232 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			232 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
| <?xml version="1.0"?>
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| <doc>
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|     <assembly>
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|         <name>DemiLib</name>
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|     </assembly>
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|     <members>
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|         <member name="T:DG.DemiLib.Attributes.DeScriptExecutionOrderAttribute">
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|             <summary>
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|             <code>Class attribute</code><para/>
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|             Sets the script execution order index
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|             </summary>
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|         </member>
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|         <member name="M:DG.DemiLib.Attributes.DeScriptExecutionOrderAttribute.#ctor(System.Int32)">
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|             <summary>
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|             Sets the script execution order for this class
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|             </summary>
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|             <param name="order">Script execution order index</param>
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|         </member>
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|         <member name="F:DG.DemiLib.Core.GUIUtils.isProSkin">
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|             <summary>
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|             Set when calling <code>DeGUI.BeginGUI</code>
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|             </summary>
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|         </member>
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|         <member name="T:DG.DemiLib.DeColorPalette">
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|             <summary>
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|             Stores a color palette, which can be passed to default DeGUI layouts when calling <code>DeGUI.BeginGUI</code>,
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|             and changed at any time by calling <code>DeGUI.ChangePalette</code>.
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|             You can inherit from this class to create custom color palettes with more hColor options.
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|             </summary>
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|         </member>
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|         <member name="M:DG.DemiLib.DeColorPalette.HexToColor(System.String)">
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|             <summary>
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|             Converts a HEX color to a Unity Color and returns it
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|             </summary>
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|             <param name="hex">The HEX color, either with or without the initial # (accepts both regular and short format)</param>
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|         </member>
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|         <member name="T:DG.DemiLib.DeColorGlobal">
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|             <summary>
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|             Global colors
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|             </summary>
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|         </member>
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|         <member name="T:DG.DemiLib.DeColorBG">
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|             <summary>
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|             Background colors
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|             </summary>
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|         </member>
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|         <member name="F:DG.DemiLib.DeColorBG.editor">
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|             <summary>Editor background color</summary>
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|         </member>
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|         <member name="T:DG.DemiLib.DeColorContent">
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|             <summary>
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|             Content colors
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|             </summary>
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|         </member>
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|         <member name="T:DG.DemiLib.DeToggleColors">
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|             <summary>
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|             Toggle button specific colors
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|             </summary>
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|         </member>
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|         <member name="T:DG.DemiLib.DeInputUtils">
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|             <summary>
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|             Various Input utils
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|             </summary>
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|         </member>
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|         <member name="M:DG.DemiLib.DeInputUtils.IsNumKeyDown">
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|             <summary>
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|             Returns a number key int if a number key was pressed in this frame, or -1 otherwise
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|             </summary>
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|             <returns></returns>
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|         </member>
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|         <member name="T:DG.DemiLib.DeScope">
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|              <summary>
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|              Extend this to replicate Unity's Scope system with any Unity version.
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|              Thanks to Dmitriy Yukhanov for pointing this out and creating an initial version.
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|              Expand this class to create scopes.<para/>
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|              Example:
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|              <code>public class VBoxScope : DeScope
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|              {
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|                  public VBoxScope(GUIStyle style)
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|                  {
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|                      BeginVBox(style);
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|                  }
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|             
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|                  protected override void CloseScope()
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|                  { 
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|                      EndVBox();
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|                  }
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|              }</code>
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|              Usage:
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|              <code>using (new VBoxScope(myStyle) {
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|                  // Do something
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|              }</code>
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|              </summary>
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|         </member>
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|         <member name="T:DG.DemiLib.DeSkinColor">
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|             <summary>
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|             Contains both free and pro skins color variations,
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|             and automatically returns the correct one when converted to Color
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|             </summary>
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|         </member>
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|         <member name="T:DG.DemiLib.External.DeHierarchyComponent">
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|             <summary>
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|             Used by DeHierarchy
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|             </summary>
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|         </member>
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|         <member name="M:DG.DemiLib.External.DeHierarchyComponent.MissingItemsIndexes">
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|             <summary>
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|             Returns a list of all items whose gameObject is NULL, or NULL if there's no missing gameObjects.
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|             </summary>
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|         </member>
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|         <member name="M:DG.DemiLib.External.DeHierarchyComponent.StoreItemColor(UnityEngine.GameObject,DG.DemiLib.External.DeHierarchyComponent.HColor)">
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|             <summary>
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|             If the item exists sets it, otherwise first creates it and then sets it
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|             </summary>
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|         </member>
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|         <member name="M:DG.DemiLib.External.DeHierarchyComponent.StoreItemIcon(UnityEngine.GameObject,DG.DemiLib.External.DeHierarchyComponent.IcoType)">
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|             <summary>
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|             If the item exists sets it, otherwise first creates it and then sets it
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|             </summary>
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|         </member>
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|         <member name="M:DG.DemiLib.External.DeHierarchyComponent.StoreItemSeparator(UnityEngine.GameObject,System.Nullable{DG.DemiLib.External.DeHierarchyComponent.SeparatorType},System.Nullable{DG.DemiLib.External.DeHierarchyComponent.HColor})">
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|             <summary>
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|             If the item exists sets it, otherwise first creates it and then sets it
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|             </summary>
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|         </member>
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|         <member name="M:DG.DemiLib.External.DeHierarchyComponent.RemoveItemData(UnityEngine.GameObject)">
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|             <summary>
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|             Returns TRUE if the item existed and was removed.
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|             </summary>
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|         </member>
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|         <member name="M:DG.DemiLib.External.DeHierarchyComponent.ResetSeparator(UnityEngine.GameObject)">
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|             <summary>
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|             Returns TRUE if the item existed and was changed.
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|             </summary>
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|         </member>
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|         <member name="M:DG.DemiLib.External.DeHierarchyComponent.GetItem(UnityEngine.GameObject)">
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|             <summary>
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|             Returns the customizedItem for the given gameObject, or NULL if none was found
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|             </summary>
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|         </member>
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|         <member name="M:DG.DemiLib.External.DeHierarchyComponent.GetColor(DG.DemiLib.External.DeHierarchyComponent.HColor)">
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|             <summary>
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|             Returns the color corresponding to the given <see cref="T:DG.DemiLib.External.DeHierarchyComponent.HColor"/>
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|             </summary>
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|         </member>
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|         <member name="P:DG.DemiLib.IEditorGUINode.id">
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|             <summary>Must be univocal</summary>
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|         </member>
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|         <member name="P:DG.DemiLib.IEditorGUINode.guiPosition">
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|             <summary>Node position in editor GUI</summary>
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|         </member>
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|         <member name="P:DG.DemiLib.IEditorGUINode.connectedNodesIds">
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|             <summary>Ids of all forward connected nodes. Length indicates how many forward connections are allowed.
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|             Min length represents available connections from node.</summary>
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|         </member>
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|         <member name="T:DG.DemiLib.IntRange">
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|             <summary>
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|             A serializable struct including a min and a max int value
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|             </summary>
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|         </member>
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|         <member name="F:DG.DemiLib.IntRange.min">
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|             <summary>Min value</summary>
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|         </member>
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|         <member name="F:DG.DemiLib.IntRange.max">
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|             <summary>Max value</summary>
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|         </member>
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|         <member name="M:DG.DemiLib.IntRange.#ctor(System.Int32,System.Int32)">
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|             <summary>
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|             Creates a new Range
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|             </summary>
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|         </member>
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|         <member name="M:DG.DemiLib.IntRange.RandomWithin">
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|             <summary>
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|             Returns a random value within this range (min/max included)
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|             </summary>
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|         </member>
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|         <member name="M:DG.DemiLib.IntRange.ToString">
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|             <inheritdoc />
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|         </member>
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|         <member name="T:DG.DemiLib.Range">
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|             <summary>
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|             A serializable struct including a min and a max float value
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|             </summary>
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|         </member>
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|         <member name="F:DG.DemiLib.Range.min">
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|             <summary>Min value</summary>
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|         </member>
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|         <member name="F:DG.DemiLib.Range.max">
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|             <summary>Max value</summary>
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|         </member>
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|         <member name="M:DG.DemiLib.Range.#ctor(System.Single,System.Single)">
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|             <summary>
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|             Creates a new Range
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|             </summary>
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|         </member>
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|         <member name="M:DG.DemiLib.Range.RandomWithin">
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|             <summary>
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|             Returns a random value within this range (min/max included)
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|             </summary>
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|         </member>
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|         <member name="M:DG.DemiLib.Range.ToString">
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|             <inheritdoc />
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|         </member>
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|         <member name="M:DG.DemiLib.Utils.DeRuntimeUtils.GetOnlyComponentsInChildren``1(UnityEngine.GameObject,System.Boolean)">
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|             <summary>
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|             Returns ONLY the Components in the children, and ignores the parent.
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|             </summary>
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|             <param name="includeInactive">If TRUE also includes inactive children</param>
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|         </member>
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|         <member name="M:DG.DemiLib.Utils.DeRuntimeUtils.GetOnlyComponentInChildren``1(UnityEngine.GameObject,System.Boolean)">
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|             <summary>
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|             Returns the Component only if it's in a child, and ignores the parent.
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|             </summary>
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|             <param name="includeInactive">If TRUE also searches inactive children</param>
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|         </member>
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|         <member name="M:DG.DemiLib.Utils.DeRuntimeUtils.ToHex(UnityEngine.Color32,System.Boolean)">
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|             <summary>
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|             Returns a HEX version of the given Unity Color, without the initial #
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|             </summary>
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|             <param name="includeAlpha">If TRUE, also converts the alpha value and returns a hex of 8 characters,
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|             otherwise doesn't and returns a hex of 6 characters</param>
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|         </member>
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|         <member name="M:DG.DemiLib.Utils.DeRuntimeUtils.ToHex(UnityEngine.Color,System.Boolean)">
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|             <summary>
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|             Returns a HEX version of the given Unity Color, without the initial #
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|             </summary>
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|             <param name="includeAlpha">If TRUE, also converts the alpha value and returns a hex of 8 characters,
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|             otherwise doesn't and returns a hex of 6 characters</param>
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|         </member>
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|     </members>
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| </doc>
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