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