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fix: Fixing API doc issues (#2976)
* Fixing APi doc issues * Adding a list element
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8 files changed

+70
-65
lines changed

8 files changed

+70
-65
lines changed

com.unity.netcode.gameobjects/Runtime/Components/HalfVector3.cs

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@@ -8,7 +8,7 @@ namespace Unity.Netcode.Components
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/// Half float precision <see cref="Vector3"/>.
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/// </summary>
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/// <remarks>
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/// The Vector3T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
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/// The Vector3T&lt;ushort&gt; values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
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/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
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/// a half float type.
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/// </remarks>

com.unity.netcode.gameobjects/Runtime/Components/HalfVector4.cs

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@@ -8,7 +8,7 @@ namespace Unity.Netcode.Components
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/// Half Precision <see cref="Vector4"/> that can also be used to convert a <see cref="Quaternion"/> to half precision.
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/// </summary>
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/// <remarks>
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/// The Vector4T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
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/// The Vector4T&lt;ushort&gt; values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
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/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
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/// a half float type.
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/// </remarks>

com.unity.netcode.gameobjects/Runtime/Components/Interpolator/BufferedLinearInterpolator.cs

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@@ -5,7 +5,7 @@
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namespace Unity.Netcode
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{
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/// <summary>
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/// Solves for incoming values that are jittered
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/// Solves for incoming values that are jittered.
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/// Partially solves for message loss. Unclamped lerping helps hide this, but not completely
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/// </summary>
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/// <typeparam name="T">The type of interpolated value</typeparam>

com.unity.netcode.gameobjects/Runtime/Core/NetworkBehaviour.cs

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com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs

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@@ -37,7 +37,7 @@ public sealed class NetworkObject : MonoBehaviour
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internal uint PrefabGlobalObjectIdHash;
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/// <summary>
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/// This is the source prefab of an in-scene placed NetworkObject. This is not set for in-scene
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/// This is the source prefab of an in-scene placed NetworkObject. This is not set for in-scene
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/// placd NetworkObjects that are not prefab instances, dynamically spawned prefab instances,
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/// or for network prefab assets.
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/// </summary>
@@ -207,8 +207,8 @@ private bool IsEditingPrefab()
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}
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/// <summary>
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/// This checks to see if this NetworkObject is an in-scene placed prefab instance. If so it will
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/// automatically find the source prefab asset's GlobalObjectIdHash value, assign it to
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/// This checks to see if this NetworkObject is an in-scene placed prefab instance. If so it will
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/// automatically find the source prefab asset's GlobalObjectIdHash value, assign it to
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/// InScenePlacedSourceGlobalObjectIdHash and mark this as being in-scene placed.
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/// </summary>
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/// <remarks>
@@ -540,8 +540,8 @@ public bool SetOwnershipLock(bool lockOwnership = true)
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/// permission failure status codes will be returned via <see cref="OnOwnershipPermissionsFailure"/>.
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/// <see cref="Locked"/>: The <see cref="NetworkObject"/> is locked and ownership cannot be acquired.
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/// <see cref="RequestRequired"/>: The <see cref="NetworkObject"/> requires an ownership request via <see cref="RequestOwnership"/>.
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/// <see cref="RequestInProgress"/>: The <see cref="NetworkObject"/> already is processing an ownership request and ownership cannot be acquired at this time.
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/// <see cref="NotTransferrable": The <see cref="NetworkObject"/> does not have the <see cref="OwnershipStatus.Transferable"/> flag set and ownership cannot be acquired.
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/// <see cref="RequestInProgress"/>: The <see cref="NetworkObject"/> is already processing an ownership request and ownership cannot be acquired at this time.
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/// <see cref="NotTransferrable"/>: The <see cref="NetworkObject"/> does not have the <see cref="OwnershipStatus.Transferable"/> flag set and ownership cannot be acquired.
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/// </summary>
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public enum OwnershipPermissionsFailureStatus
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{

com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs

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@@ -774,6 +774,7 @@ public void DisableValidationWarnings(bool disabled)
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/// <summary>
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/// This setting changes how clients handle scene loading when initially synchronizing with the server.<br />
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/// The server or host should set this value as clients will automatically be synchronized with the server (or host) side.
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/// </summary>
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/// <remarks>
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/// <b>LoadSceneMode.Single:</b> All currently loaded scenes on the client will be unloaded and the
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/// server's currently active scene will be loaded in single mode on the client unless it was already

com.unity.netcode.gameobjects/TestHelpers/Runtime/NetcodeIntegrationTestHelpers.cs

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@@ -620,7 +620,7 @@ public static IEnumerator WaitForClientConnected(NetworkManager client, ResultWr
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/// Similar to WaitForClientConnected, this waits for multiple clients to be connected.
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/// </summary>
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/// <param name="clients">The clients to be connected</param>
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/// <param name="result">The result. If null, it will automatically assert<</param>
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/// <param name="result">The result. If null, it will automatically assert</param>
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/// <param name="maxFrames">The max frames to wait for</param>
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/// <returns></returns>
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public static IEnumerator WaitForClientsConnected(NetworkManager[] clients, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)

com.unity.netcode.gameobjects/TestHelpers/Runtime/NetworkVariableHelper.cs

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@@ -5,11 +5,13 @@ namespace Unity.Netcode.TestHelpers.Runtime
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{
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/// <summary>
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/// Will automatically register for the NetworkVariable OnValueChanged
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/// delegate handler. It then will expose that single delegate invocation
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/// delegate handler. It then will expose that single delegate invocation
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/// to anything that registers for this NetworkVariableHelper's instance's OnValueChanged event.
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/// This allows us to register any NetworkVariable type as well as there are basically two "types of types":
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/// IEquatable<T>
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/// ValueType
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/// <list type="bullet">
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/// <item>IEquatable&lt;T&gt;</item>
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/// <item>ValueType</item>
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/// </list>
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/// From both we can then at least determine if the value indeed changed
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/// </summary>
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/// <typeparam name="T"></typeparam>
@@ -20,7 +22,7 @@ public class NetworkVariableHelper<T> : NetworkVariableBaseHelper
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public event OnMyValueChangedDelegateHandler OnValueChanged;
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/// <summary>
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/// IEquatable<T> Equals Check
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/// IEquatable&lt;T&gt; Equals Check
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/// </summary>
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private void CheckVariableChanged(IEquatable<T> previous, IEquatable<T> next)
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{

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