<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>DemiEditor</name>
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</assembly>
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<members>
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<member name="T:DG.DemiEditor.Core.DeGUIScope">
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<summary>
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Replicates Unity's GUI.Scope with Unity versions older than 5.X.
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Thanks to Dmitriy Yukhanov for pointing this out and creating an initial version
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(which I meant to use until we discovered Unity had implemented it too)
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</summary>
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</member>
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<member name="T:DG.DemiEditor.DeEditorFileUtils">
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<summary>
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File utils
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</summary>
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</member>
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<member name="F:DG.DemiEditor.DeEditorFileUtils.ADBPathSlash">
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<summary>Path slash for AssetDatabase format</summary>
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</member>
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<member name="F:DG.DemiEditor.DeEditorFileUtils.ADBPathSlashToReplace">
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<summary>Path slash to replace for AssetDatabase format</summary>
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</member>
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<member name="F:DG.DemiEditor.DeEditorFileUtils.PathSlash">
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<summary>Current OS path slash</summary>
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</member>
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<member name="F:DG.DemiEditor.DeEditorFileUtils.PathSlashToReplace">
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<summary>Path slash to replace on current OS</summary>
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</member>
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<member name="P:DG.DemiEditor.DeEditorFileUtils.projectPath">
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<summary>
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Full path to project directory, without final slash.
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</summary>
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</member>
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<member name="P:DG.DemiEditor.DeEditorFileUtils.assetsPath">
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<summary>
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Full path to project's Assets directory, without final slash.
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.ADBPathToFullPath(System.String)">
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<summary>
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Converts the given project-relative path to a full path
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.FullPathToADBPath(System.String)">
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<summary>
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Converts the given full path to a project-relative path
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.AssetExists(System.String)">
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<summary>
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Returns TRUE if the file/directory at the given path exists.
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</summary>
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<param name="adbPath">Path, relative to Unity's project folder</param>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.ConvertToValidFilename(System.String)">
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<summary>
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Converts the given string to a valid filename and returns it.
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Beware: doesn't check for reserved words
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.GUIDToExistingAssetPath(System.String)">
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<summary>
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Returns the asset path of the given GUID (relative to Unity project's folder),
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or an empty string if either the GUID is invalid or the related path doesn't exist.
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.IsEmpty(System.String)">
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<summary>
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Checks if the given directory (full path) is empty or not
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.MakeEmpty(System.String)">
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<summary>
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Deletes all files and subdirectories from the given directory
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBPath(UnityEngine.ScriptableObject)">
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<summary>Returns the adb path to the given ScriptableObject</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBPath(UnityEngine.MonoBehaviour)">
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<summary>Returns the adb path to the given MonoBehaviour</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBDir(UnityEngine.ScriptableObject)">
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<summary>Returns the adb directory that contains the given ScriptableObject without final slash</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBDir(UnityEngine.MonoBehaviour)">
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<summary>Returns the adb directory that contains the given MonoBehaviour without final slash</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.SelectedADBDirs">
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<summary>
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Returns the adb paths to the selected folders in the Project panel, or NULL if there is none.
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Contrary to Selection.activeObject, which only returns folders selected in the right side of the panel,
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this method also works with folders selected in the left side.
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.SetScriptExecutionOrder(UnityEngine.MonoBehaviour,System.Int32)">
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<summary>
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Sets the script execution order of the given MonoBehaviour
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.GetScriptExecutionOrder(UnityEngine.MonoBehaviour)">
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<summary>
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Gets the script execution order of the given MonoBehaviour
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</summary>
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</member>
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<member name="T:DG.DemiEditor.DeEditorPanelUtils">
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<summary>
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Utilities for Editor Panels.
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPanelUtils.ConnectToSourceAsset``1(System.String,System.Boolean,System.Boolean)">
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<summary>
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Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
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If the asset already exists at the given path, loads it and returns it.
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Otherwise, depending on the given parameters, either returns NULL or automatically creates it before loading and returning it.
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</summary>
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<typeparam name="T">Asset type</typeparam>
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<param name="adbFilePath">File path (relative to Unity's project folder)</param>
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<param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
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<param name="createFoldersIfMissing">If TRUE also creates the path folders if they don't exist</param>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPanelUtils.SetWindowTitle(UnityEditor.EditorWindow,UnityEngine.Texture,System.String)">
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<summary>
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Sets the icon and title of an editor window. Works with older versions of Unity, where the titleContent property wasn't available.
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</summary>
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<param name="editor">Reference to the editor panel whose icon to set</param>
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<param name="icon">Icon to apply</param>
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<param name="title">Title. If NULL doesn't change it</param>
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</member>
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<member name="T:DG.DemiEditor.DeEditorPrefabUtils">
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<summary>
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Prefab utilities
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPrefabUtils.ApplyPrefabInstanceModifications(UnityEngine.GameObject)">
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<summary>
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Behaves as the Inspector's Apply button, applying any modification of this instance to the prefab parent
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</summary>
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<param name="instance"></param>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPrefabUtils.BreakPrefabInstances(System.Collections.Generic.List{UnityEngine.GameObject})">
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<summary>
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Completely removes any prefab connection from the given prefab instances.
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<para>
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Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&viewfull=1#post726602)
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</para>
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPrefabUtils.BreakPrefabInstance(UnityEngine.GameObject)">
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<summary>
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Completely removes any prefab connection from the given prefab instance.
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<para>
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Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&viewfull=1#post726602)
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</para>
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorUtils.DelayedCall(System.Single,System.Action)">
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<summary>Calls the given action after the given delay</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorUtils.GetGameViewSize">
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<summary>
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Return the size of the editor game view, eventual extra bars excluded (meaning the true size of the game area)
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</summary>
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<returns></returns>
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</member>
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<member name="M:DG.DemiEditor.DeEditorUtils.ClearConsole">
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<summary>
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Clears all logs from Unity's console
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</summary>
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</member>
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<member name="F:DG.DemiEditor.DeDragResultType.NoDrag">
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<summary>Nothing is being dragged</summary>
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</member>
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<member name="F:DG.DemiEditor.DeDragResultType.Dragging">
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<summary>Dragging</summary>
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</member>
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<member name="F:DG.DemiEditor.DeDragResultType.Accepted">
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<summary>Dragging concluced and accepted</summary>
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</member>
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<member name="F:DG.DemiEditor.DeDragResultType.Ineffective">
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<summary>Dragging concluced but item position didn't change</summary>
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</member>
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<member name="F:DG.DemiEditor.DeDragResultType.Canceled">
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<summary>Dragging canceled</summary>
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</member>
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<member name="F:DG.DemiEditor.DeDragResultType.Click">
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<summary>Dragging concluced but not accepted because too short</summary>
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</member>
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<member name="T:DG.DemiEditor.DeGUIDrag">
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<summary>
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Manages the dragging of GUI elements
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</summary>
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</member>
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<member name="P:DG.DemiEditor.DeGUIDrag.isDragging">
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<summary>
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True if a GUI element is currently being dragged
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</summary>
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</member>
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<member name="P:DG.DemiEditor.DeGUIDrag.draggedItem">
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<summary>
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Return the current item being dragged, or NULL if there is none
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</summary>
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</member>
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<member name="P:DG.DemiEditor.DeGUIDrag.draggedItemType">
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<summary>
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Type of current item being dragged, or NULL if there is none
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</summary>
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</member>
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<member name="P:DG.DemiEditor.DeGUIDrag.draggedItemOriginalIndex">
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<summary>
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Starting index of current item being dragged, or NULL if there is none
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</summary>
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</member>
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<member name="P:DG.DemiEditor.DeGUIDrag.optionalDragData">
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<summary>
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Retrieves the eventual optional data stored via the StartDrag method
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(System.Int32,UnityEditor.Editor,System.Collections.IList,System.Int32,System.Object)">
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<summary>
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Starts a drag operation on a GUI element.
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</summary>
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<param name="dragId">ID for this drag operation (must be the same for both StartDrag and Drag</param>
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<param name="editor">Reference to the current editor drawing the GUI (used when a Repaint is needed)</param>
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<param name="draggableList">List containing the dragged item and all other relative draggable items</param>
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<param name="draggedItemIndex">DraggableList index of the item being dragged</param>
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<param name="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
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</member>
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<member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(System.Int32,UnityEditor.EditorWindow,System.Collections.IList,System.Int32,System.Object)">
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<summary>
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Starts a drag operation on a GUI element.
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</summary>
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<param name="dragId">ID for this drag operation (must be the same for both StartDrag and Drag</param>
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<param name="editorWindow">Reference to the current editor drawing the GUI (used when a Repaint is needed)</param>
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<param name="draggableList">List containing the dragged item and all other relative draggable items</param>
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<param name="draggedItemIndex">DraggableList index of the item being dragged</param>
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<param name="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
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</member>
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<member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Int32,System.Collections.IList,System.Int32)">
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<summary>
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Call this after each draggable GUI block, to calculate and draw the current drag state
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(or complete it if the mouse was released).
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</summary>
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<param name="dragId">ID for this drag operation (must be the same for both StartDrag and Drag</param>
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<param name="draggableList">List containing the draggable item and all other relative draggable items</param>
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<param name="currDraggableItemIndex">Current index of the draggable item being drawn</param>
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</member>
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<member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Int32,System.Collections.IList,System.Int32,UnityEngine.Color)">
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<summary>
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Call this after each draggable GUI block, to calculate and draw the current drag state
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(or complete it if the mouse was released).
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</summary>
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<param name="dragId">ID for this drag operation (must be the same for both StartDrag and Drag</param>
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<param name="draggableList">List containing the draggable item and all other relative draggable items</param>
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<param name="currDraggableItemIndex">Current index of the draggable item being drawn</param>
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<param name="dragEvidenceColor">Color to use for drag divider and selection</param>
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</member>
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<member name="M:DG.DemiEditor.DeGUIDrag.EndDrag(System.Boolean)">
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<summary>
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Ends the drag operations, and eventually applies the drag outcome.
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Returns TRUE if the position of the dragged item actually changed.
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Called automatically by Drag method. Use it only if you want to force the end of a drag operation.
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</summary>
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<param name="applyDrag">If TRUE applies the drag results, otherwise simply cancels the drag</param>
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</member>
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<member name="T:DG.DemiEditor.DeSkinStyle">
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<summary>
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Contains both free and pro skins GUIStyle variations,
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and automatically returns the correct one when converted to GUIStyle
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorSoundUtils.Play(UnityEngine.AudioClip)">
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<summary>
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Plays the given clip in the Editor
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorSoundUtils.Stop(UnityEngine.AudioClip)">
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<summary>
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Stops playing the given clip.
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorSoundUtils.StopAll">
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<summary>
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Stops all clips playing.
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</summary>
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</member>
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<member name="T:DG.DemiEditor.AssemblyExtensions">
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<summary>
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Assembly extensions
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</summary>
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</member>
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<member name="M:DG.DemiEditor.AssemblyExtensions.ADBDir(System.Reflection.Assembly)">
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<summary>AssetDatabase path to the assembly directory, without final slash</summary>
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</member>
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<member name="T:DG.DemiEditor.GUIStyleExtensions">
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<summary>
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GUI extension methods
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.Clone(UnityEngine.GUIStyle,System.Object[])">
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<summary>
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Clones the style and adds the given formats to it. You can pass any of these types of values:
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<list type="bullet">
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<item><term>Format:</term><description>Rich-text, wordwrap</description></item>
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<item><term>FontStyle:</term><description>Font style</description></item>
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<item><term>TextAnchor:</term><description>Content anchor</description></item>
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<item><term>int:</term><description>Font size</description></item>
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<item><term>Color/DeSkinColor:</term><description>Font color</description></item>
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</list>
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.Add(UnityEngine.GUIStyle,System.Object[])">
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<summary>
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Adds the given formats to the style. You can pass any of these types of values:
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<list type="bullet">
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<item><term>Format:</term><description>RichText, WordWrap</description></item>
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<item><term>FontStyle:</term><description>Font style</description></item>
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<item><term>TextAnchor:</term><description>Content anchor</description></item>
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<item><term>int:</term><description>Font size</description></item>
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<item><term>Color/DeSkinColor:</term><description>Font color</description></item>
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</list>
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.Border(UnityEngine.GUIStyle,UnityEngine.RectOffset)">
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<summary>
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Sets the border of the style
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.Border(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)">
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<summary>
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Sets the border of the style
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.Background(UnityEngine.GUIStyle,UnityEngine.Texture2D,UnityEngine.Texture2D)">
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<summary>
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Sets the background of the style
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffset(UnityEngine.GUIStyle,UnityEngine.Vector2)">
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<summary>
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Sets the contentOffset of the style
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffset(UnityEngine.GUIStyle,System.Single,System.Single)">
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<summary>
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Sets the contentOffset of the style
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffsetX(UnityEngine.GUIStyle,System.Single)">
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<summary>
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Sets the X contentOffset of the style
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffsetY(UnityEngine.GUIStyle,System.Single)">
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<summary>
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Sets the Y contentOffset of the style
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.Margin(UnityEngine.GUIStyle,UnityEngine.RectOffset)">
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<summary>
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Sets the margin of the style
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.Margin(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)">
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<summary>
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Sets the margin of the style
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.Margin(UnityEngine.GUIStyle,System.Int32)">
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<summary>
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Sets the margin of the style
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.MarginLeft(UnityEngine.GUIStyle,System.Int32)">
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<summary>
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Sets the left margin of the style
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.MarginRight(UnityEngine.GUIStyle,System.Int32)">
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<summary>
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Sets the right margin of the style
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.MarginTop(UnityEngine.GUIStyle,System.Int32)">
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<summary>
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Sets the top margin of the style
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.MarginBottom(UnityEngine.GUIStyle,System.Int32)">
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<summary>
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Sets the bottom margin of the style
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.Overflow(UnityEngine.GUIStyle,UnityEngine.RectOffset)">
|
<summary>
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Sets the overflow of the style
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</summary>
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</member>
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<member name="M:DG.DemiEditor.GUIStyleExtensions.Overflow(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)">
|
<summary>
|
Sets the overflow of the style
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.GUIStyleExtensions.Overflow(UnityEngine.GUIStyle,System.Int32)">
|
<summary>
|
Sets the overflow of the style
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.GUIStyleExtensions.OverflowLeft(UnityEngine.GUIStyle,System.Int32)">
|
<summary>
|
Sets the left overflow of the style
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.GUIStyleExtensions.OverflowRight(UnityEngine.GUIStyle,System.Int32)">
|
<summary>
|
Sets the right overflow of the style
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.GUIStyleExtensions.OverflowTop(UnityEngine.GUIStyle,System.Int32)">
|
<summary>
|
Sets the top overflow of the style
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.GUIStyleExtensions.OverflowBottom(UnityEngine.GUIStyle,System.Int32)">
|
<summary>
|
Sets the bottom overflow of the style
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.GUIStyleExtensions.Padding(UnityEngine.GUIStyle,UnityEngine.RectOffset)">
|
<summary>
|
Sets the padding of the style
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.GUIStyleExtensions.Padding(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)">
|
<summary>
|
Sets the padding of the style
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.GUIStyleExtensions.Padding(UnityEngine.GUIStyle,System.Int32)">
|
<summary>
|
Sets the padding of the style
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingLeft(UnityEngine.GUIStyle,System.Int32)">
|
<summary>
|
Sets the left padding of the style
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingRight(UnityEngine.GUIStyle,System.Int32)">
|
<summary>
|
Sets the right padding of the style
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingTop(UnityEngine.GUIStyle,System.Int32)">
|
<summary>
|
Sets the top padding of the style
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingBottom(UnityEngine.GUIStyle,System.Int32)">
|
<summary>
|
Sets the bottom padding of the style
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.GUIStyleExtensions.Width(UnityEngine.GUIStyle,System.Single)">
|
<summary>
|
Sets the Y fixedWidth of the style
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.GUIStyleExtensions.Height(UnityEngine.GUIStyle,System.Int32)">
|
<summary>
|
Sets the fixedHeight of the style
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.GUIStyleExtensions.StretchHeight(UnityEngine.GUIStyle,System.Boolean)">
|
<summary>
|
Sets the stretchHeight property of the style
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.GUIStyleExtensions.StretchWidth(UnityEngine.GUIStyle,System.Boolean)">
|
<summary>
|
Sets the stretchWidth property of the style
|
</summary>
|
</member>
|
<member name="T:DG.DemiEditor.DeStylePalette">
|
<summary>
|
Stores a GUIStyle 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 GUIStyle palettes with more options.
|
Each of the sub-options require a public Init method to initialize the styles, which will be called via Reflection.
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeStylePalette.Init">
|
<summary>
|
Called automatically by <code>DeGUI.BeginGUI</code>.
|
Override when adding new style subclasses.
|
</summary>
|
</member>
|
<member name="T:DG.DemiEditor.DeStyleSubPalette">
|
<summary>
|
Extend any custom subpalettes from this, so they will be initialized correctly
|
</summary>
|
</member>
|
<member name="T:DG.DemiEditor.DeGUILayout">
|
<summary>
|
GUILayout methods
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.ShadedButton(UnityEngine.Color,System.String,UnityEngine.GUILayoutOption[])">
|
<summary>Shaded button</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.ShadedButton(UnityEngine.Color,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
|
<summary>Shaded button</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.ShadedButton(UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
|
<summary>Shaded button</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.ShadedButton(UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
|
<summary>Shaded button</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,System.String,UnityEngine.GUILayoutOption[])">
|
<summary>Colored button</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
|
<summary>Colored button</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
|
<summary>Colored button</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
|
<summary>Colored button</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.PressButton(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
|
<summary>
|
Draws a button that returns TRUE the first time it's pressed, instead than when its released.
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.PressButton(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
|
<summary>
|
Draws a button that returns TRUE the first time it's pressed, instead than when its released.
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.ToolbarFoldoutButton(System.Boolean,System.String,System.Boolean,System.Boolean)">
|
<summary>Toolbar foldout button</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.GUILayoutOption[])">
|
<summary>Button that can be toggled on and off</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
|
<summary>Button that can be toggled on and off</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,DG.DemiLib.DeColorPalette,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
|
<summary>Button that can be toggled on and off</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
|
<summary>Button that can be toggled on and off</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
|
<summary>Button that can be toggled on and off</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,DG.DemiLib.DeColorPalette,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
|
<summary>Button that can be toggled on and off</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
|
<summary>Button that can be toggled on and off</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
|
<summary>Button that can be toggled on and off</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.GUILayoutOption[])">
|
<summary>Begins an horizontal toolbar layout</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
|
<summary>Begins an horizontal toolbar layout</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.Color,UnityEngine.GUILayoutOption[])">
|
<summary>Begins an horizontal toolbar layout</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
|
<summary>Begins an horizontal toolbar layout</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.EndToolbar">
|
<summary>Ends an horizontal toolbar layout</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.GUILayoutOption[])">
|
<summary>A toolbar with a label</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
|
<summary>A toolbar with a label</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
|
<summary>A toolbar with a label</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
|
<summary>A toolbar with a label</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
|
<summary>A toolbar with a label</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
|
<summary>A toolbar with a label</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.BeginVBox(UnityEngine.GUIStyle)">
|
<summary>Vertical box layout with style and color options</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.BeginVBox(System.Nullable{UnityEngine.Color},UnityEngine.GUIStyle)">
|
<summary>Vertical box layout with style and color options</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.EndVBox">
|
<summary>End vertical box layout</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.HorizontalDivider(System.Nullable{UnityEngine.Color},System.Int32,System.Int32,System.Int32)">
|
<summary>Horizontal Divider</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickTextField(UnityEditor.EditorWindow,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
|
<summary>
|
A text field that becomes editable only on double-click
|
</summary>
|
<param name="editorWindow">EditorWindow reference</param>
|
<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
|
<param name="text">Text</param>
|
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
|
<param name="editingStyle">Style for editing mode</param>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickTextField(UnityEditor.Editor,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
|
<summary>
|
A text field that becomes editable only on double-click
|
</summary>
|
<param name="editor">Editor reference</param>
|
<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
|
<param name="text">Text</param>
|
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
|
<param name="editingStyle">Style for editing mode</param>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickDraggableTextField(UnityEditor.EditorWindow,System.String,System.String,System.Int32,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
|
<summary>
|
A text field that becomes editable only on double-click and can also be dragged
|
</summary>
|
<param name="editorWindow">EditorWindow reference</param>
|
<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
|
<param name="text">Text</param>
|
<param name="dragId">ID for this drag operation (must be the same for both this and Drag</param>
|
<param name="draggableList">List containing the dragged item and all other relative draggable items</param>
|
<param name="draggedItemIndex">DraggableList index of the item being dragged</param>
|
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
|
<param name="editingStyle">Style for editing mode</param>
|
<returns></returns>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickDraggableTextField(UnityEditor.Editor,System.String,System.String,System.Int32,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
|
<summary>
|
A text field that becomes editable only on double-click and can also be dragged
|
</summary>
|
<param name="editor">Editor reference</param>
|
<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
|
<param name="text">Text</param>
|
<param name="dragId">ID for this drag operation (must be the same for both this and Drag</param>
|
<param name="draggableList">List containing the dragged item and all other relative draggable items</param>
|
<param name="draggedItemIndex">DraggableList index of the item being dragged</param>
|
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
|
<param name="editingStyle">Style for editing mode</param>
|
<returns></returns>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.GradientField(System.String,UnityEngine.Gradient,UnityEngine.GUILayoutOption[])">
|
<summary>
|
Creates a Gradient field by using Unity 4.x hidden default one and Reflection.
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUILayout.SceneField(System.String,UnityEngine.Object)">
|
<summary>Scene field</summary>
|
</member>
|
<member name="T:DG.DemiEditor.DeGUI">
|
<summary>
|
Global Demigiant GUI manager. Call <see cref="M:DG.DemiEditor.DeGUI.BeginGUI(DG.DemiLib.DeColorPalette,DG.DemiEditor.DeStylePalette)"/> to initialize it inside GUI calls.
|
</summary>
|
</member>
|
<member name="F:DG.DemiEditor.DeGUI.colors">
|
<summary>
|
Default color palette
|
</summary>
|
</member>
|
<member name="F:DG.DemiEditor.DeGUI.styles">
|
<summary>
|
Default style palette
|
</summary>
|
</member>
|
<member name="F:DG.DemiEditor.DeGUI.IsProSkin">
|
<summary>TRUE if we're using the PRO skin</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.BeginGUI(DG.DemiLib.DeColorPalette,DG.DemiEditor.DeStylePalette)">
|
<summary>
|
Call this at the beginning of GUI methods
|
</summary>
|
<param name="guiColorPalette">Eventual <see cref="T:DG.DemiLib.DeColorPalette"/> to use</param>
|
<param name="guiStylePalette">Eventual <see cref="T:DG.DemiEditor.DeStylePalette"/> to use</param>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.ExitCurrentEvent">
|
<summary>
|
Exits the current event correctly, also taking care of eventual drag operations
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.ChangePalette(DG.DemiLib.DeColorPalette,DG.DemiEditor.DeStylePalette)">
|
<summary>
|
Changes the active palettes to the given ones
|
(or resets them to the default ones if NULL)
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.ResetGUIColors(System.Boolean,System.Boolean,System.Boolean)">
|
<summary>
|
Resets the GUI colors to the default ones (only available if BeginGUI was called first)
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.SetGUIColors(System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color})">
|
<summary>
|
Sets the GUI colors to the given ones
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.ShadedButton(UnityEngine.Rect,UnityEngine.Color,System.String)">
|
<summary>Shaded button</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.ShadedButton(UnityEngine.Rect,UnityEngine.Color,System.String,UnityEngine.GUIStyle)">
|
<summary>Shaded button</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.ShadedButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.GUIContent)">
|
<summary>Shaded button</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.ShadedButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
|
<summary>Shaded button</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.ColoredButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.Color,System.String)">
|
<summary>Colored button</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.ColoredButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.Color,System.String,UnityEngine.GUIStyle)">
|
<summary>Colored button</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.ColoredButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent)">
|
<summary>Colored button</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.ColoredButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
|
<summary>Colored button</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.PressButton(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
|
<summary>
|
Draws a button that returns TRUE the first time it's pressed, instead than when its released.
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.PressButton(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
|
<summary>
|
Draws a button that returns TRUE the first time it's pressed, instead than when its released.
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,System.String)">
|
<summary>Button that can be toggled on and off</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,System.String,UnityEngine.GUIStyle)">
|
<summary>Button that can be toggled on and off</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,System.String,DG.DemiLib.DeColorPalette,UnityEngine.GUIStyle)">
|
<summary>Button that can be toggled on and off</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent)">
|
<summary>Button that can be toggled on and off</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
|
<summary>Button that can be toggled on and off</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,DG.DemiLib.DeColorPalette,UnityEngine.GUIStyle)">
|
<summary>Button that can be toggled on and off</summary>
|
<summary>Button that can be toggled on and off</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.SceneField(UnityEngine.Rect,System.String,UnityEngine.Object)">
|
<summary>Scene field</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.Box(UnityEngine.Rect,UnityEngine.Color,UnityEngine.GUIStyle)">
|
<summary>Box with style and color options</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.DrawColoredSquare(UnityEngine.Rect,UnityEngine.Color)">
|
<summary>Draws a colored square</summary>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.DoubleClickTextField(UnityEngine.Rect,UnityEditor.EditorWindow,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
|
<summary>
|
A text field that becomes editable only on double-click
|
</summary>
|
<param name="rect">Area</param>
|
<param name="editorWindow">EditorWindow reference</param>
|
<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
|
<param name="text">Text</param>
|
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
|
<param name="editingStyle">Style for editing mode</param>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.DoubleClickTextField(UnityEngine.Rect,UnityEditor.Editor,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
|
<summary>
|
A text field that becomes editable only on double-click
|
</summary>
|
<param name="rect">Area</param>
|
<param name="editor">Editor reference</param>
|
<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
|
<param name="text">Text</param>
|
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
|
<param name="editingStyle">Style for editing mode</param>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.DoubleClickDraggableTextField(UnityEngine.Rect,UnityEditor.EditorWindow,System.String,System.String,System.Int32,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
|
<summary>
|
A text field that becomes editable only on double-click and can also be dragged
|
</summary>
|
<param name="rect">Area</param>
|
<param name="editorWindow">EditorWindow reference</param>
|
<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
|
<param name="text">Text</param>
|
<param name="dragId">ID for this drag operation (must be the same for both this and Drag</param>
|
<param name="draggableList">List containing the dragged item and all other relative draggable items</param>
|
<param name="draggedItemIndex">DraggableList index of the item being dragged</param>
|
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
|
<param name="editingStyle">Style for editing mode</param>
|
<returns></returns>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.DoubleClickDraggableTextField(UnityEngine.Rect,UnityEditor.Editor,System.String,System.String,System.Int32,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
|
<summary>
|
A text field that becomes editable only on double-click and can also be dragged
|
</summary>
|
<param name="rect">Area</param>
|
<param name="editor">Editor reference</param>
|
<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
|
<param name="text">Text</param>
|
<param name="dragId">ID for this drag operation (must be the same for both this and Drag</param>
|
<param name="draggableList">List containing the dragged item and all other relative draggable items</param>
|
<param name="draggedItemIndex">DraggableList index of the item being dragged</param>
|
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
|
<param name="editingStyle">Style for editing mode</param>
|
<returns></returns>
|
</member>
|
<member name="M:DG.DemiEditor.DeGUI.FlatDivider(UnityEngine.Rect,System.Nullable{UnityEngine.Color})">
|
<summary>Divider</summary>
|
</member>
|
<member name="M:DG.DemiEditor.SerializedPropertyExtensions.CastTo``1(UnityEditor.SerializedProperty)">
|
<summary>
|
Returns the value of the given property (works like a cast to type).
|
<para>
|
Improved from HiddenMonk's functions (http://answers.unity3d.com/questions/627090/convert-serializedproperty-to-custom-class.html)
|
</para>
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.SerializedPropertyExtensions.IsArrayElement(UnityEditor.SerializedProperty)">
|
<summary>
|
Returns TRUE if this property is inside an array
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.SerializedPropertyExtensions.GetIndexInArray(UnityEditor.SerializedProperty)">
|
<summary>
|
Returns -1 if the property is not inside an array, otherwise returns its index inside the array
|
</summary>
|
</member>
|
<member name="T:DG.DemiEditor.StringExtensions">
|
<summary>
|
String extensions
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.StringExtensions.Parent(System.String)">
|
<summary>
|
If the given string is a directory path, returns its parent
|
with or without final slash depending on the original directory format
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.StringExtensions.FileOrDirectoryName(System.String)">
|
<summary>
|
If the string is a directory, returns the directory name,
|
if instead it's a file returns its name without extension.
|
Works better than Path.GetDirectoryName, which kind of sucks imho
|
</summary>
|
</member>
|
<member name="T:DG.DemiEditor.TextureExtensions">
|
<summary>
|
Texture extensions
|
</summary>
|
</member>
|
<member name="M:DG.DemiEditor.TextureExtensions.SetGUIFormat(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
|
<summary>
|
Checks that the texture uses the correct import settings, and applies them if they're incorrect.
|
</summary>
|
</member>
|
</members>
|
</doc>
|