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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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