| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231 | <?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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