更新到0.6.0.2

This commit is contained in:
2026-07-06 08:47:33 +08:00
parent e29a5178b7
commit 97d41a1385
473 changed files with 156342 additions and 5 deletions
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<CodeSnippets xmlns="http://schemas.microsoft.com/VisualStudio/2005/CodeSnippet">
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLogsAtGameObject</Title>
<Shortcut>drawLogsAtGameObject</Shortcut>
<Description>Draw LogsAtGameObject in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
GameObject gameObject_of_$name$ = $end$;
bool drawNormalPrio_of_$name$ = true;
bool drawWarningPrio_of_$name$ = true;
bool drawErrorPrio_of_$name$ = true;
int maxNumberOfDisplayedLogMessages_of_$name$ = 10;
float forceTextSize_of_$name$ = 0.0f;
Color textColor_of_$name$ = default(Color);
Color boxColor_of_$name$ = default(Color);
float width_ofBoxLines_of_$name$ = 0.0f;
bool drawnBoxEncapsulatesChildren_of_$name$ = true;
bool textBlockAboveLine_of_$name$ = false;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawLogs.LogsAtGameObject(gameObject_of_$name$, drawNormalPrio_of_$name$, drawWarningPrio_of_$name$, drawErrorPrio_of_$name$, maxNumberOfDisplayedLogMessages_of_$name$, forceTextSize_of_$name$, textColor_of_$name$, boxColor_of_$name$, width_ofBoxLines_of_$name$, drawnBoxEncapsulatesChildren_of_$name$, textBlockAboveLine_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LogsAtGameObject</ToolTip>
<Default>logsAtGameObject</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLogsAtGameObjectScreenspace</Title>
<Shortcut>drawLogsAtGameObjectScreenspace</Shortcut>
<Description>Draw LogsAtGameObjectScreenspace in the Unity Editor. (automatic detection of target camera)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
GameObject gameObject_of_$name$ = $end$;
bool drawNormalPrio_of_$name$ = true;
bool drawWarningPrio_of_$name$ = true;
bool drawErrorPrio_of_$name$ = true;
bool clampIntoScreen_of_$name$ = true;
int maxNumberOfDisplayedLogMessages_of_$name$ = 10;
float relTextSizeScaling_of_$name$ = 1.0f;
Color textColor_of_$name$ = default(Color);
Color boxColor_of_$name$ = default(Color);
float widthOfBoxLines_relToViewportHeight_of_$name$ = 0.0f;
bool drawnBoxEncapsulatesChildren_of_$name$ = true;
float durationInSec_of_$name$ = 0.0f;
DrawLogs.LogsAtGameObjectScreenspace(gameObject_of_$name$, drawNormalPrio_of_$name$, drawWarningPrio_of_$name$, drawErrorPrio_of_$name$, clampIntoScreen_of_$name$, maxNumberOfDisplayedLogMessages_of_$name$, relTextSizeScaling_of_$name$, textColor_of_$name$, boxColor_of_$name$, widthOfBoxLines_relToViewportHeight_of_$name$, drawnBoxEncapsulatesChildren_of_$name$, durationInSec_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LogsAtGameObjectScreenspace</ToolTip>
<Default>logsAtGameObjectScreenspace</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLogsAtGameObjectScreenspace_cam</Title>
<Shortcut>drawLogsAtGameObjectScreenspace_cam</Shortcut>
<Description>Draw LogsAtGameObjectScreenspace in the Unity Editor. (explicitly defining the target camera)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Camera cameraWhereToDraw_of_$name$ = $end$;
GameObject gameObject_of_$name$ = ;
bool drawNormalPrio_of_$name$ = true;
bool drawWarningPrio_of_$name$ = true;
bool drawErrorPrio_of_$name$ = true;
bool clampIntoScreen_of_$name$ = true;
int maxNumberOfDisplayedLogMessages_of_$name$ = 10;
float relTextSizeScaling_of_$name$ = 1.0f;
Color textColor_of_$name$ = default(Color);
Color boxColor_of_$name$ = default(Color);
float widthOfBoxLines_relToViewportHeight_of_$name$ = 0.0f;
bool drawnBoxEncapsulatesChildren_of_$name$ = true;
float durationInSec_of_$name$ = 0.0f;
DrawLogs.LogsAtGameObjectScreenspace(cameraWhereToDraw_of_$name$, gameObject_of_$name$, drawNormalPrio_of_$name$, drawWarningPrio_of_$name$, drawErrorPrio_of_$name$, clampIntoScreen_of_$name$, maxNumberOfDisplayedLogMessages_of_$name$, relTextSizeScaling_of_$name$, textColor_of_$name$, boxColor_of_$name$, widthOfBoxLines_relToViewportHeight_of_$name$, drawnBoxEncapsulatesChildren_of_$name$, durationInSec_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LogsAtGameObjectScreenspace</ToolTip>
<Default>logsAtGameObjectScreenspace</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLogsOnScreen</Title>
<Shortcut>drawLogsOnScreen</Shortcut>
<Description>Draw LogsOnScreen in the Unity Editor. (automatic detection of target camera)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
bool drawNormalPrio_of_$name$ = true;$end$
bool drawWarningPrio_of_$name$ = true;
bool drawErrorPrio_of_$name$ = true;
int maxNumberOfDisplayedLogMessages_of_$name$ = 10;
float textSize_relToViewportHeight_of_$name$ = 0.014f;
Color textColor_of_$name$ = default(Color);
bool stackTraceForNormalPrio_of_$name$ = false;
bool stackTraceForWarningPrio_of_$name$ = false;
bool stackTraceForErrorPrio_of_$name$ = true;
float durationInSec_of_$name$ = 0.0f;
DrawLogs.LogsOnScreen(drawNormalPrio_of_$name$, drawWarningPrio_of_$name$, drawErrorPrio_of_$name$, maxNumberOfDisplayedLogMessages_of_$name$, textSize_relToViewportHeight_of_$name$, textColor_of_$name$, stackTraceForNormalPrio_of_$name$, stackTraceForWarningPrio_of_$name$, stackTraceForErrorPrio_of_$name$, durationInSec_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LogsOnScreen</ToolTip>
<Default>logsOnScreen</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLogsOnScreen_cam</Title>
<Shortcut>drawLogsOnScreen_cam</Shortcut>
<Description>Draw LogsOnScreen in the Unity Editor. (explicitly defining the target camera)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Camera cameraWhereToDraw_of_$name$ = $end$;
bool drawNormalPrio_of_$name$ = true;
bool drawWarningPrio_of_$name$ = true;
bool drawErrorPrio_of_$name$ = true;
int maxNumberOfDisplayedLogMessages_of_$name$ = 10;
float textSize_relToViewportHeight_of_$name$ = 0.014f;
Color textColor_of_$name$ = default(Color);
bool stackTraceForNormalPrio_of_$name$ = false;
bool stackTraceForWarningPrio_of_$name$ = false;
bool stackTraceForErrorPrio_of_$name$ = true;
float durationInSec_of_$name$ = 0.0f;
DrawLogs.LogsOnScreen(cameraWhereToDraw_of_$name$, drawNormalPrio_of_$name$, drawWarningPrio_of_$name$, drawErrorPrio_of_$name$, maxNumberOfDisplayedLogMessages_of_$name$, textSize_relToViewportHeight_of_$name$, textColor_of_$name$, stackTraceForNormalPrio_of_$name$, stackTraceForWarningPrio_of_$name$, stackTraceForErrorPrio_of_$name$, durationInSec_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LogsOnScreen</ToolTip>
<Default>logsOnScreen</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
</CodeSnippets>
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<CodeSnippets xmlns="http://schemas.microsoft.com/VisualStudio/2005/CodeSnippet">
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLogsAtGameObject_func</Title>
<Shortcut>drawLogsAtGameObject_func</Shortcut>
<Description>Encapsulated in a function: Draw LogsAtGameObject in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLogsAtGameObject$name$()
{
GameObject gameObject = $end$;
bool drawNormalPrio = true;
bool drawWarningPrio = true;
bool drawErrorPrio = true;
int maxNumberOfDisplayedLogMessages = 10;
float forceTextSize = 0.0f;
Color textColor = default(Color);
Color boxColor = default(Color);
float width_ofBoxLines = 0.0f;
bool drawnBoxEncapsulatesChildren = true;
bool textBlockAboveLine = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawLogs.LogsAtGameObject(gameObject, drawNormalPrio, drawWarningPrio, drawErrorPrio, maxNumberOfDisplayedLogMessages, forceTextSize, textColor, boxColor, width_ofBoxLines, drawnBoxEncapsulatesChildren, textBlockAboveLine, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LogsAtGameObject</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLogsAtGameObjectScreenspace_func</Title>
<Shortcut>drawLogsAtGameObjectScreenspace_func</Shortcut>
<Description>Encapsulated in a function: Draw LogsAtGameObjectScreenspace in the Unity Editor. (automatic detection of target camera)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLogsAtGameObjectScreenspace$name$()
{
GameObject gameObject = $end$;
bool drawNormalPrio = true;
bool drawWarningPrio = true;
bool drawErrorPrio = true;
bool clampIntoScreen = true;
int maxNumberOfDisplayedLogMessages = 10;
float relTextSizeScaling = 1.0f;
Color textColor = default(Color);
Color boxColor = default(Color);
float widthOfBoxLines_relToViewportHeight = 0.0f;
bool drawnBoxEncapsulatesChildren = true;
float durationInSec = 0.0f;
DrawLogs.LogsAtGameObjectScreenspace(gameObject, drawNormalPrio, drawWarningPrio, drawErrorPrio, clampIntoScreen, maxNumberOfDisplayedLogMessages, relTextSizeScaling, textColor, boxColor, widthOfBoxLines_relToViewportHeight, drawnBoxEncapsulatesChildren, durationInSec);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LogsAtGameObjectScreenspace</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLogsAtGameObjectScreenspace_cam_func</Title>
<Shortcut>drawLogsAtGameObjectScreenspace_cam_func</Shortcut>
<Description>Encapsulated in a function: Draw LogsAtGameObjectScreenspace in the Unity Editor. (explicitly defining the target camera)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLogsAtGameObjectScreenspace$name$()
{
Camera cameraWhereToDraw = $end$;
GameObject gameObject = ;
bool drawNormalPrio = true;
bool drawWarningPrio = true;
bool drawErrorPrio = true;
bool clampIntoScreen = true;
int maxNumberOfDisplayedLogMessages = 10;
float relTextSizeScaling = 1.0f;
Color textColor = default(Color);
Color boxColor = default(Color);
float widthOfBoxLines_relToViewportHeight = 0.0f;
bool drawnBoxEncapsulatesChildren = true;
float durationInSec = 0.0f;
DrawLogs.LogsAtGameObjectScreenspace(cameraWhereToDraw, gameObject, drawNormalPrio, drawWarningPrio, drawErrorPrio, clampIntoScreen, maxNumberOfDisplayedLogMessages, relTextSizeScaling, textColor, boxColor, widthOfBoxLines_relToViewportHeight, drawnBoxEncapsulatesChildren, durationInSec);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LogsAtGameObjectScreenspace</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLogsOnScreen_func</Title>
<Shortcut>drawLogsOnScreen_func</Shortcut>
<Description>Encapsulated in a function: Draw LogsOnScreen in the Unity Editor. (automatic detection of target camera)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLogsOnScreen$name$()
{
bool drawNormalPrio = true;$end$
bool drawWarningPrio = true;
bool drawErrorPrio = true;
int maxNumberOfDisplayedLogMessages = 10;
float textSize_relToViewportHeight = 0.014f;
Color textColor = default(Color);
bool stackTraceForNormalPrio = false;
bool stackTraceForWarningPrio = false;
bool stackTraceForErrorPrio = true;
float durationInSec = 0.0f;
DrawLogs.LogsOnScreen(drawNormalPrio, drawWarningPrio, drawErrorPrio, maxNumberOfDisplayedLogMessages, textSize_relToViewportHeight, textColor, stackTraceForNormalPrio, stackTraceForWarningPrio, stackTraceForErrorPrio, durationInSec);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LogsOnScreen</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLogsOnScreen_cam_func</Title>
<Shortcut>drawLogsOnScreen_cam_func</Shortcut>
<Description>Encapsulated in a function: Draw LogsOnScreen in the Unity Editor. (explicitly defining the target camera)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLogsOnScreen$name$()
{
Camera cameraWhereToDraw = $end$;
bool drawNormalPrio = true;
bool drawWarningPrio = true;
bool drawErrorPrio = true;
int maxNumberOfDisplayedLogMessages = 10;
float textSize_relToViewportHeight = 0.014f;
Color textColor = default(Color);
bool stackTraceForNormalPrio = false;
bool stackTraceForWarningPrio = false;
bool stackTraceForErrorPrio = true;
float durationInSec = 0.0f;
DrawLogs.LogsOnScreen(cameraWhereToDraw, drawNormalPrio, drawWarningPrio, drawErrorPrio, maxNumberOfDisplayedLogMessages, textSize_relToViewportHeight, textColor, stackTraceForNormalPrio, stackTraceForWarningPrio, stackTraceForErrorPrio, durationInSec);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LogsOnScreen</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
</CodeSnippets>
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<CodeSnippets xmlns="http://schemas.microsoft.com/VisualStudio/2005/CodeSnippet">
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistance</Title>
<Shortcut>drawDistance</Shortcut>
<Description>Draw a Distance in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 from_of_$name$ = $end$;
Vector3 to_of_$name$ = ;
Color color_of_$name$ = default(Color);
float lineWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
float coneLength_of_$name$ = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize_of_$name$ = 0.005f;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.Distance(from_of_$name$, to_of_$name$, color_of_$name$, lineWidth_of_$name$, text_of_$name$, coneLength_of_$name$, enlargeSmallTextToThisMinTextSize_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Distance</ToolTip>
<Default>distance</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngle</Title>
<Shortcut>drawAngle</Shortcut>
<Description>Draw an Angle in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 from_of_$name$ = $end$;
Vector3 to_of_$name$ = ;
Vector3 turnCenter_of_$name$ = ;
Color color_of_$name$ = default(Color);
float forceRadius_of_$name$ = 0.0f;
float lineWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
bool useReflexAngleOver180deg_of_$name$ = false;
bool displayAndReturn_radInsteadOfDeg_of_$name$ = false;
float coneLength_of_$name$ = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool drawBoundaryLines_of_$name$ = true;
bool addTextForAlternativeAngleUnit_of_$name$ = true;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.Angle(from_of_$name$, to_of_$name$, turnCenter_of_$name$, color_of_$name$, forceRadius_of_$name$, lineWidth_of_$name$, text_of_$name$, useReflexAngleOver180deg_of_$name$, displayAndReturn_radInsteadOfDeg_of_$name$, coneLength_of_$name$, drawBoundaryLines_of_$name$, addTextForAlternativeAngleUnit_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Angle</ToolTip>
<Default>angle</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleSpan</Title>
<Shortcut>drawAngleSpan</Shortcut>
<Description>Draw an AngleSpan in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 from_of_$name$ = $end$;
Vector3 to_of_$name$ = ;
Vector3 turnCenter_of_$name$ = ;
Color color_of_$name$ = default(Color);
float forceRadius_of_$name$ = 0.0f;
float lineWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
bool useReflexAngleOver180deg_of_$name$ = false;
bool displayAndReturn_radInsteadOfDeg_of_$name$ = false;
float coneLength_of_$name$ = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool drawBoundaryLines_of_$name$ = true;
bool addTextForAlternativeAngleUnit_of_$name$ = true;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.AngleSpan(from_of_$name$, to_of_$name$, turnCenter_of_$name$, color_of_$name$, forceRadius_of_$name$, lineWidth_of_$name$, text_of_$name$, useReflexAngleOver180deg_of_$name$, displayAndReturn_radInsteadOfDeg_of_$name$, coneLength_of_$name$, drawBoundaryLines_of_$name$, addTextForAlternativeAngleUnit_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleSpan</ToolTip>
<Default>angleSpan</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistancePointToLine_ray</Title>
<Shortcut>drawDistancePointToLine_ray</Shortcut>
<Description>Draw a DistancePointToLine in the Unity Editor. (line defined by ray)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 point_of_$name$ = $end$;
Ray line_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string lineName_of_$name$ = null;
float coneLength_of_$name$ = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize_of_$name$ = 0.005f;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.DistancePointToLine(point_of_$name$, line_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, lineName_of_$name$, coneLength_of_$name$, enlargeSmallTextToThisMinTextSize_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistancePointToLine</ToolTip>
<Default>distancePointToLine</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistancePointToLine_vec</Title>
<Shortcut>drawDistancePointToLine_vec</Shortcut>
<Description>Draw a DistancePointToLine in the Unity Editor. (line defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 point_of_$name$ = $end$;
Vector3 lineOrigin_of_$name$ = ;
Vector3 lineDirection_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string lineName_of_$name$ = null;
float coneLength_of_$name$ = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize_of_$name$ = 0.005f;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.DistancePointToLine(point_of_$name$, lineOrigin_of_$name$, lineDirection_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, lineName_of_$name$, coneLength_of_$name$, enlargeSmallTextToThisMinTextSize_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistancePointToLine</ToolTip>
<Default>distancePointToLine</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistanceLineToLine_ray</Title>
<Shortcut>drawDistanceLineToLine_ray</Shortcut>
<Description>Draw a DistanceLineToLine in the Unity Editor. (lines defined by rays)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Ray line1_of_$name$ = $end$;
Ray line2_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string line1Name_of_$name$ = null;
string line2Name_of_$name$ = null;
float coneLength_of_$name$ = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize_of_$name$ = 0.005f;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.DistanceLineToLine(line1_of_$name$, line2_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, line1Name_of_$name$, line2Name_of_$name$, coneLength_of_$name$, enlargeSmallTextToThisMinTextSize_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistanceLineToLine</ToolTip>
<Default>distanceLineToLine</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistanceLineToLine_vec</Title>
<Shortcut>drawDistanceLineToLine_vec</Shortcut>
<Description>Draw a DistanceLineToLine in the Unity Editor. (lines defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 line1Origin_of_$name$ = $end$;
Vector3 line1Direction_of_$name$ = ;
Vector3 line2Origin_of_$name$ = ;
Vector3 line2Direction_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string line1Name_of_$name$ = null;
string line2Name_of_$name$ = null;
float coneLength_of_$name$ = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize_of_$name$ = 0.005f;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.DistanceLineToLine(line1Origin_of_$name$, line1Direction_of_$name$, line2Origin_of_$name$, line2Direction_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, line1Name_of_$name$, line2Name_of_$name$, coneLength_of_$name$, enlargeSmallTextToThisMinTextSize_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistanceLineToLine</ToolTip>
<Default>distanceLineToLine</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistancePerpToOrthoViewDir</Title>
<Shortcut>drawDistancePerpToOrthoViewDir</Shortcut>
<Description>Draw a DistancePerpToOrthoViewDir in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 from_of_$name$ = $end$;
Vector3 to_of_$name$ = ;
Vector3 orthoViewDir_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
float coneLength_of_$name$ = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize_of_$name$ = 0.005f;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.DistancePerpToOrthoViewDir(from_of_$name$, to_of_$name$, orthoViewDir_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, coneLength_of_$name$, enlargeSmallTextToThisMinTextSize_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistancePerpToOrthoViewDir</ToolTip>
<Default>distancePerpToOrthoViewDir</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistanceAlongOrthoViewDir</Title>
<Shortcut>drawDistanceAlongOrthoViewDir</Shortcut>
<Description>Draw a DistanceAlongOrthoViewDir in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 from_of_$name$ = $end$;
Vector3 to_of_$name$ = ;
Vector3 orthoViewDir_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
float coneLength_of_$name$ = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize_of_$name$ = 0.005f;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.DistanceAlongOrthoViewDir(from_of_$name$, to_of_$name$, orthoViewDir_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, coneLength_of_$name$, enlargeSmallTextToThisMinTextSize_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistanceAlongOrthoViewDir</ToolTip>
<Default>distanceAlongOrthoViewDir</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistancePointToPlane_tr</Title>
<Shortcut>drawDistancePointToPlane_tr</Shortcut>
<Description>Draw a DistancePointToPlane in the Unity Editor. (plane defined by transform)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 point_of_$name$ = $end$;
Transform planeTransform_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string planeName_of_$name$ = null;
float coneLength_of_$name$ = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize_of_$name$ = 0.005f;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.DistancePointToPlane(point_of_$name$, planeTransform_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, planeName_of_$name$, coneLength_of_$name$, enlargeSmallTextToThisMinTextSize_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistancePointToPlane</ToolTip>
<Default>distancePointToPlane</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistancePointToPlane_pl</Title>
<Shortcut>drawDistancePointToPlane_pl</Shortcut>
<Description>Draw a DistancePointToPlane in the Unity Editor. (plane defined by plane struct)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 point_of_$name$ = $end$;
Plane plane_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string planeName_of_$name$ = null;
float coneLength_of_$name$ = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize_of_$name$ = 0.005f;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.DistancePointToPlane(point_of_$name$, plane_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, planeName_of_$name$, coneLength_of_$name$, enlargeSmallTextToThisMinTextSize_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistancePointToPlane</ToolTip>
<Default>distancePointToPlane</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistancePointToPlane_vec</Title>
<Shortcut>drawDistancePointToPlane_vec</Shortcut>
<Description>Draw a DistancePointToPlane in the Unity Editor. (plane defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 point_of_$name$ = $end$;
Vector3 planeOrigin_of_$name$ = ;
Vector3 planeNormal_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string planeName_of_$name$ = null;
float coneLength_of_$name$ = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize_of_$name$ = 0.005f;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.DistancePointToPlane(point_of_$name$, planeOrigin_of_$name$, planeNormal_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, planeName_of_$name$, coneLength_of_$name$, enlargeSmallTextToThisMinTextSize_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistancePointToPlane</ToolTip>
<Default>distancePointToPlane</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleLineToPlane_ray_tr</Title>
<Shortcut>drawAngleLineToPlane_ray_tr</Shortcut>
<Description>Draw an AngleLineToPlane in the Unity Editor. (line defined by ray, plane defined by transform)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Ray line_of_$name$ = $end$;
Transform planeTransform_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string lineName_of_$name$ = null;
string planeName_of_$name$ = null;
bool returnObtuseAngleOver90deg_of_$name$ = false;
bool displayAndReturn_radInsteadOfDeg_of_$name$ = false;
float coneLength_of_$name$ = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit_of_$name$ = true;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.AngleLineToPlane(line_of_$name$, planeTransform_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, lineName_of_$name$, planeName_of_$name$, returnObtuseAngleOver90deg_of_$name$, displayAndReturn_radInsteadOfDeg_of_$name$, coneLength_of_$name$, addTextForAlternativeAngleUnit_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleLineToPlane</ToolTip>
<Default>angleLineToPlane</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleLineToPlane_ray_pl</Title>
<Shortcut>drawAngleLineToPlane_ray_pl</Shortcut>
<Description>Draw an AngleLineToPlane in the Unity Editor. (line defined by ray, plane defined by plane struct)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Ray line_of_$name$ = $end$;
Plane plane_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string lineName_of_$name$ = null;
string planeName_of_$name$ = null;
bool returnObtuseAngleOver90deg_of_$name$ = false;
bool displayAndReturn_radInsteadOfDeg_of_$name$ = false;
float coneLength_of_$name$ = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit_of_$name$ = true;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.AngleLineToPlane(line_of_$name$, plane_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, lineName_of_$name$, planeName_of_$name$, returnObtuseAngleOver90deg_of_$name$, displayAndReturn_radInsteadOfDeg_of_$name$, coneLength_of_$name$, addTextForAlternativeAngleUnit_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleLineToPlane</ToolTip>
<Default>angleLineToPlane</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleLineToPlane_ray_vec</Title>
<Shortcut>drawAngleLineToPlane_ray_vec</Shortcut>
<Description>Draw an AngleLineToPlane in the Unity Editor. (line defined by ray, plane defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Ray line_of_$name$ = $end$;
Vector3 planeOrigin_of_$name$ = ;
Vector3 planeNormal_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string lineName_of_$name$ = null;
string planeName_of_$name$ = null;
bool returnObtuseAngleOver90deg_of_$name$ = false;
bool displayAndReturn_radInsteadOfDeg_of_$name$ = false;
float coneLength_of_$name$ = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit_of_$name$ = true;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.AngleLineToPlane(line_of_$name$, planeOrigin_of_$name$, planeNormal_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, lineName_of_$name$, planeName_of_$name$, returnObtuseAngleOver90deg_of_$name$, displayAndReturn_radInsteadOfDeg_of_$name$, coneLength_of_$name$, addTextForAlternativeAngleUnit_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleLineToPlane</ToolTip>
<Default>angleLineToPlane</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleLineToPlane_vec_tr</Title>
<Shortcut>drawAngleLineToPlane_vec_tr</Shortcut>
<Description>Draw an AngleLineToPlane in the Unity Editor. (line defined by vectors, plane defined by transform)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 lineOrigin_of_$name$ = $end$;
Vector3 lineDirection_of_$name$ = ;
Transform planeTransform_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string lineName_of_$name$ = null;
string planeName_of_$name$ = null;
bool returnObtuseAngleOver90deg_of_$name$ = false;
bool displayAndReturn_radInsteadOfDeg_of_$name$ = false;
float coneLength_of_$name$ = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit_of_$name$ = true;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.AngleLineToPlane(lineOrigin_of_$name$, lineDirection_of_$name$, planeTransform_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, lineName_of_$name$, planeName_of_$name$, returnObtuseAngleOver90deg_of_$name$, displayAndReturn_radInsteadOfDeg_of_$name$, coneLength_of_$name$, addTextForAlternativeAngleUnit_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleLineToPlane</ToolTip>
<Default>angleLineToPlane</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleLineToPlane_vec_pl</Title>
<Shortcut>drawAngleLineToPlane_vec_pl</Shortcut>
<Description>Draw an AngleLineToPlane in the Unity Editor. (line defined by vectors, plane defined by plane struct)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 lineOrigin_of_$name$ = $end$;
Vector3 lineDirection_of_$name$ = ;
Plane plane_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string lineName_of_$name$ = null;
string planeName_of_$name$ = null;
bool returnObtuseAngleOver90deg_of_$name$ = false;
bool displayAndReturn_radInsteadOfDeg_of_$name$ = false;
float coneLength_of_$name$ = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit_of_$name$ = true;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.AngleLineToPlane(lineOrigin_of_$name$, lineDirection_of_$name$, plane_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, lineName_of_$name$, planeName_of_$name$, returnObtuseAngleOver90deg_of_$name$, displayAndReturn_radInsteadOfDeg_of_$name$, coneLength_of_$name$, addTextForAlternativeAngleUnit_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleLineToPlane</ToolTip>
<Default>angleLineToPlane</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleLineToPlane_vec_vec</Title>
<Shortcut>drawAngleLineToPlane_vec_vec</Shortcut>
<Description>Draw an AngleLineToPlane in the Unity Editor. (line defined by vectors, plane defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 lineOrigin_of_$name$ = $end$;
Vector3 lineDirection_of_$name$ = ;
Vector3 planeOrigin_of_$name$ = ;
Vector3 planeNormal_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string lineName_of_$name$ = null;
string planeName_of_$name$ = null;
bool returnObtuseAngleOver90deg_of_$name$ = false;
bool displayAndReturn_radInsteadOfDeg_of_$name$ = false;
float coneLength_of_$name$ = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit_of_$name$ = true;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.AngleLineToPlane(lineOrigin_of_$name$, lineDirection_of_$name$, planeOrigin_of_$name$, planeNormal_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, lineName_of_$name$, planeName_of_$name$, returnObtuseAngleOver90deg_of_$name$, displayAndReturn_radInsteadOfDeg_of_$name$, coneLength_of_$name$, addTextForAlternativeAngleUnit_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleLineToPlane</ToolTip>
<Default>angleLineToPlane</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAnglePlaneToPlane_tr</Title>
<Shortcut>drawAnglePlaneToPlane_tr</Shortcut>
<Description>Draw an AnglePlaneToPlane in the Unity Editor. (planes defined by transform)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Transform plane1Transform_of_$name$ = $end$;
Transform plane2Transform_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string plane1Name_of_$name$ = null;
string plane2Name_of_$name$ = null;
bool returnObtuseAngleOver90deg_of_$name$ = false;
bool displayAndReturn_radInsteadOfDeg_of_$name$ = false;
float coneLength_of_$name$ = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit_of_$name$ = true;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.AnglePlaneToPlane(plane1Transform_of_$name$, plane2Transform_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, plane1Name_of_$name$, plane2Name_of_$name$, returnObtuseAngleOver90deg_of_$name$, displayAndReturn_radInsteadOfDeg_of_$name$, coneLength_of_$name$, addTextForAlternativeAngleUnit_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AnglePlaneToPlane</ToolTip>
<Default>anglePlaneToPlane</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAnglePlaneToPlane_pl</Title>
<Shortcut>drawAnglePlaneToPlane_pl</Shortcut>
<Description>Draw an AnglePlaneToPlane in the Unity Editor. (planes defined by plane structs)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Plane plane1_of_$name$ = $end$;
Plane plane2_of_$name$ = ;
Vector3 drawPositioinAsPlumb_of_$name$ = default(Vector3);
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string plane1Name_of_$name$ = null;
string plane2Name_of_$name$ = null;
bool returnObtuseAngleOver90deg_of_$name$ = false;
bool displayAndReturn_radInsteadOfDeg_of_$name$ = false;
float coneLength_of_$name$ = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit_of_$name$ = true;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.AnglePlaneToPlane(plane1_of_$name$, plane2_of_$name$, drawPositioinAsPlumb_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, plane1Name_of_$name$, plane2Name_of_$name$, returnObtuseAngleOver90deg_of_$name$, displayAndReturn_radInsteadOfDeg_of_$name$, coneLength_of_$name$, addTextForAlternativeAngleUnit_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AnglePlaneToPlane</ToolTip>
<Default>anglePlaneToPlane</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAnglePlaneToPlane_vec</Title>
<Shortcut>drawAnglePlaneToPlane_vec</Shortcut>
<Description>Draw an AnglePlaneToPlane in the Unity Editor. (planes defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 plane1Origin_of_$name$ = $end$;
Vector3 plane1Normal_of_$name$ = ;
Vector3 plane2Origin_of_$name$ = ;
Vector3 plane2Normal_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string plane1Name_of_$name$ = null;
string plane2Name_of_$name$ = null;
bool returnObtuseAngleOver90deg_of_$name$ = false;
bool displayAndReturn_radInsteadOfDeg_of_$name$ = false;
float coneLength_of_$name$ = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit_of_$name$ = true;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.AnglePlaneToPlane(plane1Origin_of_$name$, plane1Normal_of_$name$, plane2Origin_of_$name$, plane2Normal_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, plane1Name_of_$name$, plane2Name_of_$name$, returnObtuseAngleOver90deg_of_$name$, displayAndReturn_radInsteadOfDeg_of_$name$, coneLength_of_$name$, addTextForAlternativeAngleUnit_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AnglePlaneToPlane</ToolTip>
<Default>anglePlaneToPlane</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistanceThreshold</Title>
<Shortcut>drawDistanceThreshold</Shortcut>
<Description>Draw DistanceThreshold in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 startPos_of_$name$ = $end$;
Vector3 endPos_of_$name$ = ;
float thresholdDistance_of_$name$ = ;
string text_of_$name$ = null;
bool displayDistanceAlsoAsText_of_$name$ = false;
float lineWidth_of_$name$ = 0.0f;
bool exactlyThresholdLength_countsAsShorter_of_$name$ = true;
float endPlates_size_of_$name$ = 0.0f; //Specify the interpretation of this end plates size as 'relative to line length' or as 'absolute size' via the global setting 'DrawBasics.endPlates_sizeInterpretation'
DrawBasics.LineStyle overwriteStyle_forNear_of_$name$ = DrawBasics.LineStyle.electricNoise;
DrawBasics.LineStyle overwriteStyle_forFar_of_$name$ = DrawBasics.LineStyle.solid;
Color overwriteColor_forNear_of_$name$ = default(Color);
Color overwriteColor_forFar_of_$name$ = default(Color);
Vector3 customAmplitudeAndTextDir_of_$name$ = default(Vector3);
float enlargeSmallTextToThisMinTextSize_of_$name$ = 0.005f;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.DistanceThreshold(startPos_of_$name$, endPos_of_$name$, thresholdDistance_of_$name$, text_of_$name$, displayDistanceAlsoAsText_of_$name$, lineWidth_of_$name$, exactlyThresholdLength_countsAsShorter_of_$name$, endPlates_size_of_$name$, overwriteStyle_forNear_of_$name$, overwriteStyle_forFar_of_$name$, overwriteColor_forNear_of_$name$, overwriteColor_forFar_of_$name$, customAmplitudeAndTextDir_of_$name$, enlargeSmallTextToThisMinTextSize_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistanceThreshold</ToolTip>
<Default>distanceThreshold</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistanceThresholds</Title>
<Shortcut>drawDistanceThresholds</Shortcut>
<Description>Draw DistanceThresholds in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector3 startPos_of_$name$ = $end$;
Vector3 endPos_of_$name$ = ;
float smallerThresholdDistance_of_$name$ = ;
float biggerThresholdDistance_of_$name$ = ;
string text_of_$name$ = null;
bool displayDistanceAlsoAsText_of_$name$ = false;
float lineWidth_of_$name$ = 0.0f;
bool exactlyThresholdLength_countsAsShorter_of_$name$ = true;
float endPlates_size_of_$name$ = 0.0f; //Specify the interpretation of this end plates size as 'relative to line length' or as 'absolute size' via the global setting 'DrawBasics.endPlates_sizeInterpretation'
DrawBasics.LineStyle overwriteStyle_forNear_of_$name$ = DrawBasics.LineStyle.electricNoise;
DrawBasics.LineStyle overwriteStyle_forMiddle_of_$name$ = DrawBasics.LineStyle.electricImpulses;
DrawBasics.LineStyle overwriteStyle_forFar_of_$name$ = DrawBasics.LineStyle.solid;
Color overwriteColor_forNear_of_$name$ = default(Color);
Color overwriteColor_forMiddle_of_$name$ = default(Color);
Color overwriteColor_forFar_of_$name$ = default(Color);
Vector3 customAmplitudeAndTextDir_of_$name$ = default(Vector3);
float enlargeSmallTextToThisMinTextSize_of_$name$ = 0.005f;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements.DistanceThresholds(startPos_of_$name$, endPos_of_$name$, smallerThresholdDistance_of_$name$, biggerThresholdDistance_of_$name$, text_of_$name$, displayDistanceAlsoAsText_of_$name$, lineWidth_of_$name$, exactlyThresholdLength_countsAsShorter_of_$name$, endPlates_size_of_$name$, overwriteStyle_forNear_of_$name$, overwriteStyle_forMiddle_of_$name$, overwriteStyle_forFar_of_$name$, overwriteColor_forNear_of_$name$, overwriteColor_forMiddle_of_$name$, overwriteColor_forFar_of_$name$, customAmplitudeAndTextDir_of_$name$, enlargeSmallTextToThisMinTextSize_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistanceThresholds</ToolTip>
<Default>distanceThresholds</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
</CodeSnippets>
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 6cee829548990bd408da0d379f8bf9fd
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,383 @@
<CodeSnippets xmlns="http://schemas.microsoft.com/VisualStudio/2005/CodeSnippet">
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistance2D</Title>
<Shortcut>drawDistance2D</Shortcut>
<Description>Draw a Distance in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector2 from_of_$name$ = $end$;
Vector2 to_of_$name$ = ;
Color color_of_$name$ = default(Color);
float lineWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
float custom_zPos_of_$name$ = float.PositiveInfinity;
float coneLength_of_$name$ = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize_of_$name$ = 0.005f;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements2D.Distance(from_of_$name$, to_of_$name$, color_of_$name$, lineWidth_of_$name$, text_of_$name$, custom_zPos_of_$name$, coneLength_of_$name$, enlargeSmallTextToThisMinTextSize_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Distance</ToolTip>
<Default>distance</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngle2D</Title>
<Shortcut>drawAngle2D</Shortcut>
<Description>Draw an Angle in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector2 from_of_$name$ = $end$;
Vector2 to_of_$name$ = ;
Vector2 turnCenter_of_$name$ = ;
Color color_of_$name$ = default(Color);
float forceRadius_of_$name$ = 0.0f;
float lineWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
float custom_zPos_of_$name$ = float.PositiveInfinity;
bool useReflexAngleOver180deg_of_$name$ = false;
bool displayAndReturn_radInsteadOfDeg_of_$name$ = false;
float coneLength_of_$name$ = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool drawBoundaryLines_of_$name$ = true;
bool addTextForAlternativeAngleUnit_of_$name$ = true;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements2D.Angle(from_of_$name$, to_of_$name$, turnCenter_of_$name$, color_of_$name$, forceRadius_of_$name$, lineWidth_of_$name$, text_of_$name$, custom_zPos_of_$name$, useReflexAngleOver180deg_of_$name$, displayAndReturn_radInsteadOfDeg_of_$name$, coneLength_of_$name$, drawBoundaryLines_of_$name$, addTextForAlternativeAngleUnit_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Angle</ToolTip>
<Default>angle</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleSpan2D</Title>
<Shortcut>drawAngleSpan2D</Shortcut>
<Description>Draw an AngleSpan in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector2 from_of_$name$ = $end$;
Vector2 to_of_$name$ = ;
Vector2 turnCenter_of_$name$ = ;
Color color_of_$name$ = default(Color);
float forceRadius_of_$name$ = 0.0f;
float lineWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
float custom_zPos_of_$name$ = float.PositiveInfinity;
bool useReflexAngleOver180deg_of_$name$ = false;
bool displayAndReturn_radInsteadOfDeg_of_$name$ = false;
float coneLength_of_$name$ = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool drawBoundaryLines_of_$name$ = true;
bool addTextForAlternativeAngleUnit_of_$name$ = true;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements2D.AngleSpan(from_of_$name$, to_of_$name$, turnCenter_of_$name$, color_of_$name$, forceRadius_of_$name$, lineWidth_of_$name$, text_of_$name$, custom_zPos_of_$name$, useReflexAngleOver180deg_of_$name$, displayAndReturn_radInsteadOfDeg_of_$name$, coneLength_of_$name$, drawBoundaryLines_of_$name$, addTextForAlternativeAngleUnit_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleSpan</ToolTip>
<Default>angleSpan</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistancePointToLine2D_ray</Title>
<Shortcut>drawDistancePointToLine2D_ray</Shortcut>
<Description>Draw a DistancePointToLine in the Unity Editor. (line defined by ray)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector2 point_of_$name$ = $end$;
Ray2D line_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string lineName_of_$name$ = null;
float custom_zPos_of_$name$ = float.PositiveInfinity;
float coneLength_of_$name$ = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize_of_$name$ = 0.005f;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements2D.DistancePointToLine(point_of_$name$, line_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, lineName_of_$name$, custom_zPos_of_$name$, coneLength_of_$name$, enlargeSmallTextToThisMinTextSize_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistancePointToLine</ToolTip>
<Default>distancePointToLine</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistancePointToLine2D_vec</Title>
<Shortcut>drawDistancePointToLine2D_vec</Shortcut>
<Description>Draw a DistancePointToLine in the Unity Editor. (line defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector2 point_of_$name$ = $end$;
Vector2 lineOrigin_of_$name$ = ;
Vector2 lineDirection_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string lineName_of_$name$ = null;
float custom_zPos_of_$name$ = float.PositiveInfinity;
float coneLength_of_$name$ = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize_of_$name$ = 0.005f;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements2D.DistancePointToLine(point_of_$name$, lineOrigin_of_$name$, lineDirection_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, lineName_of_$name$, custom_zPos_of_$name$, coneLength_of_$name$, enlargeSmallTextToThisMinTextSize_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistancePointToLine</ToolTip>
<Default>distancePointToLine</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleLineToLine2D_ray</Title>
<Shortcut>drawAngleLineToLine2D_ray</Shortcut>
<Description>Draw an AngleLineToLine in the Unity Editor. (lines defined by rays)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Ray2D line1_of_$name$ = $end$;
Ray2D line2_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string line1Name_of_$name$ = null;
string line2Name_of_$name$ = null;
float custom_zPos_of_$name$ = float.PositiveInfinity;
bool returnObtuseAngleOver90deg_of_$name$ = false;
bool displayAndReturn_radInsteadOfDeg_of_$name$ = false;
float coneLength_of_$name$ = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit_of_$name$ = true;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements2D.AngleLineToLine(line1_of_$name$, line2_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, line1Name_of_$name$, line2Name_of_$name$, custom_zPos_of_$name$, returnObtuseAngleOver90deg_of_$name$, displayAndReturn_radInsteadOfDeg_of_$name$, coneLength_of_$name$, addTextForAlternativeAngleUnit_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleLineToLine</ToolTip>
<Default>angleLineToLine</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleLineToLine2D_vec</Title>
<Shortcut>drawAngleLineToLine2D_vec</Shortcut>
<Description>Draw an AngleLineToLine in the Unity Editor. (lines defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector2 line1Origin_of_$name$ = $end$;
Vector2 line1Direction_of_$name$ = ;
Vector2 line2Origin_of_$name$ = ;
Vector2 line2Direction_of_$name$ = ;
Color color_of_$name$ = default(Color);
float linesWidth_of_$name$ = 0.0f;
string text_of_$name$ = null;
string line1Name_of_$name$ = null;
string line2Name_of_$name$ = null;
float custom_zPos_of_$name$ = float.PositiveInfinity;
bool returnObtuseAngleOver90deg_of_$name$ = false;
bool displayAndReturn_radInsteadOfDeg_of_$name$ = false;
float coneLength_of_$name$ = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit_of_$name$ = true;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements2D.AngleLineToLine(line1Origin_of_$name$, line1Direction_of_$name$, line2Origin_of_$name$, line2Direction_of_$name$, color_of_$name$, linesWidth_of_$name$, text_of_$name$, line1Name_of_$name$, line2Name_of_$name$, custom_zPos_of_$name$, returnObtuseAngleOver90deg_of_$name$, displayAndReturn_radInsteadOfDeg_of_$name$, coneLength_of_$name$, addTextForAlternativeAngleUnit_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleLineToLine</ToolTip>
<Default>angleLineToLine</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistanceThreshold2D</Title>
<Shortcut>drawDistanceThreshold2D</Shortcut>
<Description>Draw DistanceThreshold in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector2 startPos_of_$name$ = $end$;
Vector2 endPos_of_$name$ = ;
float thresholdDistance_of_$name$ = ;
string text_of_$name$ = null;
bool displayDistanceAlsoAsText_of_$name$ = false;
float lineWidth_of_$name$ = 0.0f;
float custom_zPos_of_$name$ = float.PositiveInfinity;
bool exactlyThresholdLength_countsAsShorter_of_$name$ = true;
float endPlates_size_of_$name$ = 0.0f; //Specify the interpretation of this end plates size as 'relative to line length' or as 'absolute size' via the global setting 'DrawBasics.endPlates_sizeInterpretation'
DrawBasics.LineStyle overwriteStyle_forNear_of_$name$ = DrawBasics.LineStyle.electricNoise;
DrawBasics.LineStyle overwriteStyle_forFar_of_$name$ = DrawBasics.LineStyle.solid;
Color overwriteColor_forNear_of_$name$ = default(Color);
Color overwriteColor_forFar_of_$name$ = default(Color);
float enlargeSmallTextToThisMinTextSize_of_$name$ = 0.005f;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements2D.DistanceThreshold(startPos_of_$name$, endPos_of_$name$, thresholdDistance_of_$name$, text_of_$name$, displayDistanceAlsoAsText_of_$name$, lineWidth_of_$name$, custom_zPos_of_$name$, exactlyThresholdLength_countsAsShorter_of_$name$, endPlates_size_of_$name$, overwriteStyle_forNear_of_$name$, overwriteStyle_forFar_of_$name$, overwriteColor_forNear_of_$name$, overwriteColor_forFar_of_$name$, enlargeSmallTextToThisMinTextSize_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistanceThreshold</ToolTip>
<Default>distanceThreshold</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistanceThresholds2D</Title>
<Shortcut>drawDistanceThresholds2D</Shortcut>
<Description>Draw DistanceThresholds in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
Vector2 startPos_of_$name$ = $end$;
Vector2 endPos_of_$name$ = ;
float smallerThresholdDistance_of_$name$ = ;
float biggerThresholdDistance_of_$name$ = ;
string text_of_$name$ = null;
bool displayDistanceAlsoAsText_of_$name$ = false;
float lineWidth_of_$name$ = 0.0f;
float custom_zPos_of_$name$ = float.PositiveInfinity;
bool exactlyThresholdLength_countsAsShorter_of_$name$ = true;
float endPlates_size_of_$name$ = 0.0f; //Specify the interpretation of this end plates size as 'relative to line length' or as 'absolute size' via the global setting 'DrawBasics.endPlates_sizeInterpretation'
DrawBasics.LineStyle overwriteStyle_forNear_of_$name$ = DrawBasics.LineStyle.electricNoise;
DrawBasics.LineStyle overwriteStyle_forMiddle_of_$name$ = DrawBasics.LineStyle.electricImpulses;
DrawBasics.LineStyle overwriteStyle_forFar_of_$name$ = DrawBasics.LineStyle.solid;
Color overwriteColor_forNear_of_$name$ = default(Color);
Color overwriteColor_forMiddle_of_$name$ = default(Color);
Color overwriteColor_forFar_of_$name$ = default(Color);
float enlargeSmallTextToThisMinTextSize_of_$name$ = 0.005f;
float durationInSec_of_$name$ = 0.0f;
bool hiddenByNearerObjects_of_$name$ = true;
DrawMeasurements2D.DistanceThresholds(startPos_of_$name$, endPos_of_$name$, smallerThresholdDistance_of_$name$, biggerThresholdDistance_of_$name$, text_of_$name$, displayDistanceAlsoAsText_of_$name$, lineWidth_of_$name$, custom_zPos_of_$name$, exactlyThresholdLength_countsAsShorter_of_$name$, endPlates_size_of_$name$, overwriteStyle_forNear_of_$name$, overwriteStyle_forMiddle_of_$name$, overwriteStyle_forFar_of_$name$, overwriteColor_forNear_of_$name$, overwriteColor_forMiddle_of_$name$, overwriteColor_forFar_of_$name$, enlargeSmallTextToThisMinTextSize_of_$name$, durationInSec_of_$name$, hiddenByNearerObjects_of_$name$);
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistanceThresholds</ToolTip>
<Default>distanceThresholds</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
</CodeSnippets>
@@ -0,0 +1,7 @@
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@@ -0,0 +1,410 @@
<CodeSnippets xmlns="http://schemas.microsoft.com/VisualStudio/2005/CodeSnippet">
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistance2D_func</Title>
<Shortcut>drawDistance2D_func</Shortcut>
<Description>Encapsulated in a function: Draw a Distance in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawDistance$name$()
{
Vector2 from = $end$;
Vector2 to = ;
Color color = default(Color);
float lineWidth = 0.0f;
string text = null;
float custom_zPos = float.PositiveInfinity;
float coneLength = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements2D.Distance(from, to, color, lineWidth, text, custom_zPos, coneLength, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Distance</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngle2D_func</Title>
<Shortcut>drawAngle2D_func</Shortcut>
<Description>Encapsulated in a function: Draw an Angle in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawAngle$name$()
{
Vector2 from = $end$;
Vector2 to = ;
Vector2 turnCenter = ;
Color color = default(Color);
float forceRadius = 0.0f;
float lineWidth = 0.0f;
string text = null;
float custom_zPos = float.PositiveInfinity;
bool useReflexAngleOver180deg = false;
bool displayAndReturn_radInsteadOfDeg = false;
float coneLength = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool drawBoundaryLines = true;
bool addTextForAlternativeAngleUnit = true;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements2D.Angle(from, to, turnCenter, color, forceRadius, lineWidth, text, custom_zPos, useReflexAngleOver180deg, displayAndReturn_radInsteadOfDeg, coneLength, drawBoundaryLines, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Angle</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleSpan2D_func</Title>
<Shortcut>drawAngleSpan2D_func</Shortcut>
<Description>Encapsulated in a function: Draw an AngleSpan in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawAngleSpan$name$()
{
Vector2 from = $end$;
Vector2 to = ;
Vector2 turnCenter = ;
Color color = default(Color);
float forceRadius = 0.0f;
float lineWidth = 0.0f;
string text = null;
float custom_zPos = float.PositiveInfinity;
bool useReflexAngleOver180deg = false;
bool displayAndReturn_radInsteadOfDeg = false;
float coneLength = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool drawBoundaryLines = true;
bool addTextForAlternativeAngleUnit = true;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements2D.AngleSpan(from, to, turnCenter, color, forceRadius, lineWidth, text, custom_zPos, useReflexAngleOver180deg, displayAndReturn_radInsteadOfDeg, coneLength, drawBoundaryLines, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleSpan</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistancePointToLine2D_ray_func</Title>
<Shortcut>drawDistancePointToLine2D_ray_func</Shortcut>
<Description>Encapsulated in a function: Draw a DistancePointToLine in the Unity Editor. (line defined by ray)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawDistancePointToLine$name$()
{
Vector2 point = $end$;
Ray2D line = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string lineName = null;
float custom_zPos = float.PositiveInfinity;
float coneLength = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements2D.DistancePointToLine(point, line, color, linesWidth, text, lineName, custom_zPos, coneLength, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistancePointToLine</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistancePointToLine2D_vec_func</Title>
<Shortcut>drawDistancePointToLine2D_vec_func</Shortcut>
<Description>Encapsulated in a function: Draw a DistancePointToLine in the Unity Editor. (line defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawDistancePointToLine$name$()
{
Vector2 point = $end$;
Vector2 lineOrigin = ;
Vector2 lineDirection = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string lineName = null;
float custom_zPos = float.PositiveInfinity;
float coneLength = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements2D.DistancePointToLine(point, lineOrigin, lineDirection, color, linesWidth, text, lineName, custom_zPos, coneLength, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistancePointToLine</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleLineToLine2D_ray_func</Title>
<Shortcut>drawAngleLineToLine2D_ray_func</Shortcut>
<Description>Encapsulated in a function: Draw an AngleLineToLine in the Unity Editor. (lines defined by rays)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawAngleLineToLine$name$()
{
Ray2D line1 = $end$;
Ray2D line2 = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string line1Name = null;
string line2Name = null;
float custom_zPos = float.PositiveInfinity;
bool returnObtuseAngleOver90deg = false;
bool displayAndReturn_radInsteadOfDeg = false;
float coneLength = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit = true;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements2D.AngleLineToLine(line1, line2, color, linesWidth, text, line1Name, line2Name, custom_zPos, returnObtuseAngleOver90deg, displayAndReturn_radInsteadOfDeg, coneLength, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleLineToLine</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleLineToLine2D_vec_func</Title>
<Shortcut>drawAngleLineToLine2D_vec_func</Shortcut>
<Description>Encapsulated in a function: Draw an AngleLineToLine in the Unity Editor. (lines defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawAngleLineToLine$name$()
{
Vector2 line1Origin = $end$;
Vector2 line1Direction = ;
Vector2 line2Origin = ;
Vector2 line2Direction = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string line1Name = null;
string line2Name = null;
float custom_zPos = float.PositiveInfinity;
bool returnObtuseAngleOver90deg = false;
bool displayAndReturn_radInsteadOfDeg = false;
float coneLength = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit = true;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements2D.AngleLineToLine(line1Origin, line1Direction, line2Origin, line2Direction, color, linesWidth, text, line1Name, line2Name, custom_zPos, returnObtuseAngleOver90deg, displayAndReturn_radInsteadOfDeg, coneLength, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleLineToLine</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistanceThreshold2D_func</Title>
<Shortcut>drawDistanceThreshold2D_func</Shortcut>
<Description>Encapsulated in a function: Draw DistanceThreshold in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawDistanceThreshold$name$()
{
Vector2 startPos = $end$;
Vector2 endPos = ;
float thresholdDistance = ;
string text = null;
bool displayDistanceAlsoAsText = false;
float lineWidth = 0.0f;
float custom_zPos = float.PositiveInfinity;
bool exactlyThresholdLength_countsAsShorter = true;
float endPlates_size = 0.0f; //Specify the interpretation of this end plates size as 'relative to line length' or as 'absolute size' via the global setting 'DrawBasics.endPlates_sizeInterpretation'
DrawBasics.LineStyle overwriteStyle_forNear = DrawBasics.LineStyle.electricNoise;
DrawBasics.LineStyle overwriteStyle_forFar = DrawBasics.LineStyle.solid;
Color overwriteColor_forNear = default(Color);
Color overwriteColor_forFar = default(Color);
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawMeasurements2D.DistanceThreshold(startPos, endPos, thresholdDistance, text, displayDistanceAlsoAsText, lineWidth, custom_zPos, exactlyThresholdLength_countsAsShorter, endPlates_size, overwriteStyle_forNear, overwriteStyle_forFar, overwriteColor_forNear, overwriteColor_forFar, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistanceThreshold</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistanceThresholds2D_func</Title>
<Shortcut>drawDistanceThresholds2D_func</Shortcut>
<Description>Encapsulated in a function: Draw DistanceThresholds in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawDistanceThresholds$name$()
{
Vector2 startPos = $end$;
Vector2 endPos = ;
float smallerThresholdDistance = ;
float biggerThresholdDistance = ;
string text = null;
bool displayDistanceAlsoAsText = false;
float lineWidth = 0.0f;
float custom_zPos = float.PositiveInfinity;
bool exactlyThresholdLength_countsAsShorter = true;
float endPlates_size = 0.0f; //Specify the interpretation of this end plates size as 'relative to line length' or as 'absolute size' via the global setting 'DrawBasics.endPlates_sizeInterpretation'
DrawBasics.LineStyle overwriteStyle_forNear = DrawBasics.LineStyle.electricNoise;
DrawBasics.LineStyle overwriteStyle_forMiddle = DrawBasics.LineStyle.electricImpulses;
DrawBasics.LineStyle overwriteStyle_forFar = DrawBasics.LineStyle.solid;
Color overwriteColor_forNear = default(Color);
Color overwriteColor_forMiddle = default(Color);
Color overwriteColor_forFar = default(Color);
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawMeasurements2D.DistanceThresholds(startPos, endPos, smallerThresholdDistance, biggerThresholdDistance, text, displayDistanceAlsoAsText, lineWidth, custom_zPos, exactlyThresholdLength_countsAsShorter, endPlates_size, overwriteStyle_forNear, overwriteStyle_forMiddle, overwriteStyle_forFar, overwriteColor_forNear, overwriteColor_forMiddle, overwriteColor_forFar, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistanceThresholds</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
</CodeSnippets>
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