更新到0.6.0.2
This commit is contained in:
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<CodeSnippets xmlns="http://schemas.microsoft.com/VisualStudio/2005/CodeSnippet">
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawDistance2D_func</Title>
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<Shortcut>drawDistance2D_func</Shortcut>
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<Description>Encapsulated in a function: Draw a Distance in the Unity Editor. </Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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float DrawDistance$name$()
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{
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Vector2 from = $end$;
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Vector2 to = ;
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Color color = default(Color);
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float lineWidth = 0.0f;
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string text = null;
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float custom_zPos = float.PositiveInfinity;
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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'
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float enlargeSmallTextToThisMinTextSize = 0.005f;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = true;
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return DrawMeasurements2D.Distance(from, to, color, lineWidth, text, custom_zPos, coneLength, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
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}
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn Distance</ToolTip>
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<Default>WithThisName</Default>
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</Literal>
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</Declarations>
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</Snippet>
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</CodeSnippet>
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawAngle2D_func</Title>
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<Shortcut>drawAngle2D_func</Shortcut>
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<Description>Encapsulated in a function: Draw an Angle in the Unity Editor. </Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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float DrawAngle$name$()
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{
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Vector2 from = $end$;
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Vector2 to = ;
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Vector2 turnCenter = ;
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Color color = default(Color);
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float forceRadius = 0.0f;
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float lineWidth = 0.0f;
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string text = null;
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float custom_zPos = float.PositiveInfinity;
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bool useReflexAngleOver180deg = false;
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bool displayAndReturn_radInsteadOfDeg = false;
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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'
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bool drawBoundaryLines = true;
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bool addTextForAlternativeAngleUnit = true;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = true;
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return DrawMeasurements2D.Angle(from, to, turnCenter, color, forceRadius, lineWidth, text, custom_zPos, useReflexAngleOver180deg, displayAndReturn_radInsteadOfDeg, coneLength, drawBoundaryLines, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
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}
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn Angle</ToolTip>
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<Default>WithThisName</Default>
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</Literal>
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</Declarations>
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</Snippet>
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</CodeSnippet>
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawAngleSpan2D_func</Title>
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<Shortcut>drawAngleSpan2D_func</Shortcut>
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<Description>Encapsulated in a function: Draw an AngleSpan in the Unity Editor. </Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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float DrawAngleSpan$name$()
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{
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Vector2 from = $end$;
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Vector2 to = ;
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Vector2 turnCenter = ;
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Color color = default(Color);
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float forceRadius = 0.0f;
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float lineWidth = 0.0f;
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string text = null;
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float custom_zPos = float.PositiveInfinity;
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bool useReflexAngleOver180deg = false;
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bool displayAndReturn_radInsteadOfDeg = false;
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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'
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bool drawBoundaryLines = true;
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bool addTextForAlternativeAngleUnit = true;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = true;
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return DrawMeasurements2D.AngleSpan(from, to, turnCenter, color, forceRadius, lineWidth, text, custom_zPos, useReflexAngleOver180deg, displayAndReturn_radInsteadOfDeg, coneLength, drawBoundaryLines, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
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}
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn AngleSpan</ToolTip>
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<Default>WithThisName</Default>
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</Literal>
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</Declarations>
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</Snippet>
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</CodeSnippet>
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawDistancePointToLine2D_ray_func</Title>
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<Shortcut>drawDistancePointToLine2D_ray_func</Shortcut>
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<Description>Encapsulated in a function: Draw a DistancePointToLine in the Unity Editor. (line defined by ray)</Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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float DrawDistancePointToLine$name$()
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{
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Vector2 point = $end$;
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Ray2D line = ;
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Color color = default(Color);
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float linesWidth = 0.0f;
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string text = null;
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string lineName = null;
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float custom_zPos = float.PositiveInfinity;
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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'
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float enlargeSmallTextToThisMinTextSize = 0.005f;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = true;
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return DrawMeasurements2D.DistancePointToLine(point, line, color, linesWidth, text, lineName, custom_zPos, coneLength, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
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}
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn DistancePointToLine</ToolTip>
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<Default>WithThisName</Default>
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</Literal>
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</Declarations>
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</Snippet>
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</CodeSnippet>
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawDistancePointToLine2D_vec_func</Title>
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<Shortcut>drawDistancePointToLine2D_vec_func</Shortcut>
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<Description>Encapsulated in a function: Draw a DistancePointToLine in the Unity Editor. (line defined by vectors)</Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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float DrawDistancePointToLine$name$()
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{
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Vector2 point = $end$;
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Vector2 lineOrigin = ;
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Vector2 lineDirection = ;
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Color color = default(Color);
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float linesWidth = 0.0f;
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string text = null;
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string lineName = null;
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float custom_zPos = float.PositiveInfinity;
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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'
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float enlargeSmallTextToThisMinTextSize = 0.005f;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = true;
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return DrawMeasurements2D.DistancePointToLine(point, lineOrigin, lineDirection, color, linesWidth, text, lineName, custom_zPos, coneLength, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
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}
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn DistancePointToLine</ToolTip>
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<Default>WithThisName</Default>
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</Literal>
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</Declarations>
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</Snippet>
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</CodeSnippet>
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawAngleLineToLine2D_ray_func</Title>
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<Shortcut>drawAngleLineToLine2D_ray_func</Shortcut>
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<Description>Encapsulated in a function: Draw an AngleLineToLine in the Unity Editor. (lines defined by rays)</Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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float DrawAngleLineToLine$name$()
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{
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Ray2D line1 = $end$;
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Ray2D line2 = ;
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Color color = default(Color);
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float linesWidth = 0.0f;
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string text = null;
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string line1Name = null;
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string line2Name = null;
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float custom_zPos = float.PositiveInfinity;
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bool returnObtuseAngleOver90deg = false;
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bool displayAndReturn_radInsteadOfDeg = false;
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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'
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bool addTextForAlternativeAngleUnit = true;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = true;
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return DrawMeasurements2D.AngleLineToLine(line1, line2, color, linesWidth, text, line1Name, line2Name, custom_zPos, returnObtuseAngleOver90deg, displayAndReturn_radInsteadOfDeg, coneLength, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
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}
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn AngleLineToLine</ToolTip>
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<Default>WithThisName</Default>
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</Literal>
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</Declarations>
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</Snippet>
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</CodeSnippet>
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawAngleLineToLine2D_vec_func</Title>
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<Shortcut>drawAngleLineToLine2D_vec_func</Shortcut>
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<Description>Encapsulated in a function: Draw an AngleLineToLine in the Unity Editor. (lines defined by vectors)</Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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float DrawAngleLineToLine$name$()
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{
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Vector2 line1Origin = $end$;
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Vector2 line1Direction = ;
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Vector2 line2Origin = ;
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Vector2 line2Direction = ;
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Color color = default(Color);
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float linesWidth = 0.0f;
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string text = null;
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string line1Name = null;
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string line2Name = null;
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float custom_zPos = float.PositiveInfinity;
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bool returnObtuseAngleOver90deg = false;
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bool displayAndReturn_radInsteadOfDeg = false;
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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'
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bool addTextForAlternativeAngleUnit = true;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = true;
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return DrawMeasurements2D.AngleLineToLine(line1Origin, line1Direction, line2Origin, line2Direction, color, linesWidth, text, line1Name, line2Name, custom_zPos, returnObtuseAngleOver90deg, displayAndReturn_radInsteadOfDeg, coneLength, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
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}
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn AngleLineToLine</ToolTip>
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<Default>WithThisName</Default>
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</Literal>
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</Declarations>
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</Snippet>
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</CodeSnippet>
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawDistanceThreshold2D_func</Title>
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<Shortcut>drawDistanceThreshold2D_func</Shortcut>
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<Description>Encapsulated in a function: Draw DistanceThreshold in the Unity Editor. </Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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void DrawDistanceThreshold$name$()
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{
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Vector2 startPos = $end$;
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Vector2 endPos = ;
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float thresholdDistance = ;
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string text = null;
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bool displayDistanceAlsoAsText = false;
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float lineWidth = 0.0f;
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float custom_zPos = float.PositiveInfinity;
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bool exactlyThresholdLength_countsAsShorter = true;
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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'
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DrawBasics.LineStyle overwriteStyle_forNear = DrawBasics.LineStyle.electricNoise;
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DrawBasics.LineStyle overwriteStyle_forFar = DrawBasics.LineStyle.solid;
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Color overwriteColor_forNear = default(Color);
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Color overwriteColor_forFar = default(Color);
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float enlargeSmallTextToThisMinTextSize = 0.005f;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = true;
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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);
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}
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn DistanceThreshold</ToolTip>
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<Default>WithThisName</Default>
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</Literal>
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</Declarations>
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</Snippet>
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</CodeSnippet>
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<CodeSnippet Format="1.0.0">
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<Header>
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<Title>drawDistanceThresholds2D_func</Title>
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<Shortcut>drawDistanceThresholds2D_func</Shortcut>
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<Description>Encapsulated in a function: Draw DistanceThresholds in the Unity Editor. </Description>
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<Author>Draw XXL</Author>
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</Header>
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<Snippet>
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<Code Language="csharp">
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<![CDATA[
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void DrawDistanceThresholds$name$()
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{
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Vector2 startPos = $end$;
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Vector2 endPos = ;
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float smallerThresholdDistance = ;
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float biggerThresholdDistance = ;
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string text = null;
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bool displayDistanceAlsoAsText = false;
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float lineWidth = 0.0f;
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float custom_zPos = float.PositiveInfinity;
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bool exactlyThresholdLength_countsAsShorter = true;
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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'
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DrawBasics.LineStyle overwriteStyle_forNear = DrawBasics.LineStyle.electricNoise;
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DrawBasics.LineStyle overwriteStyle_forMiddle = DrawBasics.LineStyle.electricImpulses;
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DrawBasics.LineStyle overwriteStyle_forFar = DrawBasics.LineStyle.solid;
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Color overwriteColor_forNear = default(Color);
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Color overwriteColor_forMiddle = default(Color);
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Color overwriteColor_forFar = default(Color);
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float enlargeSmallTextToThisMinTextSize = 0.005f;
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float durationInSec = 0.0f;
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bool hiddenByNearerObjects = true;
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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);
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}
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]]>
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</Code>
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<Imports>
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<Import>
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<Namespace>DrawXXL</Namespace>
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</Import>
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</Imports>
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<Declarations>
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<Literal>
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<ID>name</ID>
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<ToolTip>Name of drawn DistanceThresholds</ToolTip>
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<Default>WithThisName</Default>
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</Literal>
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</Declarations>
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</Snippet>
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</CodeSnippet>
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</CodeSnippets>
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Reference in New Issue
Block a user