Similar to AddValue(), but each value adding supplies the content of a whole array or list. Each index slot - as the name says - becomes one line.
These overloads are available:
public void AddValues_eachIndexIsALine(List<float> yValues)
public void AddValues_eachIndexIsALine(float[] yValues)
public void AddValues_eachIndexIsALine(List<int> yValues)
public void AddValues_eachIndexIsALine(int[] yValues)
public void AddValues_eachIndexIsALine(List<Vector2> yValues)
public void AddValues_eachIndexIsALine(Vector2[] yValues)
public void AddValues_eachIndexIsALine(List<Vector3> yValues)
public void AddValues_eachIndexIsALine(Vector3[] yValues)
public void AddValues_eachIndexIsALine(List<Quaternion> yValues) //displays euler angles
public void AddValues_eachIndexIsALine(Quaternion[] yValues) //displays euler angles
public void AddValues_eachIndexIsALine(List<bool> yValues) //"false" becomes "0", "true" becomes "1"
public void AddValues_eachIndexIsALine(bool[] yValues) //"false" becomes "0", "true" becomes "1"
public void AddValues_eachIndexIsALine(List<GameObject> yValues) //Transform values are used
public void AddValues_eachIndexIsALine(GameObject[] yValues) //Transform values are used
public void AddValues_eachIndexIsALine(List<Transform> yValues)
public void AddValues_eachIndexIsALine(Transform[] yValues)
Some data types from the parameters are made up of more than one component. For example "Vector3" consists of x, y and z. This will draw 3 lines for each index slot instead of one: One for each component. Transform consists of even 9 components, resulting in 9 lines per index slot. You can disable components where you are not interessted in via dataComponentsThatAreDrawn(todo link).