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DocumentationSortingAttribute: remove sortOrder, which was a pain to …
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…maintain
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glabute committed Nov 28, 2017
1 parent 33bf2a9 commit e2fa2ae
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Showing 39 changed files with 59 additions and 62 deletions.
2 changes: 1 addition & 1 deletion Base/Runtime/Behaviours/CinemachineBlendListCamera.cs
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Expand Up @@ -12,7 +12,7 @@ namespace Cinemachine
/// Blends between cameras are specified.
/// The last camera is held indefinitely.
/// </summary>
[DocumentationSorting(13, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[ExecuteInEditMode, DisallowMultipleComponent]
[AddComponentMenu("Cinemachine/CinemachineBlendListCamera")]
public class CinemachineBlendListCamera : CinemachineVirtualCameraBase
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4 changes: 2 additions & 2 deletions Base/Runtime/Behaviours/CinemachineBrain.cs
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Expand Up @@ -20,7 +20,7 @@ namespace Cinemachine
/// You can specify the time over which to blend, as well as the blend curve shape.
/// Note that a camera cut is just a zero-time blend.
/// </summary>
[DocumentationSorting(0, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
// [RequireComponent(typeof(Camera))] // strange but true: we can live without it
[ExecuteInEditMode, DisallowMultipleComponent]
[AddComponentMenu("Cinemachine/CinemachineBrain")]
Expand Down Expand Up @@ -54,7 +54,7 @@ public class CinemachineBrain : MonoBehaviour
public Transform m_WorldUpOverride;

/// <summary>This enum defines the options available for the update method.</summary>
[DocumentationSorting(0.1f, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
public enum UpdateMethod
{
/// <summary>Virtual cameras are updated in sync with the Physics module, in FixedUpdate</summary>
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2 changes: 1 addition & 1 deletion Base/Runtime/Behaviours/CinemachineClearShot.cs
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Expand Up @@ -21,7 +21,7 @@ namespace Cinemachine
///
/// You can also define custom blends between the ClearShot children.
/// </summary>
[DocumentationSorting(12, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[ExecuteInEditMode, DisallowMultipleComponent]
[AddComponentMenu("Cinemachine/CinemachineClearShot")]
public class CinemachineClearShot : CinemachineVirtualCameraBase
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2 changes: 1 addition & 1 deletion Base/Runtime/Behaviours/CinemachineCollider.cs
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Expand Up @@ -16,7 +16,7 @@ namespace Cinemachine
/// Additionally, the Collider can be used to assess the shot quality and
/// report this as a field in the camera State.
/// </summary>
[DocumentationSorting(15, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[ExecuteInEditMode]
[AddComponentMenu("")] // Hide in menu
[SaveDuringPlay]
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2 changes: 1 addition & 1 deletion Base/Runtime/Behaviours/CinemachineConfiner.cs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ namespace Cinemachine
/// the final position of the virtual camera. It will confine the virtual
/// camera's position to the volume specified in the Bounding Volume field.
/// </summary>
[DocumentationSorting(22, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[ExecuteInEditMode]
[AddComponentMenu("")] // Hide in menu
[SaveDuringPlay]
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2 changes: 1 addition & 1 deletion Base/Runtime/Behaviours/CinemachineDollyCart.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ namespace Cinemachine
/// It can be used to animate any objects along a path, or as a Follow target for
/// Cinemachine Virtual Cameras.
/// </summary>
[DocumentationSorting(21f, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[ExecuteInEditMode]
public class CinemachineDollyCart : MonoBehaviour
{
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2 changes: 1 addition & 1 deletion Base/Runtime/Behaviours/CinemachineExternalCamera.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ namespace Cinemachine
/// allowing it to participate in blends.
/// Just add it as a component alongside an existing Unity Camera component.
/// </summary>
[DocumentationSorting(14, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[RequireComponent(typeof(Camera)), DisallowMultipleComponent, ExecuteInEditMode]
[AddComponentMenu("Cinemachine/CinemachineExternalCamera")]
public class CinemachineExternalCamera : CinemachineVirtualCameraBase
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2 changes: 1 addition & 1 deletion Base/Runtime/Behaviours/CinemachineFollowZoom.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ namespace Cinemachine
/// the FOV of the lens to keep the target object at a constant size on the screen,
/// regardless of camera and target position.
/// </summary>
[DocumentationSorting(16, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[ExecuteInEditMode]
[AddComponentMenu("")] // Hide in menu
[SaveDuringPlay]
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2 changes: 1 addition & 1 deletion Base/Runtime/Behaviours/CinemachineFreeLook.cs
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@ namespace Cinemachine
/// Depending on the camera's position along the spline connecting these three rigs,
/// these settings are interpolated to give the final camera position and state.
/// </summary>
[DocumentationSorting(11, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[ExecuteInEditMode, DisallowMultipleComponent]
[AddComponentMenu("Cinemachine/CinemachineFreeLook")]
public class CinemachineFreeLook : CinemachineVirtualCameraBase
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2 changes: 1 addition & 1 deletion Base/Runtime/Behaviours/CinemachineMixingCamera.cs
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@ namespace Cinemachine
/// We do it this way in order to support weight animation from the Timeline.
/// Timeline cannot animate array elements.
/// </summary>
[DocumentationSorting(20, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[ExecuteInEditMode, DisallowMultipleComponent]
[AddComponentMenu("Cinemachine/CinemachineMixingCamera")]
public class CinemachineMixingCamera : CinemachineVirtualCameraBase
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4 changes: 2 additions & 2 deletions Base/Runtime/Behaviours/CinemachinePath.cs
Original file line number Diff line number Diff line change
Expand Up @@ -7,13 +7,13 @@ namespace Cinemachine
/// <summary>Defines a world-space path, consisting of an array of waypoints,
/// each of which has position, tangent, and roll settings. Bezier interpolation
/// is performed between the waypoints, to get a smooth and continuous path.</summary>
[DocumentationSorting(18, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[AddComponentMenu("Cinemachine/CinemachinePath")]
[SaveDuringPlay]
public class CinemachinePath : CinemachinePathBase
{
/// <summary>A waypoint along the path</summary>
[DocumentationSorting(18.2f, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[Serializable] public struct Waypoint
{
/// <summary>Position in path-local space</summary>
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4 changes: 2 additions & 2 deletions Base/Runtime/Behaviours/CinemachineSmoothPath.cs
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@ namespace Cinemachine
/// is performed between the waypoints, to get a smooth and continuous path.
/// The path will pass through all waypoints, and (unlike CinemachinePath) first
/// and second order continuity is guaranteed</summary>
[DocumentationSorting(18.5f, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[AddComponentMenu("Cinemachine/CinemachineSmoothPath")]
[SaveDuringPlay]
public class CinemachineSmoothPath : CinemachinePathBase
Expand All @@ -19,7 +19,7 @@ public class CinemachineSmoothPath : CinemachinePathBase
public bool m_Looped;

/// <summary>A waypoint along the path</summary>
[DocumentationSorting(18.7f, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[Serializable] public struct Waypoint
{
/// <summary>Position in path-local space</summary>
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2 changes: 1 addition & 1 deletion Base/Runtime/Behaviours/CinemachineSmoother.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ namespace Cinemachine
/// An add-on module for Cinemachine Virtual Camera which post-processes
/// the final position and orientation of the virtual camera, as a kind of low-pass filter.
/// </summary>
[DocumentationSorting(17, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[ExecuteInEditMode]
[AddComponentMenu("")] // Hide in menu
[SaveDuringPlay]
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4 changes: 2 additions & 2 deletions Base/Runtime/Behaviours/CinemachineStateDrivenCamera.cs
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ namespace Cinemachine
/// In order to use this behaviour, you must have an animated target (i.e. an object
/// animated with a state machine) to drive the behaviour.
/// </summary>
[DocumentationSorting(13, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[ExecuteInEditMode, DisallowMultipleComponent]
[AddComponentMenu("Cinemachine/CinemachineStateDrivenCamera")]
public class CinemachineStateDrivenCamera : CinemachineVirtualCameraBase
Expand Down Expand Up @@ -95,7 +95,7 @@ public CinemachineBlendDefinition m_DefaultBlend

/// <summary>Internal API for the Inspector editor. This implements nested states.</summary>
[Serializable]
[DocumentationSorting(13.2f, DocumentationSortingAttribute.Level.Undoc)]
[DocumentationSorting(DocumentationSortingAttribute.Level.Undoc)]
public struct ParentHash
{
/// <summary>Internal API for the Inspector editor</summary>
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8 changes: 4 additions & 4 deletions Base/Runtime/Behaviours/CinemachineTargetGroup.cs
Original file line number Diff line number Diff line change
Expand Up @@ -10,14 +10,14 @@ namespace Cinemachine
/// The bounding box is calculated by taking the member positions, weight,
/// and radii into account.
/// </summary>
[DocumentationSorting(19, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[AddComponentMenu("Cinemachine/CinemachineTargetGroup")]
[SaveDuringPlay]
[ExecuteInEditMode]
public class CinemachineTargetGroup : MonoBehaviour
{
/// <summary>Holds the information that represents a member of the group</summary>
[DocumentationSorting(19.1f, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[Serializable] public struct Target
{
/// <summary>The target objects. This object's position and orientation will contribute to the
Expand All @@ -33,7 +33,7 @@ [Serializable] public struct Target
}

/// <summary>How the group's position is calculated</summary>
[DocumentationSorting(19.2f, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
public enum PositionMode
{
///<summary>Group position will be the center of the group's axis-aligned bounding box</summary>
Expand All @@ -47,7 +47,7 @@ public enum PositionMode
public PositionMode m_PositionMode = PositionMode.GroupCenter;

/// <summary>How the group's orientation is calculated</summary>
[DocumentationSorting(19.3f, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
public enum RotationMode
{
/// <summary>Manually set in the group's transform</summary>
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2 changes: 1 addition & 1 deletion Base/Runtime/Behaviours/CinemachineVirtualCamera.cs
Original file line number Diff line number Diff line change
Expand Up @@ -51,7 +51,7 @@ namespace Cinemachine
/// <seealso cref="CinemachineComposer"/>
/// <seealso cref="CinemachineTransposer"/>
/// <seealso cref="CinemachineBasicMultiChannelPerlin"/>
[DocumentationSorting(1, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[ExecuteInEditMode, DisallowMultipleComponent]
[AddComponentMenu("Cinemachine/CinemachineVirtualCamera")]
public class CinemachineVirtualCamera : CinemachineVirtualCameraBase
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Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@ namespace Cinemachine
/// a large family of different noises using the same profile.
/// </summary>
/// <seealso cref="NoiseSettings"/>
[DocumentationSorting(8, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[AddComponentMenu("")] // Don't display in add component menu
[RequireComponent(typeof(CinemachinePipeline))]
[SaveDuringPlay]
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2 changes: 1 addition & 1 deletion Base/Runtime/Components/CinemachineComposer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@ namespace Cinemachine
/// camera where it is, in order to get the desired framing. To move the camera, you have
/// to use the virtual camera's Body section.
/// </summary>
[DocumentationSorting(3, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[ExecuteInEditMode] // for OnGUI
[AddComponentMenu("")] // Don't display in add component menu
[RequireComponent(typeof(CinemachinePipeline))]
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4 changes: 2 additions & 2 deletions Base/Runtime/Components/CinemachineFramingTransposer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -27,7 +27,7 @@ namespace Cinemachine
/// Although this component was designed for orthographic cameras, it works equally
/// well with persective cameras and can be used in 3D environments.
/// </summary>
[DocumentationSorting(5.5f, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[ExecuteInEditMode] // for OnGUI
[AddComponentMenu("")] // Don't display in add component menu
[RequireComponent(typeof(CinemachinePipeline))]
Expand Down Expand Up @@ -137,7 +137,7 @@ public class CinemachineFramingTransposer : CinemachineComponentBase
public float m_BiasY = 0f;

/// <summary>What screen dimensions to consider when framing</summary>
[DocumentationSorting(4.01f, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
public enum FramingMode
{
/// <summary>Consider only the horizontal dimension. Vertical framing is ignored.</summary>
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4 changes: 2 additions & 2 deletions Base/Runtime/Components/CinemachineGroupComposer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@ namespace Cinemachine
/// will adjust the FOV and the camera distance to ensure that the entire group of targets
/// is framed properly.
/// </summary>
[DocumentationSorting(4, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[ExecuteInEditMode] // for OnGUI
[AddComponentMenu("")] // Don't display in add component menu
[RequireComponent(typeof(CinemachinePipeline))]
Expand All @@ -25,7 +25,7 @@ public class CinemachineGroupComposer : CinemachineComposer
public float m_GroupFramingSize = 0.8f;

/// <summary>What screen dimensions to consider when framing</summary>
[DocumentationSorting(4.01f, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
public enum FramingMode
{
/// <summary>Consider only the horizontal dimension. Vertical framing is ignored.</summary>
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2 changes: 1 addition & 1 deletion Base/Runtime/Components/CinemachineHardLockToTarget.cs
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@ namespace Cinemachine
/// This is a CinemachineComponent in the Aim section of the component pipeline.
/// Its job is to place the camera on the Follow Target.
/// </summary>
[DocumentationSorting(23, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[AddComponentMenu("")] // Don't display in add component menu
[RequireComponent(typeof(CinemachinePipeline))]
[SaveDuringPlay]
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2 changes: 1 addition & 1 deletion Base/Runtime/Components/CinemachineHardLookAt.cs
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@ namespace Cinemachine
/// This is a CinemachineComponent in the Aim section of the component pipeline.
/// Its job is to aim the camera hard at the LookAt target.
/// </summary>
[DocumentationSorting(23, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[AddComponentMenu("")] // Don't display in add component menu
[RequireComponent(typeof(CinemachinePipeline))]
[SaveDuringPlay]
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8 changes: 4 additions & 4 deletions Base/Runtime/Components/CinemachineOrbitalTransposer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,7 @@ namespace Cinemachine
/// control the way the camera positions itself in relation to the target heading. This allows
/// the camera to move to any spot on an orbit around the target.
/// </summary>
[DocumentationSorting(6, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[AddComponentMenu("")] // Don't display in add component menu
[RequireComponent(typeof(CinemachinePipeline))]
[SaveDuringPlay]
Expand All @@ -34,15 +34,15 @@ public class CinemachineOrbitalTransposer : CinemachineTransposer
/// How the "forward" direction is defined. Orbital offset is in relation to the forward
/// direction.
/// </summary>
[DocumentationSorting(6.2f, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[Serializable]
public struct Heading
{
/// <summary>
/// Sets the algorithm for determining the target's heading for purposes
/// of re-centering the camera
/// </summary>
[DocumentationSorting(6.21f, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
public enum HeadingDefinition
{
/// <summary>
Expand Down Expand Up @@ -97,7 +97,7 @@ public Heading(HeadingDefinition def, int filterStrength, float bias)
public Heading m_Heading = new Heading(Heading.HeadingDefinition.TargetForward, 4, 0);

/// <summary>Controls how automatic orbit recentering occurs</summary>
[DocumentationSorting(6.5f, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[Serializable]
public struct Recentering
{
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2 changes: 1 addition & 1 deletion Base/Runtime/Components/CinemachinePOV.cs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ namespace Cinemachine
/// camera where it is, in order to get the desired framing. To move the camera, you have
/// to use the virtual camera's Body section.
/// </summary>
[DocumentationSorting(23, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[AddComponentMenu("")] // Don't display in add component menu
[RequireComponent(typeof(CinemachinePipeline))]
[SaveDuringPlay]
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2 changes: 1 addition & 1 deletion Base/Runtime/Components/CinemachineSameAsFollowObject.cs
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@ namespace Cinemachine
/// This is a CinemachineComponent in the Aim section of the component pipeline.
/// Its job is to aim the camera hard at the LookAt target.
/// </summary>
[DocumentationSorting(27, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[AddComponentMenu("")] // Don't display in add component menu
[RequireComponent(typeof(CinemachinePipeline))]
[SaveDuringPlay]
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6 changes: 3 additions & 3 deletions Base/Runtime/Components/CinemachineTrackedDolly.cs
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ namespace Cinemachine
/// In Auto-Dolly mode, the Path Position field is animated automatically every frame by finding
/// the position on the path that's closest to the virtual camera's Follow target.
/// </summary>
[DocumentationSorting(7, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[AddComponentMenu("")] // Don't display in add component menu
[RequireComponent(typeof(CinemachinePipeline))]
[SaveDuringPlay]
Expand Down Expand Up @@ -63,7 +63,7 @@ public class CinemachineTrackedDolly : CinemachineComponentBase
public float m_ZDamping = 1f;

/// <summary>Different ways to set the camera's up vector</summary>
[DocumentationSorting(7.1f, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
public enum CameraUpMode
{
/// <summary>Leave the camera's up vector alone. It will be set according to the Brain's WorldUp.</summary>
Expand Down Expand Up @@ -101,7 +101,7 @@ public enum CameraUpMode
public float m_RollDamping = 0f;

/// <summary>Controls how automatic dollying occurs</summary>
[DocumentationSorting(7.2f, DocumentationSortingAttribute.Level.UserRef)]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[Serializable]
public struct AutoDolly
{
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