩余的秒
</summary>
<param name="tick"></param>
<param name="second"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.TickToAccumulateMinute(System.Int64,System.Int32@)">
<summary>
将累计的tick转为累计分钟
</summary>
<param name="tick"></param>
<param name="minute"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.TickToMinute(System.Int64,System.Single@)">
<summary>
将累计的tick转为剩余分钟
</summary>
<param name="tick"></param>
<param name="minute">累计分钟</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.TickToAccumulateHour(System.Int64,System.Int32@)">
<summary>
将累计的tick转为累计小时
</summary>
<param name="tick"></param>
<param name="hour"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.TickToHour(System.Int64,System.Single@)">
<summary>
将累计的tick转为剩余小时
</summary>
<param name="tick"></param>
<param name="hour"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.TickToAccumulateDay(System.Int64,System.Int32@)">
<summary>
将累计的tick转为累计天
</summary>
<param name="tick"></param>
<param name="day"></param>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroMath.TickPerYear">
<summary>
表示一年的刻度数,此字段为常量
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.TickToDay(System.Int64,System.Single@)">
<summary>
将累计的tick转为剩余天
</summary>
<param name="tick"></param>
<param name="day"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.TickToYear(System.Int64,System.Int32@)">
<summary>
将累计的tick转为累计年
</summary>
<param name="tick"></param>
<param name="year"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SecondToDateTime(System.Int64)">
<summary>
将累计的秒转为dateTime格式
</summary>
<param name="second"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.DateTimeFormat(System.DateTime,System.String)">
<summary>
仿照datetime的时间格式进行文本格式化
<code>
注意,这会替换其中看起来像是时间描述的占位符,不论它在上下文的位置如何
另外,这是一种便捷但缓慢的方法,请不要处理过长的文本
</code>
</summary>
<param name="time">时间</param>
<param name="format">文本格式,使用至少两个连续时间字符代表特定的时间,这会限制例如O,u,G的使用</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.TickTimeFormat(System.Int64,System.String)">
<summary>
自定义的时间格式
<code>
注意,请使用年YY, 月MM, 日dd, 天dd,小时hh,分钟mm,秒ss代替时间,
2个连续字符视为累计时间,3个连续字符视为剩余时间,大于3个连续字符视为带有小数部分的剩余时间(小数位数随超出的个数增加,不需要小数点)
另外,这是一种便捷但缓慢的方法,请不要处理过长的文本
说明:
累计时间是指时间在当前单位下所有下级单位时间累计和(比如1.5天累计为36小时)
剩余时间是指在下一级单位时间内剩余的单位时间(比如1.5天可以剩余为12小时,如果除不尽,可以通过更多的位数来表示小数点位数)。
另外年月无法计算累计和剩余,将会使用普通的datetime格式化代替
</code>
</summary>
<param name="tick"></param>
<param name="format"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.TimeFormat(System.TimeSpan,System.String)">
<summary>
时间间隔的格式化方法
<code>
支持y,d,h,m,s,ms,us(年,天,小时,分钟,秒,毫秒,微秒)
在时间格式后加小数点可以转为totaltime,小数点后跟数字或时间格式,表示小数精度(如:“d.dd” = 3.33天, “m.0” = 3分钟, “s.3” = 3.333秒)
在时间格式中使用小于号代表取自最近的高级时间单位的余数部分(如:“h<” = 259,170秒可得23.99167小时,格式支持小数精度控制)。
注意:
不支持多个时间分割符号,如“y.d.h”这样的格式。
不支持多元时间分割符号,如“y.ddd”这样的格式。
上述的后缀无效时,会直接按照后缀的长度来截取小数部分。
如果输入了其他不支持的时间分割符号或格式,会直接抛出异常。
年得计算没有考虑闰年,所以可能存在误差
</code>
</summary>
<param name="time"></param>
<param name="format"></param>
<returns></returns>
<exception cref="T:System.ArgumentException"></exception>
<exception cref="T:System.NotImplementedException"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetWeakChineseFullName(System.DayOfWeek)">
<summary>
获取星期枚举为中文全拼
</summary>
<param name="week"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetWeakChineseSimpleName(System.DayOfWeek)">
<summary>
获取星期枚举为中文简拼
</summary>
<param name="week"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetWeakEnglishFullName(System.DayOfWeek)">
<summary>
获取星期枚举为英文全拼
</summary>
<param name="week"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetWeakEnglishSimpleName(System.DayOfWeek)">
<summary>
获取星期枚举为英文简拼
</summary>
<param name="week"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetWeakJapaneseFullName(System.DayOfWeek)">
<summary>
获取星期枚举为日文简拼
</summary>
<param name="week"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetWeakJapaneseSimpleName(System.DayOfWeek)">
<summary>
获取星期枚举为日文简拼
</summary>
<param name="week"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetWeakName(System.DayOfWeek,System.Int32)">
<summary>
获取星期的名称
<code>
0/1 : 中文全/简拼
2/3 : 英文全/简拼
4/5 : 日文全/简拼
</code>
</summary>
<param name="weak">星期</param>
<param name="mode">模式</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.DateTimeParseExact(System.String,System.String,System.IFormatProvider)">
<summary>
将日期文本通过给定的格式还原为日期
</summary>
<param name="date"></param>
<param name="format"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.TimeSpanParseExact(System.String,System.String,System.IFormatProvider)">
<summary>
将时间间隔文本通过格式还原为时间
</summary>
<param name="date"></param>
<param name="format"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroCamera">
<summary>
提供相机的计算宏,比如计算视锥角等。
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.MacroCamera.screenSize">
<summary>
获取当前屏幕尺寸
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.MacroCamera.aspectRatio">
<summary>
获取屏幕像素的横纵比
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCamera.CameraRendererSize(UnityEngine.Camera)">
<summary>
获取相机当前的渲染尺寸
</summary>
<param name="camera"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCamera.PerpendicularLineOfSightRectangle(UnityEngine.Camera,System.Single)">
<summary>
获取摄像机上,垂直于视线的矩形区域
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCamera.PerpendicularLineOfSightRectangle(System.Single,UnityEngine.Vector2,System.Single)">
<summary>
获取摄像机上,垂直于视线的矩形区域
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCamera.RectangleOnSightLength(System.Single,UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
获取一个矩形尺寸在摄像机视锥中的距离
<code>
比如可以将一个物体的世界bounds的尺寸截取后乘以一个比例传入,
计算得到摄像机最佳的观察距离。
</code>
</summary>
<param name="fov"></param>
<param name="screenSize">摄像机渲染尺寸(像素尺寸)</param>
<param name="rectSize">矩形尺寸(unity单位m)</param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroCurve">
<summary>
曲线宏
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCurve.BezierCurve1(System.Single,System.Single,System.Single,System.Single@)">
<summary>
一阶贝塞尔曲线
</summary>
<param name="p0"></param>
<param name="p1"></param>
<param name="t"></param>
<param name="position">t的位置</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCurve.BezierCurve1(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2@)">
<summary>
一阶贝塞尔曲线
</summary>
<param name="p0"></param>
<param name="p1"></param>
<param name="t"></param>
<param name="position">t的位置</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCurve.BezierCurve1(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3@)">
<summary>
一阶贝塞尔曲线
</summary>
<param name="p0"></param>
<param name="p1"></param>
<param name="t"></param>
<param name="position">t的位置</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCurve.BezierCurve1(UnityEngine.Color,UnityEngine.Color,System.Single,UnityEngine.Color@)">
<summary>
一阶贝塞尔曲线
</summary>
<param name="p0"></param>
<param name="p1"></param>
<param name="t"></param>
<param name="position">t的位置</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCurve.BezierCurve2(System.Single,System.Single,System.Single,System.Single,System.Single@)">
<summary>
二阶贝塞尔曲线
</summary>
<param name="p0"></param>
<param name="p1"></param>
<param name="p2"></param>
<param name="t"></param>
<param name="position">t的位置</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCurve.BezierCurve2(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2@)">
<summary>
二阶贝塞尔曲线
</summary>
<param name="p0"></param>
<param name="p1"></param>
<param name="p2"></param>
<param name="t"></param>
<param name="position">t的位置</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCurve.BezierCurve2(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3@)">
<summary>
二阶贝塞尔曲线
</summary>
<param name="p0"></param>
<param name="p1"></param>
<param name="p2"></param>
<param name="t"></param>
<param name="position">t的位置</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCurve.BezierCurve2(UnityEngine.Color,UnityEngine.Color,UnityEngine.Color,System.Single,UnityEngine.Color@)">
<summary>
二阶贝塞尔曲线
</summary>
<param name="p0"></param>
<param name="p1"></param>
<param name="p2"></param>
<param name="t"></param>
<param name="position">t的位置</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCurve.BezierCurve3(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single@)">
<summary>
三阶贝塞尔曲线
</summary>
<param name="p0"></param>
<param name="p1"></param>
<param name="p2"></param>
<param name="p3"></param>
<param name="t"></param>
<param name="position">t的位置</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCurve.BezierCurve3(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2@)">
<summary>
三阶贝塞尔曲线
</summary>
<param name="p0"></param>
<param name="p1"></param>
<param name="p2"></param>
<param name="p3"></param>
<param name="t"></param>
<param name="position">t的位置</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCurve.BezierCurve3(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3@)">
<summary>
三阶贝塞尔曲线
</summary>
<param name="p0"></param>
<param name="p1"></param>
<param name="p2"></param>
<param name="p3"></param>
<param name="t"></param>
<param name="position">t的位置</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCurve.BezierCurve3(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3@,UnityEngine.Vector3@)">
<summary>
三阶贝塞尔曲线
</summary>
<param name="p0"></param>
<param name="p1"></param>
<param name="p2"></param>
<param name="p3"></param>
<param name="t"></param>
<param name="position">t的位置</param>
<param name="tangent">t的切向</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCurve.BezierCurve(UnityEngine.Vector3[],System.Single)">
<summary>
获取任意阶数的贝塞尔曲线
</summary>
<param name="controlPoints">控制点数量,数量越多,阶数越大</param>
<param name="t"></param>
<returns></returns>
<exception cref="T:System.ArgumentException"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCurve.BinomialCoefficient(System.Int32,System.Int32)">
<summary>
计算二次项系数 \binom{n}{k}
</summary>
<param name="n"></param>
<param name="k"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCurve.CatmullRomCurve(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3@)">
<summary>
卡特莫尔罗曲线
</summary>
<param name="v0"></param>
<param name="v1"></param>
<param name="v2"></param>
<param name="v3"></param>
<param name="t"></param>
<param name="position">t的位置</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCurve.CatmullRomCurve(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3@,UnityEngine.Vector3@)">
<summary>
卡特莫尔罗曲线
</summary>
<param name="v0"></param>
<param name="v1"></param>
<param name="v2"></param>
<param name="v3"></param>
<param name="t"></param>
<param name="position">t的位置</param>
<param name="tangent">t的切向</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroCurve.CatmullRomCurve(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3@,UnityEngine.Vector3@,UnityEngine.Vector3@,UnityEngine.Vector3@)">
<summary>
卡特莫尔罗曲线
</summary>
<param name="v0"></param>
<param name="v1"></param>
<param name="v2"></param>
<param name="v3"></param>
<param name="t"></param>
<param name="position">t的位置</param>
<param name="tangent">t的切向</param>
<param name="normal">t的法向</param>
<param name="binormal">t的次法向</param>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroKey">
<summary>
提供预制的按键逻辑检查的类
<code>
提供按键状态识别,界面坐标计算。
</code>
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroKey.keyDictionaryContent">
<summary>
设定与按键记录表字典
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroKey.keyCodeStyleDictionartContent">
<summary>
按键与设定映射
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroKey.GetRecordKey(XericLibrary.Runtime.MacroLibrary.MacroKey.KfsStyle)">
<summary>
获取登记的按键状态表
</summary>
<param name="style"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroKey.AsKfsStyle(UnityEngine.KeyCode)">
<summary>
将一个按键映射为一个设定
</summary>
<param name="keyCode"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet">
<summary>
关键操作翻转记录表
</summary>
</member>
<member name="E:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.OnKeyPressed">
<summary>
当按键按下时
</summary>
</member>
<member name="E:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.OnKeyReleased">
<summary>
当按键释放时
</summary>
</member>
<member name="E:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.OnKeyLongReleased">
<summary>
当按键长按后释放时
</summary>
</member>
<member name="E:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.OnKeyFirstLongPressed">
<summary>
当按键首次长按时
</summary>
</member>
<member name="E:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.OnKeyLongPressed">
<summary>
当按键长按时
</summary>
</member>
<member name="E:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.OnKeyDoubleClick">
<summary>
当按键双击时
</summary>
</member>
<member name="E:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.OnKeyDragging">
<summary>
当按键拖拽时(需要执行的方法支持拖拽识别,否则无法触发)
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.IsPressed">
<summary>
当按键按下时
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.IsReleased">
<summary>
当按键释放时
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.IsLongReleased">
<summary>
当按键长按后释放时
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.IsLongPressedState">
<summary>
当按键长按时(持续触发)
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.IsFirstLongPressed">
<summary>
当按键首次长按时
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.IsDoubleClick">
<summary>
当按键双击时
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.IsDragging">
<summary>
当按键拖拽时(需要执行的方法支持拖拽识别,否则无法触发)
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.KeyPressedState">
<summary>
按键状态
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.keySheet">
<summary>
按键变化的记录
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.kfsStyle">
<summary>
按键设定
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.SetKfsStyle(XericLibrary.Runtime.MacroLibrary.MacroKey.KfsStyle)">
<summary>
设置关联的按键设定
</summary>
<param name="style"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.GetKfsStyle">
<summary>
获取关联的按键设定
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.ClearIsState">
<summary>
清除所有的本地布尔按键状态
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.AppendKeyState_CrossMotionExtraTime(System.Boolean)">
<summary>
添加按键状态(交叉动作与延迟触发长按)
<code>
需要根据按键状态每帧输入,
这会立刻触发相应的按键状态。
</code>
</summary>
<param name="keyState"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.AppendKeyState_PositionTriggle(System.Boolean,UnityEngine.Vector3,System.Single)">
<summary>
添加按键状态(坐标保持触发)
</summary>
<param name="keyState"></param>
<param name="mousePosition"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.ClearKeyState">
<summary>
清空按键状态
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyFlippingStampSheet.GetLastSameKeyState(XericLibrary.Runtime.MacroLibrary.MacroKey.KeyStatestamp@)">
<summary>
获取上一次相同的按键状态(也就是上上一个状态)
</summary>
<param name="lastState"></param>
<returns>如果序列数量不足时,将返回为否</returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyStatestamp">
<summary>
关键操作记录
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyStatestamp.Timestamp">
<summary>
时间标记
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyStatestamp.KeyState">
<summary>
当前时间标记下的状态
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroKey.KeyStatestamp.ArgueTossTime">
<summary>
此时间戳到现在的时间距离
</summary>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroKey.StateTimestamp">
<summary>
操作时间类型
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroKey.StateTimestamp.time">
<summary>
时间戳
</summary>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroKey.KfsStyle">
<summary>
按键设定
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroKey.KfsStyle.DebugMessageName">
<summary>
消息名称前缀(自动填充)
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroKey.KfsStyle.EnableDebugMessage">
<summary>
开启消息提示
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroKey.KfsStyle.DoubleClickTime">
<summary>
识别为双击的时间
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroKey.KfsStyle.LongPressedTime">
<summary>
识别为长按的时间
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.MacroKey.KfsStyle.MinCheckTime">
<summary>
最小的按键时间
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroKey.InsertKeyStateCmet(System.Boolean,XericLibrary.Runtime.MacroLibrary.MacroKey.KfsStyle)">
<summary>
添加按键状态(交叉动作与延迟触发长按)
<code>
cmet的含义是根据当前执行触发进行交叉触发,并带有一个根据时间长按的状态判断。
</code>
</summary>
<param name="KeyState">按键状态</param>
<param name="style">按键设定,每个按键状态需要单独设立按键设定</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroKey.InsertKeyStatePt(System.Boolean,XericLibrary.Runtime.MacroLibrary.MacroKey.KfsStyle,UnityEngine.Vector3,System.Single)">
<summary>
添加按键状态(坐标保持触发)
<code>
pt的含义是根据当前的一个坐标进行触发
</code>
</summary>
<param name="KeyState"></param>
<param name="style"></param>
<param name="mousePosition"></param>
<param name="threshold"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroKey.GetRectangleRelativelyPoint(UnityEngine.RectTransform,UnityEngine.Vector3,UnityEngine.Vector2@)">
<summary>
获取给定光标位置在ui组件上相对位置
</summary>
<param name="transform">组件空间</param>
<param name="currentPosition">给定光标位置</param>
<param name="localPosition">返回光标在组件矩形范围内的</param>
<returns>如果转换失败,返回否</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroKey.GetRectangleRelativelyPoint(UnityEngine.RectTransform,UnityEngine.Vector3,UnityEngine.Camera,UnityEngine.Vector2@)">
<summary>
获取给定光标位置在ui组件上相对位置
</summary>
<param name="transform">组件空间</param>
<param name="currentPosition">给定光标位置</param>
<param name="cam">摄像机位置,用于处理透视变形</param>
<param name="localPosition">返回光标在组件矩形范围内的</param>
<returns>如果转换失败,返回否</returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.PIDController">
<summary>
PID控制器
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.PIDController.#ctor(System.Double,System.Double,System.Double)">
<summary>
创建一个PID控制器
</summary>
<param name="kp">比例系数</param>
<param name="ki">积分系数</param>
<param name="kd">微分系数</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.PIDController.Calculate(System.Double,System.Double,System.Double)">
<summary>
计算PID控制器的输出
<code>
根据当前的pid计算从当前实际值到目标值的偏差
这个偏差将用于对实际值的修改,并最终反馈到此处的实际值传入上。
</code>
</summary>
<param name="setPoint">目标值</param>
<param name="actualValue">实际值</param>
<param name="deltaTime">时间间隔</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.PIDController.SetTunings(System.Double,System.Double,System.Double)">
<summary>
设置PID参数
</summary>
<param name="kp"></param>
<param name="ki"></param>
<param name="kd"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.PIDController.Reset">
<summary>
重置PID控制器
</summary>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroProcess">
<summary>
程序宏
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroProcess.DefaultExitTime">
<summary>
默认超时时间
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroProcess.RunConsoleApplicationAsync(System.String,System.Diagnostics.DataReceivedEventHandler,System.Diagnostics.DataReceivedEventHandler,System.String[])">
<summary>
异步执行一个外部控制台程序
</summary>
<param name="exePath"></param>
<param name="outputReceived"></param>
<param name="errorReceived"></param>
<param name="argumentString"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroProcess.RunConsoleApplicationAsync(System.String,System.Diagnostics.DataReceivedEventHandler,System.Diagnostics.DataReceivedEventHandler,System.Diagnostics.ProcessStartInfo,System.Int32,System.String[])">
<summary>
异步执行一个外部控制台程序
</summary>
<param name="exePath">程序路径位置</param>
<param name="outputReceived"></param>
<param name="errorReceived"></param>
<param name="customInfo">自定义程序参数,可以为null(除了捕获标准以及程序命令无法设置之外,其他都可以自由设定)</param>
<param name="waitForExitTime">程序超时时间</param>
<param name="argumentString">程序传入的参数</param>
<returns></returns>
<exception cref="T:System.Exception"></exception>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroRectTransform">
<summary>
ui变换组件宏
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroRectTransform.RectTransform(UnityEngine.Transform)">
<summary>
获取rectTransform
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroRectTransform.RectTransform(UnityEngine.Component)">
<summary>
获取rectTransform
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroRectTransform.DeltaWidth(UnityEngine.RectTransform)">
<summary>
获取组件的宽度
</summary>
<param name="self"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroRectTransform.DeltaWidth(UnityEngine.RectTransform,System.Single)">
<summary>
设置组件的宽度
</summary>
<param name="self"></param>
<param name="width"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroRectTransform.DeltaHeight(UnityEngine.RectTransform)">
<summary>
获取组件的高度
</summary>
<param name="self"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroRectTransform.DeltaHeight(UnityEngine.RectTransform,System.Single)">
<summary>
设置组件的高度
</summary>
<param name="self"></param>
<param name="height"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroRectTransform.DeltaSize(UnityEngine.RectTransform,System.Single,System.Single)">
<summary>
设置组件的宽度和高度
</summary>
<param name="self"></param>
<param name="width"></param>
<param name="height"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroRectTransform.RectWidth(UnityEngine.RectTransform)">
<summary>
获取矩形宽度
</summary>
<param name="self"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroRectTransform.RectHeight(UnityEngine.RectTransform)">
<summary>
获取矩形高度
</summary>
<param name="self"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroRectTransform.AnchorPoint(UnityEngine.RectTransform,UnityEngine.Vector2)">
<summary>
设置组件的锚点为一个点
</summary>
<param name="self"></param>
<param name="point"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroRectTransform.TransformPointLocal2World(UnityEngine.RectTransform,UnityEngine.Vector3)">
<summary>
变换顶点
</summary>
<param name="self"></param>
<param name="point"></param>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroReflection">
<summary>
超驰宏(其实就是反射)
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroReflection.AssemblyOrder">
<summary>
用于翻译程序集简写
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.TryGetAssembly(System.String,System.String@)">
<summary>
尝试查找程序集简写对应,如果没找到就直接使用传入的
</summary>
<param name="order"></param>
<param name="assembly"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.OverridingSafeInvoke``1(System.Type,System.String,``0@,System.Object,System.Object[])">
<summary>
超驰方法安全调用,如果参数不匹配,将返回否
</summary>
<typeparam name="T">返回类</typeparam>
<param name="type">超驰目标类</param>
<param name="methodName">超驰方法名称</param>
<param name="result">超驰方法返回值</param>
<param name="obj">如果是实例方法,提供承载对象</param>
<param name="parameters">提供方法参数</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.OverridingMethodCheck(System.Type,System.String,System.Object[])">
<summary>
检查给定的参数是否能够开启调用方法
<code>
主要检查的是传入参数的类型是否匹配,如果不匹配,将返回否,反之为真
</code>
</summary>
<typeparam name="T">返回值类型检查,如果没有返回值则用void</typeparam>
<param name="type">超驰目标类</param>
<param name="methodName">超驰方法名称</param>
<param name="parameters">提供方法参数</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.MethodTypeCheck(System.Reflection.MethodInfo,System.Object[])">
<summary>
方法类型检查
</summary>
<param name="method"></param>
<param name="types">输入所有形参的类型,最后一个类型是返回值类型,如果没有则为null。</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.MethodTypeCheck(System.Reflection.MethodInfo,System.Type[])">
<summary>
方法类型检查
</summary>
<param name="method"></param>
<param name="types">输入所有形参的类型,最后一个类型是返回值类型,如果没有则为void。</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.OverridingInvoke``2(System.String,System.Object,System.Object[])">
<summary>
超驰方法调用
</summary>
<typeparam name="K">超驰目标类</typeparam>
<typeparam name="T">返回类</typeparam>
<param name="methodName">超驰方法名称</param>
<param name="obj">如果是实例方法,提供承载对象</param>
<param name="parameters">提供方法参数</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.OverridingInvoke``1(System.String,System.String,System.Object,System.Object[])">
<summary>
超驰方法调用
</summary>
<typeparam name="T">返回类</typeparam>
<param name="assembly">超驰目标程序集全称</param>
<param name="methodName">超驰方法名称</param>
<param name="obj">如果是实例方法,提供承载对象</param>
<param name="parameters">提供方法参数</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.OverridingInvoke``1(System.String,System.Object,System.Object[])">
<summary>
超驰方法调用
</summary>
<typeparam name="K">超驰目标类</typeparam>
<param name="methodName">超驰方法名称</param>
<param name="obj">如果是实例方法,提供承载对象</param>
<param name="parameters">提供方法参数</param>
<returns>忽略返回,或无返回值</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.OverridingInvoke(System.String,System.String,System.Object,System.Object[])">
<summary>
超驰方法调用
</summary>
<param name="assembly">超驰目标程序集全称</param>
<param name="methodName">超驰方法名称</param>
<param name="obj">如果是实例方法,提供承载对象</param>
<param name="parameters">提供方法参数</param>
<returns>忽略返回,或无返回值</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.OverridingInvoke``1(System.Type,System.String,System.Object,System.Object[])">
<summary>
超驰方法调用
</summary>
<typeparam name="T">返回类</typeparam>
<param name="type">超驰目标类</param>
<param name="methodName">超驰方法名称</param>
<param name="obj">如果是实例方法,提供承载对象</param>
<param name="parameters">提供方法参数</param>
<returns></returns>
<exception cref="T:System.ArgumentException"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.SoftInterfaceTodo(System.Object,System.String,System.Action{System.Reflection.FieldInfo},System.Action{System.Reflection.PropertyInfo})">
<summary>
获取软接口反射目标,并执行相应的步骤
</summary>
<param name="target"></param>
<param name="interfaceName"></param>
<param name="isField"></param>
<param name="isProperty"></param>
<returns>失败返回否,比如字段和属性中都没有找到</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.GetSoftInterface(System.Object,System.String,System.Object@)">
<summary>
使用软接口名称(对象以及类上成员名称)获取字段属性的值;
</summary>
<param name="target"></param>
<param name="interfaceName"></param>
<param name="value"></param>
<returns>失败返回否,比如字段和属性中都没有找到</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.SetSoftInterface(System.Object,System.String,System.Object)">
<summary>
使用软接口名称(对象以及类上成员名称)设置字段属性的值;
</summary>
<param name="target"></param>
<param name="interfaceName"></param>
<param name="value"></param>
<returns>失败返回否,比如字段和属性中都没有找到</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.GetSoftInterface(System.Collections.Generic.IEnumerable{System.Object},System.String[])">
<summary>
使用一系列候选软接口名称获取一系列对象上的字段属性值
</summary>
<param name="targets"></param>
<param name="interfaceNames"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.SetSoftInterface(System.Collections.Generic.IEnumerable{System.Object},System.Object,System.String[])">
<summary>
使用一系列候选软接口名称设置一系列对象上的字段属性值
</summary>
<param name="targets"></param>
<param name="interfaceNames"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.OverridingInstance``1">
<summary>
超驰实例化
<code>
这看起来好像没什么道理
</code>
</summary>
<typeparam name="K">超驰实例类</typeparam>
<typeparam name="T">实例返回类</typeparam>
<returns></returns>
<exception cref="T:System.NullReferenceException"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.OverridingInstance(System.String)">
<summary>
超驰实例化
</summary>
<param name="assembly">超驰目标程序集全称</param>
<returns></returns>
<exception cref="T:System.NullReferenceException"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.OverridingInstance(System.Type)">
<summary>
超驰实例化
</summary>
<returns></returns>
<exception cref="T:System.NullReferenceException"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.OverridingConvert``2(``0,``1@)">
<summary>
将一个类型转为另一个类型,用于泛型类型转换
</summary>
<typeparam name="T">将要转换的类型</typeparam>
<typeparam name="K">转换的类型</typeparam>
<param name="obj">对象</param>
<param name="result">返回</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.GetEnumAttribute``2(System.Enum,System.Attribute@)">
<summary>
在枚举值上获取一个特性(可以用于在枚举上使用rename特性标记的用法)
</summary>
<typeparam name="T"></typeparam>
<typeparam name="K"></typeparam>
<param name="target"></param>
<param name="atb"></param>
<returns></returns>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.ConvertToDelegate``1(System.Type,System.String)">
<summary>
在给定类中找到一个给定名称的方法,并转为委托
</summary>
<typeparam name="T"></typeparam>
<param name="type"></param>
<param name="methodName"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.ConvertToDelegate``1(System.Type,System.Object,System.String)">
<summary>
在给定类中找到一个给定名称的方法,并转为委托
</summary>
<typeparam name="T"></typeparam>
<param name="type"></param>
<param name="methodName"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.ConvertToDelegate``1(System.Type,System.Object,System.String,System.Type[])">
<summary>
在给定类中找到一个给定名称的方法,并转为委托
</summary>
<typeparam name="T"></typeparam>
<param name="type"></param>
<param name="methodName"></param>
<returns></returns>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroReflection.AllVisibilityMembers">
<summary>
所有基础可见的成员
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroReflection.AllStaticMembers">
<summary>
所有基础可见的单例成员
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroReflection.AllInstanceMembers">
<summary>
所有基础可见的实例成员
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.GetAllVisibilityMethodsWithAnyFormal(System.Type,System.String)">
<summary>
检索几乎所有访问修饰权限下,给定方法名内任意形参的方法
</summary>
<param name="type"></param>
<param name="methodName"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.GetMethodsWithAnyFormal(System.Type,System.String,System.Reflection.BindingFlags)">
<summary>
检索给定访问修饰权限下,给定方法名内任意形参的方法
</summary>
<param name="type"></param>
<param name="methodName"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.GetAllVisibilityMethod(System.Type,System.String)">
<summary>
检索无参方法
</summary>
<param name="type"></param>
<param name="methodName"></param>
<returns></returns>
<exception cref="T:System.NullReferenceException"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.GetStaticMethod(System.Type,System.String)">
<summary>
检索无参静态方法
</summary>
<param name="type"></param>
<param name="methodName"></param>
<returns></returns>
<exception cref="T:System.NullReferenceException"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.GetInstanceMethod(System.Type,System.String)">
<summary>
检索无参实例方法
</summary>
<param name="type"></param>
<param name="methodName"></param>
<returns></returns>
<exception cref="T:System.NullReferenceException"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.CheckMethodInfoNotNull(System.Reflection.MethodInfo)">
<summary>
检查方法是否为空,否则报错
</summary>
<param name="methodInfo"></param>
<exception cref="T:System.NullReferenceException"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.IsVoidType(System.Type)">
<summary>
是空类型
</summary>
<param name="type"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.IsNotVoidType(System.Type)">
<summary>
不是空类型
</summary>
<param name="type"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.IsVoidReturn(System.Reflection.MethodInfo)">
<summary>
方法是空返回
</summary>
<param name="info"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroReflection.IsNotVoidReturn(System.Reflection.MethodInfo)">
<summary>
方法是空返回
</summary>
<param name="info"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.PremadeLinkedNode">
<summary>
预制函数退化链节点
<code>
继承并添加需要的委托,在使用时会遍历表项进行选择。
在子类中使用与目标方法对应的函数签名,以及如何检查其中参数
</code>
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.PremadeLinkedNode.previous">
<summary>
上一个节点
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.PremadeLinkedNode.next">
<summary>
下一个节点
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.PremadeLinkedNode.formalParameter">
<summary>
形参列表
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.PremadeLinkedNode.limitMark">
<summary>
进入有效形参标记阈值
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.PremadeLinkedNode.ArrayCount">
<summary>
形参数量
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.PremadeLinkedNode.LimitMark">
<summary>
有效形参标记预制
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.PremadeLinkedNode.Init(System.Int32,System.Int32)">
<summary>
初始化
</summary>
<param name="maxParasCount">这个列表中最大的参数数量</param>
<param name="limit">进入后续判断的最低有效参数阈限</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.PremadeLinkedNode.AddNode(XericLibrary.Runtime.MacroLibrary.PremadeLinkedNode)">
<summary>
添加节点
</summary>
<param name="node">节点</param>
<exception cref="T:System.ArgumentNullException"></exception>
<exception cref="T:System.Exception"></exception>
<exception cref="T:System.ArgumentOutOfRangeException"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.PremadeLinkedNode.AddNode(XericLibrary.Runtime.MacroLibrary.PremadeLinkedNode,System.Boolean)">
<summary>
添加节点
</summary>
<param name="node">添加的节点</param>
<param name="state">插入时的模式,是其他节点到此的状态,如果当前状态与之前的状态不一致,说明需要插入</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.PremadeLinkedNode.RemoveNode">
<summary>
将节点从链路中移除
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.PremadeLinkedNode.Check(System.Int32,System.Object[])">
<summary>
检查参数是否满足要求
</summary>
<param name="checkCount"></param>
<param name="param"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.PremadeLinkedNode.Authenticate(System.Object[])">
<summary>
必须验证给定的参数,随后执行其中的成员,如果成功,需要返回真。
</summary>
<param name="param"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.PremadeLinkedNode.Matching(System.Int32,System.Object[])">
<summary>
检查链表中匹配的节点,并执行
</summary>
<param name="checkCount"></param>
<param name="param"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.PremadeLinkedNode.ToList">
<summary>
获取链表为列表
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.PremadeLinkedNode.ToFullList">
<summary>
获取整个链表为列表
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.PremadeLinkedNode.GetEnumerator">
<summary>
枚举其中的函数
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroShader.MakeShaderInst(UnityEngine.Shader,UnityEngine.Material@)">
<summary>
创建这个shader的材质实例,但如果shader为空,则返回否并什么都不做
</summary>
<param name="shader"></param>
<param name="mateirla"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroShader.FindShaderAndCreatInst(System.String,UnityEngine.Shader@,UnityEngine.Material@)">
<summary>
查找shader,并创建它的材质实例
</summary>
<param name="shaderName"></param>
<param name="shader"></param>
<param name="mateiral"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroSort">
<summary>
排序算法库
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroSort.SelectionSort``1(System.Collections.Generic.IEnumerable{``0},System.Func{``0,System.Int32})">
<summary>
选择排序,复杂度 O((n(n-2))/2)
</summary>
<typeparam name="T"></typeparam>
<param name="list"></param>
<param name="getValue"></param>
<returns>返回从小到大的枚举器</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroSort.QuickSort``1(System.Collections.Generic.IEnumerable{``0},System.Func{``0,System.Int64})">
<summary>
快速排序,复杂度 O(n log2n)
</summary>
<typeparam name="T"></typeparam>
<param name="listTarget"></param>
<param name="getValue"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroSort.ComparerFromFunc`1">
<summary>
定义两个对象进行比较
</summary>
<typeparam name="T"></typeparam>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroSort.FirstCharacterOrderSort``1(System.Collections.Generic.IEnumerable{``0},System.Func{``0,System.String})">
<summary>
将一个枚举器列表中的成员仅以首字母的顺序进行快速排序(这里的顺序是指ascii码的顺序,快速排序指算法使用快速排序)
</summary>
<typeparam name="T"></typeparam>
<param name="listTarget"></param>
<param name="getName">定义如何获取枚举成员的名称,必须返回一个非空非null的字符串</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroSort.FullCharacterOrderSort``1(System.Collections.Generic.IEnumerable{``0},System.Func{``0,System.String})">
<summary>
将一个枚举器列表中的所有成员以字符顺序进行快速排序(这里的顺序是指ascii码的顺序,快速排序指算法使用快速排序)
</summary>
<typeparam name="T"></typeparam>
<param name="listTarget"></param>
<param name="getName"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroSort.GetCharIndex(System.Char)">
<summary>
根据 AaBaCc……01234…… !"#$%…… 的顺序获取字符的索引(英文到数字的索引是按顺序来的,其余的直接加126)。
</summary>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.UnitValueBase">
<summary>
单位转换基础
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.UnitValueBase._value">
<summary>
值
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.UnitValueBase.unit">
<summary>
单位
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.UnitValueBase.sign">
<summary>
符号
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroYieldTask.WaitTaskFinish(System.Action)">
<summary>
在协程上等待一个异步的完成
</summary>
<param name="AsynchronousMethods"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroYieldTask.WaitTaskFinish``1(System.Func{``0},System.Func{System.Boolean}@,System.Func{``0}@)">
<summary>
在协程上等待一个异步的完成
</summary>
<param name="AsynchronousMethods"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroYieldTask.WaitTaskFinish(System.Threading.Tasks.Task)">
<summary>
在协程上等待一个异步的完成
</summary>
<param name="AsynchronousMethods"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroYieldTask.WaitTaskFinish``1(System.Threading.Tasks.Task{``0},System.Func{System.Boolean}@,System.Func{``0}@)">
<summary>
在协程上等待一个异步的完成
</summary>
<param name="AsynchronousMethods"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MergeDebug">
<summary>
Merged debug messages
</summary>
<remarks>
合并调试消息,
如果需要输出连续的一串消息,但又因为太长或太细碎导致调试信息破碎,
就适合使用合并消息。
</remarks>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MergeDebug.debugInfomationLengthLimit">
<summary>
单次发送消息的限制长度
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MergeDebug.messageContext">
<summary>
消息内容
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MergeDebug.PushLog(System.String)">
<summary>
Push the message content
</summary>
<remarks>
压入消息内容
</remarks>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MergeDebug.PushLogLine(System.String)">
<summary>
Push the message content, with a line feed
</summary>
<remarks>
压入消息内容,并在末尾追加一个换行符
</remarks>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MergeDebug.Log">
<summary>
Send information in a message type
</summary>
<remarks>
以消息类型发送信息
</remarks>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MergeDebug.LogWarning">
<summary>
Send information in a Warning type
</summary>
<remarks>
以警告类型发送信息
</remarks>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MergeDebug.LogError">
<summary>
Send information in a Error type
</summary>
<remarks>
以错误消息类型发送信息
</remarks>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroColor">
<summary>
颜色宏
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroColor.RandomHueColor(System.Int32)">
<summary>
在HSV色环上随机挑一个颜色,饱和度和亮度都为1
</summary>
<param name="seed"></param>
<returns></returns>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroColor.ColorRegex_RGBA">
<summary>
正则表达式匹配颜色值
RGBA(0.00,0.00,0.00,0.00) // 数值之间允许空格分割
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroColor.ToRGBAFormat(UnityEngine.Color,System.String,System.IFormatProvider)">
<summary>
转为RGBA格式的浮点文本
</summary>
<param name="color"></param>
<param name="format"></param>
<param name="formatProvider"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroColor.TryParseColor(System.String,UnityEngine.Vector4@)">
<summary>
转换为颜色
</summary>
<param name="colorString"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroEnum`1">
<summary>
枚举宏,用于完成枚举项遍历,位操作等
<code>
将给定的枚举类型拆解成各种可能会用到的数据结构。
可以用在字段直接初始化时。
</code>
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroEnum`1.valueArray">
<summary>
反射组值
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroEnum`1.nameArray">
<summary>
反射组名称
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroEnum`1.enumValueDictionary">
<summary>
枚举值映射字典,使用枚举值来找到其在数组中位置
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.MacroEnum`1.EnumCount">
<summary>
枚举中的项目数量
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.MacroEnum`1.MinEnum">
<summary>
最小枚举值
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.MacroEnum`1.MaxEnum">
<summary>
最大枚举值
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEnum`1.#ctor">
<summary>
构建一个枚举辅助器
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEnum`1.GetValues">
<summary>
获取枚举值枚举器
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEnum`1.GetNames">
<summary>
获取枚举名称枚举器
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEnum`1.GetEnums">
<summary>
获取枚举值与名称对枚举器
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEnum`1.GetOrderIndex(`0)">
<summary>
获取给定的枚举值在整个枚举中的顺序索引
</summary>
<param name="order">枚举值</param>
<returns>返回顺序索引,找不到会返回-1</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEnum`1.CheckEnum(`0,`0)">
<summary>
检查是否包含给定,且只关注是否完全包含
</summary>
<param name="examineCC">要检查的特征</param>
<param name="filterCC">过滤的特征</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEnum`1.SetEnum(System.Int32@,`0[])">
<summary>
设置目标的枚举值
</summary>
<param name="target"></param>
<param name="values"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEnum`1.SetEnum(System.Int32@,`0)">
<summary>
设置目标的枚举值
</summary>
<param name="target"></param>
<param name="value"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEnum`1.ResetEnum(System.Int32@,`0[])">
<summary>
复位目标的枚举值
</summary>
<param name="target"></param>
<param name="values"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEnum`1.ResetEnum(System.Int32@,`0)">
<summary>
复位目标的枚举值
</summary>
<param name="target"></param>
<param name="value"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEnum`1.FlipEnum(System.Int32@,`0[])">
<summary>
翻转目标的枚举值
</summary>
<param name="target"></param>
<param name="values"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEnum`1.FlipEnum(System.Int32@,`0)">
<summary>
翻转目标的枚举值
</summary>
<param name="target"></param>
<param name="value"></param>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroEnum">
<summary>
枚举宏,用于完成枚举项遍历,位操作等
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEnum.CheckEnum``1(``0,``0)">
<summary>
检查是否包含给定,且只关注是否完全包含
</summary>
<param name="examineCC">要检查的特征</param>
<param name="filterCC">过滤的特征</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEnum.SetEnum``1(``0@,``0)">
<summary>
设置目标的枚举值
</summary>
<param name="target"></param>
<param name="value"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEnum.ResetEnum``1(``0@,``0)">
<summary>
复位目标的枚举值
</summary>
<param name="target"></param>
<param name="value"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEnum.SwitchEnum``1(``0@,System.Boolean,``0)">
<summary>
通过给定的选择切换目标的枚举值
</summary>
<typeparam name="T"></typeparam>
<param name="target"></param>
<param name="select">选择是设置还是清空</param>
<param name="value"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEnum.FlipEnum``1(``0@,``0)">
<summary>
翻转目标的枚举值
</summary>
<param name="target"></param>
<param name="value"></param>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroEvent.ConservativeManager">
<summary>
保守事件控制器
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroEvent.ConservativeManager.EventIndex">
<summary>
事件索引器
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroEvent.ConservativeManager.eventRegister">
<summary>
事件状态寄存器
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEvent.ConservativeManager.InvokeConservative(System.Delegate)">
<summary>
保守地利用控制器调用一个事件分发器
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEvent.GetDelegateFullName``1(``0)">
<summary>
获取一个委托的名称
<code>
注意:匿名委托或lambda表达式可能不具有有效的名称
</code>
</summary>
<param name="delegate">目标可以是空,无需进行空检查</param>
<returns></returns>
<exception cref="T:System.ArgumentNullException"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEvent.FixDelegateFlag``1(``0)">
<summary>
外部复位委托的标志,用于修复委托的谨慎调用
</summary>
<typeparam name="T"></typeparam>
<param name="delegate"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEvent.InvokeConservatively``1(``0,System.Object[])">
<summary>
谨慎地调用一个事件分发器
<code>
注意:此方法的性能消耗相较直接invoke方法会更大,
并且你依然需要在外部包括try-catch模块来处理发生的错误(不处理也行),
此方法会在错误发生后阻止下一次调用,直到方法被标记为修复(fix)
</code>
</summary>
<typeparam name="T"></typeparam>
<param name="delegate"></param>
<param name="objects">调用参数</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEvent.InvokeConservative(System.Action,System.Int32,System.Int32@)">
<summary>
保守地调用一个事件分发器
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroEvent.InvokeConservative``1(System.Action{``0},``0,System.Int32,System.Int32@)">
<summary>
保守地调用一个事件分发器
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroFile.DefaultJsonSetting">
<summary>
默认的json序列化设置
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroFile.JsonSettingIgnoreLoopHandling">
<summary>
忽略循环引用
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.GetSpecialPath(System.String,System.Environment.SpecialFolder)">
<summary>
获取系统枚举路径
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.GetProjectDirectory(System.String)">
<summary>
获取工程的路径
</summary>
<returns>返回当前工程文件的路径,是工程的根目录</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.GetAssetsDirectory(System.String)">
<summary>
获取assets的路径
<code>
(注意,获取工程内的文件只在编辑器内有效)
</code>
</summary>
<param name="path"></param>
<returns>返回..\{project name}\Assets</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.GetPackagesDirectory(System.String)">
<summary>
获取Packages的路径
<code>
(注意,获取工程内的文件只在编辑器内有效)
</code>
</summary>
<returns>返回..\{project name}\Packages</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.GetApplicationCustomDirectory(System.String)">
<summary>
获取项目程序根目录下的一个文件绝对路径(这个不适合用在生产环境)
</summary>
<param name="fileName"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.FileExists(System.String)">
<summary>
文件是否存在
</summary>
<param name="path"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.GetFileHash(System.String)">
<summary>
获取给定路径 文件的哈希
</summary>
<param name="filePath"></param>
<returns>返回64位长度的十六进制字符串</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.GetFilePathNameWithoutExtension(System.String)">
<summary>
获取没有扩展名的文件路径( C:\……\a.txt => C:\……\a )
</summary>
<param name="path">输入文件路径</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.GetFileName(System.String)">
<summary>
获取文件名称(忽略前面的文件路径)
</summary>
<param name="path"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.GetFileNameWithoutExtension(System.String)">
<summary>
获取文件名称且不包含扩展名(忽略前面的文件路径,和后面的扩展名)
</summary>
<param name="path"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.GetStreamingFile(System.String)">
<summary>
获取一个基于StreamingAssets的文件路径
</summary>
<param name="filePath">相对路径文件</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.GetDataPathFile(System.String)">
<summary>
获取一个基于DataPath的文件路径
</summary>
<param name="filePath">相对路径文件</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.GetPersistentDataPath(System.String)">
<summary>
获取一个基于PersistentDataPath的文件路径
</summary>
<param name="filePath">相对路径文件</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.WirteFile(System.String,System.String)">
<summary>
写文件
</summary>
<param name="absFilePath">绝对路径</param>
<param name="writeText">写入文本</param>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.ReadFile(System.String)">
<summary>
读文件
</summary>
<param name="absFilePath">绝对路径</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.WirteFile(System.String,System.String,System.Environment.SpecialFolder)">
<summary>
写文件
</summary>
<param name="writeText">写入文本</param>
<param name="specialFolder">绝对路径</param>
<param name="fileName">文件名</param>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.ReadFile(System.String,System.Environment.SpecialFolder)">
<summary>
读文件
</summary>
<param name="specialFolder">绝对路径</param>
<param name="fileName">文件名</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.FileExists(System.String,System.Environment.SpecialFolder)">
<summary>
检查文件是否存在
</summary>
<param name="specialFolder"></param>
<param name="fileName"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.SaveObjectBin(System.Object,System.String)">
<summary>
保存对象为二进制
</summary>
<param name="target"></param>
<param name="path"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.ReadObjectBin``1(System.String)">
<summary>
读取二进制为对象
</summary>
<param name="path"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.SaveObjectBin(System.Object,System.Environment.SpecialFolder,System.String)">
<summary>
保存对象为二进制
</summary>
<param name="target"></param>
<param name="specialFolder"></param>
<param name="fileName"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.ReadObjectBin``1(System.Environment.SpecialFolder,System.String)">
<summary>
读取二进制为对象
</summary>
<param name="specialFolder"></param>
<param name="fileName"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.SaveObjectToJsonFile(System.String,System.Object,Newtonsoft.Json.JsonSerializerSettings)">
<summary>
将一个对象直接序列化为json并进行保存
<code>
默认添加缩进格式,忽略循环引用
</code>
</summary>
<param name="absfilePath">绝对路径</param>
<param name="serializeTarget"></param>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.ReadObjectFormJsonFile``1(System.String,Newtonsoft.Json.JsonSerializerSettings)">
<summary>
从给定路径的文件中读取对象
</summary>
<param name="absfilePath"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.ReadObjectFormJsonFile``1(System.String,``0@)">
<summary>
从给定路径的文件中读取对象
</summary>
<param name="absfilePath"></param>
<param name="obj"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.SaveObjectToStreamingJsonFile(System.String,System.Object,Newtonsoft.Json.JsonSerializerSettings)">
<summary>
将一个对象直接保存为相对于StreamingAssets的文件
<code>
默认添加缩进格式,并忽略循环引用
</code>
</summary>
<param name="filePath"></param>
<param name="serializeTarget"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.ReadObjectFormStreamingJsonFile``1(System.String,Newtonsoft.Json.JsonSerializerSettings)">
<summary>
从相对于StreamingAssets的文件中读取对象
</summary>
<param name="filePath"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.ReadObjectFormStreamingJsonFile``1(System.String,``0@,Newtonsoft.Json.JsonSerializerSettings)">
<summary>
从相对于StreamingAssets的文件中读取对象
</summary>
<param name="filePath"></param>
<param name="obj"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.SaveObjectToDataPathJsonFile(System.String,System.Object,Newtonsoft.Json.JsonSerializerSettings)">
<summary>
将一个对象直接保存为相对于DataPath的文件
<code>
默认添加缩进格式,并忽略循环引用
</code>
</summary>
<param name="filePath"></param>
<param name="serializeTarget"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.ReadObjectFormDataPathJsonFile``1(System.String,Newtonsoft.Json.JsonSerializerSettings)">
<summary>
从相对于DataPath的文件中读取对象
</summary>
<param name="filePath"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.ReadObjectFormDataPathJsonFile``1(System.String,``0@,Newtonsoft.Json.JsonSerializerSettings)">
<summary>
从相对于DataPath的文件中读取对象
</summary>
<param name="filePath"></param>
<param name="obj"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.SaveObjectToPersistentDataPathJsonFile(System.String,System.Object,Newtonsoft.Json.JsonSerializerSettings)">
<summary>
将一个对象直接保存为相对于PersistentDataPath的文件
<code>
默认添加缩进格式,并忽略循环引用
</code>
</summary>
<param name="filePath"></param>
<param name="serializeTarget"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.ReadObjectFormPersistentDataPathJsonFile``1(System.String,Newtonsoft.Json.JsonSerializerSettings)">
<summary>
从相对于PersistentDataPath的文件中读取对象
</summary>
<param name="filePath"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroFile.ReadObjectFormPersistentDataPathJsonFile``1(System.String,``0@,Newtonsoft.Json.JsonSerializerSettings)">
<summary>
从相对于PersistentDataPath的文件中读取对象
</summary>
<param name="filePath"></param>
<param name="obj"></param>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroInching">
<summary>
缓动步进库
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroInching.LinearTowards(System.Double,System.Double,System.Double)">
<summary>
线性步进
</summary>
<param name="from">当前值</param>
<param name="to">终点值</param>
<param name="maxStepDelta">最大步进值</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroInching.LinearTowards(System.Single,System.Single,System.Single)">
<summary>
线性步进
</summary>
<param name="from">当前值</param>
<param name="to">终点值</param>
<param name="maxStepDelta">最大步进值</param>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroObject">
<summary>
unity对象宏
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetActiveSceneRootGameObjects">
<summary>
获取当前活动场景的所有根节点对象
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetActiveSceneRootTransforms">
<summary>
获取当前活动场景的所有根节点对象
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetObjectAnyway``1(``0)">
<summary>
无论如何都要获取一个对象,
如果这个对象是空的,那么就new一个出来
</summary>
<typeparam name="T"></typeparam>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.SelectIndex``1(System.Collections.Generic.IEnumerable{``0},System.Int32)">
<summary>
获取此枚举器在给定索引下的值
</summary>
<typeparam name="T"></typeparam>
<param name="target"></param>
<param name="index"></param>
<returns></returns>
<exception cref="T:System.IndexOutOfRangeException"></exception>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.SelectIndexOrDefault``1(System.Collections.Generic.IEnumerable{``0},System.Int32)">
<summary>
获取此枚举器在给定索引下的值,并且允许在无法找到的情况下使用null返回
</summary>
<typeparam name="T"></typeparam>
<param name="target"></param>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetParents(UnityEngine.Transform)">
<summary>
按顺序获取一个节点的所有父级节点
</summary>
<param name="trans"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetParentsSafety(UnityEngine.Transform)">
<summary>
按顺序获取一个节点的所有父级节点(安全模式:在遍历中操作循环体时,此处列表保持不变)
</summary>
<param name="trans"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetChildren(UnityEngine.Transform)">
<summary>
获取一个变换节点下所有的子成员
</summary>
<param name="trans"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetChildrenSafety(UnityEngine.Transform)">
<summary>
获取一个变换节点下所有的子成员(安全模式:在遍历中操作循环体时,此处列表保持不变)
</summary>
<param name="trans"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetChildrenGameObject(UnityEngine.Transform)">
<summary>
获取一个变换节点下所有的子成员
</summary>
<param name="trans"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetChildrenGameObjectSafety(UnityEngine.Transform)">
<summary>
获取一个变换节点下所有的子成员(安全模式:在遍历中操作循环体时,此处列表保持不变)
</summary>
<param name="trans"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetChildrenRecursion(UnityEngine.Transform,System.Int32)">
<summary>
递归获取一个变换节点下指定深度的子成员
</summary>
<param name="trans"></param>
<param name="recursion">递归深度,1表示仅在第一子集中寻找,2表示在包含下一级在内的所有成员中寻找</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetChildrenDFS(UnityEngine.Transform)">
<summary>
深度优先地获取一个根节点下所有的子成员
</summary>
<param name="trans"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetChildrenBFS(UnityEngine.Transform)">
<summary>
广度优先地获取一个根节点下所有的子成员
</summary>
<param name="root"></param>
<returns></returns>
</member>
<!-- Badly formed XML comment ignored for member "M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetObjectNameInParentsFilterByChildrenMeanDifferen(UnityEngine.Transform,System.Int32)" -->
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetAllChildrenBFS(System.Collections.Generic.IEnumerable{UnityEngine.Transform})">
<summary>
广度优先地获取一系列节点下的子成员
</summary>
<param name="trans"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetIfComponent``1(``0,UnityEngine.GameObject)">
<summary>
获取组件,如果组件为空则在节点中查找,如果还没有则创建这个组件
<code>
要注意使用格式应当类似于这样:
rigidbody = rigidbody.GetIfComponent(this);
</code>
</summary>
<typeparam name="T">组件类型</typeparam>
<param name="target">组件引用</param>
<param name="content">要查找组件的位置</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetIfComponent``1(``0,UnityEngine.RectTransform)">
<summary>
获取组件,如果组件为空则在节点中查找,如果还没有则创建这个组件
<code>
要注意使用格式应当类似于这样:
rigidbody = rigidbody.GetIfComponent(this);
</code>
</summary>
<typeparam name="T">组件类型</typeparam>
<param name="target">组件引用</param>
<param name="content">要查找组件的位置</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetIfComponent``1(``0,UnityEngine.Transform)">
<summary>
获取组件,如果组件为空则在节点中查找,如果还没有则创建这个组件
<code>
要注意使用格式应当类似于这样:
rigidbody = rigidbody.GetIfComponent(this);
</code>
</summary>
<typeparam name="T">组件类型</typeparam>
<param name="target">组件引用</param>
<param name="content">要查找组件的位置</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetIfComponent``1(``0,UnityEngine.MonoBehaviour)">
<summary>
获取组件,如果组件为空则在节点中查找,如果还没有则创建这个组件
<code>
要注意使用格式应当类似于这样:
rigidbody = rigidbody.GetIfComponent(this);
</code>
</summary>
<typeparam name="T">组件类型</typeparam>
<param name="target">组件引用</param>
<param name="content">要查找组件的位置</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetComponentAnyway``1(UnityEngine.GameObject)">
<summary>
无论如何,获取这个组件,如果没有,就创建它
</summary>
<typeparam name="T"></typeparam>
<param name="target"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetComponentAnyway``1(UnityEngine.Transform)">
<summary>
无论如何,获取这个组件,如果没有,就创建它
</summary>
<typeparam name="T"></typeparam>
<param name="target"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetComponentAnyway``1(UnityEngine.MonoBehaviour)">
<summary>
无论如何,获取这个组件,如果没有,就创建它
</summary>
<typeparam name="T"></typeparam>
<param name="target"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetComponentAnyway``1(UnityEngine.RectTransform)">
<summary>
无论如何,获取这个组件,如果没有,就创建它
</summary>
<typeparam name="T"></typeparam>
<param name="target"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetComponent``1(System.Collections.Generic.IEnumerable{UnityEngine.Transform},``0@)">
<summary>
在给定的集合中寻找一个组件
</summary>
<typeparam name="T"></typeparam>
<param name="trans"></param>
<param name="comp"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetComponentsOTO``1(System.Collections.Generic.IEnumerable{UnityEngine.Transform})">
<summary>
将给定列表中的对象获取并转换为给定类的组件,返回的组件列表与原始列表一一对应 (这意味着其中包含无效的对象)
</summary>
<typeparam name="T"></typeparam>
<param name="trans"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetComponentsOTON``1(System.Collections.Generic.IEnumerable{UnityEngine.Transform})">
<summary>
将给定列表中的对象获取并转换为给定类的组件,但是会跳过为空的元素
</summary>
<typeparam name="T"></typeparam>
<param name="trans"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetComponentsOTOD``1(System.Collections.Generic.IEnumerable{UnityEngine.Transform})">
<summary>
将给定列表中的对象获取并转换为给定类的组件,但是会跳过为空的元素,同时可以获取到迭代中的索引,组件引用等
</summary>
<typeparam name="T"></typeparam>
<param name="trans"></param>
<returns>将所有元素拆开的枚举器,按顺序分别为:组件所处变换,位于列表的顺序索引,组件引用</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetComponentsInRecursionChildren``1(UnityEngine.Transform,System.Int32)">
<summary>
在所有子成员中深度优先遍历给定组件;
注意这只会在子项中查找。
</summary>
<typeparam name="T"></typeparam>
<param name="trans"></param>
<param name="recursion">遍历深度,1表示仅在子集中寻找,2表示在子集中寻找,如果找不到的将在子集的子集中寻找,以此类推</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetComponentsInRecursionChildren``1(UnityEngine.Transform)">
<summary>
在所有子成员中广度优先地遍历给定组件;
注意这只会在子项中查找。
</summary>
<typeparam name="T"></typeparam>
<param name="trans"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetComponentInRecursionChildren``1(UnityEngine.Transform,System.Int32)">
<summary>
按深度优先寻找一个组件;
注意这只会在子项中查找。
</summary>
<typeparam name="T"></typeparam>
<param name="trans"></param>
<param name="depth">遍历深度,0表示仅在子集中寻找,1表示在子集中寻找,如果找不到的将在子集的子集中寻找,以此类推</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetFavoriteComponent(System.Collections.Generic.IEnumerable{UnityEngine.Transform},System.Type[])">
<summary>
获取一系列定义的组件
<code>
给定所需的组件类型后,将会在给定的集合中进行组件查找,并返回首次找到的所有组件。
返回的顺序与定义的组件顺序并不会完全一致,这取决于找到的顺序
</code>
</summary>
<param name="trans">给定的集合,集合的顺序会影响组件的输出顺序</param>
<param name="componentTypes">组件集合,可以有重复的元素</param>
<returns>返回当前找到的组件,以及组件在定义中的顺序</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetFamilyName(UnityEngine.Transform)">
<summary>
获取当前对象的家族全名枚举器 (parent -> target)
</summary>
<param name="target"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetFamilyName(UnityEngine.Transform,UnityEngine.Transform)">
<summary>
获取当前对象的家族全名枚举器 (parent -> target)
</summary>
<param name="target">要获取名称的成员</param>
<param name="elder">截止的长辈,为null或没有匹配项目时将返回全名;返回的名称序列中包含截止长辈的名称</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.FindFamilyMemberExact(UnityEngine.Transform,System.Collections.Generic.IEnumerable{System.String},UnityEngine.Transform@,System.Boolean,UnityEngine.Transform,UnityEngine.Transform,System.Int32)">
<summary>
根据家族名称在一个根节点上进行查找,通过逐名称限定查找,可以匹配到另一个完全相同的节点中的成员上
</summary>
<param name="root">查找起点</param>
<param name="familyName">需要匹配节点的家族名称,应当是从父级到子集顺序的名称枚举,根节点名称应和查找起点同名</param>
<param name="target">返回查找到的节点</param>
<param name="ignoreRootNameDifferent">忽略根路径名称的差异</param>
<param name="retouteSource">重路由节点源,当路径匹配到这个项目时,将直接切换到重路由节点上</param>
<param name="reroute">重路由节点,在路径中径直通过这个节点 (必须为并非根节点的对象)</param>
<param name="checkLimits">检查数量的极限,防止重路由时发生死循环(数值为层级的深度)</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.FindFamilyMemberFuzzy(UnityEngine.Transform,System.Collections.Generic.IEnumerable{System.String},UnityEngine.Transform@,System.Int32)">
<summary>
根据家族名称在一个根节点上进行模糊的查找,通过逐名称限定查找,可以匹配到另一个稍有不同的节点中的成员上;
</summary>
<param name="root"></param>
<param name="familyName"></param>
<param name="target"></param>
<param name="ignoreLevel">可以容许的差异,如果找不到一个完全匹配的项目,那么容许它存在一定的差异</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.FuzzyFindNameCloseToLabel(System.Collections.Generic.IEnumerable{UnityEngine.Transform})">
<summary>
在给定的成员中模糊查找一个名称含义代表Label的成员
</summary>
<param name="a"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.DestroyChildren(UnityEngine.Transform)">
<summary>
销毁所有子节点
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.DestroyNodes(System.Collections.Generic.IEnumerable{UnityEngine.Transform},System.Func{UnityEngine.Transform,System.Boolean})">
<summary>
销毁条件为真的节点
</summary>
<param name="nodes">节点列表</param>
<param name="predicate">执行的条件,为真时销毁</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.DestroyNodes(System.Collections.Generic.IEnumerable{UnityEngine.Transform},System.Func{UnityEngine.Transform,System.Int32,System.Boolean})">
<summary>
销毁条件为真的节点
</summary>
<param name="nodes">节点列表</param>
<param name="predicate">执行的条件,为真时销毁</param>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroResources">
<summary>
加载宏
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.MacroResources.FilePathName">
<summary>
文件分类字典,约定资源放置的文件路径,减少重名的几率
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroResources.GetFileRootPath(System.Type,System.String@)">
<summary>
获取一个类型应该存在的根路径
</summary>
<param name="type"></param>
<param name="path"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroResources.GetFileRootPath``1(System.String@)">
<summary>
获取一个类型应该存在的根路径
</summary>
<typeparam name="T"></typeparam>
<param name="path"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroResources.FindResourceCache(System.Type,System.Collections.Generic.Dictionary{System.String,UnityEngine.Object}@)">
<summary>
查找给定类型的映射集
</summary>
<param name="type"></param>
<param name="targetNamePair"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroResources.AddResoutceCache(System.Type)">
<summary>
添加给定类型的映射集
</summary>
<param name="type"></param>
<returns>返回这个映射集</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroResources.CleanCache">
<summary>
清除缓存
<code>
清理缓存可以释放内存,但是也会导致后续重新加载资源时需要重新获取。
</code>
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroResources.AddObejctToCache``1(``0)">
<summary>
将一个资源加入到缓存中
<code>
可以享受高速查找的功能;
但是此处并不会管理对象的生命周期,如果对象过期或被销毁,则必须手动清理缓存。
</code>
</summary>
<typeparam name="T"></typeparam>
<param name="target"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroResources.RemoveObjectFromCache(System.String,System.Type)">
<summary>
将一个对象从缓存中删除
</summary>
<typeparam name="T"></typeparam>
<param name="name"></param>
<param name="type"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroResources.RemoveObjectFromCache``1(``0)">
<summary>
将一个对象从缓存中删除
</summary>
<typeparam name="T"></typeparam>
<param name="target"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroResources.LoadFile``1(System.String,``0@)">
<summary>
加载一个给定名称的特定文件类型的文件(仅对已分类的资源进行加载)
<code>
理论上这对于常用的内容来说加载速度会快多,首次加载该类资源需要O(n),除首次之外查找的速度都是O(m+1)。
注意:如果场景中存在多个同类且名称相同的资源时,首次加载时返回的目标可能会与其他情况下返回的资源目标不一样。
所以请确保场景中所有的资源名称保持唯一。
</code>
</summary>
<typeparam name="T"></typeparam>
<param name="name">目标资源的名称(不是路径名)</param>
<param name="result">读取的资源</param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroSmooth">
<summary>
平滑宏
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroSmooth.SwitchEasing(System.Double,XericLibrary.Runtime.Type.EasingMode)">
<summary>
切换缓动模式
</summary>
<param name="k"></param>
<param name="mode"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes">
<summary>
宏转换系列
</summary>
<remarks>
坐标系统换算库
</remarks>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes.YupToZupAxes(UnityEngine.Vector3)">
像Maya就是Y向上的三维软件,它原来属于Silicon Graphice,Inc.的硬件开发,使用的也是SGI的标准;
以及DX,OpenGL也是使用Z缓冲区之类的名称来处理屏幕空间渲染。
Unity,Zbrush,DirectX使用的是Y轴向上的左手坐标系
Maya,OpenGL使用的是Y轴向上的右手坐标系
像Unreal诞生时Maya还没诞生,大家都用的是3D Max,所以采用了Z轴向上的左手坐标系。
另外3D Max,source engine,cry engine, blender使用的是Z轴向上的右手坐标系;
数学上可能左手会好些
<summary>
将Y轴向上的坐标系转为Z轴向上的坐标系;
</summary>
<param name="input"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes.ZupToYupAxes(UnityEngine.Vector3)">
<summary>
将Z轴向上的坐标系转为Y轴向上的坐标系;
</summary>
<param name="input"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes.UpwardPlaneToVector3(UnityEngine.Vector2)">
<summary>
世界向上表面坐标转换方法
</summary>
<param name="vec"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes.UpwardPlaneToVector3(System.ValueTuple{System.Double,System.Double})">
<summary>
世界向上表面坐标转换方法
</summary>
<param name="vec"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes.UpwardPlaneToVector2(UnityEngine.Vector3)">
<summary>
世界向上表面坐标转换方法
</summary>
<param name="vec"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes.TransformPositionLocalToWorld(UnityEngine.Transform,UnityEngine.Vector3)">
<summary>
将一个坐标从物体局部空间变换到世界空间
</summary>
<param name="transform"></param>
<param name="v"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes.TransformPositionWorldToLocal(UnityEngine.Transform,UnityEngine.Vector3)">
<summary>
将一个坐标从世界空间变换到物体局部空间
</summary>
<param name="transform"></param>
<param name="v"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes.TransformRotateLocalToWorld(UnityEngine.Transform,UnityEngine.Vector3)">
<summary>
将一个矢量从物体局部空间旋转变换到世界空间
</summary>
<param name="transform"></param>
<param name="v"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes.TransformRotateWorldToLocal(UnityEngine.Transform,UnityEngine.Vector3)">
<summary>
将一个矢量从世界空间变换到物体局部空间旋转
</summary>
<param name="transform"></param>
<param name="v"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes.TransformRotateLocalToWorld(UnityEngine.Transform,UnityEngine.Quaternion)">
<summary>
将一个矢量从物体局部空间旋转变换到世界空间
</summary>
<param name="transform"></param>
<param name="v"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes.TransformRotateWorldToLocal(UnityEngine.Transform,UnityEngine.Quaternion)">
<summary>
将一个矢量从世界空间变换到物体局部空间旋转
</summary>
<param name="transform"></param>
<param name="v"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes.TransformScaleLocalToWorld(UnityEngine.Transform,UnityEngine.Vector3)">
<summary>
将一个矢量应用物体缩放到世界空间
</summary>
<param name="transform"></param>
<param name="v"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes.TransformScaleWorldToLocal(UnityEngine.Transform,UnityEngine.Vector3)">
<summary>
将一个矢量解除物体缩放到世界空间
</summary>
<param name="transform"></param>
<param name="v"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes.TransformScaleLocalToRestrictWorld(UnityEngine.Transform,UnityEngine.Vector3)">
<summary>
将一个矢量应用物体本地缩放到世界空间
</summary>
<param name="transform"></param>
<param name="v"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes.TransformScaleRestrictWorldToLocal(UnityEngine.Transform,UnityEngine.Vector3)">
<summary>
将一个矢量解除物体本地缩放到世界空间
</summary>
<param name="transform"></param>
<param name="v"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes.TransformVectorLocalToWorld(UnityEngine.Transform,UnityEngine.Vector3)">
<summary>
将一个矢量应用物体变换到世界空间(缩放,旋转,偏移)
</summary>
<param name="transform"></param>
<param name="v"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes.TransformVectorWorldToLocal(UnityEngine.Transform,UnityEngine.Vector3)">
<summary>
将一个矢量解除世界变换到物体空间(缩放,旋转,偏移)
</summary>
<param name="transform"></param>
<param name="v"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes.TransformVectorLocalToWorldWithMatrix(UnityEngine.Transform,UnityEngine.Vector3)">
<summary>
将一个矢量应用物体变换到世界空间(矩阵)
</summary>
<param name="transform"></param>
<param name="v"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.MacroTransferAxes.TransformVectorWorldToLocalWithMatrix(UnityEngine.Transform,UnityEngine.Vector3)">
<summary>
将一个矢量解除世界变换到物体空间(矩阵)
</summary>
<param name="transform"></param>
<param name="v"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1">
<summary>
邻居网格
<code>
静态网络,其中的数据必须是静态的,如果需要每帧改变,需要让所有的数据都保持动态,并在每帧进行维护。
</code>
</summary>
<typeparam name="T"></typeparam>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.Origin">
<summary>
网格原点坐标
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.CellSize">
<summary>
网格单位晶格尺寸
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NumCells">
<summary>
网格各轴晶格数量
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.GridSize">
<summary>
网格总体尺寸
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.MaxNeighbor">
<summary>
网格的最大邻居数量
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.GridBounds">
<summary>
此网格的盒体范围
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.Count">
<summary>
此网格的项目总数
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborRandomIndex">
<summary>
当前应获取的邻居的索引
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.origin">
<summary>
网格原点坐标
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.cellSize">
<summary>
网格单位晶格尺寸
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.numCells">
<summary>
网格各轴晶格数量
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.maxNeighbor">
<summary>
网格遍历时可获取的最大邻居数量
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.count">
<summary>
总数
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.random">
<summary>
固定随机数
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.grid">
<summary>
网格系统存储地
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.SafeMode">
<summary>
安全模式
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.#ctor(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Int32)">
<summary>
临近网格
</summary>
<param name="origin">网格原点坐标</param>
<param name="cellSize">网格晶格尺寸</param>
<param name="fullSize">网格总尺寸</param>
<param name="maxNeighbor">单个晶格内最大邻居数量</param>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex">
<summary>
邻居网格索引。
<code>
索引会自动根据所处的空间进行换算,并暂存当前换算结果。
注意:如果输入世界空间的坐标,在经过转换后可能会丢失细节。
另外,不建议序列化这类数据的项目
</code>
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.grid">
<summary>
目标临近网格
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.obj">
<summary>
索引指代目标
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.isObjValid">
<summary>
指代目标时有效的
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.drivenSpace">
<summary>
当前坐标空间
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.drivenIndex">
<summary>
当前坐标空间中的索引
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.TargetObject">
<summary>
此索引器的目标对象
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.#ctor(XericLibrary.Runtime.MacroLibrary.NeighborGrid{`0},`0)">
<summary>
创建一个邻居网格索引,随后使用SetDrivenAsWorld来指定坐标值
</summary>
<param name="grid"></param>
<param name="obj">可以为空,但会无法使用其中的代理方法进行网格的访问</param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.GetDrivenAsWorld">
<summary>
获取为 世界空间
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.GetDrivenAsSimulation">
<summary>
获取为 网格系统本地坐标空间
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.GetDrivenAsUnit">
<summary>
获取为 网格系统本地单位空间
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.GetDrivenAsIndex">
<summary>
获取为 三维索引
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.GetDrivenAsLinear">
<summary>
获取为 线性索引
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.GetCellWorldIndexPosition">
<summary>
获取为 世界空间的索引结构,通常用于获取调试的晶格坐标
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.SetDrivenAsWorld(UnityEngine.Vector3)">
<summary>
设置为 世界空间
</summary>
<param name="world"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.SetDrivenAsSimulation(UnityEngine.Vector3)">
<summary>
设置为 网格系统本地坐标空间
</summary>
<param name="simulation"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.SetDrivenAsUnit(UnityEngine.Vector3)">
<summary>
设置为 网格系统本地单位空间
</summary>
<param name="unit"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.SetDrivenAsIndex(UnityEngine.Vector3Int)">
<summary>
设置为 三维索引
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.SetDrivenAsLinear(System.Int32)">
<summary>
设置为 线性索引
</summary>
<param name="linear"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.DrivenTransformTo(XericLibrary.Runtime.MacroLibrary.NeighborGrid{`0}.NeighborGridSpace)">
<summary>
转换当前索引到目标空间
</summary>
<param name="targetSpace"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.TransformToWorld">
<summary>
将当前的目标转换到世界空间
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.TransformToSimulation">
<summary>
将当前的目标转换到本地空间
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.TransformToUnit">
<summary>
将当前的目标转换到单位空间
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.TransformToIndex">
<summary>
将当前的目标转换到三维索引
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.TransformToLiear">
<summary>
将当前的目标转换到线性索引
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.Insert">
<summary>
加入网格
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.Remove">
<summary>
从网格中移除
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.Contains">
<summary>
检查是否在网格中
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.GetNeighbor">
<summary>
获取当前的邻居
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.GetNeighbor(System.Int32)">
<summary>
获取范围内的邻居
</summary>
<param name="range">范围</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.GetAllNeighbor">
<summary>
获取所有邻居
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridIndex.GetAllNeighbor(System.Int32)">
<summary>
获取范围内的所有邻居
</summary>
<param name="range">范围,是</param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborConcentratorMappingGridIndex">
<summary>
元素集线器映射组索引器
<code>
将一个跨越多个单位晶格的对象用一个集线器代理,
引用到集线器上相当于引用到这多个晶格上。
与常规的单个索引器功能类似
</code>
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborConcentratorMappingGridIndex.targetGrid">
<summary>
目标邻近网格
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborConcentratorMappingGridIndex.targetObject">
<summary>
目标对象
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborConcentratorMappingGridIndex.indexs">
<summary>
所有的索引
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborConcentratorMappingGridIndex.Target">
<summary>
目标对象
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborConcentratorMappingGridIndex.Count">
<summary>
此映射组集线器的索引数量
</summary>
</member>
<member name="P:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborConcentratorMappingGridIndex.Indexs">
<summary>
此索引集内的所有索引
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborConcentratorMappingGridIndex.#ctor(XericLibrary.Runtime.MacroLibrary.NeighborGrid{`0},`0)">
<summary>
创建组映射
</summary>
<param name="target"></param>
<param name="obj"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborConcentratorMappingGridIndex.InsertIndex(UnityEngine.Vector3)">
<summary>
添加一个索引,如果重复了就不会继续加入
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborConcentratorMappingGridIndex.RemoveIndex(UnityEngine.Vector3)">
<summary>
删除一个索引
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborConcentratorMappingGridIndex.ClearGridIndex">
<summary>
删除所有索引
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborConcentratorMappingGridIndex.DebugDrawIndexPoint">
<summary>
将此索引内的成员绘制在场景中
</summary>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridSpace">
<summary>
临近网络空间枚举
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridSpace.World">
<summary>
世界空间
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridSpace.Simulation">
<summary>
本地坐标空间
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridSpace.Unit">
<summary>
本地单位空间
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridSpace.Index">
<summary>
三维索引空间
</summary>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.NeighborGridSpace.Linear">
<summary>
线性索引
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.WorldToSimulation(UnityEngine.Vector3)">
<summary>
世界空间 变换为 网格系统本地坐标空间
</summary>
<param name="world">世界空间</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.SimulationToWorld(UnityEngine.Vector3)">
<summary>
网格系统本地坐标空间 变换为 世界空间
</summary>
<param name="simulation">网格系统本地坐标空间</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.SimulationToUnit(UnityEngine.Vector3)">
<summary>
网格系统本地坐标空间 变换为 网格系统本地单位空间
</summary>
<param name="simulation">网格系统本地坐标空间</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.UnitToSimulation(UnityEngine.Vector3)">
<summary>
网格系统本地单位空间 变换为 网格系统本地坐标空间
</summary>
<param name="unit">网格系统本地单位空间</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.UnitToIndex(UnityEngine.Vector3)">
<summary>
网格系统本地单位空间 变换为 三维索引
</summary>
<param name="unit">网格系统本地单位空间</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.IndexToUnit(UnityEngine.Vector3Int)">
<summary>
三维索引 变换为 网格系统本地单位空间
</summary>
<param name="index">三维索引</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.IndexToLinear(UnityEngine.Vector3Int)">
<summary>
三维索引 变换为 线性索引
</summary>
<param name="index">三维索引</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.LinearToIndex(System.Int32)">
<summary>
线性索引 变换为 三维索引
</summary>
<param name="linear">线性索引</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.LinearToUnit(System.Int32)">
<summary>
线性索引 变换为 网格系统本地单位空间
</summary>
<param name="linear">线性索引</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.UnitToLinear(UnityEngine.Vector3)">
<summary>
网格系统本地单位空间 变换为 线性索引
</summary>
<param name="unit">网格系统本地坐标空间</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.GetBoxArrayByIndex(System.Int32,System.Int32)">
<summary>
获取一个索引在给定边上体素数量的体素正方体内的阵列索引
<code>
这同时会参考网格整体的晶格数量
</code>
</summary>
<param name="index">线性索引</param>
<param name="side">边长</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.GetNeighborIndex(`0)">
<summary>
获取单一的邻居索引
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.GetNeighborIndex(`0,UnityEngine.Vector3)">
<summary>
获取单一的邻居索引
</summary>
<param name="obj"></param>
<param name="worldPosition"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.GetNeighborMappingIndex(`0)">
<summary>
获取具有映射关系的集线器索引
</summary>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.Insert(XericLibrary.Runtime.MacroLibrary.NeighborGrid{`0}.NeighborGridIndex,`0)">
<summary>
在给定索引处添加一个项目
</summary>
<param name="index"></param>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.Insert(System.Int32,`0)">
<summary>
在给定索引处添加一个项目
</summary>
<param name="linear">索引</param>
<param name="obj"></param>
<returns>返回是否添加成功</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.Remove(XericLibrary.Runtime.MacroLibrary.NeighborGrid{`0}.NeighborGridIndex,`0)">
<summary>
移除给定索引处的项目
</summary>
<param name="index">索引</param>
<param name="obj">项目</param>
<returns>返回是否移除成功</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.Remove(XericLibrary.Runtime.MacroLibrary.NeighborGrid{`0}.NeighborGridIndex)">
<summary>
移除给定索引处的所有项目
</summary>
<param name="index"></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.Remove(System.Int32,`0)">
<summary>
移除给定索引处的项目
</summary>
<param name="linear">索引</param>
<param name="obj">项目</param>
<returns>返回是否移除成功</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.Remove(System.Int32)">
<summary>
移除给定索引下所有项目
</summary>
<param name="linear">索引</param>
<returns>返回是否移除成功</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.Clean">
<summary>
清空网格
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.Contains(XericLibrary.Runtime.MacroLibrary.NeighborGrid{`0}.NeighborGridIndex,`0)">
<summary>
查询给定索引处是否存在项目
</summary>
<param name="index">索引</param>
<param name="obj">项目</param>
<returns>返回项目是否存在</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.Contains(System.Int32,`0)">
<summary>
查询给定索引处是否存在项目
</summary>
<param name="linear">索引</param>
<param name="obj">项目</param>
<returns>返回项目是否存在</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.GetNeighborCount(XericLibrary.Runtime.MacroLibrary.NeighborGrid{`0}.NeighborGridIndex)">
<summary>
获取当前邻居数量
</summary>
<param name="index">索引</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.GetNeighborCount(System.Int32)">
<summary>
获取当前邻居数量
</summary>
<param name="linear">索引</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.GetNeighbor(XericLibrary.Runtime.MacroLibrary.NeighborGrid{`0}.NeighborGridIndex,System.Int32)">
<summary>
获取范围内的邻居
</summary>
<param name="index">索引</param>
<param name="range">检查的范围,是一个方格的边长,必须为一个奇数(当不为奇数时,将向下取奇,最小为1,代表索引所指代的网格)</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.GetNeighbor(XericLibrary.Runtime.MacroLibrary.NeighborGrid{`0}.NeighborGridIndex)">
<summary>
获取邻居
</summary>
<param name="index">索引</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.GetNeighbor(System.Int32,System.Int32)">
<summary>
获取范围内的邻居
</summary>
<param name="linear">所在位置的索引</param>
<param name="range">检查的范围,是一个方格的边长,必须为一个奇数(当不为奇数时,将向下取奇,最小为1,代表索引所指代的网格)</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.GetNeighbor(System.Int32)">
<summary>
获取邻居
</summary>
<param name="linear">所在位置的索引</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.GetAllNeighbor(XericLibrary.Runtime.MacroLibrary.NeighborGrid{`0}.NeighborGridIndex,System.Int32)">
<summary>
获取给定索引范围内的所有邻居
</summary>
<param name="index">索引</param>
<param name="range">范围</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.GetAllNeighbor(System.Int32,System.Int32)">
<summary>
获取给定索引范围内的所有邻居
</summary>
<param name="linear">索引</param>
<param name="range">范围</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.GetAllNeighbor(XericLibrary.Runtime.MacroLibrary.NeighborGrid{`0}.NeighborGridIndex)">
<summary>
尝试获取给定索引下的所有的邻居
</summary>
<param name="index">索引</param>
<param name="neighbors">邻居</param>
<returns>是否成功获取</returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGrid`1.GetAllNeighbor(System.Int32)">
<summary>
获取所有的邻居
</summary>
<param name="linear">索引</param>
<param name="neighbors">邻居</param>
<returns>是否成功获取</returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.INeighborGridIndex`1">
<summary>
临近网格索引器接口
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.INeighborGridIndex`1.GetAsMappingIndex(XericLibrary.Runtime.MacroLibrary.NeighborGrid{`0}.NeighborConcentratorMappingGridIndex@)">
<summary>
获取为映射集的方式
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.INeighborGridIndex`1.GetAsIndex(XericLibrary.Runtime.MacroLibrary.NeighborGrid{`0}.NeighborGridIndex@)">
<summary>
获取为单索引的方式
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.NeighborGridExtend">
<summary>
临近网格扩展方法
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGridExtend.SafeGetAsMappingIndex``1(XericLibrary.Runtime.MacroLibrary.INeighborGridIndex{``0},XericLibrary.Runtime.MacroLibrary.NeighborGrid{``0}.NeighborConcentratorMappingGridIndex@)">
<summary>
安全地获取为映射集
</summary>
<typeparam name="T"></typeparam>
<param name="gridIndex"></param>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.NeighborGridExtend.SafeGetAsIndex``1(XericLibrary.Runtime.MacroLibrary.INeighborGridIndex{``0},XericLibrary.Runtime.MacroLibrary.NeighborGrid{``0}.NeighborGridIndex@)">
<summary>
安全地获取为索引
</summary>
<typeparam name="T"></typeparam>
<param name="gridIndex"></param>
<param name="index"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.MacroLibrary.ExtendType">
<summary>
扩展库
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.IsInRange(System.Int32,System.Int32,System.Int32)">
<summary>
检查给定的值是否在范围内[min, max]
</summary>
<param name="value"></param>
<param name="min"></param>
<param name="max"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.IsInIndexRange(System.Int32,System.Int32,System.Int32)">
<summary>
检查给定的值是否在索引范围内[min, max)
</summary>
<param name="value"></param>
<param name="min"></param>
<param name="max"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Max0(System.Int32)">
<summary>
获取大于零的值
</summary>
<param name="num"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Min0(System.Int32)">
<summary>
获取小于零的值
</summary>
<param name="num"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Max0(System.Single)">
<summary>
获取大于零的值
</summary>
<param name="num"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Min0(System.Single)">
<summary>
获取小于零的值
</summary>
<param name="num"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Max0(System.Double)">
<summary>
获取大于零的值
</summary>
<param name="num"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Min0(System.Double)">
<summary>
获取小于零的值
</summary>
<param name="num"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Max1(System.Int32)">
<summary>
获取大于一的值
</summary>
<param name="num"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Min1(System.Int32)">
<summary>
获取小于一的值
</summary>
<param name="num"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Max1(System.Single)">
<summary>
获取大于一的值
</summary>
<param name="num"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Min1(System.Single)">
<summary>
获取小于一的值
</summary>
<param name="num"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Max1(System.Double)">
<summary>
获取大于一的值
</summary>
<param name="num"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Min1(System.Double)">
<summary>
获取小于一的值
</summary>
<param name="num"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Abs(System.Double)">
<summary>
获取绝对值
</summary>
<param name="num"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Abs(System.Single)">
<summary>
获取绝对值
</summary>
<param name="num"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Abs(System.Int32)">
<summary>
获取绝对值
</summary>
<param name="num"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.MinusSign(System.Double,System.Boolean)">
<summary>
设置负号
</summary>
<param name="sign">为真时使数值为负, 否时是正数</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.MinusSign(System.Single,System.Boolean)">
<summary>
设置负号
</summary>
<param name="sign">为真时使数值为负, 否时是正数</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.MinusSign(System.Int32,System.Boolean)">
<summary>
设置负号
</summary>
<param name="sign">为真时使数值为负, 否时是正数</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Quad(System.Int32)">
<summary>
二次方
</summary>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Cubic(System.Int32)">
<summary>
三次方
</summary>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Quart(System.Int32)">
<summary>
四次方
</summary>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Quint(System.Int32)">
<summary>
五次方
</summary>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Quad(System.Single)">
<summary>
二次方
</summary>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Cubic(System.Single)">
<summary>
三次方
</summary>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Quart(System.Single)">
<summary>
四次方
</summary>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Quint(System.Single)">
<summary>
五次方
</summary>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Quad(System.Double)">
<summary>
二次方
</summary>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Cubic(System.Double)">
<summary>
三次方
</summary>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Quart(System.Double)">
<summary>
四次方
</summary>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.Quint(System.Double)">
<summary>
五次方
</summary>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.GetComponent``1(UnityEngine.GameObject,``0@)">
<summary>
获取组件,并适配函数式编程
</summary>
<typeparam name="T"></typeparam>
<param name="target"></param>
<param name="component"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.ParentIs(UnityEngine.GameObject,UnityEngine.GameObject)">
<summary>
此对象的父类是第二者吗
</summary>
<param name="target"></param>
<param name="other"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.IsParent(UnityEngine.GameObject,UnityEngine.GameObject)">
<summary>
此对象是第二者的父类吗
</summary>
<param name="target"></param>
<param name="other"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.IsBrother(UnityEngine.GameObject,UnityEngine.GameObject)">
<summary>
此对象与第二者是兄弟吗
</summary>
<param name="target"></param>
<param name="other"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.ExtendType.IsInUnit(UnityEngine.Vector3,System.Single)">
<summary>
检查一个矢量的各轴是否在一个曼哈顿距离半径内,
可以用于对齐检查等。
</summary>
<param name="vec">要检查的矢量</param>
<param name="align">距离半径</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector2Extend.Orthogonalization(UnityEngine.Vector2)">
<summary>
矢量正交化
</summary>
<param name="vec"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector2Extend.Sign(UnityEngine.Vector2)">
<summary>
获取矢量各轴符号
</summary>
<param name="vec"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector2Extend.ObliqueAlign(UnityEngine.Vector2,UnityEngine.Vector2,System.Single@)">
<summary>
延斜线对齐一个点
</summary>
<param name="point"></param>
<param name=""></param>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector2Extend.Clamp(UnityEngine.Vector2,System.Single)">
<summary>
限制在二维范围内(x:min, y:max)
</summary>
<param name="clamp"></param>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector2Extend.Normalization(UnityEngine.Vector2,System.Single)">
<summary>
获取值在范围内的单位值
</summary>
<param name="range"></param>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector2Extend.SafetyNormalization(UnityEngine.Vector2,System.Single)">
<summary>
安全地获取值在范围内的单位值
</summary>
<param name="range"></param>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector2Extend.Mapping(UnityEngine.Vector2,System.Single)">
<summary>
映射值到范围
</summary>
<param name="range"></param>
<param name="normal"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector2Extend.Mapping(UnityEngine.Vector2,System.Single,UnityEngine.Vector2)">
<summary>
重映射,将处于原始范围内的值映射到另一个范围内
</summary>
<param name="range"></param>
<param name="mapping"></param>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector2Extend.Inversion(UnityEngine.Vector2,System.Single)">
<summary>
将一个值在给定范围内颠倒
</summary>
<param name="range"></param>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector2Extend.ToVector3Scale(UnityEngine.Vector2)">
<summary>
转换为可以用于缩放的三维矢量
</summary>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector3Extend.ToVector2(UnityEngine.Vector3,System.String)">
<summary>
将此三维矢量转为二维矢量,具体转换由格式文本决定
</summary>
<param name="vec"></param>
<param name="format">将需要转换的两个轴向名称按需要的顺序填入即可,比如需要获得一个在xz平面的二维矢量,填入“xz”,不分大小写,最大只接受前两个字符的描述,不存在于设定字符中的维度将保持为0</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector3Extend.AxisZero(UnityEngine.Vector3,System.String)">
<summary>
将此三维矢量中部分轴归零,具体转换由格式文本决定
</summary>
<param name="vec"></param>
<param name="format">将需要归零的轴向名称按需要的顺序填入即可,最大只接受前两个字符的描述</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector3Extend.Pow(UnityEngine.Vector3,System.Single)">
<summary>
Pows each element of the vector.
</summary>
<param name="v"></param>
<param name="p"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector3Extend.ProjectToUpPlane(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
将这个向量投影到一个给定坐标的向上的平面上,同时变换到平面坐标
</summary>
<param name="vec">矢量或坐标</param>
<param name="planeOrigin">平面原点</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector3Extend.CoordinateGridAdsorb(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single)">
<summary>
向量吸附到网格上,在比例中央不进行吸附
</summary>
<param name="vec">矢量或坐标</param>
<param name="offset">偏移量</param>
<param name="unit">网格单位</param>
<param name="thresholdPorp">阈值比例[0-1]</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector3Extend.CoordinateGridAdsorbRound(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>
向量吸附到网格上
</summary>
<param name="vec">矢量或坐标</param>
<param name="offset">偏移量</param>
<param name="unit">网格单位</param>
<param name="thresholdPorp">阈值比例[0-1]</param>
<returns></returns>
</member>
<member name="F:XericLibrary.Runtime.MacroLibrary.Vector3Extend.axises">
<summary>
由三个标准矢量构成的矢量集合
</summary>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector3Extend.Orthogonalization(UnityEngine.Vector3)">
<summary>
矢量正交化
</summary>
<param name="vec"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector3Extend.PointDistanceToLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
点到直线的距离。
</summary>
<param name="point"></param>
<param name="a"></param>
<param name="b"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector3Extend.Hermite(System.Single,System.Single,System.Single)">
<summary>
基于t返回开始和结束之间的平滑值。
</summary>
<param name="start"></param>
<param name="end"></param>
<param name="t">Position between 0 and 1.</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector3Extend.StackHermite(System.Single,System.Single,System.Single,System.Int32)">
<summary>
基于t返回开始和结束之间的平滑值。
</summary>
<param name="start"></param>
<param name="end"></param>
<param name="t">Position between 0 and 1.</param>
<param name="count">Number of interpolations to make.</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector3Extend.Fract(System.Single)">
<summary>
返回值的小数部分。
</summary>
<param name="value">The value to get the fractional of.</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector3Extend.Fract(UnityEngine.Vector2)">
<summary>
返回值的小数部分。
</summary>
<param name="value">The value to get the fractional of.</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector3Extend.Fract(UnityEngine.Vector3)">
<summary>
返回值的小数部分。
</summary>
<param name="value">The value to get the fractional of.</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector3Extend.BounceEaseInFastOut(System.Single)">
<summary>
返回一个基于t的弹跳值,弹跳速度会越来越快。
</summary>
<param name="t">The value to bounce.</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector3Extend.TranformPoints(System.Collections.Generic.IEnumerable{UnityEngine.Vector3},UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
<summary>
使用统一的变换途径变换一系列坐标点
</summary>
<param name="vectors"></param>
<param name="origin"></param>
<param name="offset"></param>
<param name="rotate"></param>
<param name="scale"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector3Extend.TransformVectorOffset(System.Collections.Generic.IEnumerable{UnityEngine.Vector3},UnityEngine.Vector3)">
<summary>
变换叠加矢量偏移量
</summary>
<param name="vectors"></param>
<param name="offset"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector3Extend.TransformVectorRotate(System.Collections.Generic.IEnumerable{UnityEngine.Vector3},UnityEngine.Quaternion)">
<summary>
变换添加旋转
</summary>
<param name="vectors"></param>
<param name="offset"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector3Extend.TransformVectorScale(System.Collections.Generic.IEnumerable{UnityEngine.Vector3},UnityEngine.Vector3)">
<summary>
变换叠加缩放
</summary>
<param name="vectors"></param>
<param name="offset"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.MacroLibrary.Vector3Extend.TransformVectors(System.Collections.Generic.IEnumerable{UnityEngine.Vector3},System.Func{UnityEngine.Vector3,UnityEngine.Vector3})">
<summary>
变换所有矢量
</summary>
<param name="vectors"></param>
<param name="transform"></param>
<returns></returns>
<exception cref="T:System.ArgumentNullException"></exception>
</member>
<member name="T:XericLibrary.Runtime.Net.LANCommunicationBase">
<summary>
基本Socket
</summary>
</member>
<member name="F:XericLibrary.Runtime.Net.LANCommunicationBase.ipAddress">
<summary>
ip地址端口
</summary>
</member>
<member name="F:XericLibrary.Runtime.Net.LANCommunicationBase.socket">
<summary>
通讯接口
</summary>
</member>
<member name="F:XericLibrary.Runtime.Net.LANCommunicationBase.encoder">
<summary>
编解码方案
</summary>
</member>
<member name="M:XericLibrary.Runtime.Net.LANCommunicationBase.CreatSocket(System.String,System.Int32,System.Net.Sockets.AddressFamily,System.Net.Sockets.SocketType,System.Net.Sockets.ProtocolType)">
<summary>
创建连接到指定ip端口的socket对象
</summary>
<param name="ip"></param>
<param name="port"></param>
<param name="addressFamily">寻址方案</param>
<param name="socketType">套接字类型</param>
<param name="type">协议</param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Net.LANCommunicationClient">
<summary>
简单的局域网消息传递客户端
</summary>
</member>
<member name="F:XericLibrary.Runtime.Net.LANCommunicationClient.ProcessingThread">
<summary>
监听线程
</summary>
</member>
<member name="M:XericLibrary.Runtime.Net.LANCommunicationClient.StartConnect(System.String,System.Int32)">
<summary>
创建一个连接
</summary>
<param name="ip">提供一个ip地址</param>
<param name="port">提供一个端口</param>
</member>
<member name="M:XericLibrary.Runtime.Net.LANCommunicationClient.SendMessageString(System.String)">
<summary>
客户端给服务器发送消息
</summary>
<param name="message"></param>
</member>
<member name="M:XericLibrary.Runtime.Net.LANCommunicationClient.StartQuickMessageSession(System.Action{System.String})">
<summary>
如果当前已连接,启用一个快速消息会话
<code>
可以使用任意<b>Socket.send</b>方法发送消息到另一主机
</code>
</summary>
</member>
<member name="T:XericLibrary.Runtime.Net.LANCommunicationServer">
<summary>
简单的局域网消息传递服务端
</summary>
</member>
<member name="F:XericLibrary.Runtime.Net.LANCommunicationServer.socketSend">
<summary>
等待客户端的连接 并创建与之通信的Socket
</summary>
</member>
<member name="M:XericLibrary.Runtime.Net.LANCommunicationServer.Recive(System.Object)">
<summary>
服务器端 不停接收 客户端 发送过来的消息
</summary>
<param name="o"></param>
</member>
<member name="M:XericLibrary.Runtime.Net.LANCommunicationServer.btnSend_Click(System.String)">
<summary>
服务器给客户端发送消息
</summary>
<param name="message"></param>
</member>
<member name="T:XericLibrary.Runtime.Type.Bool2">
<summary>
二维布尔
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.Base.Booln">
<summary>
bool 数组,后面的n表示可以定义n个布尔值
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Booln.boolean">
<summary>
布尔值,用整数保存
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Booln.length">
<summary>
布尔数组长度
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.Booln.SetBool(System.Int32)">
<summary>
置位布尔位
</summary>
<param name="index"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.Booln.ResetBool(System.Int32)">
<summary>
复位布尔位
</summary>
<param name="index"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.Booln.SetBool(System.Int32,System.Boolean)">
<summary>
设置布尔位
</summary>
<param name="index"></param>
<param name="value"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.Booln.GetBool(System.Int32)">
<summary>
获取布尔位
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.Booln.AddBool(System.Boolean)">
<summary>
添加布尔位
</summary>
<param name="value"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.Booln.RemoveBool">
<summary>
从末端移除一个布尔位
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.Booln.CheckIndex(System.Int32)">
<summary>
检查数组索引是否越界
</summary>
<param name="index"></param>
<exception cref="T:System.IndexOutOfRangeException"></exception>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.Booln.ReloadingArrayLength(System.Int32)">
<summary>
重设数组长度
</summary>
<param name="length"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.Booln.GetBoolIndexAt32BitArray(System.Int32,System.Int32@)">
<summary>
获取布尔位置位于32位数组的哪一位上
</summary>
<param name="index">输入布尔位索引</param>
<param name="modulo">获取在返回索引内的哪一位上</param>
<returns>获取32位数组上的位置</returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.Booln.GetBoolIndexAt32BitArrayTotalLength(System.Int32)">
<summary>
获取布尔位置位于32位数组的总长度
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Type.Base.HashSetTwins`1">
<summary>
双胞胎哈希表
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.HashSetTwins`1.AValues">
<summary>
A列表成员
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.HashSetTwins`1.BValues">
<summary>
B列表成员
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.HashSetTwins`1.CountA">
<summary>
A列表成员数量
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.HashSetTwins`1.CountB">
<summary>
B列表成员数量
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.HashSetTwins`1.TotalCount">
<summary>
总数
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.HashSetTwins`1.#ctor(System.Int32)">
<summary>
</summary>
<param name="capacity">默认保留空间</param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.HashSetTwins`1.MoveToB(`0)">
<summary>
将一个成员从 哈希表A 移动到 哈希表B,如果成员不存在于 哈希表A 则不会发生移动
</summary>
<param name="obj"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.HashSetTwins`1.MoveToA(`0)">
<summary>
将一个成员从 哈希表B 移动到 哈希表A,如果成员不存在于 哈希表B 则不会发生移动
</summary>
<param name="obj"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.HashSetTwins`1.MoveOrAddToB(`0)">
<summary>
将一个成员从 哈希表A 移动到 哈希表B,如果成员不存在于 哈希表A 则直接添加
</summary>
<param name="obj"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.HashSetTwins`1.MoveOrAddToA(`0)">
<summary>
将一个成员从 哈希表B 移动到 哈希表A,如果成员不存在于 哈希表B 则直接添加
</summary>
<param name="obj"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.HashSetTwins`1.AddToA(`0)">
<summary>
添加到 哈希表A
</summary>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.HashSetTwins`1.AddToB(`0)">
<summary>
添加到 哈希表B
</summary>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.HashSetTwins`1.RemoveFormA(`0)">
<summary>
移除从 哈希表A
</summary>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.HashSetTwins`1.RemoveFormB(`0)">
<summary>
移除从 哈希表B
</summary>
<param name="obj"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Type.Base.Empty`1">
<summary>
可以直接获取一些没有空的类的空对象
</summary>
<typeparam name="T"></typeparam>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.Empty`1.List">
<summary>
获取空列表
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.Base.Pressure">
<summary>
压力单位 (包括公制单位和英制单位)
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.atm">
<summary>
标准大气压
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.ta">
<summary>
工程大气压
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.mmHg">
<summary>
毫米汞柱
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.cmHg">
<summary>
厘米汞柱
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.inHg">
<summary>
英寸汞柱
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.cmH2O">
<summary>
厘米水柱
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.ftH2O">
<summary>
英尺水柱
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.inH2O">
<summary>
英寸水柱
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.mBar">
<summary>
毫巴
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.bar">
<summary>
巴
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.pa">
<summary>
帕
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.hpa">
<summary>
百帕斯卡
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.kpa">
<summary>
千帕斯卡
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.Mpa">
<summary>
兆帕斯卡
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.psf">
<summary>
磅每平方英尺
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.psi">
<summary>
磅每平方英寸
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.ksi">
<summary>
千磅每平方英寸
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.kgf_cm">
<summary>
千克力/平方厘米
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.kgf_m">
<summary>
千克力/平方米
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.Pressure.torr">
<summary>
托尔(用来代替单位大气压下毫米汞柱的真空绝对单位)
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.Base.XericRectSpline">
<summary>
二维空间的样条曲线
<code>
界面样条曲线只能在父级组件定义的尺寸范围SizeDelta内计算
</code>
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.XericRectSpline.ControlPoint">
<summary>
控制点
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.XericRectSpline.CurveLoop">
<summary>
曲线循环
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.XericRectSpline.useablePointCount">
<summary>
获取可用的曲线点
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericRectSpline.GetDeltaT(System.Single,System.Int32@,System.Single@)">
<summary>
将指向全长的t转为局部的t
</summary>
<param name="t"></param>
<param name="pointIndex">距离给定t最近的上一个点</param>
<param name="deltaT">给定t在两点间的局部t</param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericRectSpline.GetPoint(System.Int32)">
<summary>
获取索引下的控制点
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Type.Base.XericRectSpline.RectSplinePoint">
<summary>
矩形样条曲线点
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.XericRectSpline.RectSplinePoint.PointAnchor">
<summary>
锚点本地空间
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.XericRectSpline.RectSplinePoint.StartHandle">
<summary>
起点手柄世界空间
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.XericRectSpline.RectSplinePoint.StartHandleLocal">
<summary>
起点手柄本地空间
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.XericRectSpline.RectSplinePoint.EndHandle">
<summary>
终点手柄世界空间
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.XericRectSpline.RectSplinePoint.EndHandleLocal">
<summary>
终点手柄本地空间
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.XericRectSpline.RectSplinePoint.RotationLocal">
<summary>
节点旋转
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.XericRectSpline.RectSplinePoint.RotationEulerLocal">
<summary>
节点的z轴欧拉本地旋转
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.XericRectSpline.RectSplinePoint.LocalScale">
<summary>
本地缩放
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericRectSpline.RectSplinePoint.#ctor(UnityEngine.Vector2)">
<summary>
创造样条曲线点
</summary>
<param name="target"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericRectSpline.EvaluateRotation(System.Single)">
<summary>
获取映射值对应曲线位置 (建议按顺序计算旋转)
</summary>
<param name="t">曲线映射值,范围应当在0-1</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericRectSpline.EvaluateAttachParam(System.Single)">
<summary>
获取映射值对应曲线的额外值
</summary>
<param name="t"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericRectSpline.GetAnchoredPoint3D(XericLibrary.Runtime.Type.Base.XericRectSpline.RectSplinePoint)">
<summary>
获取点处的锚定位置
</summary>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Type.Base.XericSpline">
<summary>
样条曲线
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.XericSpline.ControlPoint">
<summary>
控制点
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.XericSpline.CurveLoop">
<summary>
曲线循环
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.XericSpline.useablePointCount">
<summary>
获取可用的曲线点
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericSpline.GetDeltaT(System.Single,System.Int32@,System.Single@)">
<summary>
将指向全长的t转为局部的t
</summary>
<param name="t"></param>
<param name="pointIndex">距离给定t最近的上一个点</param>
<param name="deltaT">给定t在两点间的局部t</param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericSpline.GetPoint(System.Int32)">
<summary>
获取索引下的控制点
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Type.Base.XericSpline.SplinePoint">
<summary>
样条曲线点
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.XericSpline.SplinePoint.Empty">
<summary>
空点
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.XericSpline.SplinePoint.StartHandle">
<summary>
起点手柄叠加在点上的“世界坐标”
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.XericSpline.SplinePoint.StartHandleLocal">
<summary>
起点手柄本地位置
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.XericSpline.SplinePoint.EndHandle">
<summary>
终点手柄叠加在点上的“世界坐标”
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.XericSpline.SplinePoint.EndHandleLocal">
<summary>
终点手柄本地位置
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.XericSpline.SplinePoint.Rotation">
<summary>
节点旋转
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.XericSpline.SplinePoint.Scale">
<summary>
此处的旋转
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericSpline.SplinePoint.#ctor(UnityEngine.Vector3)">
<summary>
创建样条曲线点
</summary>
<param name="position"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericSpline.SplinePoint.#ctor(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
创建样条曲线点
</summary>
<param name="position"></param>
<param name="dir">手柄方向(起点到终点的方向)</param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericSpline.SplinePoint.#ctor(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>
创建样条曲线点
</summary>
<param name="position"></param>
<param name="dir">手柄方向(起点到终点的方向)</param>
<param name="weight">手柄权重(起点到终点的方向)</param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericSpline.SplinePoint.#ctor(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
创建样条曲线点
</summary>
<param name="position"></param>
<param name="startHandle">起点手柄相对位置</param>
<param name="endHandle">终点手柄相对位置</param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericSpline.SplinePoint.#ctor(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single)">
<summary>
创建样条曲线点
</summary>
<param name="position"></param>
<param name="startHandleDir">起点手柄方向</param>
<param name="startHandleWeight">起点手柄权重</param>
<param name="endHandleDir">终点手柄方向</param>
<param name="endHandleWeight">终点手柄权重</param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericSpline.GetListHashCode">
<summary>
获取列表的实时哈希
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericSpline.GetSplineLength">
<summary>
获取曲线长度(不拟合,如果曲线弯折幅度较大的话会与实际长度存在较大差异)
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericSpline.GetSplineRealLength(System.Single)">
<summary>
获取曲线长度(积分拟合)
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericSpline.GetSplineRealLength(System.Single,System.Single)">
<summary>
获取t处的曲线长度(积分拟合)
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericSpline.EvaluatePosition(System.Single)">
<summary>
获取映射值对应曲线位置
</summary>
<param name="t">曲线映射值,范围应当在0-1</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericSpline.EvaluateRotation(System.Single)">
<summary>
获取映射值对应曲线位置 (建议按顺序计算旋转)
</summary>
<param name="t">曲线映射值,范围应当在0-1</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericSpline.EvaluateAttachParam(System.Single)">
<summary>
获取映射值对应曲线的额外值
</summary>
<param name="t"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericSpline.EvaluateColor(System.Single)">
<summary>
获取映射值对应曲线的颜色
</summary>
<param name="t"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericSpline.Normalize(UnityEngine.Quaternion)">
<summary>
四元数归一化
</summary>
<param name="q"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericSpline.Slerp(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
<summary>
球面线性插值(基于 [Shoe87] 实现)
</summary>
<param name="p"></param>
<param name="q"></param>
<param name="t"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericSpline.Nlerp(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
<summary>
线性插值归一化(当输入的两个四元数并不是单位四元数)
</summary>
<param name="p"></param>
<param name="q"></param>
<param name="t"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.XericSpline.GetQuatConjugate(UnityEngine.Quaternion)">
<summary>
获取共轭四元数
</summary>
<param name="q"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Type.Base.TimeStamp">
<summary>
时间戳标记
<code>
允许获取一个绝对的世界时间戳,或者一个本地的时间戳(自动计数器)
在一秒内允许重复获取65535个不同的标记,返回为16位长度的字符串。
</code>
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.TimeStamp.DecimalDigit">
基础的时间戳参数(用于指定唯一命名)
格式应该类似:123456789abcdef0001
前面的是时间,后面的是同一时间下的物体计数
DecimalDigit是时间码要转为的格式,比如16进制,就是16
DecimalTotalWidth是long类型在转为进制码后最大的长度,比如64位转为16进制后占用16位,就填16
CompletePrefixZeroCount是当前物体计数的位数,这里默认为4
DecimalMaxCount是在上述进制下,物体计数位数内,该位数能保存的最大数量,比如4位16进制数相当于short int,所以是65535
<summary>
转换进制数
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.TimeStamp.DecimalTotalWidth">
<summary>
进制数需要补全的长度,这是long类型在转为指定进制后能够到达的最长的位数。
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.TimeStamp.CompletePrefixZeroCount">
<summary>
需要补全前导0的数量(后缀位数),
这会影响时间戳标记名称的后缀数量(比如4位应当在16进制下提供65535个可用计数)
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.TimeStamp.DecimalMaxCount">
<summary>
后缀计数的最大值
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.TimeStamp.GetUniversalTimeFlag(System.String@)">
<summary>
获取一个时间戳标记名称
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.Base.TimeStamp.Timestamp">
<summary>
统一时间戳
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.Base.TimeStamp.TimeFlagsTempStorage">
<summary>
标记点序列暂存
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.TimeStamp.GetUniversalTimeFlag">
<summary>
获取一个时间戳
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.TimeStamp.GetTimeFlagsName(System.Int64,System.Int32)">
<summary>
获取规定格式的时间戳名称
</summary>
<param name="time"></param>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.TimeStamp.GetUniversalTimeFlagsNameList(System.Int32)">
<summary>
获取一系列以当前时间戳为标记的名称,名称后缀递增(有限长度,自动释放)
</summary>
<param name="count"></param>
<param name=""></param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.TimeStamp.GetUniversalTimeFlagsNames">
<summary>
获取一系列以当前时间戳为标记的名称,名称后缀递增(无限获取,手动释放)
</summary>
<param name="count"></param>
<param name=""></param>
</member>
<member name="M:XericLibrary.Runtime.Type.Base.TimeStamp.GetUniversalTimeFlagsName">
<summary>
获取当前时间戳位标记的名称,名称后缀自动递增(全自动)
</summary>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Type.LinearColorGradient">
<summary>
线性颜色
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.LinearColorGradient.DefualtColor">
<summary>
默认颜色
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.LinearColorGradient.colorGradient">
<summary>
颜色序列,必须从小到大排列
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.LinearColorGradient.Item(System.Single)">
<summary>
颜色值访问
</summary>
<param name="x"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Type.LinearColorGradient.ColorPair">
<summary>
颜色键值对
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.LinearColorGradient.ColorPair.x">
<summary>
横坐标
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.LinearColorGradient.ColorPair.color">
<summary>
横坐标对应的颜色
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.LinearColorGradient.ColorPair.#ctor(System.Single,UnityEngine.Color)">
<summary>
创建一个在横坐标上的颜色属性
</summary>
<param name="x"></param>
<param name="color"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.LinearColorGradient.GetColor(System.Collections.Generic.IEnumerable{XericLibrary.Runtime.Type.LinearColorGradient.ColorPair},System.Single)">
<summary>
获取给定索引下的颜色
</summary>
<param name="colors"></param>
<param name="x"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.LinearColorGradient.GetColor(System.Single)">
<summary>
获取颜色
</summary>
<param name="x"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.LinearColorGradient.AddColor(UnityEngine.Color,System.Single)">
<summary>
添加一个颜色(如果给定位置处已经有颜色,则不做任何事)
</summary>
<param name="color"></param>
<param name="x"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.LinearColorGradient.SetColor(UnityEngine.Color,System.Single)">
<summary>
设置一个颜色(如果给定位置为空,将添加颜色,如果已经有颜色,则覆盖)
</summary>
<param name="color"></param>
<param name="x"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.LinearColorGradient.RemoveColor(System.Single)">
<summary>
移除一个颜色
</summary>
<param name="x"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.LinearColorGradient.CleanColor">
<summary>
清空颜色
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.LinearColorGradient.CopyColorGradient(XericLibrary.Runtime.Type.LinearColorGradient)">
<summary>
将给定的颜色复制到自己
</summary>
<param name="color"></param>
</member>
<member name="T:XericLibrary.Runtime.Type.PremadeFunction.PremadeFunctionLinkedTree">
<summary>
预制函数动态退化树
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.PremadeFunction.PremadeFunctionJumpWire">
<summary>
预制函数跳线
<code>
通过跳线执行到函数,并匹配方法形参。
</code>
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.PremadeFunction.PremadeFunctionJumpWire.MatchMethodByParams(System.Reflection.MethodInfo,System.Type,System.Object[])">
<summary>
检查方法匹配
</summary>
<typeparam name="T">方法返回值类型匹配</typeparam>
<param name="info">方法描述</param>
<param name="methodParams">方法参数</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.PremadeFunction.PremadeFunctionJumpWire.MatchMethodByParams``1(System.Reflection.MethodInfo,System.Object[])">
<summary>
检查方法匹配
</summary>
<typeparam name="T">方法返回值类型匹配</typeparam>
<param name="info">方法描述</param>
<param name="methodParams">方法参数</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.PremadeFunction.PremadeFunctionJumpWire.MatchMethodByParams(System.Reflection.MethodInfo,System.Object[])">
<summary>
检查方法匹配 (不匹配返回值类型)
</summary>
<param name="info">方法描述</param>
<param name="methodParams">方法参数</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.PremadeFunction.PremadeFunctionJumpWire.MatchMethodByTypes``1(System.Reflection.MethodInfo,System.Type,System.Type[])">
<summary>
检查方法匹配
</summary>
<typeparam name="T">方法返回值类型匹配</typeparam>
<param name="info">方法描述</param>
<param name="types">方法参数类型</param>
</member>
<member name="M:XericLibrary.Runtime.Type.PremadeFunction.PremadeFunctionJumpWire.MatchMethodByTypes``1(System.Reflection.MethodInfo,System.Type[])">
<summary>
检查方法匹配
</summary>
<typeparam name="T">方法返回值类型匹配</typeparam>
<param name="info">方法描述</param>
<param name="types">方法参数类型</param>
</member>
<member name="M:XericLibrary.Runtime.Type.PremadeFunction.PremadeFunctionJumpWire.MatchMethodByTypes(System.Reflection.MethodInfo,System.Type[])">
<summary>
检查方法匹配
</summary>
<typeparam name="T">方法返回值类型匹配</typeparam>
<param name="info">方法描述</param>
<param name="types">方法参数类型</param>
</member>
<member name="F:XericLibrary.Runtime.Type.PremadeFunction.PremadeFunctionJumpWire.type">
<summary>
类型
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.PremadeFunction.PremadeFunctionJumpWire.instance">
<summary>
实例
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.PremadeFunction.PremadeFunctionJumpWire.funcName">
<summary>
方法名称
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.PremadeFunction.PremadeFunctionJumpWire.methods">
<summary>
所有方法
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.PremadeFunction.PremadeFunctionJumpWire.#ctor(System.Object,System.String)">
<summary>
创建一个实例方法的描述
</summary>
<param name="type"></param>
<param name="instance"></param>
<param name="funcName"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.PremadeFunction.PremadeFunctionJumpWire.#ctor(System.Type,System.String)">
<summary>
创建一个静态方法的描述
</summary>
<param name="type"></param>
<param name="instance"></param>
<param name="funcName"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.PremadeFunction.PremadeFunctionJumpWire.Initialize(System.Type,System.Object,System.String)">
<summary>
通过类型,实例,名称描述方法
</summary>
<param name="type">类型,如果目标是实例,可以为空</param>
<param name="instance">实例,如果目标是静态,可以为空</param>
<param name="funcName">方法名称定位</param>
</member>
<member name="M:XericLibrary.Runtime.Type.PremadeFunction.PremadeFunctionJumpWire.FindFunc">
<summary>
根据现有的参数查找方法
</summary>
<exception cref="T:System.ArgumentNullException"></exception>
</member>
<member name="M:XericLibrary.Runtime.Type.PremadeFunction.PremadeFunctionJumpWire.Call(System.Object@,System.Object[])">
<summary>
调用方法,如果方法无法调用,则返回否来提示错误。
</summary>
<typeparam name="T"></typeparam>
<param name="result"></param>
<param name="args"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.PremadeFunction.PremadeFunctionJumpWire.Call(System.Object[])">
<summary>
调用方法,如果方法无法调用,则返回否来提示错误。
</summary>
<typeparam name="T"></typeparam>
<param name="result"></param>
<param name="args"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Type.PremadeFunction.PremadeParameterJumpWire">
<summary>
预制参数跳线
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.PremadeFunction.PremadeParameterJumpWire.paramType">
<summary>
参数类型
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.PremadeFunction.PremadeParameterJumpWire.instance">
<summary>
参数实例化对象(参数通过反射访问时的容器)
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.PremadeFunction.PremadeParameterJumpWire.value">
<summary>
参数内容
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.PremadeFunction.PremadeParameterJumpWire.valueSetter">
<summary>
参数设置器
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.PremadeFunction.PremadeParameterJumpWire.valueGetter">
<summary>
参数访问器
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.SpatialAlgorithm.CatalogueTree`1">
<summary>
目录树型管理结构
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.SpatialAlgorithm.CatalogueTree`1.separator">
<summary>
路径分隔符号
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.SpatialAlgorithm.CatalogueTree`1.PathName">
<summary>
当前节点的名称,通常是路径名称
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.SpatialAlgorithm.CatalogueTree`1.valueIsNull">
<summary>
值是无效的
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.SpatialAlgorithm.CatalogueTree`1.value">
<summary>
当前值
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.SpatialAlgorithm.CatalogueTree`1.Parent">
<summary>
父级节点
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.SpatialAlgorithm.CatalogueTree`1.Children">
<summary>
子项目
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.SpatialAlgorithm.CatalogueTree`1.ValueValid">
<summary>
如果这个节点是自动生成的,那么可能没有给定值,所以项目为null,但实际上如果获取的话值为defualt。
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.SpatialAlgorithm.CatalogueTree`1.#ctor(System.String,`0)">
<summary>
创建一个目录树节点
</summary>
<param name="value"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.SpatialAlgorithm.CatalogueTree`1.#ctor(System.String)">
<summary>
创建一个目录树节点,并指定节点无效,这通常用于自动创建
</summary>
<param name="value"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.SpatialAlgorithm.CatalogueTree`1.AddChild(XericLibrary.Runtime.Type.SpatialAlgorithm.CatalogueTree{`0})">
<summary>
添加子目录节点
</summary>
<param name="child"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.SpatialAlgorithm.CatalogueTree`1.AddByPath(System.String)">
<summary>
根据路径添加新的节点
</summary>
<param name="relativePath">相对路径</param>
<param name="separator"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.SpatialAlgorithm.CatalogueTree`1.GetRootNode">
<summary>
获取当前节点的根节点
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.SpatialAlgorithm.CatalogueTree`1.GetDirectory(System.String,System.StringComparison,System.Boolean,System.Boolean,System.Boolean)">
<summary>
获取路径下的遍历结构
<code>
默认遍历成员从第一个非目录控制字符开始,。
</code>
</summary>
<param name="path">../表示上一级,./表示同级,ROOT/表示顶级,其他片段表示以当前节点往下进行查找(或创建)</param>
<param name="allowCreatNode">允许在遍历时遇到不存在的节点时创建,否则会产生报错</param>
<param name="forceDebugMember">启用调试成员,将输出所有控制字符在遍历的成员</param>
<param name="allowDebugOrder">允许调试语句,将不再检查语句语法,可以完全使用路径语句进行流程遍历控制,而不会产生报错</param>
</member>
<member name="T:XericLibrary.Runtime.Type.SpatialAlgorithm.TrieTree">
<summary>
字典树,用于构建单词查找
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.ExtendLifyCycleMono">
<summary>
更多生命周期
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.MultipleMonoBase`1">
<summary>
单例基础类,只能基于MonoBehaviour类进行单例扩展
</summary>
<typeparam name="T"></typeparam>
</member>
<member name="F:XericLibrary.Runtime.Type.MultipleMonoBase`1.rootNodeName">
<summary>
空诞生时根节点名称
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.MultipleMonoBase`1.instances">
<summary>
复数个组件单例
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.MultipleMonoBase`1.GetInst(System.Int32)">
<summary>
获取组件单例
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.MultipleMonoBase`1.Count">
<summary>
获取复数组件数量
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.MultipleMonoBase`1.Instances">
<summary>
获取复数组件迭代
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.MultipleMonoBase`1.globalNode">
<summary>
所有没有指定的目标的单例脚本组件的挂载节点
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.MultipleMonoBase`1.Awake">
<summary>
基本单例组件中默认保留旧的成员,如果需要移除旧成员,请在base调用前调用DestroyInstanc()
</summary>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:XericLibrary.Runtime.Type.MultipleMonoBase`1.InstanceLaunch">
<summary>
实例在场景中无中生有时通过此过程进行初始化
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.SingleBase`1">
<summary>
单例
</summary>
<typeparam name="T"></typeparam>
</member>
<member name="P:XericLibrary.Runtime.Type.SingleBase`1.IsUnityObject">
<summary>
是Unity对象
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.SingleBase`1.GetAsMonoBase``1">
<summary>
获取为unity mono脚本单例
</summary>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Type.BatchProcessingEmbedded`1">
<summary>
嵌入式批处理机制
<code>
在其他管理器中可以通过此嵌入式机制进行快速的批处理流程控制。
顺便可以利用其中的列表进行元素控制。
批处理管理器中提供了数个生命周期,按需调用即可。
在异步更新事件中,提供了异步前后的数值安全同步生命周期,
随后才会在异步操作中执行线程不安全的计算操作
</code>
</summary>
<typeparam name="T">虽然这里没有限制,但一般来说目标都是MonoBehaviour</typeparam>
</member>
<member name="F:XericLibrary.Runtime.Type.BatchProcessingEmbedded`1._batchProcessList">
<summary>
用于线程遍历操作的列表
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.BatchProcessingEmbedded`1._waitAddProcessQueue">
<summary>
等待添加到列表中的队列
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.BatchProcessingEmbedded`1._waitRemoveProcessQueue">
<summary>
等待从列表移除的队列
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.BatchProcessingEmbedded`1._clean">
<summary>
清除标记
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcessingEmbedded`1.ClearFlag">
<summary>
生命周期标志清除
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcessingEmbedded`1.OrFlag(XericLibrary.Runtime.Type.EmbeddedBP{`0})">
<summary>
声明周期标志添加
</summary>
<param name="item"></param>
</member>
<member name="F:XericLibrary.Runtime.Type.BatchProcessingEmbedded`1._mainTasksSemaphore">
<summary>
主要的异步执行任务控制
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcessingEmbedded`1.#ctor(System.Int32)">
<summary>
创建一个批处理管理器
</summary>
<param name="maxConcurrentTasks">同一时间批处理器使用的线程,数量越多处理的流程不确定性越大,反之约稳定,直至变为线性流程</param>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcessingEmbedded`1.Add(XericLibrary.Runtime.Type.EmbeddedBP{`0})">
<summary>
添加一个成员到列表中,这不会立刻执行
</summary>
<param name="item"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcessingEmbedded`1.Remove(XericLibrary.Runtime.Type.EmbeddedBP{`0})">
<summary>
从列表中移除一个成员,这不会立刻执行
</summary>
<param name="item"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcessingEmbedded`1.Clear">
<summary>
清空所有,这不会立刻执行,请关注清除事件的执行
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcessingEmbedded`1.UnsafeContains(XericLibrary.Runtime.Type.EmbeddedBP{`0})">
<summary>
检查一个成员是否在内 (这是不安全的哦)
</summary>
<param name="item"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcessingEmbedded`1.BatchFixedUpdate">
<summary>
批量物理更新
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcessingEmbedded`1.BatchUpdate">
<summary>
批量主要更新
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcessingEmbedded`1.BatchLateUpdate">
<summary>
批量后置更新
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcessingEmbedded`1.BatchAsyncUpdate(System.Boolean,System.Boolean)">
<summary>
批量异步更新(必须在主线程调用)
</summary>
<param name="enableBeforeEvent">启用前置任务</param>
<param name="enableAfterEvent">启用后置任务</param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Type.EmbeddedBP`1">
<summary>
嵌入式批处理委托
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.EmbeddedBP`1.Key">
<summary>
此嵌入式处理对象的标识符
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.EmbeddedBP`1.isInShutDownMode">
<summary>
在关机流程中
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.EmbeddedBP`1.BatchProcessingManager">
<summary>
目标的批处理管理器
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.EmbeddedBP`1.MainFixedUpdateAction">
<summary>
此处理对象的物理更新
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.EmbeddedBP`1.SetMainFixedUpdateAction(System.Action{XericLibrary.Runtime.Type.EmbeddedBP{`0}})">
<summary>
集中的物理更新事件
</summary>
<param name="action"></param>
</member>
<member name="F:XericLibrary.Runtime.Type.EmbeddedBP`1.MainUpdateAction">
<summary>
此处理对象的主要更新
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.EmbeddedBP`1.SetMainUpdateAction(System.Action{XericLibrary.Runtime.Type.EmbeddedBP{`0}})">
<summary>
集中的主要更新事件
</summary>
<param name="action"></param>
</member>
<member name="F:XericLibrary.Runtime.Type.EmbeddedBP`1.MainLateUpdateAction">
<summary>
此处理对象的延后更新
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.EmbeddedBP`1.SetMainLateUpdateAction(System.Action{XericLibrary.Runtime.Type.EmbeddedBP{`0}})">
<summary>
集中的后置更新事件
</summary>
<param name="action"></param>
</member>
<member name="F:XericLibrary.Runtime.Type.EmbeddedBP`1.BeforeAsyncUpdateAction">
<summary>
此处理对象的额外异步之前更新
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.EmbeddedBP`1.SetBeforeAsyncUpdateAction(System.Action{XericLibrary.Runtime.Type.EmbeddedBP{`0}})">
<summary>
异步更新开始事件
</summary>
<param name="action"></param>
</member>
<member name="F:XericLibrary.Runtime.Type.EmbeddedBP`1.AsyncUpdateAction">
<summary>
此处理对象的额外异步更新
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.EmbeddedBP`1.SetAsyncUpdateAction(System.Action{XericLibrary.Runtime.Type.EmbeddedBP{`0}})">
<summary>
集中的异步更新事件
</summary>
<param name="action"></param>
</member>
<member name="F:XericLibrary.Runtime.Type.EmbeddedBP`1.AfterAsyncUpdateAction">
<summary>
此处理对象的额外异步之后更新
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.EmbeddedBP`1.SetAfterAsyncUpdateAction(System.Action{XericLibrary.Runtime.Type.EmbeddedBP{`0}})">
<summary>
异步更新结束事件
</summary>
<param name="action"></param>
</member>
<member name="F:XericLibrary.Runtime.Type.EmbeddedBP`1.BeginAsyncAddAction">
<summary>
此处理对象添加到异步处理流程的操作
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.EmbeddedBP`1.SetBeginAsyncAddAction(System.Action{XericLibrary.Runtime.Type.EmbeddedBP{`0}})">
<summary>
当成员被添加到处理列表中时,这发生在所有更新事件之前,且只执行一次
</summary>
<param name="action"></param>
</member>
<member name="F:XericLibrary.Runtime.Type.EmbeddedBP`1.BeginAsyncRemoveAction">
<summary>
此处理对象添加到异步处理流程的操作
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.EmbeddedBP`1.SetBeginAsyncRemoveAction(System.Action{XericLibrary.Runtime.Type.EmbeddedBP{`0}})">
<summary>
当成员从处理列表中被移除时,这发生在所有更新事件之前,添加操作之后,且只执行一次
</summary>
<param name="action"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.EmbeddedBP`1.#ctor(`0)">
<summary>
创建一个嵌入式批处理委托集合
</summary>
<param name="target">目标值,做索引</param>
<param name="fixedUpdate">前置更新</param>
<param name="update">主要更新</param>
<param name="lateUpdate">后置更新</param>
<param name="asyncUpdate">异步更新</param>
<param name="selectiveUpdate">特异性更新</param>
<param name="selectiveAsyncUpdate">特异性异步更新</param>
</member>
<member name="M:XericLibrary.Runtime.Type.EmbeddedBP`1.ShutDown">
<summary>
停止批处理,推荐这样使用
</summary>
<returns>如果已经添加到停止队列中了,返回否,表示等待异步周期响应,暂时不允许重复操作</returns>
</member>
<member name="T:XericLibrary.Runtime.Type.BatchProcess.ICanBatchProcess`1">
<summary>
实现此接口表示对象可以被异步批处理
</summary>
<typeparam name="T"></typeparam>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcess.ICanBatchProcess`1.AgencyMainFixedUpdate(XericLibrary.Runtime.Type.EmbeddedBP{`0})">
<summary>
代理更新
<code>
这是主线程方法,可以在此进行主要的数据交换操作
</code>
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcess.ICanBatchProcess`1.AgencyMainUpdate(XericLibrary.Runtime.Type.EmbeddedBP{`0})">
<summary>
代理更新
<code>
这是主线程方法,可以在此进行主要的数据交换操作
</code>
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcess.ICanBatchProcess`1.AgencyMainLateUpdate(XericLibrary.Runtime.Type.EmbeddedBP{`0})">
<summary>
代理后置更新
<code>
这是主线程方法,可以在此进行主要的数据交换操作
</code>
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcess.ICanBatchProcess`1.AgencyAsyncBeforeUpdate(XericLibrary.Runtime.Type.EmbeddedBP{`0})">
<summary>
代理异步更新之前
<code>
这是主线程操作
</code>
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcess.ICanBatchProcess`1.AgencyAsyncUpdate(XericLibrary.Runtime.Type.EmbeddedBP{`0})">
<summary>
代理异步更新
<code>
这是异步操作
</code>
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcess.ICanBatchProcess`1.AgencyAsyncAfterUpdate(XericLibrary.Runtime.Type.EmbeddedBP{`0})">
<summary>
代理异步更新之后
<code>
这是主线程操作
</code>
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcess.ICanBatchProcess`1.AgencyOnEnable(XericLibrary.Runtime.Type.EmbeddedBP{`0})">
<summary>
当启用代理异步更新时
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcess.ICanBatchProcess`1.AgencyOnDisable(XericLibrary.Runtime.Type.EmbeddedBP{`0})">
<summary>
当从异步代理中退出时
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcess.ICanBatchProcess`1.GetBaseEmbedded">
<summary>
获取批处理器
<code>
注意获取批处理器应当在实现类中进行保存,以便后续获取同一个批处理器。
</code>
</summary>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Type.Bool1">
<summary>
一维布尔
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.Bool3">
<summary>
三维布尔
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.Bool3.GetSelectVector(UnityEngine.Vector3)">
<summary>
获取当前选择布尔轴选择的矢量轴的尺寸(顺序是XYZ)
</summary>
<param name="vec"></param>
<returns>如果没有任何选择返回0</returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Bool3.SetSelectVector(UnityEngine.Vector3,System.Single)">
<summary>
设置当前选择布尔轴的矢量轴的尺寸(顺序是XYZ)
</summary>
<param name="vec"></param>
<param name="value"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.Bool3.GetSelectRotation(UnityEngine.Quaternion)">
<summary>
获取当前选择布尔轴选择的旋转轴的角度(顺序是XYZ)
</summary>
<param name="rot"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.Bool3.SetSelectVector(UnityEngine.Quaternion,System.Single)">
<summary>
设置当前选择布尔轴的旋转轴的尺寸(顺序是XYZ)
</summary>
<param name="vec"></param>
<param name="value"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.Bool3.SetSelectRotation(UnityEngine.Quaternion,System.Single)">
<summary>
设置当前选择布尔轴的旋转轴的尺寸(顺序是XYZ)
</summary>
<param name="vec"></param>
<param name="value"></param>
</member>
<member name="T:XericLibrary.Runtime.Type.LineSegment3">
<summary>
三维线段,默认以点A为中心,通过调整距离,方向可以间接设定点B;
包含一系列于两点线段的参数,并通过脏文件管理,可以减少重复获取时的冗余计算
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.LineSegment3.PointA">
<summary>
端点A(起点)
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.LineSegment3.PointB">
<summary>
端点B(终点)
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.LineSegment3.Length">
<summary>
线段长度,是点A到点B的笛卡尔坐标直线距离
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.LineSegment3.Vector">
<summary>
线段矢量,由A指向B
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.LineSegment3.Dirtection">
<summary>
线段单位方向,是规格化的矢量
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.LineSegment3.#ctor(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
创建一个三维线段,并指定两个端点
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.LineSegment3.#ctor(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>
创建一个三维线段,但使用射线的方式初始化
</summary>
<param name="a"></param>
<param name="dir"></param>
<param name="length"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.LineSegment3.SetDrity">
<summary>
当设定了端点时,所有相关参数将不再有效
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.LineSegment3.Reversal">
<summary>
反转线段两个端点,也就相当于反转了矢量等参数
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.LineSegment3.GetVerticalLine(UnityEngine.Vector3)">
<summary>
获取空间中任意一点到此线段的垂线点(不包含延长线)
</summary>
<param name="pointC"></param>
</member>
<!-- Badly formed XML comment ignored for member "T:XericLibrary.Runtime.Type.BatchProcessor" -->
<member name="F:XericLibrary.Runtime.Type.BatchProcessor.ProcessorList">
<summary>
所有处理脚本的流程列表
</summary>
</member>
<member name="E:XericLibrary.Runtime.Type.BatchProcessor.AnonymousProcessing">
<summary>
注册添加或移除处理器项目
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.BatchProcessor.ProcessorCountPerFrame">
<summary>
每帧允许指定的流程数量
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.BatchProcessor.needRemove">
<summary>
在更新时需要被移除的对象
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.BatchProcessor.lastProcessorIndex">
<summary>
上一次处理到的索引
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.BatchProcessor.ActionAttribution">
<summary>
带有归属类的事件
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.BatchProcessor.ActionAttribution.EventAction">
<summary>
事件
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.BatchProcessor.ActionAttribution.TargetScript">
<summary>
目标归属脚本
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcessor.ActionAttribution.#ctor(UnityEngine.MonoBehaviour,System.Action)">
<summary>
建立一个归属类
</summary>
<param name="script"></param>
<param name="action"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcessor.AddProcess(System.Action)">
<summary>
添加匿名处理器,需要由此处理器担保对象的生命周期大于等于处理器。
</summary>
<param name="actuator"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcessor.AddProcess(UnityEngine.MonoBehaviour,System.Action)">
<summary>
添加处理器
</summary>
<param name="script"></param>
<param name="actuator"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcessor.RemoveProcess(System.Action)">
<summary>
移除匿名处理器
</summary>
<param name="actuator"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcessor.RemoveProcess(UnityEngine.MonoBehaviour,System.Action)">
<summary>
移除处理器
</summary>
<param name="actuator"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.BatchProcessor.RemoveProcess(System.Func{XericLibrary.Runtime.Type.BatchProcessor.ActionAttribution,System.Boolean})">
<summary>
移除处理器
</summary>
<param name="func"></param>
</member>
<member name="T:XericLibrary.Runtime.Type.EasingMode">
<summary>
缓动模式
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.Vector3Orientation">
<summary>
三维方向指示
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.Vector2Orientation">
<summary>
二维方向指示
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.GradientWeight`1">
<summary>
带有权重的梯度,要求其中的元素实现lerp;
lerp不属于接口,所以需要后续手动定义。
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.GradientWeight`1.gradientList">
<summary>
梯度列表,默认其中的元素都是从小到大的,且数量不小于1
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.GradientWeight`1.Get(System.Single)">
<summary>
获取在给定的值上的取值
</summary>
<param name="x"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.GradientWeight`1.GetAdjacentGradientMixWithWeight(XericLibrary.Runtime.Type.GradientPoint{`0},XericLibrary.Runtime.Type.GradientPoint{`0},System.Single)">
<summary>
获取两个节点的梯度混合
</summary>
<param name="point1"></param>
<param name="point2"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.GradientWeight`1.GetIndex(System.Single)">
<summary>
获取给定坐标的位置所处的索引
</summary>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.GradientWeight`1.GetSmoothstep(System.Single,System.Single,System.Single,System.Single)">
<summary>
获取一个可以随权重变化的调整率
</summary>
<param name="edge0"></param>
<param name="edge1"></param>
<param name="x"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.GradientWeight`1.GetSmoothstep(System.Single,System.Single)">
<summary>
获取平滑步骤
</summary>
<param name="x"></param>
<param name="k"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.GradientWeight`1.GetRange">
<summary>
获取范围
</summary>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Type.GradientPoint`1">
<summary>
梯度列表上的单点
</summary>
<typeparam name="K"></typeparam>
</member>
<member name="F:XericLibrary.Runtime.Type.GradientPoint`1.x">
<summary>
横轴坐标
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.GradientPoint`1.y">
<summary>
纵轴取值
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.GradientPoint`1.Weight">
<summary>
权重(上一个的权重与下一个的权重)
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.GradientPoint`1.WeightPrev">
<summary>
与上一个的权重
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.GradientPoint`1.WeightNext">
<summary>
与下一个项目的权重
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.GradientPoint`1.#ctor(System.Single,`0,System.Single,System.Single)">
<summary>
创建一个梯度结构点
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="pWeight">最小只能表示0</param>
<param name="nWeight">最小只能表示0</param>
</member>
<member name="M:XericLibrary.Runtime.Type.GradientPoint`1.GetAdjacentRatioWeight(XericLibrary.Runtime.Type.GradientPoint{`0},System.Single@)">
<summary>
获取当前元素与相邻元素的有效权重;
这里的有效权重是指对于双方来说,各自从0-1的权重。
</summary>
<param name="next">下一个梯度元素</param>
<param name="nextWeight">下一个梯度元素的权重</param>
<returns>当前梯度元素的权重</returns>
</member>
<member name="T:XericLibrary.Runtime.Type.FloatGradientWeight">
<summary>
浮点梯度权重
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.Vector2GradientWeight">
<summary>
矢量梯度权重
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.Vector3GradientWeight">
<summary>
矢量梯度权重
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.Vector4GradientWeight">
<summary>
矢量梯度权重
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.ColorGradientWeight">
<summary>
颜色梯度权重
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.QuaternionGradientWeight">
<summary>
旋转梯度权重
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.GreekLetteList">
<summary>
希腊字母名称对
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.GreekLetteList.GreekLetteCharacters">
<summary>
获取希腊字母
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.GreekLetteList.GreekLetteEnglishNames">
<summary>
获取希腊字母全拼
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.GreekLetteList.GreekLetteChineseNames">
<summary>
获取希腊字母读音
</summary>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Type.QuadTree`1">
<summary>
一个简单的四叉树
<code>
由于四叉树的特性,重新生成可能会比转置并平衡四叉树要简单和方便的多。
所以,如果需要维护四叉树,建议直接丢弃旧树重新生成
</code>
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.QuadTree`1.Insert(`0)">
<summary>
插入元素
</summary>
<param name="t"></param>
<param name="rect"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.QuadTree`1.Retrieve(UnityEngine.Rect)">
<summary>
寻找范围内的元素
</summary>
<param name="retArea"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Type.QuadTree`1.Node">
<summary>
四叉树节点
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.QuadTree`1.Node.boundary">
<summary>
节点范围
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.QuadTree`1.Node.objectSet">
<summary>
节点内对象,为空代表此节点不包含成员
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.QuadTree`1.Node.#ctor(UnityEngine.Rect,System.Int32)">
<summary>
构造节点
</summary>
<param name="boundary">节点范围</param>
<param name="deep">节点层级</param>
</member>
<member name="M:XericLibrary.Runtime.Type.QuadTree`1.Node.Insert(`0)">
<summary>
元素插入
</summary>
<param name="t"></param>
<param name="rect"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.QuadTree`1.Node.Split">
<summary>
执行细分,这会直接创建所有的子节点
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.QuadTree`1.Node.QuadrantOf(UnityEngine.Rect,XericLibrary.Runtime.Type.QuadTree{`0}.NodeQuadrant@)">
<summary>
查找给定范围象限
</summary>
<param name="rect"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.QuadTree`1.Node.Retrieve(UnityEngine.Rect)">
<summary>
找回
</summary>
<param name="retArea"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Type.ICanStoredByQuadTree">
<summary>
四叉树识别接口
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.ICanStoredByQuadTree.QuadTreeDiscernRectRange">
<summary>
提供给四叉树容器可识别的范围
</summary>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Type.SingleMonoBase`1">
<summary>
单例基础类,允许通过继承或直接注册的方式获取一个类的单例系统
<code>
如果给定的类通过继承的方式获得单例行为时,允许获取此单例类中的全部操作实现。
如果给定类通过类型限定语句注册到全局时,将不允许获取此单例中的操作实现。
如果期望直接获得一个空的节点,可以使用transform作为泛型,毕竟所有节点都有这个组件。
</code>
</summary>
<typeparam name="T"></typeparam>
</member>
<member name="F:XericLibrary.Runtime.Type.SingleMonoBase`1.golbalNodeName">
<summary>
空诞生时根节点名称
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.SingleMonoBase`1.specificRuntimeClassInstance">
<summary>
具体的运行时定义实例
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.SingleMonoBase`1.m_selfInstance">
<summary>
组件自身单例(如果目标源并非自身,则可以使用自身引用获取)
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.SingleMonoBase`1.m_agentInstance">
<summary>
额外代理的单例
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.SingleMonoBase`1.m_AnonymousInstance">
<summary>
用作匿名类成员
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.SingleMonoBase`1.SpecificRuntimeClassInstance">
<summary>
由于untiy对带泛型类的反射序列化支持较弱,所以这里提供用于在运行时查找所有全局对象的类
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.SingleMonoBase`1.m_instance">
<summary>
组件单例
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.SingleMonoBase`1.GlobalNode">
<summary>
当前全局单例承载节点
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.SingleMonoBase`1.DontDestoryGlobalNode">
<summary>
世界全局单例承载节点
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.SingleMonoBase`1.Inst">
<summary>
获取组件最近单例
<code>
inst要求返回的对象必须为声明的泛型 (如果泛型类并非自己时无法获取自己的内容)。
如果目标已实现,但不存在于世界中时,将自动在当前场景中创建一个空节点用于存放对象。
注意:
不允许:自身排斥,多线同步,异步执行,远程单例,非运行时
允许:隐式声明
</code>
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.SingleMonoBase`1.GlobalInstance">
<summary>
获取一个在全局的静态单例成员
<code>
GlobalInstance不作来自继承的限制,允许与原型无关的泛型。
如果目标已实现,但不存在于世界中时,将自动在全局创建一个空节点用于存放自己。
如果泛型并非自己时,虽然可以定义,但无法在此处获取自己的内容,可以使用配合InstanceSelf使用。
注意:
不允许:自身排斥,多线同步,非运行时
允许:异步执行,隐式声明,远程单例
</code>
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.SingleMonoBase`1.InstanceSelf">
<summary>
获取此静态单例成员的绝对自身
<code>
功能与 GlobalInstance 一致,但:
如果泛型并非自己时,虽然可以定义,但无法在此处获取泛型的内容。
注意:
不允许:自身排斥,多线同步,非运行时
允许:异步执行,隐式声明,远程单例
</code>
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.SingleMonoBase`1.Instance">
<summary>
代理单例对象
<code>
交叉同源对象,将另一个目标作为首选项覆盖原生,这在原型并非泛型限定时很有用。
注意:
不允许:多线同步,异步执行,隐式声明,远程单例
允许:自身排斥,非运行时
</code>
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.SingleMonoBase`1.LazyInstance">
<summary>
惰性单例
<code>
在单例未声名前,什么都不做。
声明后也什么都不做。
注意:
不允许:隐式声明,远程单例,自身排斥
允许:多线同步,异步执行,非运行时
</code>
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.SingleMonoBase`1.EditorInstance">
<summary>
编辑时单例
<code>
如果世界中存在实现,那么以世界为准。
否则仅在后台临时存在,不建议通过编辑时单例在状态与状态之间传递,它们的联系是脆弱的。
单例对象在每次关闭编辑器,切换关卡后重置
注意:
不允许:多线同步,异步执行,远程单例,自身排斥
允许:隐式声明,非运行时
</code>
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.SingleMonoBase`1.AnonymousInstance">
<summary>
匿名单例
<code>
如果不需要匿名单例,就不要调用,它会保持为空,避免占用资源。
匿名单例将成员映射为键值对,它保留了字段和方法可供执行(其他都不在映射范围内);
方法需要通过单例限定名访问 ExecuteAnonymousInstanceMethod 方法进行调用
匿名单例需要手动维护,你可以调用 SyncCopyMainToAnonymous 或 SyncCopyAnonymousToMain 来在两个方向上同步。
匿名单例可以在单例被释放后仍然保存数据。
注意:
不允许:隐式声明,远程单例,非运行时
允许:多线同步,异步执行,自身排斥
</code>
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.SingleMonoBase`1.BypassInstance">
<summary>
旁路优先单例
<code>
在*情景说明*下执行对应的实例访问器只有极小可能不会生成一个不是单例的单例类实例
这个单例由于不是实际意义上的单例,所以是找不到的。
这里无视*说明限制*访问那些不在以上所有单例模式中的额外单例实例。
注意:
不允许:多线同步,异步执行,远程单例,非运行时
允许:隐式声明,自身排斥
</code>
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.SingleMonoBase`1.CentralFiniteMetaInstance">
<summary>
中央有限元单例
<code>
一个有趣的获取方式
首先将上面的匿名单例放到普通列表中,然后在另一个线程中将其实例化。
你可以使用另一个用于非component类的单例系统*不小心*访问这个列表,
要做什么事请在斐波那契数列,帕多瓦数列,佩尔数列计算完成2^1145前完成。
注意:
不允许:非运行时
允许:自身排斥,异步执行,多线同步,隐式声明,远程单例
</code>
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.SingleMonoBase`1.InstanceSelfAs``1">
<summary>
直接获取为自身终端类
</summary>
<typeparam name="K"></typeparam>
<returns></returns>
<exception cref="T:System.NotImplementedException"></exception>
</member>
<member name="M:XericLibrary.Runtime.Type.SingleMonoBase`1.Awake">
<summary>
基本单例组件中默认保留旧的成员,如果需要移除旧成员,请在base调用前调用DestroyInstanc()
</summary>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:XericLibrary.Runtime.Type.SingleMonoBase`1.InstanceLaunch">
<summary>
实例在场景中无中生有时通过此过程进行初始化
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.SingleMonoBase`1.DestroyInstance">
<summary>
移除此处的单例实例
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.SingleMonoBase`1.AssignInstance(`0)">
<summary>
手动指派一个实例到此
</summary>
<param name="inst"></param>
<returns>如果实例不为空,或实例重复指派,则指派失败,返回否</returns>
</member>
<member name="M:XericLibrary.Runtime.Type.SingleMonoBase`1.BeginInterceptMethod(System.String)">
<summary>
拦截一个单例内的方法
</summary>
<param name="methodName"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.SingleMonoBase`1.StopInterceptMethod(System.String)">
<summary>
取消对一个单例内方法的拦截
</summary>
<param name="methodName"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.SingleMonoBase`1.BeginHookToAttribute(System.String,System.Action{System.Object})">
<summary>
开始对一个属性进行钩子监听
</summary>
<param name="attributeName"></param>
<param name="hookPass"></param>
</member>
<member name="M:XericLibrary.Runtime.Type.SingleMonoBase`1.StopHookToAttribute(System.String)">
<summary>
取消对一个属性进行钩子监听
</summary>
<param name="attributeName"></param>
<param name="hookPass"></param>
</member>
<member name="T:XericLibrary.Runtime.Type.WeaklyHistoryMonoBase">
<summary>
带有历史记录的脚本
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.WeaklyHistoryMonoBase.HistoryPosition">
<summary>
获取历史坐标
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.WeaklyHistoryMonoBase.HistoryRotation">
<summary>
获取历史旋转
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.WeaklyHistoryMonoBase.HistoryScale">
<summary>
获取历史缩放
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.WeaklyHistoryMonoBase.initial_WorldPosition">
<summary>
初始世界坐标
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.WeaklyHistoryMonoBase.initial_WorldRotation">
<summary>
初始世界旋转
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.WeaklyHistoryMonoBase.last_WorldPosition">
<summary>
上一帧世界坐标
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.WeaklyHistoryMonoBase.last_WorldRotation">
<summary>
上一帧世界旋转
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.WeaklyHistoryMonoBase.initial_LocalPosition">
<summary>
初始坐标
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.WeaklyHistoryMonoBase.initial_LocalRotation">
<summary>
初始旋转
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.WeaklyHistoryMonoBase.initial_LocalScale">
<summary>
初始缩放
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.WeaklyHistoryMonoBase.last_LocalPosition">
<summary>
上一帧坐标
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.WeaklyHistoryMonoBase.last_LocalRotation">
<summary>
上一帧旋转
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.WeaklyHistoryMonoBase.last_LocalScale">
<summary>
上一帧缩放
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.WeaklyHistoryMonoBase.enableUpdateLastTransform">
<summary>
使能更新历史变换
</summary>
</member>
<member name="T:XericLibrary.Runtime.Type.WeaklyMonoBase">
<summary>
弱类型脚本
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.WeaklyMonoBase.CompareNullCheck(UnityEngine.Object,UnityEngine.Object,System.Boolean@)">
<summary>
检查两者是否同时为null,以及是否可以继续检查
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
<param name="bothEqualNull"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.WeaklyMonoBase.GetWeakHashID(XericLibrary.Runtime.Type.WeaklyMonoBase)">
<summary>
获取实例哈希id
</summary>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.WeaklyMonoBase.IsFilteringRuleObject">
<summary>
检查对象有效性
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.WeaklyMonoBase.GetEnumerator">
<summary>
允许获取一个同类元素的迭代器,这也是弱类型的一部分
</summary>
<returns></returns>
</member>
<member name="F:XericLibrary.Runtime.Type.WeaklyMonoBase.rectTransform">
<summary>
此处的矩形变换组件
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.WeaklyMonoBase.GetWeaklyRectTransform">
<summary>
定义如何获取弱矩形变换组件,用于重载所有弱变换组件检查
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.WeaklyMonoBase.GetWeaklyTransform">
<summary>
定义如何获取弱变换组件,用于重载所有弱变换组件检查
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.WeaklyMonoBase.GetWeaklyGameObject">
<summary>
定义如何获取此弱游戏对象, 用于重载所有弱游戏对象检查
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.WeaklyMonoBase.GetWeaklyIndex">
<summary>
定义如何获取此弱索引,用于重载所有弱索引检查的索引获取
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.WeaklyMonoBase.GetWeaklyName">
<summary>
定义如何获取此弱名称,用于重载所有弱名称检查的目标
</summary>
<returns></returns>
</member>
<member name="P:XericLibrary.Runtime.Type.WeaklyMonoBase.WeaklyPosition">
<summary>
定义此弱三维坐标,用于重载所有弱检查
</summary>
<returns></returns>
</member>
<member name="P:XericLibrary.Runtime.Type.WeaklyMonoBase.WeaklyRotation">
<summary>
定义此弱三维旋转,用于重载所有弱检查
</summary>
<returns></returns>
</member>
<member name="P:XericLibrary.Runtime.Type.WeaklyMonoBase.WeaklyScale">
<summary>
定义此弱三维缩放,用于重载所有弱检查
</summary>
<returns></returns>
</member>
<member name="P:XericLibrary.Runtime.Type.WeaklyMonoBase.WeaklyAnchoredPosition3">
<summary>
定义此弱界面三维坐标,用于重载所有弱检查
</summary>
<returns></returns>
</member>
<member name="P:XericLibrary.Runtime.Type.WeaklyMonoBase.WeaklyAnchoredPosition">
<summary>
定义此弱界面坐标,用于重载所有弱检查
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.WeaklyMonoBaseExtend.IsNull(XericLibrary.Runtime.Type.WeaklyMonoBase)">
<summary>
如果目标为空
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.WeaklyMonoBaseExtend.IsNotNull(XericLibrary.Runtime.Type.WeaklyMonoBase)">
<summary>
如果不为空
</summary>
<param name="wmb"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.WeaklyMonoBaseExtend.IsNull(UnityEngine.MonoBehaviour)">
<summary>
如果目标为空
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Type.WeaklyMonoBaseExtend.IsNotNull(UnityEngine.MonoBehaviour)">
<summary>
如果不为空
</summary>
<param name="mb"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Type.WeaklyObjectBase">
<summary>
弱类型基础
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.WeaklyObjectBase.lastDate">
<summary>
上次操作时的时间标记
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.WeaklyObjectBase.lastTime">
<summary>
上次操作时的时间标记
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.WeaklyObjectBase.sameCount">
<summary>
同一时间中诞生计数, 使用ulong只是为了不转换,但实际上范围只在short以内,超出了其实也没事,就是有可能发生索引重复
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.WeaklyObjectBase.suffixIndex">
<summary>
序列后缀
</summary>
</member>
<member name="F:XericLibrary.Runtime.Type.WeaklyObjectBase.suffixHash">
<summary>
序列哈希
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.WeaklyObjectBase.SuffixIndex">
<summary>
后缀索引
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.WeaklyObjectBase.SuffixHash">
<summary>
后缀名称
</summary>
</member>
<member name="P:XericLibrary.Runtime.Type.WeaklyObjectBase.InstanceCounters">
<summary>
实例编号
</summary>
</member>
<member name="M:XericLibrary.Runtime.Type.WeaklyObjectBase.#ctor">
<summary>
注意不要在类字段中直接初始化,会导致种子时间不变
</summary>
</member>
<member name="T:XericLibrary.Runtime.XericComponent.ComponentStatisticsManagement">
<summary>
组件统计管理
</summary>
</member>
<member name="T:XericLibrary.Runtime.XericComponent.RectDrawBasal">
<summary>
基本的图形矩形后处理
</summary>
</member>
<member name="T:XericLibrary.Runtime.XericComponent.Spline.IXericSplie">
<summary>
样条曲线接口
</summary>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.Spline.IXericSplie.GetPointPosition(System.Int32)">
<summary>
获取给定索引点的坐标
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.Spline.IXericSplie.SetPointPosition(System.Int32,UnityEngine.Vector3)">
<summary>
设置给定索引点的坐标
</summary>
<param name="index"></param>
<param name="pos"></param>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.Spline.IXericSplie.EvaluatePosition(System.Single)">
<summary>
获取线上t的坐标
</summary>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.XericComponent.XericRectSplinePath">
<summary>
ui曲线路径脚本,在canvas上绘制曲线
</summary>
</member>
<member name="F:XericLibrary.Runtime.XericComponent.XericRectSplinePath.GizmosDottedLinePercent">
<summary>
调试线占比
</summary>
</member>
<member name="F:XericLibrary.Runtime.XericComponent.XericRectSplinePath.GizmosDottedLineUnit">
<summary>
调试线单位占比长度
</summary>
</member>
<member name="F:XericLibrary.Runtime.XericComponent.XericRectSplinePath.GizmosPointSize">
<summary>
调试控制点尺寸
</summary>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.XericRectSplinePath.UpdateRectDepend">
<summary>
刷新矩形空间参数依赖,如果窗口更改了缩放,应该调用并刷新其中的参数
</summary>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.XericRectSplinePath.EvaluatePivotPosition(System.Single)">
<summary>
获取曲线在屏幕上的坐标
<code>
曲线坐标受当前挂载变换组件的影响
</code>
</summary>
<param name="t"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.XericRectSplinePath.EvaluateRotation(System.Single)">
<summary>
获取曲线在屏幕上的旋转
</summary>
<param name="t"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.XericRectSplinePath.EvaluateValue(System.Single)">
<summary>
获取曲线上数值过度
</summary>
<param name="t"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.XericRectSplinePath.GetPointRotation(System.Int32)">
<summary>
获取给定索引的点在屏幕上的旋转
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.XericRectSplinePath.SetPointRotation(System.Int32,UnityEngine.Quaternion)">
<summary>
获取给定索引的点在屏幕上的旋转
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.XericRectSplinePath.GetStartHandlePosition(System.Int32)">
<summary>
获取起点手柄的坐标
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.XericRectSplinePath.SetStartHandlePosition(System.Int32,UnityEngine.Vector3)">
<summary>
设置起点手柄的坐标
</summary>
<param name="index"></param>
<param name="position"></param>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.XericRectSplinePath.GetEndHandlePosition(System.Int32)">
<summary>
获取终点手柄的坐标
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.XericRectSplinePath.SetEndHandlePosition(System.Int32,UnityEngine.Vector3)">
<summary>
设置终点手柄的坐标
</summary>
<param name="index"></param>
<param name="position"></param>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.XericRectSplinePath.TransformPointToWorld(UnityEngine.Vector2)">
<summary>
转换点到屏幕空间
</summary>
<param name="pointAnchor"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.XericRectSplinePath.TransformWorldToAnchor(UnityEngine.Vector3)">
<summary>
将屏幕空间点计算为锚点
</summary>
<param name="position"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.XericRectSplinePath.TrasnformRotationToWorld(UnityEngine.Quaternion)">
<summary>
将本地旋转转为世界
</summary>
<param name="rotation"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.XericRectSplinePath.TransformRotationToLocal(UnityEngine.Quaternion)">
<summary>
将世界旋转转为本地
</summary>
<param name="rotation"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.XericComponent.XericSplinePath">
<summary>
曲线路径脚本,可以在世界中绘制曲线
</summary>
</member>
<member name="F:XericLibrary.Runtime.XericComponent.XericSplinePath.xericSpline">
<summary>
曲线功能
</summary>
</member>
<member name="F:XericLibrary.Runtime.XericComponent.XericSplinePath.SplineWorldSpace">
<summary>
样条线使用的坐标空间
</summary>
</member>
<member name="F:XericLibrary.Runtime.XericComponent.XericSplinePath.GizmosDottedLinePercent">
<summary>
调试线占比
</summary>
</member>
<member name="F:XericLibrary.Runtime.XericComponent.XericSplinePath.GizmosDottedLineUnit">
<summary>
调试线单位占比长度
</summary>
</member>
<member name="F:XericLibrary.Runtime.XericComponent.XericSplinePath.GizmosPointSize">
<summary>
调试控制点尺寸
</summary>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.XericSplinePath.EvaluateRotation(System.Single)">
<summary>
获取映射值对应曲线上的旋转
</summary>
<param name="t"></param>
<returns>曲线上点在世界空间中的旋转</returns>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.XericSplinePath.AutoWorldPosition(UnityEngine.Vector3)">
<summary>
将一个曲线的坐标值通过给定变换转换到世界
</summary>
<param name="pos"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.XericSplinePath.AutoWorldPosition(UnityEngine.Vector3,UnityEngine.Transform)">
<summary>
将一个曲线的坐标值通过给定变换转换到世界
</summary>
<param name="pos"></param>
<param name="transform"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.XericComponent.XericSplinePath.AutoWorldRotation(UnityEngine.Quaternion)">
<summary>
将一个曲线的旋转值通过给定变换转换到世界
</summary>
<param name="rot"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Debuger.MacroDebugDraw">
<summary>
调试绘制类
</summary>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.SetColor(UnityEngine.Color)">
<summary>
设置颜色
</summary>
<param name="color"></param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.ResetColor">
<summary>
恢复颜色
</summary>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.DebugDrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color)">
<summary>
绘制线条
</summary>
<param name="start"></param>
<param name="end"></param>
<param name="color"></param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.DrawLineArray(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single,System.Int32)">
<summary>
绘制线条阵列
</summary>
<param name="start">样本起点</param>
<param name="end">样本终点</param>
<param name="dir">阵列方向</param>
<param name="color">颜色</param>
<param name="dist">阵列距离</param>
<param name="count">阵列数量</param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.DrawLineArray(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32)">
<summary>
绘制线条阵列
</summary>
<param name="start">样本起点</param>
<param name="end">样本终点</param>
<param name="dir">阵列方向</param>
<param name="dist">阵列距离</param>
<param name="count">阵列数量</param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.DrawLineArray2(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single,System.Single,System.Int32,System.Int32)">
<summary>
在两个方向上绘制线条阵列
</summary>
<param name="start">样本起点</param>
<param name="end">样本终点</param>
<param name="dir1">阵列方向1</param>
<param name="dir2">阵列方向2</param>
<param name="color">颜色</param>
<param name="dist1">阵列距离1</param>
<param name="dist2">阵列距离2</param>
<param name="count1">阵列数量1</param>
<param name="count2">阵列数量2</param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.DrawLineArray2(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single,System.Int32,System.Int32)">
<summary>
在两个方向上绘制线条阵列
</summary>
<param name="start">样本起点</param>
<param name="end">样本终点</param>
<param name="dir1">阵列方向1</param>
<param name="dir2">阵列方向2</param>
<param name="dist1">阵列距离1</param>
<param name="dist2">阵列距离2</param>
<param name="count1">阵列数量1</param>
<param name="count2">阵列数量2</param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.DrawBox(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color)">
<summary>
绘制立方盒体(注意:请不要用这个方法绘制网格,复杂度是12n^3)
</summary>
<param name="origin"></param>
<param name="cellSize"></param>
<param name="color"></param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.DrawBox(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
绘制立方盒体(注意:请不要用这个方法绘制网格,复杂度是12n^3)
</summary>
<param name="origin"></param>
<param name="cellSize"></param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.DrawGrid3D(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3Int,UnityEngine.Color)">
<summary>
绘制3D网格 (适合绘制网格,相比使用立方体排布,复杂度是n^3)
</summary>
<param name="origin">网格中心原点</param>
<param name="cellSize">晶格尺寸</param>
<param name="axisCount">各轴数量</param>
<param name="color">颜色</param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.DrawGrid3D(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3Int)">
<summary>
绘制3D网格 (适合绘制网格,相比使用立方体排布,复杂度是n^3)
</summary>
<param name="origin">网格中心原点</param>
<param name="cellSize">晶格尺寸</param>
<param name="axisCount">各轴数量</param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.DrawPlane(UnityEngine.Vector3,UnityEngine.Vector2,UnityEngine.Color)">
<summary>
绘制2D平面
</summary>
<param name="origin"></param>
<param name="halfSize"></param>
<param name="color"></param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.DrawPlane(UnityEngine.Vector3,UnityEngine.Vector2)">
<summary>
绘制2D平面
</summary>
<param name="origin"></param>
<param name="halfSize"></param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.Draw2DGridUp(UnityEngine.Vector3,UnityEngine.Vector2,UnityEngine.Vector2Int,UnityEngine.Color)">
<summary>
绘制2D向上网格
</summary>
<param name="origin"></param>
<param name="cellSize"></param>
<param name="axisCount"></param>
<param name="color"></param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.Draw2DCircleGridUp(UnityEngine.Vector3,UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Color,System.Boolean)">
<summary>
绘制2D向上圆形无边网格(基于世界原点,通过绝对网格偏移调整位置)
</summary>
<param name="origin"></param>
<param name="moduloOffset">绝对网格偏移</param>
<param name="cellModulo">单元网格模数,也是单元网格大小</param>
<param name="radius"></param>
<param name="color"></param>
<param name="solitary">启用外接矩形线,将会以红色衔接原型外侧到线起点的这一段距离</param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.Draw2DCircleGridUp(UnityEngine.Vector3,UnityEngine.Vector2,UnityEngine.Vector2,System.Single)">
<summary>
绘制2D向上圆形无边网格(基于世界原点,通过绝对网格偏移调整位置)
</summary>
<param name="origin"></param>
<param name="cellModulo"></param>
<param name="moduloOffset"></param>
<param name="radius"></param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.Draw2DGridUp(UnityEngine.Vector3,UnityEngine.Vector2,UnityEngine.Vector2Int)">
<summary>
绘制2D向上网格
</summary>
<param name="origin"></param>
<param name="cellSize"></param>
<param name="axisCount"></param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.Draw2DGridFront(UnityEngine.Vector3,UnityEngine.Vector2,UnityEngine.Vector2Int,UnityEngine.Color)">
<summary>
绘制2D向前网格
</summary>
<param name="origin"></param>
<param name="cellSize"></param>
<param name="axisCount"></param>
<param name="color"></param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.Draw2DGridFront(UnityEngine.Vector3,UnityEngine.Vector2,UnityEngine.Vector2Int)">
<summary>
绘制2D向前网格
</summary>
<param name="origin"></param>
<param name="cellSize"></param>
<param name="axisCount"></param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.Draw2DGridLeft(UnityEngine.Vector3,UnityEngine.Vector2,UnityEngine.Vector2Int,UnityEngine.Color)">
<summary>
绘制2D向左网格(因为只有向左看两个轴才与实际对齐)
</summary>
<param name="origin"></param>
<param name="cellSize"></param>
<param name="axisCount"></param>
<param name="color"></param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.Draw2DGridLeft(UnityEngine.Vector3,UnityEngine.Vector2,UnityEngine.Vector2Int)">
<summary>
绘制2D向左网格(因为只有向左看两个轴才与实际对齐)
</summary>
<param name="origin"></param>
<param name="cellSize"></param>
<param name="axisCount"></param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.DrawCircleUp(UnityEngine.Vector3,UnityEngine.Color,System.Single)">
<summary>
绘制圆
</summary>
<param name="origin"></param>
<param name="color"></param>
<param name="radius"></param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.DrawCircleUp(UnityEngine.Vector3,System.Single)">
<summary>
绘制圆
</summary>
<param name="origin"></param>
<param name="radius"></param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.DrawDownArrow(UnityEngine.Vector3,UnityEngine.Color,System.Single,System.Single,System.Single)">
<summary>
绘制一个向下的箭头,箭头的原点是头部
</summary>
<param name="origin"></param>
<param name="color"></param>
<param name="length"></param>
<param name="halfSize"></param>
<param name="trail"></param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.DrawDownArrow(UnityEngine.Vector3,System.Single,System.Single,System.Single)">
<summary>
绘制一个向下的箭头,箭头的原点是头部
</summary>
<param name="origin"></param>
<param name="length"></param>
<param name="halfSize"></param>
<param name="trail"></param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.DrawAxis(UnityEngine.Vector3,System.Single)">
<summary>
绘制一个空轴,沿六个方向发射长度为半径的线
</summary>
<param name="origin"></param>
<param name="radius"></param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.DebugDraw(UnityEngine.Rect)">
<summary>
绘制这个矩形的范围
</summary>
<param name="rect"></param>
</member>
<member name="M:XericLibrary.Runtime.Debuger.MacroDebugDraw.DebugDraw(UnityEngine.Rect,UnityEngine.Color)">
<summary>
绘制这个矩形的范围
</summary>
<param name="rect"></param>
</member>
<member name="F:XericLibrary.Runtime.Generation.BaseGenerate`1.GenerationCompute">
<summary>
生成器
</summary>
</member>
<member name="M:XericLibrary.Runtime.Generation.BaseGenerate`1.CopyComponentToAnother``1(``0,``0)">
<summary>
复制一个组件到另一个组件中
<code>
这个方法只能用于 MonoBehaviours 或普通 C# 类的字段和属性,
不能用于 Unity 内置组件(例如 Transform、Rigidbody 等)的复制,
因为这些组件的字段和属性通常是私有的。
</code>
</summary>
<typeparam name="COMPONENT"></typeparam>
<param name="SOURCE"></param>
<param name="CopyTo"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Generation.BaseGenerate`1.CopyComponentToNew``1(UnityEngine.GameObject,UnityEngine.GameObject@)">
<summary>
从给定的物体上克隆一个组件到新的物体上
<code>
这个方法适用于所有类型的组件
</code>
</summary>
<typeparam name="COMPONENT"></typeparam>
<param name="source"></param>
<param name="copied"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Generation.BaseGenerate`1.CreatOrGetGameNode(System.String,UnityEngine.Transform)">
<summary>
创建节点
</summary>
</member>
<member name="M:XericLibrary.Runtime.Generation.BaseGenerate`1.DieSonless(UnityEngine.Transform)">
<summary>
使给定的游戏节点断子绝孙
</summary>
</member>
<member name="M:XericLibrary.Runtime.Generation.BaseGenerate`1.DieSonless(UnityEngine.GameObject)">
<summary>
使给定的游戏节点断子绝孙
</summary>
</member>
<member name="M:XericLibrary.Runtime.Generation.BaseGenerate`1.ExtractAllComponent``1(UnityEngine.Transform,System.String,System.Int32)">
<summary>
提取所有组件,然后在同级中另起一个节点进行对指定组件结构的覆盖
</summary>
<typeparam name="COMPONENT"></typeparam>
<param name="transform">要提取组件的节点</param>
<param name="name">复制时另起节点的名称</param>
<param name="MaxStackDepth">最大检索深度</param>
</member>
<member name="T:XericLibrary.Runtime.Generation.GenMethod">
<summary>
生成节点纯方法
</summary>
</member>
<member name="T:XericLibrary.Runtime.Generation.StairsGenerate">
<summary>
创建楼梯
</summary>
</member>
<member name="T:XericLibrary.Runtime.Generation.PlaneWithHoleGeneration">
<summary>
平面挖孔碰撞
</summary>
</member>
<member name="T:XericLibrary.Runtime.Generation.RectangularSurroundWithHoleGeneration">
<summary>
矩形包围与穿孔,用于制作简易的房间合体
</summary>
</member>
<member name="T:XericLibrary.Runtime.Generation.StairsGeneration">
<summary>
生成楼梯简易碰撞;
生成可循环的单段楼梯,比如固定步阶的楼梯
</summary>
</member>
<member name="T:XericLibrary.Runtime.PlayerController.XericCharactorController">
<summary>
xeric玩家控制器,预制了一系列简单的移动操作,
可以通过重写其中的部分功能来实现更多的支持项目
</summary>
</member>
<member name="E:XericLibrary.Runtime.PlayerController.XericCharactorController.OnMoveModeChange">
<summary>
当此行动组件模式发生改变时
</summary>
</member>
<member name="F:XericLibrary.Runtime.PlayerController.XericCharactorController.MoveDir">
<summary>
移动方向
</summary>
</member>
<member name="F:XericLibrary.Runtime.PlayerController.XericCharactorController.RotateDir">
<summary>
旋转方向
</summary>
</member>
<member name="F:XericLibrary.Runtime.PlayerController.XericCharactorController.MouseDelta">
<summary>
鼠标偏移量
</summary>
</member>
<member name="F:XericLibrary.Runtime.PlayerController.XericCharactorController.ExpectSpeed">
<summary>
期望速度
</summary>
</member>
<member name="F:XericLibrary.Runtime.PlayerController.XericCharactorController.MoveSpeed">
<summary>
移动速度
</summary>
</member>
<member name="F:XericLibrary.Runtime.PlayerController.XericCharactorController.CharactorMoveMode">
<summary>
此角色行动模式
</summary>
</member>
<member name="F:XericLibrary.Runtime.PlayerController.XericCharactorController.IsOnTheGround">
<summary>
在地面上
</summary>
</member>
<member name="F:XericLibrary.Runtime.PlayerController.XericCharactorController.GroundTarget">
<summary>
作为地面的碰撞体目标
</summary>
</member>
<member name="F:XericLibrary.Runtime.PlayerController.XericCharactorController.GroundHit">
<summary>
地面碰撞射线结果
</summary>
</member>
<member name="P:XericLibrary.Runtime.PlayerController.XericCharactorController.GetRotateTarget">
<summary>
获取当前选择的主要控制transform
</summary>
</member>
<member name="P:XericLibrary.Runtime.PlayerController.XericCharactorController.SafetyGravityNormalizedDir">
<summary>
获取安全的重力单位方向
</summary>
</member>
<member name="P:XericLibrary.Runtime.PlayerController.XericCharactorController.RigidbodyTransform">
<summary>
刚体所在的变换
</summary>
</member>
<member name="P:XericLibrary.Runtime.PlayerController.XericCharactorController.OriginPoint">
<summary>
角色中心世界坐标
</summary>
</member>
<member name="T:XericLibrary.Runtime.PlayerController.XericCharactorController.CharactorMode">
<summary>
角色行动模式
</summary>
</member>
<member name="F:XericLibrary.Runtime.PlayerController.XericCharactorController.CharactorMode.NormalWalk">
<summary>
正常行走
</summary>
</member>
<member name="F:XericLibrary.Runtime.PlayerController.XericCharactorController.CharactorMode.Crouch">
<summary>
蹲伏
</summary>
</member>
<member name="F:XericLibrary.Runtime.PlayerController.XericCharactorController.CharactorMode.Fly">
<summary>
飞行
</summary>
</member>
<member name="F:XericLibrary.Runtime.PlayerController.XericCharactorController.CharactorMode.Swim">
<summary>
游泳
</summary>
</member>
<member name="F:XericLibrary.Runtime.PlayerController.XericCharactorController.CharactorMode.Climb">
<summary>
攀爬
</summary>
</member>
<member name="M:XericLibrary.Runtime.PlayerController.XericCharactorController.JumpFormGround">
<summary>
施加相对地面的跳跃力
</summary>
</member>
<member name="M:XericLibrary.Runtime.PlayerController.XericCharactorController.Jump(UnityEngine.Vector3)">
<summary>
施加跳跃
</summary>
<param name="force"></param>
<param name="force"></param>
</member>
<member name="M:XericLibrary.Runtime.PlayerController.XericCharactorController.Move(UnityEngine.Vector3)">
<summary>
施加移动驱动力
</summary>
<param name="moveDir"></param>
</member>
<member name="M:XericLibrary.Runtime.PlayerController.XericCharactorController.Rotation(UnityEngine.Vector3)">
<summary>
添加旋转
</summary>
<param name="rotate"></param>
</member>
<member name="M:XericLibrary.Runtime.PlayerController.XericCharactorController.IsTouchingGround(System.Boolean@)">
<summary>
是否接触地面
</summary>
<param name="colliderChange">脚下的碰撞体是否发生了改变</param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Nav.AStart2">
<summary>
普通的A*寻路算法
</summary>
</member>
<member name="F:XericLibrary.Runtime.Nav.AStart2.OpenList">
<summary>
开启列表,存储所有待检查的节点
</summary>
</member>
<member name="F:XericLibrary.Runtime.Nav.AStart2.ClosedList">
<summary>
关闭列表,存储已经检查过的节点
</summary>
</member>
<member name="F:XericLibrary.Runtime.Nav.AStart2.StartNode">
<summary>
起点
</summary>
</member>
<member name="F:XericLibrary.Runtime.Nav.AStart2.EndNode">
<summary>
终点
</summary>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStart2.GetAStartPathByStep(XericLibrary.Runtime.Nav.Interface.IAstartNavNeighborNode,XericLibrary.Runtime.Nav.Interface.IAstartNavNeighborNode)">
<summary>
返回一个可以手动迭代的路径迭代器
</summary>
<returns>放回当前步骤正在执行的节点</returns>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStart2.GetBestFScoreNodeFormOpenList(XericLibrary.Runtime.Nav.AStartNode2@,System.Boolean)">
<summary>
获取优先级最高的节点(代价最小的节点)
</summary>
<param name="node">返回当前代价最小的节点</param>
<param name="allowRemove">找到之后就删除这个节点</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStart2.NodeIndexOfClosedList(XericLibrary.Runtime.Nav.Interface.IAstartNavNeighborNode,System.Int32@)">
<summary>
在已遍历列表中寻找节点
</summary>
<param name="node">节点</param>
<param name="index">节点存在的索引</param>
<returns>节点是否存在</returns>
</member>
<member name="F:XericLibrary.Runtime.Nav.AStartDistanceType.Custom">
<summary>
使用自定义函数
</summary>
</member>
<member name="F:XericLibrary.Runtime.Nav.AStartDistanceType.Manhattan">
<summary>
曼哈顿距离
</summary>
</member>
<member name="F:XericLibrary.Runtime.Nav.AStartDistanceType.OppositeAngle">
<summary>
对角距离
</summary>
</member>
<member name="F:XericLibrary.Runtime.Nav.AStartDistanceType.Euclidean">
<summary>
欧几里得距离
</summary>
</member>
<member name="T:XericLibrary.Runtime.Nav.AStartNode">
<summary>
A*寻路算法节点
</summary>
</member>
<member name="P:XericLibrary.Runtime.Nav.AStartNode.F">
终点代价占比越小,遍历越多,a*越慢,但一定能找到最短路径。
终点代价为0,则完全由起点代价决定,a*将退化为Dijkstra算法。
终点代价占比越大,a*越快,但不能保证找到最短路径,此时变成了最佳优先搜索
</member>
<member name="F:XericLibrary.Runtime.Nav.AStartNode.FScore">
<summary>
总代价
</summary>
</member>
<member name="F:XericLibrary.Runtime.Nav.AStartNode.GScore">
<summary>
起点代价,从起点到当前节点的代价
</summary>
</member>
<member name="F:XericLibrary.Runtime.Nav.AStartNode.HScore">
<summary>
终点代价,启发式预测从当前节点到目标点的代价。
</summary>
</member>
<member name="F:XericLibrary.Runtime.Nav.AStartNode.IsCameNodeValid">
<summary>
如果来时的节点有效
</summary>
</member>
<member name="F:XericLibrary.Runtime.Nav.AStartNode.CameNode">
<summary>
来时的节点
</summary>
</member>
<member name="F:XericLibrary.Runtime.Nav.AStartNode.Homologous">
<summary>
此导航节点对应的目标,导航依靠此接口提供相邻节点
(壹依似,物益似:
意思是一个节点需要依靠着含义相近的数据来完成导航,物体对象充当的了这个数据,也将从中收益)
</summary>
</member>
<member name="F:XericLibrary.Runtime.Nav.AStartNode.IsHomoValid">
<summary>
此导航节点对应目标是否有效
</summary>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStartNode.SetScore(System.Single,System.Single)">
<summary>
设置分数
</summary>
<param name="g">起点代价</param>
<param name="h">终点代价</param>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStartNode.SetScore(XericLibrary.Runtime.Nav.AStartNode,System.Single)">
<summary>
设置分数(从上一节点到此的累加)
</summary>
<param name="comeform">来自节点</param>
<param name="g">自上一节点到此的代价</param>
<param name="h">终点代价</param>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStartNode.SetScore(XericLibrary.Runtime.Nav.AStartNode,XericLibrary.Runtime.Nav.AStartNode)">
<summary>
设置分数
</summary>
<param name="comeform">来自节点</param>
<param name="endNode">终点目标</param>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStartNode.GetReversalLinkNodes">
<summary>
获取颠倒的节点列表(从终点到起点)
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStartNode.GetLinkNodes">
<summary>
获取节点列表(从起点到终点)
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStartNode.GetDistance(XericLibrary.Runtime.Nav.Interface.IAstartNavNeighborNode)">
<summary>
获取距离代价
</summary>
<param name="other"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Nav.AStartNode2">
<summary>
二维节点
</summary>
</member>
<member name="F:XericLibrary.Runtime.Nav.AStartNode2.Position">
<summary>
位置
</summary>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStartNode2.ManhattanDistance(UnityEngine.Vector2,System.Single)">
<summary>
曼哈顿距离
</summary>
<param name="point">目标点</param>
<param name="price">代价</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStartNode2.OppositeAngleDistance(UnityEngine.Vector2,System.Single,System.Single)">
<summary>
对角距离
</summary>
<param name="point">目标点</param>
<param name="price">代价</param>
<param name="price2">对角代价</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStartNode2.EuclideanDistance(UnityEngine.Vector2,System.Single)">
<summary>
欧几里得距离
</summary>
<param name="point">目标点</param>
<param name="price">代价</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStartNode2.Equals(System.Object)">
<summary>
判断节点的引用是否相等,如果只是为了检查节点位置是否一致,可以使用==符号
</summary>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStartNode2.GetReversalLinkNodes2">
<summary>
获取颠倒的节点列表(从终点到起点)
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStartNode2.GetLinkNodes2">
<summary>
获取节点列表(从起点到终点)
</summary>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Nav.AStartNode3">
<summary>
三维节点
</summary>
</member>
<member name="F:XericLibrary.Runtime.Nav.AStartNode3.Position">
<summary>
位置
</summary>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStartNode3.ManhattanDistance(UnityEngine.Vector3,System.Single)">
<summary>
曼哈顿距离
</summary>
<param name="point">目标点</param>
<param name="price">代价</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStartNode3.OppositeAngleDistance(UnityEngine.Vector3,System.Single,System.Single)">
<summary>
对角距离
</summary>
<param name="point">目标点</param>
<param name="price">代价</param>
<param name="price2">对角代价</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStartNode3.EuclideanDistance(UnityEngine.Vector3,System.Single)">
<summary>
欧几里得距离
</summary>
<param name="point">目标点</param>
<param name="price">代价</param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStartNode3.Equals(System.Object)">
<summary>
判断节点的引用是否相等,如果只是为了检查节点位置是否一致,可以使用==符号
</summary>
<param name="obj"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStartNode3.GetReversalLinkNodes3">
<summary>
获取颠倒的节点列表(从终点到起点)
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Nav.AStartNode3.GetLinkNodes3">
<summary>
获取节点列表(从起点到终点)
</summary>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Nav.Interface.IAstartNavNeighborNode">
<summary>
用于实现在节点之间进行a*寻路的接口
</summary>
</member>
<member name="P:XericLibrary.Runtime.Nav.Interface.IAstartNavNeighborNode.DistanceType">
<summary>
获取当前节点到其他节点计算的距离模式
</summary>
</member>
<member name="P:XericLibrary.Runtime.Nav.Interface.IAstartNavNeighborNode.Price">
<summary>
相邻单位代价(默认:1)
</summary>
</member>
<member name="P:XericLibrary.Runtime.Nav.Interface.IAstartNavNeighborNode.Price2">
<summary>
二维对角单位代价(默认: 1.414213)
</summary>
</member>
<member name="P:XericLibrary.Runtime.Nav.Interface.IAstartNavNeighborNode.Price3">
<summary>
三维对角单位代价(默认:1.732051)
</summary>
</member>
<member name="P:XericLibrary.Runtime.Nav.Interface.IAstartNavNeighborNode.AstartNavNodePosition2">
<summary>
获取当前节点在导航中的二维坐标(当使用二维导航器时),
方法内不建议写复杂的过程
</summary>
<returns></returns>
</member>
<member name="P:XericLibrary.Runtime.Nav.Interface.IAstartNavNeighborNode.AstartNavNodePosition3">
<summary>
获取当前节点在导航中的三维坐标(当使用三维导航器时),
方法内不建议写复杂的过程
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Nav.Interface.IAstartNavNeighborNode.GetAstartNavNeighborCount">
<summary>
获取当前节点可遍历的节点数量
</summary>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Nav.Interface.IAstartNavNeighborNode.GetAstartNavNeighbor(System.Int32)">
<summary>
获取当前节点给定索引下的邻居节点
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Nav.Interface.IAstartNavNeighborNode.GetDistance(XericLibrary.Runtime.Nav.Interface.IAstartNavNeighborNode)">
<summary>
获取到另一个节点的距离,这将用于启发函数(代价)
</summary>
<param name="other"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Security.ProgramFlowSecurity">
<summary>
基本的保全调用方法;
需要手动在委托的前后安置保全标识
</summary>
</member>
<member name="F:XericLibrary.Runtime.Security.ProgramFlowSecurity.conservativeFlag">
<summary>
外部保护标志位
</summary>
</member>
<member name="F:XericLibrary.Runtime.Security.ProgramFlowSecurity.DoOnceFlag">
<summary>
外部单步标志位
</summary>
</member>
<member name="M:XericLibrary.Runtime.Security.ProgramFlowSecurity.Start``1(``0)">
<summary>
标志一段程序的开始
</summary>
<typeparam name="T"></typeparam>
<param name="site"></param>
</member>
<member name="M:XericLibrary.Runtime.Security.ProgramFlowSecurity.Finish``1(``0)">
<summary>
标志一段程序的结束
</summary>
<typeparam name="T"></typeparam>
<param name="site"></param>
</member>
<member name="M:XericLibrary.Runtime.Security.ProgramFlowSecurity.TryStart``1(``0)">
<summary>
尝试开始一段程序
</summary>
<typeparam name="T"></typeparam>
<param name="site"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Security.ProgramFlowSecurity.DoOnceStart``1(``0)">
<summary>
开始执行一次
</summary>
<typeparam name="T"></typeparam>
<param name="site"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Security.ProgramFlowSecurity.ResetDoOnce``1(``0)">
<summary>
复位执行一次的标志
</summary>
<typeparam name="T"></typeparam>
<param name="site"></param>
</member>
<member name="M:XericLibrary.Runtime.Security.ProgramFlowSecurity.GetFlag``1(``0)">
<summary>
获取一段程序的标志位
</summary>
<typeparam name="T"></typeparam>
<param name="site"></param>
<returns></returns>
</member>
<member name="M:XericLibrary.Runtime.Security.ProgramFlowSecurity.GetDoOnce``1(``0)">
<summary>
获取一段程序的标志位
</summary>
<typeparam name="T"></typeparam>
<param name="site"></param>
<returns></returns>
</member>
<member name="T:XericLibrary.Runtime.Security.ProgramFlowSecurityExtend">
<summary>
程序流程保全
</summary>
</member>
<member name="E:XericLibrary.Runtime.Security.ProgramFlowSecurityExtend.ExtensibleDelegation">
<summary>
可扩展事件
</summary>
</member>
<member name="F:XericLibrary.Runtime.Security.ProgramFlowSecurityExtend.delegateList">
<summary>
事件列表
</summary>
</member>
<member name="T:XericLibrary.Runtime.Security.ProgramFlowSecurityExtend.DelegateExtensibleFlag">
<summary>
事件扩展标识
</summary>
</member>
<member name="F:XericLibrary.Runtime.Security.ProgramFlowSecurityExtend.DelegateExtensibleFlag.Event">
<summary>
事件
</summary>
</member>
<member name="F:XericLibrary.Runtime.Security.ProgramFlowSecurityExtend.DelegateExtensibleFlag.Doonce">
<summary>
单步执行
</summary>
</member>
<member name="F:XericLibrary.Runtime.Security.ProgramFlowSecurityExtend.DelegateExtensibleFlag.Conservate">
<summary>
调用保护
</summary>
</member>
<member name="M:XericLibrary.Runtime.Security.ProgramFlowSecurityExtend.InvokedAllDelegate">
<summary>
调用所有的已注册扩展事件,注意:这会比使用繁琐的外部方法更慢。
</summary>
</member>
<member name="T:XericLibrary.Runtime.Security.ProgramFlowSecuttyContract">
<summary>
使用委托名称契约进行调用的保全,
性能上应该比使用try catch更好。
</summary>
</member>
<member name="T:XericLibrary.Runtime.SpatialTransform.OffsetFromTrackTarget">
<summary>
设定偏移来自追踪目标
</summary>
</member>
<member name="F:XericLibrary.Runtime.SpatialTransform.OffsetFromTrackTarget.TrackTarget">
<summary>
追踪目标
</summary>
</member>
<member name="F:XericLibrary.Runtime.SpatialTransform.OffsetFromTrackTarget.Offset">
<summary>
偏移量
</summary>
</member>
<member name="M:XericLibrary.Runtime.SpatialTransform.OffsetFromTrackTarget.Initialized(UnityEngine.Transform,UnityEngine.Vector3)">
<summary>
初始化
</summary>
<param name="tracK"></param>
</member>
<member name="T:XericLibrary.ProgramFlowLinear">
<summary>
线性处理流程
</summary>
</member>
<member name="E:XericLibrary.ProgramFlowLinear.RecoveredCoroutineList">
<summary>
恢复待执行事件列表
</summary>
</member>
<member name="P:XericLibrary.ProgramFlowLinear.LoopProgramFlow">
<summary>
设定是否循环处理所有协程
</summary>
</member>
<member name="F:XericLibrary.ProgramFlowLinear.loopProgramFlow">
<summary>
循环处理所有协程
</summary>
</member>
<member name="F:XericLibrary.ProgramFlowLinear.MaxEmbeddedLoopCount">
<summary>
最大执行计数
</summary>
</member>
<member name="F:XericLibrary.ProgramFlowLinear.embeddedLoopCount">
<summary>
当前协程内执行流程计数
</summary>
</member>
<member name="F:XericLibrary.ProgramFlowLinear.routines">
<summary>
等待执行的协程
</summary>
</member>
<member name="F:XericLibrary.ProgramFlowLinear.TargetEvent">
<summary>
当前执行的协程
</summary>
</member>
<member name="F:XericLibrary.ProgramFlowLinear.assure">
<summary>
持久担保者
</summary>
</member>
<member name="F:XericLibrary.ProgramFlowLinear.firstTime">
<summary>
第一次执行
</summary>
</member>
<member name="M:XericLibrary.ProgramFlowLinear.#ctor(System.Action,UnityEngine.MonoBehaviour,System.Boolean,System.Boolean)">
<summary>
线性协程处理器,将一系列协程进行线性处理;
</summary>
<param name="recoveredListTodo">将添加协程的过程进行定义</param>
<param name="assure">协程处理的担保脚本</param>
<param name="executeImmediately">在定义完成后立即执行协程</param>
<param name="loopProgram">设定协程循环执行,如果不循环则需要手动调用start方法</param>
</member>
<member name="M:XericLibrary.ProgramFlowLinear.AddCoroutine(System.Collections.IEnumerator)">
<summary>
添加待处理协程
</summary>
<param name="routine"></param>
</member>
<member name="M:XericLibrary.ProgramFlowLinear.StartCoroutine">
<summary>
协程!启动!
</summary>
</member>
<member name="M:XericLibrary.ProgramFlowLinear.NextCoroutine">
<summary>
执行下一个协程
</summary>
</member>
<member name="M:XericLibrary.ProgramFlowLinear.TryPromoteEmbedded">
<summary>
尝试增加协程执行计数,当计数超越预设范围后将提示停止协程
</summary>
</member>
<member name="T:XericLibrary.LookAtSomething">
<summary>
看向某物
</summary>
</member>
<member name="F:XericLibrary.LookAtSomething.lookAtTargetName">
<summary>
看向目标的名称
</summary>
</member>
<member name="F:XericLibrary.LookAtSomething.lookAtTarget">
<summary>
看向的目标
</summary>
</member>
<member name="P:XericLibrary.LookAtSomething.LookAtTarget">
<summary>
设定看向的目标
</summary>
</member>
<member name="F:XericLibrary.LookAtSomething.ReversLookVector">
<summary>
反转看向轴
</summary>
</member>
<member name="F:XericLibrary.LookAtSomething.LookAtVector">
<summary>
看向的轴
</summary>
</member>
<member name="F:XericLibrary.LookAtSomething.UseableRotateVector">
<summary>
启用旋转的轴
</summary>
</member>
<member name="F:XericLibrary.LookAtSomething.AppedRotateAngle">
<summary>
基础旋转
</summary>
</member>
<member name="F:XericLibrary.LookAtSomething.RotateSpeed">
<summary>
旋转角速度
</summary>
</member>
<member name="F:XericLibrary.LookAtSomething.targetValid">
<summary>
看向的目标有效
</summary>
</member>
<member name="T:System.Collections.Gerneic.Dictionary`2">
<summary>
表示键和值的集合
</summary>
<typeparam name="TKey"></typeparam>
<typeparam name="TValue"></typeparam>
</member>
<member name="M:System.Collections.Gerneic.Dictionary`2.CheckIsString">
<summary>
检查是字符串类型
</summary>
<returns></returns>
</member>
<member name="T:Deconstruction.Type.Peculiarity.CanFindClassAttribute">
<summary>
可以通过反射进行类查找的特性,支持通过标签进行查找
</summary>
</member>
<member name="M:Deconstruction.Type.Peculiarity.CanFindClassAttribute.#ctor">
<summary>
标记此处为允许全局反射查找的类
</summary>
</member>
<member name="M:Deconstruction.Type.Peculiarity.CanFindClassAttribute.#ctor(System.String)">
<summary>
标记此处为允许全局反射查找的类,添加一个名称作为查找的标签(枚举类型标签也在查找的范围)
</summary>
</member>
<member name="M:Deconstruction.Type.Peculiarity.CanFindClassAttribute.#ctor(System.Enum)">
<summary>
标记此处为允许全局反射查找的类,添加一个枚举值作为查找时的标签(字符串类型标签也在查找的范围)
</summary>
</member>
<member name="M:Deconstruction.Type.Peculiarity.CanFindClassAttribute.GetTypeInAssembly(System.Reflection.Assembly,System.Type)">
<summary>
获取给定程序集中所有带有特定标记的类
</summary>
<param name="assembly"></param>
<param name="type"></param>
<returns></returns>
</member>
<member name="M:Deconstruction.Type.Peculiarity.CanFindClassAttribute.GetCanFindTypeInAssembly(System.Reflection.Assembly)">
<summary>
获取给定程序集中所有被标记了可查找的类
</summary>
<param name="assembly"></param>
<returns></returns>
</member>
<member name="M:Deconstruction.Type.Peculiarity.CanFindClassAttribute.GetTypeInAssembly(System.String,System.Reflection.Assembly)">
<summary>
获取给定程序集下所有带有特定标签的类
</summary>
<param name="assembly"></param>
<param name="tag"></param>
<returns></returns>
</member>
<member name="M:Deconstruction.Type.Peculiarity.CanFindClassAttribute.GetTypeInAssembly(System.Enum,System.Reflection.Assembly)">
<summary>
获取给定程序集下所有带有特定标签的类
</summary>
<param name="assembly"></param>
<param name="tag"></param>
<returns></returns>
</member>
<member name="M:Deconstruction.Type.Peculiarity.CanFindClassAttribute.GetTypeInAssembly(System.Reflection.Assembly)">
<summary>
获取给定程序集下所有可查找的类
</summary>
<param name="assembly"></param>
<returns></returns>
</member>
</members>
</doc>