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1 change: 1 addition & 0 deletions ScriptReference/api/Lib/JCS_Vec.html
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<h1 id="jcs_vec">JCS_Vec</h1><p>Vector data structure implementation.<h2 id="functions">Functions</h2><table><thead><tr><th id="name" style="text-align:left">Name<th id="description" style="text-align:left">Description<tbody><tr><td style="text-align:left">push<td style="text-align:left">Add one element at the end of the array.<tr><td style="text-align:left">shift<td style="text-align:left">Remove the first element and returns it.<tr><td style="text-align:left">slice<td style="text-align:left">Remove the element of the index/object, and returns the element.<tr><td style="text-align:left">at<td style="text-align:left">Returns the object by index.<tr><td style="text-align:left">set<td style="text-align:left">Set the object by index.<tr><td style="text-align:left">clear<td style="text-align:left">Clear the array.</table>
1 change: 0 additions & 1 deletion ScriptReference/api/Lib/JCS_Vector.html

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2 changes: 1 addition & 1 deletion ScriptReference/api/Util/JCS_Util.html
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<h1 id="jcs_util">JCS_Util</h1><p>All code utility is stored here.<h2 id="functions">Functions</h2><table><thead><tr><th id="name" style="text-align:left">Name<th id="description" style="text-align:left">Description<tbody><tr><td style="text-align:left">EnableComponent<td style="text-align:left">Do enable/distance component.<tr><td style="text-align:left">ForceGetComponent<td style="text-align:left">Force to get a component, if not found add one new then.<tr><td style="text-align:left">Instantiate<td style="text-align:left">Spawn a game object.<tr><td style="text-align:left">FindObjectByType<td style="text-align:left">Retrieves the first active loaded object of Type type.<tr><td style="text-align:left">FindObjectsByType<td style="text-align:left">Retrieves a list of all loaded objects of Type type.<tr><td style="text-align:left">WithInRange<td style="text-align:left">Check if the value is within the range.<tr><td style="text-align:left">WithInRange<td style="text-align:left">Check if the index valid within the array length.<tr><td style="text-align:left">LoopIn<td style="text-align:left">Make the index is within the array length by setting the maxinum of (legnth - 1) or mininum of 0.<tr><td style="text-align:left">SpawnAnimateObject<td style="text-align:left">Spawn a gameobject with animation attached.<tr><td style="text-align:left">SpawnAnimateObjectDeathEvent<td style="text-align:left">Spawn a gameobject with the animator and death event on it.<tr><td style="text-align:left">GroundVector<td style="text-align:left">Make the vector to a ground vector.<tr><td style="text-align:left">SetActiveToAllChildren<td style="text-align:left">Active all the child in a transform.<tr><td style="text-align:left">MoveToTheLastChild<td style="text-align:left">Make the transform to the last transform of the current parent transform.<tr><td style="text-align:left">SetParentWithoutLosingInfo<td style="text-align:left">Set the transform to another transform without losing it's info. (position, rotation, scale)<tr><td style="text-align:left">VectorDirection<td style="text-align:left">Returns vector direction by passing the vector direction enum.<tr><td style="text-align:left">ApplyRandVector3<td style="text-align:left">Add random value to a vector.<tr><td style="text-align:left">IsSameTribe<td style="text-align:left">Check if the live object is the same tribe.<tr><td style="text-align:left">GetValues<td style="text-align:left">Get the value for each enum, use to loop through the enum.<tr><td style="text-align:left">SetEnableAllComponents<td style="text-align:left">Set enable/disable to all component on this transform.<tr><td style="text-align:left">DestroyAllTypeObjectInScene<td style="text-align:left">Destory all gameobjects in the scene with the type passed in.<tr><td style="text-align:left">DestroyImmediateAllTypeObjectInScene<td style="text-align:left">Destroy all the gameobject in the scene immediately with the type passed in.<tr><td style="text-align:left">FindCloneObjectsOfTypeAll<td style="text-align:left">Find all cloned gameobjects in the scene with the type passed in.<tr><td style="text-align:left">FindNotCloneObjectsOfTypeAll<td style="text-align:left">Find all gameobjects that are not clones in the scene with the type passed in.<tr><td style="text-align:left">FindObjectsOfTypeAllInHierarchy<td style="text-align:left">Find all the gameobject that are only active in the hierarchy with the type passed in.<tr><td style="text-align:left">GetEasing<td style="text-align:left">Returns the easing function pointer base on the tweener type/enum.<tr><td style="text-align:left">FillSlot<td style="text-align:left">Fill slots with initialize value type by length.<tr><td style="text-align:left">RemoveEmptySlot<td style="text-align:left">Remove the null value from a list/array.<tr><td style="text-align:left">RemoveEmptySlotIncludeMissing<td style="text-align:left">Remove all the null value including missing reference in the list/array.<tr><td style="text-align:left">GetFinalLocalEulerAngles<td style="text-align:left">Get the final local euler angles by accumilate all the parent gameobjects.<tr><td style="text-align:left">MergeArrays<td style="text-align:left">Merge multiple arrays into one array.<tr><td style="text-align:left">MergeArrays2<td style="text-align:left">Merge two array and return the new array.<tr><td style="text-align:left">MergeList<td style="text-align:left">Merge the two lists and return the new list.<tr><td style="text-align:left">CopyBtyeArray<td style="text-align:left">Copy byte array to another byte array memory space.<tr><td style="text-align:left">EnumSize<td style="text-align:left">Returns the length of an enumerator.<tr><td style="text-align:left">IsArrayEmpty<td style="text-align:left">Check if the string array is empty.<tr><td style="text-align:left">ListPopFront<td style="text-align:left">Pop the first value from the list.<tr><td style="text-align:left">ListPopBack<td style="text-align:left">Pop the last value from the list.<tr><td style="text-align:left">IsNumberString<td style="text-align:left">Check if the string is a number string.<tr><td style="text-align:left">DetachChildren<td style="text-align:left">Detach all the child from a transform.<tr><td style="text-align:left">ForceDetachChildren<td style="text-align:left">Force detach all the child from a transform.<tr><td style="text-align:left">AttachChildren<td style="text-align:left">Attach all the childs to this transform.<tr><td style="text-align:left">ToJson<td style="text-align:left">Serialize object to JSON string.<tr><td style="text-align:left">IsScene<td style="text-align:left">Check current scene's with NAME.<tr><td style="text-align:left">IsSceneExists<td style="text-align:left">Returns true if the scene 'name' exists and is in your Build settings, false otherwise.<tr><td style="text-align:left">LastFileIndex<td style="text-align:left">Method to do search directory and get the last file index.<tr><td style="text-align:left">DeleteAllFilesFromDir<td style="text-align:left">Delete all files in directory.<tr><td style="text-align:left">BytesToString<td style="text-align:left">Convert byte array to string by charset type.<tr><td style="text-align:left">StringToBytes<td style="text-align:left">Convert string to byte array by charset type.<tr><td style="text-align:left">EscapeURL<td style="text-align:left">Simple version of escape url.</table>
<h1 id="jcs_util">JCS_Util</h1><p>All code utility is stored here.<h2 id="functions">Functions</h2><table><thead><tr><th id="name" style="text-align:left">Name<th id="description" style="text-align:left">Description<tbody><tr><td style="text-align:left">EnableComponent<td style="text-align:left">Do enable/distance component.<tr><td style="text-align:left">ForceGetComponent<td style="text-align:left">Force to get a component, if not found add one new then.<tr><td style="text-align:left">Instantiate<td style="text-align:left">Spawn a game object.<tr><td style="text-align:left">FindObjectByType<td style="text-align:left">Retrieves the first active loaded object of Type type.<tr><td style="text-align:left">FindObjectsByType<td style="text-align:left">Retrieves a list of all loaded objects of Type type.<tr><td style="text-align:left">WithInRange<td style="text-align:left">Check if the value is within the range.<tr><td style="text-align:left">WithInRange<td style="text-align:left">Check if the index valid within the array length.<tr><td style="text-align:left">LoopIn<td style="text-align:left">Make the index is within the array length by setting the maxinum of (legnth - 1) or mininum of 0.<tr><td style="text-align:left">SpawnAnimateObject<td style="text-align:left">Spawn a gameobject with animation attached.<tr><td style="text-align:left">SpawnAnimateObjectDeathEvent<td style="text-align:left">Spawn a gameobject with the animator and death event on it.<tr><td style="text-align:left">SetActiveToAllChildren<td style="text-align:left">Active all the child in a transform.<tr><td style="text-align:left">MoveToTheLastChild<td style="text-align:left">Make the transform to the last transform of the current parent transform.<tr><td style="text-align:left">SetParentWithoutLosingInfo<td style="text-align:left">Set the transform to another transform without losing it's info. (position, rotation, scale)<tr><td style="text-align:left">IsSameTribe<td style="text-align:left">Check if the live object is the same tribe.<tr><td style="text-align:left">GetValues<td style="text-align:left">Get the value for each enum, use to loop through the enum.<tr><td style="text-align:left">SetEnableAllComponents<td style="text-align:left">Set enable/disable to all component on this transform.<tr><td style="text-align:left">DestroyAllTypeObjectInScene<td style="text-align:left">Destory all gameobjects in the scene with the type passed in.<tr><td style="text-align:left">DestroyImmediateAllTypeObjectInScene<td style="text-align:left">Destroy all the gameobject in the scene immediately with the type passed in.<tr><td style="text-align:left">FindCloneObjectsOfTypeAll<td style="text-align:left">Find all cloned gameobjects in the scene with the type passed in.<tr><td style="text-align:left">FindNotCloneObjectsOfTypeAll<td style="text-align:left">Find all gameobjects that are not clones in the scene with the type passed in.<tr><td style="text-align:left">FindObjectsOfTypeAllInHierarchy<td style="text-align:left">Find all the gameobject that are only active in the hierarchy with the type passed in.<tr><td style="text-align:left">GetEasing<td style="text-align:left">Returns the easing function pointer base on the tweener type/enum.<tr><td style="text-align:left">FillSlot<td style="text-align:left">Fill slots with initialize value type by length.<tr><td style="text-align:left">RemoveEmptySlot<td style="text-align:left">Remove the null value from a list/array.<tr><td style="text-align:left">RemoveEmptySlotIncludeMissing<td style="text-align:left">Remove all the null value including missing reference in the list/array.<tr><td style="text-align:left">MergeArrays<td style="text-align:left">Merge multiple arrays into one array.<tr><td style="text-align:left">MergeArrays2<td style="text-align:left">Merge two array and return the new array.<tr><td style="text-align:left">MergeList<td style="text-align:left">Merge the two lists and return the new list.<tr><td style="text-align:left">CopyBtyeArray<td style="text-align:left">Copy byte array to another byte array memory space.<tr><td style="text-align:left">EnumSize<td style="text-align:left">Returns the length of an enumerator.<tr><td style="text-align:left">IsArrayEmpty<td style="text-align:left">Check if the string array is empty.<tr><td style="text-align:left">ListPopFront<td style="text-align:left">Pop the first value from the list.<tr><td style="text-align:left">ListPopBack<td style="text-align:left">Pop the last value from the list.<tr><td style="text-align:left">IsNumberString<td style="text-align:left">Check if the string is a number string.<tr><td style="text-align:left">DetachChildren<td style="text-align:left">Detach all the child from a transform.<tr><td style="text-align:left">ForceDetachChildren<td style="text-align:left">Force detach all the child from a transform.<tr><td style="text-align:left">AttachChildren<td style="text-align:left">Attach all the childs to this transform.<tr><td style="text-align:left">ToJson<td style="text-align:left">Serialize object to JSON string.<tr><td style="text-align:left">IsScene<td style="text-align:left">Check current scene's with NAME.<tr><td style="text-align:left">IsSceneExists<td style="text-align:left">Returns true if the scene 'name' exists and is in your Build settings, false otherwise.<tr><td style="text-align:left">LastFileIndex<td style="text-align:left">Method to do search directory and get the last file index.<tr><td style="text-align:left">DeleteAllFilesFromDir<td style="text-align:left">Delete all files in directory.<tr><td style="text-align:left">BytesToString<td style="text-align:left">Convert byte array to string by charset type.<tr><td style="text-align:left">StringToBytes<td style="text-align:left">Convert string to byte array by charset type.<tr><td style="text-align:left">EscapeURL<td style="text-align:left">Simple version of escape url.</table>
1 change: 1 addition & 0 deletions ScriptReference/api/Util/JCS_Vector.html
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<h1 id="jcs_vector">JCS_Vector</h1><p>Vector utilities.<h2 id="functions">Functions</h2><table><thead><tr><th id="name" style="text-align:left">Name<th id="description" style="text-align:left">Description<tbody><tr><td style="text-align:left">SetVecX<td style="text-align:left">Set the vector on x axis.<tr><td style="text-align:left">SetVecY<td style="text-align:left">Set the vector on y axis.<tr><td style="text-align:left">SetVecZ<td style="text-align:left">Set the vector on z axis.<tr><td style="text-align:left">IncVecX<td style="text-align:left">Add the vector on x axis.<tr><td style="text-align:left">IncVecY<td style="text-align:left">Add the vector on y axis.<tr><td style="text-align:left">IncVecZ<td style="text-align:left">Add the vector on z axis.<tr><td style="text-align:left">Direction<td style="text-align:left">Returns vector direction by passing the vector direction enum.<tr><td style="text-align:left">ApplyRandVector3<td style="text-align:left">Add random value to a vector.<tr><td style="text-align:left">GetFinalLocalEulerAngles<td style="text-align:left">Get the final local euler angles by accumilate all the parent gameobjects.<tr><td style="text-align:left">GroundVector<td style="text-align:left">Make the vector to a ground vector.<tr><td style="text-align:left">LookDegree<td style="text-align:left">How close player looks toward the target.<tr><td style="text-align:left">SignedLookDegree<td style="text-align:left">How close player looks toward the target.<tr><td style="text-align:left">InDistance<td style="text-align:left">Check if distance between pos1 and pos2 is under the threshold.</table>
2 changes: 1 addition & 1 deletion ScriptReference/index.html

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