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Merge pull request #79748 from Repiteo/dotnet-documentation-fixes

Fix issues in C# documentation comments
Yuri Sizov 2 年之前
父節點
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000bf3733e

+ 2 - 2
modules/mono/glue/GodotSharp/GodotSharp/Core/Aabb.cs

@@ -564,7 +564,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if this <see cref="Aabb"/> is finite, by calling
-        /// <see cref="Mathf.IsFinite"/> on each component.
+        /// <see cref="Mathf.IsFinite(real_t)"/> on each component.
         /// </summary>
         /// <returns>Whether this vector is finite or not.</returns>
         public readonly bool IsFinite()
@@ -683,7 +683,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if the AABB is exactly equal
-        /// to the given object (<see paramref="obj"/>).
+        /// to the given object (<paramref name="obj"/>).
         /// Note: Due to floating-point precision errors, consider using
         /// <see cref="IsEqualApprox"/> instead, which is more reliable.
         /// </summary>

+ 2 - 2
modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs

@@ -596,7 +596,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if this basis is finite, by calling
-        /// <see cref="Mathf.IsFinite"/> on each component.
+        /// <see cref="Mathf.IsFinite(real_t)"/> on each component.
         /// </summary>
         /// <returns>Whether this vector is finite or not.</returns>
         public readonly bool IsFinite()
@@ -1083,7 +1083,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if the <see cref="Basis"/> is
-        /// exactly equal to the given object (<see paramref="obj"/>).
+        /// exactly equal to the given object (<paramref name="obj"/>).
         /// Note: Due to floating-point precision errors, consider using
         /// <see cref="IsEqualApprox"/> instead, which is more reliable.
         /// </summary>

+ 1 - 1
modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs

@@ -204,7 +204,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if this plane is finite, by calling
-        /// <see cref="Mathf.IsFinite"/> on each component.
+        /// <see cref="Mathf.IsFinite(real_t)"/> on each component.
         /// </summary>
         /// <returns>Whether this vector is finite or not.</returns>
         public readonly bool IsFinite()

+ 1 - 1
modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs

@@ -976,7 +976,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if the projection is exactly equal
-        /// to the given object (<see paramref="obj"/>).
+        /// to the given object (<paramref name="obj"/>).
         /// </summary>
         /// <param name="obj">The object to compare with.</param>
         /// <returns>Whether or not the vector and the object are equal.</returns>

+ 2 - 2
modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs

@@ -103,7 +103,7 @@ namespace Godot
         ///
         /// Note: This method has an abnormally high amount
         /// of floating-point error, so methods such as
-        /// <see cref="Mathf.IsZeroApprox"/> will not work reliably.
+        /// <see cref="Mathf.IsZeroApprox(real_t)"/> will not work reliably.
         /// </summary>
         /// <param name="to">The other quaternion.</param>
         /// <returns>The angle between the quaternions.</returns>
@@ -320,7 +320,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if this quaternion is finite, by calling
-        /// <see cref="Mathf.IsFinite"/> on each component.
+        /// <see cref="Mathf.IsFinite(real_t)"/> on each component.
         /// </summary>
         /// <returns>Whether this vector is finite or not.</returns>
         public readonly bool IsFinite()

+ 1 - 1
modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs

@@ -102,7 +102,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if this <see cref="Rect2"/> is finite, by calling
-        /// <see cref="Mathf.IsFinite"/> on each component.
+        /// <see cref="Mathf.IsFinite(real_t)"/> on each component.
         /// </summary>
         /// <returns>Whether this vector is finite or not.</returns>
         public bool IsFinite()

+ 2 - 2
modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs

@@ -232,7 +232,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if this transform is finite, by calling
-        /// <see cref="Mathf.IsFinite"/> on each component.
+        /// <see cref="Mathf.IsFinite(real_t)"/> on each component.
         /// </summary>
         /// <returns>Whether this vector is finite or not.</returns>
         public readonly bool IsFinite()
@@ -586,7 +586,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if the transform is exactly equal
-        /// to the given object (<see paramref="obj"/>).
+        /// to the given object (<paramref name="obj"/>).
         /// Note: Due to floating-point precision errors, consider using
         /// <see cref="IsEqualApprox"/> instead, which is more reliable.
         /// </summary>

+ 2 - 2
modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs

@@ -156,7 +156,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if this transform is finite, by calling
-        /// <see cref="Mathf.IsFinite"/> on each component.
+        /// <see cref="Mathf.IsFinite(real_t)"/> on each component.
         /// </summary>
         /// <returns>Whether this vector is finite or not.</returns>
         public readonly bool IsFinite()
@@ -613,7 +613,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if the transform is exactly equal
-        /// to the given object (<see paramref="obj"/>).
+        /// to the given object (<paramref name="obj"/>).
         /// Note: Due to floating-point precision errors, consider using
         /// <see cref="IsEqualApprox"/> instead, which is more reliable.
         /// </summary>

+ 4 - 4
modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs

@@ -164,7 +164,7 @@ namespace Godot
         /// <summary>
         /// Returns a new vector with all components rounded up (towards positive infinity).
         /// </summary>
-        /// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns>
+        /// <returns>A vector with <see cref="Mathf.Ceil(real_t)"/> called on each component.</returns>
         public readonly Vector2 Ceil()
         {
             return new Vector2(Mathf.Ceil(X), Mathf.Ceil(Y));
@@ -318,7 +318,7 @@ namespace Godot
         /// <summary>
         /// Returns a new vector with all components rounded down (towards negative infinity).
         /// </summary>
-        /// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
+        /// <returns>A vector with <see cref="Mathf.Floor(real_t)"/> called on each component.</returns>
         public readonly Vector2 Floor()
         {
             return new Vector2(Mathf.Floor(X), Mathf.Floor(Y));
@@ -335,7 +335,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if this vector is finite, by calling
-        /// <see cref="Mathf.IsFinite"/> on each component.
+        /// <see cref="Mathf.IsFinite(real_t)"/> on each component.
         /// </summary>
         /// <returns>Whether this vector is finite or not.</returns>
         public readonly bool IsFinite()
@@ -948,7 +948,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if the vector is exactly equal
-        /// to the given object (<see paramref="obj"/>).
+        /// to the given object (<paramref name="obj"/>).
         /// Note: Due to floating-point precision errors, consider using
         /// <see cref="IsEqualApprox"/> instead, which is more reliable.
         /// </summary>

+ 1 - 1
modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2I.cs

@@ -517,7 +517,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if the vector is equal
-        /// to the given object (<see paramref="obj"/>).
+        /// to the given object (<paramref name="obj"/>).
         /// </summary>
         /// <param name="obj">The object to compare with.</param>
         /// <returns>Whether or not the vector and the object are equal.</returns>

+ 4 - 4
modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs

@@ -150,7 +150,7 @@ namespace Godot
         /// <summary>
         /// Returns a new vector with all components rounded up (towards positive infinity).
         /// </summary>
-        /// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns>
+        /// <returns>A vector with <see cref="Mathf.Ceil(real_t)"/> called on each component.</returns>
         public readonly Vector3 Ceil()
         {
             return new Vector3(Mathf.Ceil(X), Mathf.Ceil(Y), Mathf.Ceil(Z));
@@ -315,7 +315,7 @@ namespace Godot
         /// <summary>
         /// Returns a new vector with all components rounded down (towards negative infinity).
         /// </summary>
-        /// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
+        /// <returns>A vector with <see cref="Mathf.Floor(real_t)"/> called on each component.</returns>
         public readonly Vector3 Floor()
         {
             return new Vector3(Mathf.Floor(X), Mathf.Floor(Y), Mathf.Floor(Z));
@@ -332,7 +332,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if this vector is finite, by calling
-        /// <see cref="Mathf.IsFinite"/> on each component.
+        /// <see cref="Mathf.IsFinite(real_t)"/> on each component.
         /// </summary>
         /// <returns>Whether this vector is finite or not.</returns>
         public readonly bool IsFinite()
@@ -1050,7 +1050,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if the vector is exactly equal
-        /// to the given object (<see paramref="obj"/>).
+        /// to the given object (<paramref name="obj"/>).
         /// Note: Due to floating-point precision errors, consider using
         /// <see cref="IsEqualApprox"/> instead, which is more reliable.
         /// </summary>

+ 1 - 1
modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3I.cs

@@ -572,7 +572,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if the vector is equal
-        /// to the given object (<see paramref="obj"/>).
+        /// to the given object (<paramref name="obj"/>).
         /// </summary>
         /// <param name="obj">The object to compare with.</param>
         /// <returns>Whether or not the vector and the object are equal.</returns>

+ 4 - 4
modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs

@@ -147,7 +147,7 @@ namespace Godot
         /// <summary>
         /// Returns a new vector with all components rounded up (towards positive infinity).
         /// </summary>
-        /// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns>
+        /// <returns>A vector with <see cref="Mathf.Ceil(real_t)"/> called on each component.</returns>
         public readonly Vector4 Ceil()
         {
             return new Vector4(Mathf.Ceil(X), Mathf.Ceil(Y), Mathf.Ceil(Z), Mathf.Ceil(W));
@@ -264,7 +264,7 @@ namespace Godot
         /// <summary>
         /// Returns a new vector with all components rounded down (towards negative infinity).
         /// </summary>
-        /// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
+        /// <returns>A vector with <see cref="Mathf.Floor(real_t)"/> called on each component.</returns>
         public readonly Vector4 Floor()
         {
             return new Vector4(Mathf.Floor(X), Mathf.Floor(Y), Mathf.Floor(Z), Mathf.Floor(W));
@@ -281,7 +281,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if this vector is finite, by calling
-        /// <see cref="Mathf.IsFinite"/> on each component.
+        /// <see cref="Mathf.IsFinite(real_t)"/> on each component.
         /// </summary>
         /// <returns>Whether this vector is finite or not.</returns>
         public readonly bool IsFinite()
@@ -832,7 +832,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if the vector is exactly equal
-        /// to the given object (<see paramref="obj"/>).
+        /// to the given object (<paramref name="obj"/>).
         /// Note: Due to floating-point precision errors, consider using
         /// <see cref="IsEqualApprox"/> instead, which is more reliable.
         /// </summary>

+ 1 - 1
modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4I.cs

@@ -593,7 +593,7 @@ namespace Godot
 
         /// <summary>
         /// Returns <see langword="true"/> if the vector is equal
-        /// to the given object (<see paramref="obj"/>).
+        /// to the given object (<paramref name="obj"/>).
         /// </summary>
         /// <param name="obj">The object to compare with.</param>
         /// <returns>Whether or not the vector and the object are equal.</returns>