Skip to content

Commit 0adc8ee

Browse files
author
Benoit Hudson
committed
pr#378 comment - line breaks in comments
Also made a <list> out of a list in hopes it'll be more readable. MonoDevelop doesn't care, but maybe MSVC does? Definitely xmldocs does.
1 parent 0f3f945 commit 0adc8ee

File tree

1 file changed

+40
-11
lines changed

1 file changed

+40
-11
lines changed

Assets/FbxExporters/Editor/ConvertToModel.cs

Lines changed: 40 additions & 11 deletions
Original file line numberDiff line numberDiff line change
@@ -97,16 +97,38 @@ public static GameObject[] CreateInstantiatedModelPrefab (
9797
/// Returns the prefab asset that's linked to the fbx.
9898
///
9999
/// If 'toConvert' is:
100-
/// (1) an object in the scene, then the hierarchy will be exported and a new auto-updating prefab created pointing to the new fbx
101-
/// (2) the root of an fbx asset, or the root of an instance of an fbx asset, then a new auto-updating prefab will be created pointing to the existing fbx
102-
/// (3) a prefab asset (but *not* if it's an instance of a prefab), then a new fbx asset will be exported and the prefab will be made to auto-update from the new fbx
100+
/// <list>
101+
/// <item>An object in the scene, then the hierarchy will be exported
102+
/// and a new auto-updating prefab created pointing to the new fbx.</item>
103+
/// <item>The root of an fbx asset, or the root of an instance of an
104+
/// fbx asset, then a new auto-updating prefab will be created
105+
/// pointing to the existing fbx.</item>
106+
/// <item>A prefab asset (but *not* if it's an instance of a prefab),
107+
/// then a new fbx asset will be exported and the prefab will be made
108+
/// to auto-update from the new fbx.</item>
109+
/// </list>
103110
/// </summary>
104111
/// <returns>The prefab asset linked to an fbx file.</returns>
105112
/// <param name="toConvert">Object to convert.</param>
106-
/// <param name="fbxFullPath">Absolute platform-specific path to the fbx file. If the file already exists, it will be overwritten. May be null, in which case we construct a unique filename. Ignored if 'toConvert' is an fbx asset or is an instance of one.</param>
107-
/// <param name="fbxDirectoryFullPath">Absolute platform-specific path to a directory in which to put the fbx file under a unique filename. May be null, in which case we use the export settings. Ignored if 'fbxFullPath' is specified. Ignored if 'toConvert' is an fbx asset or an instance of one.</param>
108-
/// <param name="prefabFullPath">Absolute platform-specific path to the prefab file. If the file already exists, it will be overwritten. May be null, in which case we construct a unique filename. Ignored if 'toConvert' is a prefab asset.</param>
109-
/// <param name="prefabDirectoryFullPath">Absolute platform-specific path to a directory in which to put the prefab file under a unique filename. May be null, in which case we use the export settings. Ignored if 'prefabFullPath' is specified. Ignored if 'toConvert' is a prefab asset.
113+
/// <param name="fbxFullPath">Absolute platform-specific path to
114+
/// the fbx file. If the file already exists, it will be overwritten.
115+
/// May be null, in which case we construct a unique filename.
116+
/// Ignored if 'toConvert' is an fbx asset or is an instance of
117+
/// one.</param>
118+
/// <param name="fbxDirectoryFullPath">Absolute platform-specific
119+
/// path to a directory in which to put the fbx file under a unique
120+
/// filename. May be null, in which case we use the export settings.
121+
/// Ignored if 'fbxFullPath' is specified. Ignored if 'toConvert' is
122+
/// an fbx asset or an instance of one.</param>
123+
/// <param name="prefabFullPath">Absolute platform-specific path to
124+
/// the prefab file. If the file already exists, it will be
125+
/// overwritten. May be null, in which case we construct a unique
126+
/// filename. Ignored if 'toConvert' is a prefab asset.</param>
127+
/// <param name="prefabDirectoryFullPath">Absolute
128+
/// platform-specific path to a directory in which to put the prefab
129+
/// file under a unique filename. May be null, in which case we use
130+
/// the export settings. Ignored if 'prefabFullPath' is specified.
131+
/// Ignored if 'toConvert' is a prefab asset.</param>
110132
public static GameObject Convert (
111133
GameObject toConvert,
112134
string fbxDirectoryFullPath = null,
@@ -155,13 +177,20 @@ public static bool WillExportFbx(GameObject go) {
155177
///
156178
/// If 'toConvert' is the root of an FBX asset, return it.
157179
///
158-
/// If it's an instance in a scene the points to the root of an FBX asset, return that asset.
180+
/// If it's an instance in a scene the points to the root of an FBX
181+
/// asset, return that asset.
159182
///
160-
/// Otherwise, export according to the paths and options, and return the new asset.
183+
/// Otherwise, export according to the paths and options, and
184+
/// return the new asset.
161185
/// </summary>
162186
/// <param name="toConvert">GameObject for which we want an fbx asset</param>
163-
/// <param name="fbxDirectoryFullPath">Export will choose an appropriate filename in this directory. Ignored if fbxFullPath is set. Ignored if toConvert is an fbx asset or an instance of an fbx.</param>
164-
/// <param name="fbxDirectoryFullPath">Export will create this file. Overrides fbxDirectoryFullPath. Ignored if toConvert is an fbx asset or an instance of an fbx.</param>
187+
/// <param name="fbxDirectoryFullPath">Export will choose an
188+
/// appropriate filename in this directory. Ignored if fbxFullPath is
189+
/// set. Ignored if toConvert is an fbx asset or an instance of an
190+
/// fbx.</param>
191+
/// <param name="fbxDirectoryFullPath">Export will create this
192+
/// file. Overrides fbxDirectoryFullPath. Ignored if toConvert is an
193+
/// fbx asset or an instance of an fbx.</param>
165194
/// <returns>The root of a model prefab asset.</returns>
166195
public static GameObject GetOrCreateFbxAsset(GameObject toConvert,
167196
string fbxDirectoryFullPath = null,

0 commit comments

Comments
 (0)