少年修仙传客户端基础资源
dabaoji
2023-11-13 0a23e1b83f8fda8ab9f9e32fe71c26c431faf63a
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
<?xml version="1.0"?>
<doc>
    <assembly>
        <name>DemiEditor</name>
    </assembly>
    <members>
        <member name="T:DG.DemiEditor.DeEditorCompatibilityUtils">
            <summary>
            Utils to use he correct method based on Unity's version
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorCompatibilityUtils.EncodeToPNG(UnityEngine.Texture2D)">
            <summary>
            Encodes to PNG using reflection to use correct method depending if editor is version 2017 or earlier
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorCompatibilityUtils.GetPrefabParent(UnityEngine.GameObject)">
            <summary>
            Returns the prefab parent by using different code on Unity 2018 or later
            </summary>
            <param name="instance"></param>
            <returns></returns>
        </member>
        <member name="M:DG.DemiEditor.DeEditorCoroutines.StartCoroutine(System.Collections.IEnumerator)">
            <summary>
            Starts an editor coroutine. You can't use normal <code>yield new WaitFor</code> methods because
            those are Unity runtime, but you can instead use <see cref="M:DG.DemiEditor.DeEditorCoroutines.WaitForSeconds(System.Single)"/>.
            Other than that, you can use normal <code>yield null/etc</code>.<para/>
            Returns an <see cref="T:System.Collections.IEnumerator"/> which you can use with <see cref="M:DG.DemiEditor.DeEditorCoroutines.StopCoroutine(System.Collections.IEnumerator)"/> to cancel the coroutine.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorCoroutines.StopCoroutine(System.Collections.IEnumerator)">
            <summary>
            Stops the given coroutine generated by <see cref="M:DG.DemiEditor.DeEditorCoroutines.StartCoroutine(System.Collections.IEnumerator)"/>
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorCoroutines.WaitForSeconds(System.Single)">
            <summary>
            To be used inside a coroutine as a yield instruction: waits for the given seconds
            (replaces Unity's <code>yield new WaitForSeconds</code> because it's not available in-editor).<para/>
            Example usage:<para/>
            <code>yield return DeEditorCoroutines.WaitForSeconds(1);</code>
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeEditorFileUtils">
            <summary>
            File utils
            </summary>
        </member>
        <member name="F:DG.DemiEditor.DeEditorFileUtils.ADBPathSlash">
            <summary>Path slash for AssetDatabase format</summary>
        </member>
        <member name="F:DG.DemiEditor.DeEditorFileUtils.ADBPathSlashToReplace">
            <summary>Path slash to replace for AssetDatabase format</summary>
        </member>
        <member name="F:DG.DemiEditor.DeEditorFileUtils.PathSlash">
            <summary>Current OS path slash</summary>
        </member>
        <member name="F:DG.DemiEditor.DeEditorFileUtils.PathSlashToReplace">
            <summary>Path slash to replace on current OS</summary>
        </member>
        <member name="P:DG.DemiEditor.DeEditorFileUtils.projectPath">
            <summary>
            Full path to project directory, without final slash.
            </summary>
        </member>
        <member name="P:DG.DemiEditor.DeEditorFileUtils.assetsPath">
            <summary>
            Full path to project's Assets directory, without final slash.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.IsFullPath(System.String)">
            <summary>
            Returns TRUE if the given path is an absolute path
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.IsADBPath(System.String)">
            <summary>
            Returns TRUE if the given path is an AssetDatabase path
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.IsProjectFolder(System.String)">
            <summary>
            Returns TRUE if the given GUID refers to a valid and existing project folder
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.ADBPathToFullPath(System.String)">
            <summary>
            Converts the given project-relative path to a full path
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.FullPathToADBPath(System.String)">
            <summary>
            Converts the given full path to a project-relative path
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.AssetExists(System.String)">
            <summary>
            Returns TRUE if the file/directory at the given path exists.
            </summary>
            <param name="adbPath">Path, relative to Unity's project folder</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.IsValidFileName(System.String,System.Int32)">
            <summary>
            Validates the string as a valid fileName
            (uses commonly accepted characters an all systems instead of system-specific ones).<para/>
            BEWARE: doesn't check for reserved words
            </summary>
            <param name="s">string to replace</param>
            <param name="minLength">Minimum length for considering the string valid</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.FilePathIsWithinUnityProjectAssets(System.String)">
            <summary>
            Returns TRUE if the given filepath is within this Unity project Assets folder
            </summary>
            <param name="fullFilePath">Full file path</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.ConvertToValidFilename(System.String,System.Char)">
            <summary>
            Returns the given string stripped of any invalid filename characters.<para/>
            BEWARE: doesn't check for reserved words
            </summary>
            <param name="s">string to replace</param>
            <param name="replaceWith">Character to use as replacement for invalid ones</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.ApplySystemDirectorySeparators(System.String)">
            <summary>
            Returns the given path with all slashes converted to the correct ones used by the system
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.GUIDToExistingAssetPath(System.String)">
            <summary>
            Returns the asset path of the given GUID (relative to Unity project's folder),
            or an empty string if either the GUID is invalid or the related path doesn't exist.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.IsEmpty(System.String)">
            <summary>
            Checks if the given directory (full path) is empty or not
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.MakeEmpty(System.String)">
            <summary>
            Deletes all files and subdirectories from the given directory
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBPath(UnityEngine.ScriptableObject)">
            <summary>Returns the adb path to the given ScriptableObject</summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBPath(UnityEngine.MonoBehaviour)">
            <summary>Returns the adb path to the given MonoBehaviour</summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBDir(UnityEngine.ScriptableObject)">
            <summary>Returns the adb directory that contains the given ScriptableObject without final slash</summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBDir(UnityEngine.MonoBehaviour)">
            <summary>Returns the adb directory that contains the given MonoBehaviour without final slash</summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.SelectedADBDirs">
            <summary>
            Returns the adb paths to the selected folders in the Project panel, or NULL if there is none.
            Contrary to Selection.activeObject, which only returns folders selected in the right side of the panel,
            this method also works with folders selected in the left side.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.SetScriptExecutionOrder(UnityEngine.MonoBehaviour,System.Int32)">
            <summary>
            Sets the script execution order of the given MonoBehaviour
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.GetScriptExecutionOrder(UnityEngine.MonoBehaviour)">
            <summary>
            Gets the script execution order of the given MonoBehaviour
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorGUIUtils.GetLastControlId">
            <summary>
            Precisely returns the last controlId assigned to a GUI element
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeEditorPackageManager">
            <summary>
            Utils to manage UnityPackages import/export and file mirroring
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPackageManager.WriteFileListTo(System.String,System.String)">
            <summary>
            Stores all file paths (excluding metas) found in the given AssetDatabase directory and subdirectory
            into the given AssetDatabase file (which will be created if missing),
            writing them as relative to the given directory.<para/>
            EXAMPLE:<para/>
            <code>adbReadFromDirPath = "Plugins/DOTween"<para/>
            file "Assets/Plugins/DOTween/aScript.cs" stored as "aScript.cs"<para/>
            file "Assets/Plugins/DOTween/Subdir/aScript.cs" stored as "Subdir/aScript.cs"<para/>
            </code>
            </summary>
            <param name="adbWriteToFilePath">AssetDatabase path ("Assets/...") where the list should be written</param>
            <param name="adbReadFromDirPath">AssetDatabase path ("Assets/...") from which the list of files should be retrieved, without final slash</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPackageManager.ParseListAndRemoveExtraFiles(System.String,System.String,System.String,System.Boolean)">
            <summary>
            Parses a file list created via <see cref="M:DG.DemiEditor.DeEditorPackageManager.WriteFileListTo(System.String,System.String)"/> and removes any files not present in the list from the given directory
            </summary>
            <param name="label">Label to use when logging the result</param>
            <param name="adbListFilePath">AssetDatabase path ("Assets/...") to the file containing the list</param>
            <param name="adbParseDirPath">AssetDatabase path ("Assets/...") to the directory to parse for extra files to remove</param>
            <param name="simulate">If TRUE only returns a report log and doesn't actually delete the files</param>
        </member>
        <member name="T:DG.DemiEditor.DeEditorPanelUtils">
            <summary>
            Utilities for Editor Panels.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPanelUtils.ConnectToSourceAsset``1(System.String,System.Boolean,System.Boolean)">
            <summary>
            Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
            If the asset already exists at the given path, loads it and returns it.
            Otherwise, depending on the given parameters, either returns NULL or automatically creates it before loading and returning it.
            </summary>
            <typeparam name="T">Asset type</typeparam>
            <param name="adbFilePath">File path (relative to Unity's project folder)</param>
            <param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
            <param name="createFoldersIfMissing">If TRUE also creates the path folders if they don't exist</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPanelUtils.SourceAssetExists``1(System.String,System.Boolean)">
            <summary>
            Check if the <see cref="T:UnityEngine.ScriptableObject"/> at the given path exists and eventually if it's available
            </summary>
            <param name="adbFilePath">File path (relative to Unity's project folder)</param>
            <param name="checkIfAvailable">If TRUE also check if the file is available
            (file can be unavailable if it was deleted outside Unity, or if Unity is just starting)</param>
            <returns></returns>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPanelUtils.IsDockableWindow(UnityEditor.EditorWindow)">
            <summary>
            Returns TRUE if the given <see cref="T:UnityEditor.EditorWindow"/> is dockable, FALSE if instead it's a utility window
            </summary>
            <param name="editor"></param>
            <returns></returns>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPanelUtils.SetWindowTitle(UnityEditor.EditorWindow,UnityEngine.Texture,System.String)">
            <summary>
            Sets the icon and title of an editor window. Works with older versions of Unity, where the titleContent property wasn't available.
            </summary>
            <param name="editor">Reference to the editor panel whose icon to set</param>
            <param name="icon">Icon to apply</param>
            <param name="title">Title. If NULL doesn't change it</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPanelUtils.RepaintCurrentEditor">
            <summary>
            Repaints the currently focues editor
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeEditorPrefabUtils">
            <summary>
            Prefab utilities
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPrefabUtils.ApplyPrefabInstanceModifications(UnityEngine.GameObject)">
            <summary>
            Behaves as the Inspector's Apply button, applying any modification of this instance to the prefab parent
            </summary>
            <param name="instance"></param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPrefabUtils.InstanceHasUnappliedModifications(UnityEngine.GameObject)">
            <summary>
            Returns TRUe if a prefab instance has unapplied modifications, ignoring any modifications applied to the transform.<para/>
            NOTE: this a somehow costly operation (since it generates GC)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPrefabUtils.BreakPrefabInstances(System.Collections.Generic.List{UnityEngine.GameObject},System.Boolean)">
            <summary>
            Completely removes any prefab connection from the given prefab instances, by desotroing the original object and recreating it.<para/>
            Returns a list with all the new elements created.
            <para>
            Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&amp;viewfull=1#post726602)
            </para>
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPrefabUtils.BreakPrefabInstance(UnityEngine.GameObject,System.Boolean)">
            <summary>
            Completely removes any prefab connection from the given prefab instance, by desotroing the original object and recreating it.
            <para>
            Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&amp;viewfull=1#post726602)
            </para>
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.DelayedCall(System.Single,System.Action)">
            <summary>Calls the given action after the given delay</summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.GetGameViewSize">
            <summary>
            Return the size of the editor game view, eventual extra bars excluded (meaning the true size of the game area)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.GetEditorUIScaling">
            <summary>
            Returns a value from 1 to N (2 for 200% scaling) indicating the UI Scaling of Unity's editor.
            The first time this is called it will store the scaling and keep it without refreshing,
            since you need to restart Unity in order to apply a scaling change
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.ClearConsole">
            <summary>
            Clears all logs from Unity's console
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.AddGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
            <summary>
            Adds the given global define (if it's not already present) to all the <see cref="T:UnityEditor.BuildTargetGroup"/>
            or only to the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters,
            and returns TRUE if it was added, FALSE otherwise.<para/>
            NOTE: when adding to all of them some legacy warnings might appear, which you can ignore.
            </summary>
            <param name="id"></param>
            <param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to add to all of them.</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.RemoveGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
            <summary>
            Removes the given global define (if present) from all the <see cref="T:UnityEditor.BuildTargetGroup"/>
            or only from the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters,
            and returns TRUE if it was removed, FALSE otherwise.<para/>
            NOTE: when removing from all of them some legacy warnings might appear, which you can ignore.
            </summary>
            <param name="id"></param>
            <param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to remove from all of them.</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.HasGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
            <summary>
            Returns TRUE if the given global define is present in all the <see cref="T:UnityEditor.BuildTargetGroup"/>
            or only in the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters.<para/>
            </summary>
            <param name="id"></param>
            <param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.SetGizmosIconVisibility(System.Boolean,System.String[])">
            <summary>
            Sets the gizmos icon visibility in the Scene and Game view for the given class names
            </summary>
            <param name="visible">Visibility</param>
            <param name="classNames">Class names (no namespace), as many as you want separated by a comma</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.SetGizmosIconVisibilityForAllCustomIcons(System.Boolean)">
            <summary>
            Sets the gizmos icon visibility in the Scene and Game view for all custom icons
            (for example icons created with HOTools)
            </summary>
            <param name="visible">Visibility</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.FindAllComponentsOfType``1">
            <summary>
            Returns all components of type T in the currently open scene, or NULL if none could be found.<para/>
            If you're on Unity 5 or later, and have <code>DeEditorTools</code>, use <code>DeEditorToolsUtils.FindAllComponentsOfType</code>
            instead, which is more efficient.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.List.Shift``1(System.Collections.Generic.IList{``0},System.Int32,System.Int32)">
            <summary>
            Shifts an item from an index to another, without modifying the list except than by moving elements around
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.Array.ExpandAndAdd``1(``0[]@,``0)">
            <summary>
            Expands the given array and adds the given element as the last one
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.Array.RemoveAtIndexAndContract``1(``0[]@,System.Int32)">
            <summary>
            Removes the element at index from the given array, shifts everything after by -1 position and resizes the array
            </summary>
        </member>
        <member name="F:DG.DemiEditor.DeDragResultType.NoDrag">
            <summary>Nothing is being dragged</summary>
        </member>
        <member name="F:DG.DemiEditor.DeDragResultType.Dragging">
            <summary>Dragging</summary>
        </member>
        <member name="F:DG.DemiEditor.DeDragResultType.Accepted">
            <summary>Dragging concluced and accepted</summary>
        </member>
        <member name="F:DG.DemiEditor.DeDragResultType.Ineffective">
            <summary>Dragging concluced but item position didn't change</summary>
        </member>
        <member name="F:DG.DemiEditor.DeDragResultType.Canceled">
            <summary>Dragging canceled</summary>
        </member>
        <member name="F:DG.DemiEditor.DeDragResultType.Click">
            <summary>Dragging concluced but not accepted because too short</summary>
        </member>
        <member name="F:DG.DemiEditor.DeDragDirection.Auto">
            <summary>Automatically determines if dragged elements are horizontal, vertical, or both</summary>
        </member>
        <member name="F:DG.DemiEditor.DeDragDirection.Vertical">
            <summary>Forces vertical drag</summary>
        </member>
        <member name="F:DG.DemiEditor.DeDragDirection.Horizontal">
            <summary>Forces horizontal drag (useful to avoid initial wrong drag indicators
            if the users starts dragging an horizontal system vertically)</summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUIDrag">
            <summary>
            Manages the dragging of GUI elements
            </summary>
        </member>
        <member name="P:DG.DemiEditor.DeGUIDrag.isDragging">
            <summary>
            True if a GUI element is currently being dragged
            </summary>
        </member>
        <member name="P:DG.DemiEditor.DeGUIDrag.draggedItem">
            <summary>
            Return the current item being dragged, or NULL if there is none
            </summary>
        </member>
        <member name="P:DG.DemiEditor.DeGUIDrag.draggedItemType">
            <summary>
            Type of current item being dragged, or NULL if there is none
            </summary>
        </member>
        <member name="P:DG.DemiEditor.DeGUIDrag.draggedItemOriginalIndex">
            <summary>
            Starting index of current item being dragged, or NULL if there is none
            </summary>
        </member>
        <member name="P:DG.DemiEditor.DeGUIDrag.optionalDragData">
            <summary>
            Retrieves the eventual optional data stored via the StartDrag method
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(UnityEditor.Editor,System.Collections.IList,System.Int32,System.Object)">
            <summary>
            Starts a drag operation on a GUI element.
            </summary>
            <param name="editor">Reference to the current editor drawing the GUI (used when a Repaint is needed)</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="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(System.Int32,UnityEditor.Editor,System.Collections.IList,System.Int32,System.Object)">
            <summary>
            Starts a drag operation on a GUI element.
            </summary>
            <param name="dragId">ID for this drag operation (must be the same for both StartDrag and Drag</param>
            <param name="editor">Reference to the current editor drawing the GUI (used when a Repaint is needed)</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="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(UnityEditor.EditorWindow,System.Collections.IList,System.Int32,System.Object)">
            <summary>
            Starts a drag operation on a GUI element.
            </summary>
            <param name="editorWindow">Reference to the current editor drawing the GUI (used when a Repaint is needed)</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="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(System.Int32,UnityEditor.EditorWindow,System.Collections.IList,System.Int32,System.Object)">
            <summary>
            Starts a drag operation on a GUI element.
            </summary>
            <param name="dragId">ID for this drag operation (must be the same for both StartDrag and Drag</param>
            <param name="editorWindow">Reference to the current editor drawing the GUI (used when a Repaint is needed)</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="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Int32,System.Collections.IList,System.Int32,System.Nullable{UnityEngine.Rect},DG.DemiEditor.DeDragDirection)">
            <summary>
            Call this after each draggable GUI block, to calculate and draw the current drag state
            (or complete it if the mouse was released).
            </summary>
            <param name="dragId">ID for this drag operation (must be the same for both StartDrag and Drag</param>
            <param name="draggableList">List containing the draggable item and all other relative draggable items</param>
            <param name="currDraggableItemIndex">Current index of the draggable item being drawn</param>
            <param name="lastGUIRect">If NULL will calculate this automatically using <see cref="M:UnityEngine.GUILayoutUtility.GetLastRect"/>.
            Pass this if you're creating a drag between elements that don't use GUILayout</param>
            <param name="direction">Drag direction. You can leave it to <see cref="F:DG.DemiEditor.DeDragDirection.Auto"/>
            unless you want to skip eventual layout calculations</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Collections.IList,System.Int32,System.Nullable{UnityEngine.Rect},DG.DemiEditor.DeDragDirection)">
            <summary>
            Call this after each draggable GUI block, to calculate and draw the current drag state
            (or complete it if the mouse was released).
            </summary>
            <param name="draggableList">List containing the draggable item and all other relative draggable items</param>
            <param name="currDraggableItemIndex">Current index of the draggable item being drawn</param>
            <param name="lastGUIRect">If NULL will calculate this automatically using <see cref="M:UnityEngine.GUILayoutUtility.GetLastRect"/>.
            Pass this if you're creating a drag between elements that don't use GUILayout</param>
            <param name="direction">Drag direction. You can leave it to <see cref="F:DG.DemiEditor.DeDragDirection.Auto"/>
            unless you want to skip eventual layout calculations</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Int32,System.Collections.IList,System.Int32,UnityEngine.Color,System.Nullable{UnityEngine.Rect},DG.DemiEditor.DeDragDirection)">
            <summary>
            Call this after each draggable GUI block, to calculate and draw the current drag state
            (or complete it if the mouse was released).
            </summary>
            <param name="dragId">ID for this drag operation (must be the same for both StartDrag and Drag</param>
            <param name="draggableList">List containing the draggable item and all other relative draggable items</param>
            <param name="currDraggableItemIndex">Current index of the draggable item being drawn</param>
            <param name="dragEvidenceColor">Color to use for drag divider and selection</param>
            <param name="lastGUIRect">If NULL will calculate this automatically using <see cref="M:UnityEngine.GUILayoutUtility.GetLastRect"/>.
            Pass this if you're creating a drag between elements that don't use GUILayout</param>
            <param name="direction">Drag direction. You can leave it to <see cref="F:DG.DemiEditor.DeDragDirection.Auto"/>
            unless you want to skip eventual layout calculations</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Collections.IList,System.Int32,UnityEngine.Color,System.Nullable{UnityEngine.Rect},DG.DemiEditor.DeDragDirection)">
            <summary>
            Call this after each draggable GUI block, to calculate and draw the current drag state
            (or complete it if the mouse was released).
            </summary>
            <param name="draggableList">List containing the draggable item and all other relative draggable items</param>
            <param name="currDraggableItemIndex">Current index of the draggable item being drawn</param>
            <param name="dragEvidenceColor">Color to use for drag divider and selection</param>
            <param name="lastGUIRect">If NULL will calculate this automatically using <see cref="M:UnityEngine.GUILayoutUtility.GetLastRect"/>.
            Pass this if you're creating a drag between elements that don't use GUILayout</param>
            <param name="direction">Drag direction. You can leave it to <see cref="F:DG.DemiEditor.DeDragDirection.Auto"/>
            unless you want to skip eventual layout calculations</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.EndDrag(System.Boolean)">
            <summary>
            Ends the drag operations, and eventually applies the drag outcome.
            Returns TRUE if the position of the dragged item actually changed.
            Called automatically by Drag method. Use it only if you want to force the end of a drag operation.
            </summary>
            <param name="applyDrag">If TRUE applies the drag results, otherwise simply cancels the drag</param>
        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.ABSDeGUINode">
            <summary>
            Abstract dynamic class used for every node of the same type
            (meaning there is only a single recycled instance for all same-type nodes)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.ABSDeGUINode.GetAreas(UnityEngine.Vector2,DG.DemiLib.IEditorGUINode)">
            <summary>Used to fill <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeGUIData"/></summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.ABSDeGUINode.OnGUI(DG.DemiEditor.DeGUINodeSystem.NodeGUIData,DG.DemiLib.IEditorGUINode)">
            <summary>Called when the node needs to be drawn</summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.ConnectionMode.Flexible">
            <summary>
            The connectedNodesIds list will be automatically increased/decreased when adding/removing connections
            (otherwise connectedNodesIds will have to be increased via custom code)
            </summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.ConnectionMode.Dual">
            <summary>
            Requires only two connectedNodesIds (no more, no less), 
            uses regular CTRL+Drag to connect connection 0, CTRL+SPACE+Drag to connect connection 1
            </summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.ConnectionMode.NormalPlus">
            <summary>
            Like <see cref="F:DG.DemiEditor.DeGUINodeSystem.ConnectionMode.Normal"/>, but with an extra connection as a last extra index, which is set when pressing CTRL+SPACE+Drag.
            Must always have at least one element in connectedNodesIds
            </summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.Core.DebugSystem.NodeProcessDebug.DataStore._eventData">
            <summary>Layout, Repaint, LayoutAndRepaint</summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.Core.NodesClipboard">
            <summary>
            Stores cloned nodes for pasting
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.Core.NodesClipboard.GetNodesToPaste``1">
            <summary>
            Returns a list of pasteable nodes, with their GUID recreated and their connections adapted
            </summary>
            <returns></returns>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.Core.NodesClipboard.CloneNode``1(DG.DemiLib.IEditorGUINode)">
            <summary>
            Returns a deep clone of the given node but doesn't clone UnityEngine references.
            A new ID will be automatically generated.
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.Core.Connector">
            <summary>
            Always connects a node from BottomOrRight side to TopOrLeft side
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.Core.Connector.Connect(System.Int32,System.Int32,DG.DemiEditor.DeGUINodeSystem.NodeConnectionOptions,DG.DemiLib.IEditorGUINode)">
            <summary>
            Always connects from BottomOrRight side to TopOrLeft side.
            If ALT is pressed shows the delete connection button.
            Called during Repaint or MouseDown/Up.
            Returns TRUE if the connection was deleted using the delete connection button.
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.Core.Legacy_Connector">
            <summary>
            Always connects a node from BottomOrRight side to TopOrLeft side
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.Core.Legacy_Connector.Connect(DG.DemiEditor.DeGUINodeSystem.NodeProcess,System.Int32,System.Int32,DG.DemiEditor.DeGUINodeSystem.NodeConnectionOptions,DG.DemiLib.IEditorGUINode,DG.DemiLib.IEditorGUINode)">
            <summary>
            Always connects from BottomOrRight side to TopOrLeft side.
            If ALT is pressed shows the delete connection button.
            Called during Repaint or MouseDown/Up.
            Returns TRUE if the connection was deleted using the delete connection button.
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.HelpPanel">
            <summary>
            You can attach to this
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.HelpPanel.AddContentGroup(System.String,System.String)">
            <summary>
            Use this to add a content group to the Help Panel
            </summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.note">
            <summary>Regular note</summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.editableNote">
            <summary>Editable note (activated by setting <see cref="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.allowEditableNote"/> to TRUE
            (but you will have to save the result somewhere yourself)</summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.allowEditableNote">
            <summary>If TRUE shows the <see cref="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.editableNote"/> textArea</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ContentGroup.AppendDefinition(System.String)">
            <summary>
            Add definition. Supports rich-text but also these special tags:<para/>
            - [b][/b]
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.HelpPanel.Definition.AddKey(System.String,System.Boolean)">
            <summary>
            Add key, automatically formatting these special keys:<para/>
            /<para/>
            +<para/>
            →
            </summary>
            <param name="newLine">If TRUE and there's other keys/targets, adds the new key on a new line preceded by a comma</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeGUIData.ShiftYBy(System.Single)">
            <summary>
            Recalculates all rects based on the given Y shift
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.InteractionManager">
            <summary>
            One per <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess"/>.
            Partially independent, mainly controlled by process.
            </summary>
        </member>
        <member name="P:DG.DemiEditor.DeGUINodeSystem.InteractionManager.isDraggingNodes">
            <summary>TRUE when read-to or dragging nodes</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.InteractionManager.IsDragging(DG.DemiLib.IEditorGUINode)">
            <summary>Returns TRUE if the given node is currently being dragged</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.InteractionManager.Update">
            <summary>
            Returns TRUE if a repaint is required
            </summary>
            <returns></returns>
        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess">
            <summary>
            Main class for DeGUI Node system.
            Create it, then enclose your GUI node calls inside a <see cref="!:NodeProcessScope"/>.<para/>
            CODING ORDER:<para/>
            - Create a <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess"/> to use for your node system (create it once, obviously)<para/>
            - Inside OnGUI, write all your nodes GUI code inside a <see cref="!:NodeProcessScope"/><para/>
            - To draw the nodes, loop through the <see cref="F:DG.DemiEditor.DeGUINodeSystem.NodeProcess.orderedNodes"/> list and call <see cref="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.Draw``1(DG.DemiLib.IEditorGUINode,System.Nullable{DG.DemiEditor.DeGUINodeSystem.NodeConnectionOptions})"/> for each node
            </summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.NodeProcess.SnapOffset">
            <summary>Distance at which nodes will be placed when snapping next to each other</summary>
        </member>
        <member name="P:DG.DemiEditor.DeGUINodeSystem.NodeProcess.position">
            <summary>Full area without zeroed coordinates</summary>
        </member>
        <member name="P:DG.DemiEditor.DeGUINodeSystem.NodeProcess.relativeArea">
            <summary>Position with zeroed coordinates (used by all node GUI since it's inside a GUILayout(area))</summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.NodeProcess.orderedNodes">
            <summary>Contains the nodes passed to NodeProcessScope ordered by depth.
            You should loop through this list when drawing nodes</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.#ctor(UnityEditor.EditorWindow,System.Func{System.Collections.Generic.List{DG.DemiLib.IEditorGUINode},System.Boolean},System.Func{DG.DemiLib.IEditorGUINode,DG.DemiLib.IEditorGUINode,System.Boolean})">
            <summary>
            Creates a new NodeProcess.
            </summary>
            <param name="editor">EditorWindow for this process</param>
            <param name="onDeleteNodesCallback">Callback called when one or more nodes are going to be deleted.
            Return FALSE if you want the deletion to be canceled.
            Can be NULL, in which case it will be ignored</param>
            <param name="onCloneNodeCallback">Callback called when a node is cloned.
            Return FALSE if you want the cloning to be canceled.
            Can be NULL, in which case it will be ignored</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.Reset">
            <summary>
            Needs to be called when loading a complete new series of nodes
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.MarkLayoutAsDirty">
            <summary>
            Call this when the layout/size of one or more nodes changed because of external intervention
            (if a whole new range of nodes has been loaded, just call <see cref="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.Reset"/> instead)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ForceRefreshAreas(UnityEngine.Rect)">
            <summary>
            Forces the refresh of the area calculations. Useful if you need them before the first GUI call has run
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ShiftAreaBy(UnityEngine.Vector2)">
            <summary>
            Shifts the visible are to the given coordinates and repaints on end
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.SetAreaShift(UnityEngine.Vector2)">
            <summary>
            Shifts the visible are to the given coordinates and repaints on end
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.RepaintOnEnd">
            <summary>
            Tells the process to repaint once the process has ended.
            Calling this
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.Draw``1(DG.DemiLib.IEditorGUINode,System.Nullable{DG.DemiEditor.DeGUINodeSystem.NodeConnectionOptions})">
            <summary>
            Draws the given node using the given T editor GUINode type.
            Returns the full area of the node
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.OpenHelpPanel">
            <summary>
            Opens the Help Panel
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.CloseHelpPanel">
            <summary>
            Closes the Help Panel
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ToggleHelpPanel">
            <summary>
            Opens or closes the Help panel based on its current state
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.AreaIsVisible(UnityEngine.Rect)">
            <summary>
            Returns TRUE if the given area is visible (even if partially) inside the current nodeProcess area
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.CaptureScreenshot(DG.DemiEditor.DeGUINodeSystem.NodeProcess.ScreenshotMode,System.Action{UnityEngine.Texture2D},System.Single,System.Boolean)">
            <summary>
            Captures a screenshot of the node editor area and returns it when calling the onComplete method.<para/>
            Sadly this requires a callback because if called immediately the capture will fail
            with a "[d3d11] attempting to ReadPixels outside of RenderTexture bounds!" error in most cases
            </summary>
            <param name="screenshotMode">Screenshot mode</param>
            <param name="onComplete">A callback that accepts the generated Texture2D object</param>
            <param name="allNodesScaleFactor">Screenshot scale factor (only used if screenshotMode is set to <see cref="F:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ScreenshotMode.AllNodes"/>)</param>
            <param name="useProgressBar">If TRUE (default) displays a progress bar during the operation.
            You'll want to set this to FALSE when you're already using a custom progressBar
            and the screenshot is only part of a larger queue of operations</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcessScope`1.#ctor(DG.DemiEditor.DeGUINodeSystem.NodeProcess,UnityEngine.Rect,UnityEngine.Vector2@,System.Collections.Generic.IList{`0})">
            <summary>
            Use this to encapsulate node GUI operations.<para/>
            Automatically manages various operations (press F1 to see them).<para/>
            Sets <code>GUI.changed</code> to TRUE if the area is panned, a node is dragged, controlNodes change sorting or are deleted.<para/>
            Wraps all content inside a GUILayout Area (nodeArea).
            </summary>
            <param name="process">The <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess"/> to use</param>
            <param name="nodeArea">Area within which the nodes will be drawn</param>
            <param name="refAreaShift">Area shift (caused by dragging)</param>
            <param name="controlNodes">This list will be sorted based on current node draw order,
            and changed in case one of its nodes is deleted.<para/>
            <code>IMPORTANT:</code> this list should be part of your serialized class (MonoBehaviour or ScriptableObject),
            so it will be stored as a reference and modifying one will modify the other.<para/>
            Usually you want to pass all nodes to this except the eventual start node (or nodes that can't be sorted nor deleted).</param>
        </member>
        <member name="P:DG.DemiEditor.DeGUINodeSystem.SelectionManager.focusedNode">
            <summary>
            Set automatically when a selection ends up selecting a single node,
            reset when deselecting all nodes, selecting multiple nodes, or resetting the <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess"/>
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.SelectionManager.DeselectAll">
            <summary>
            Returns TRUE if something was actually deselected, FALSE if there were no selected nodes
            </summary>
            <returns></returns>
        </member>
        <member name="T:DG.DemiEditor.DeGUIKey">
            <summary>
            Returns key modifiers currently pressed.
            Requires to be updated at the beginning of every GUI call.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUIKey.Refresh(System.String)">
            <summary>
            Call this method to update data required by softCtrl calculations.
            Automatically called from within a <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcessScope`1"/>.<para/>
            Returns a <see cref="T:DG.DemiEditor.DeGUIKey.KeysRefreshResult"/> object with the keys that were just pressed and just released
            </summary>
            <param name="id">Required to have the correct <see cref="T:DG.DemiEditor.DeGUIKey.KeysRefreshResult"/> for the given target call</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIKey.ToInt(UnityEngine.KeyCode)">
            <summary>
            Returns the given <see cref="T:UnityEngine.KeyCode"/> as an int, or -1 if it's not a number
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeEditorReflectionUtils">
            <summary>
            Used code from Celtc on StackOverflow: https://stackoverflow.com/a/54044197/10151925
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorReflectionUtils.GetAllFields(System.Type,System.Reflection.BindingFlags)">
            <summary>
            Gets all fields from an object and its hierarchy inheritance
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorReflectionUtils.DeepCopy``1(``0)">
            <summary>
            Perform a deep copy of the class
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorReflectionUtils.DoCopy(System.Object)">
            <summary>
            Does the copy
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeScrollView">
            <summary>
            Returns by <see cref="M:DG.DemiEditor.DeGUI.BeginScrollView(UnityEngine.Rect,DG.DemiEditor.DeScrollView,System.Boolean)"/>.
            Contains properties and methods to manage non-layout scrollview better.<para/>
            Remember to use <see cref="M:DG.DemiEditor.DeScrollView.IncreaseContentHeightBy(System.Single)"/> or <see cref="M:DG.DemiEditor.DeScrollView.SetContentHeight(System.Single)"/> to increase or set the full content height
            </summary>
        </member>
        <member name="P:DG.DemiEditor.DeScrollView.area">
            <summary>Area used by ScrollView and its content</summary>
        </member>
        <member name="P:DG.DemiEditor.DeScrollView.fullContentArea">
            <summary>Full content area regardless if visible or not. Its height should be set manually based on the contents' height</summary>
        </member>
        <member name="P:DG.DemiEditor.DeScrollView.visibleContentArea">
            <summary>Content area currently visible (scroll bars excluded)</summary>
        </member>
        <member name="P:DG.DemiEditor.DeScrollView.scrollPosition">
            <summary>Current scrollPosition</summary>
        </member>
        <member name="M:DG.DemiEditor.DeScrollView.Current">
            <summary>
            Returns the current <see cref="T:DG.DemiEditor.DeScrollView"/> open, or an empty one if none is open.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeScrollView.SetContentHeight(System.Single)">
            <summary>
            Sets the <see cref="P:DG.DemiEditor.DeScrollView.fullContentArea"/> height
            </summary>
            <param name="height"></param>
        </member>
        <member name="M:DG.DemiEditor.DeScrollView.IncreaseContentHeightBy(System.Single)">
            <summary>
            Increase the <see cref="P:DG.DemiEditor.DeScrollView.fullContentArea"/> height by the given amount
            </summary>
            <param name="value"></param>
        </member>
        <member name="M:DG.DemiEditor.DeScrollView.GetSingleLineRect(System.Single,System.Boolean)">
            <summary>
            Returns a Rect for a single line at the current scrollView yMax
            </summary>
            <param name="height">If less than 0 uses default line height, otherwise the value passed</param>
            <param name="increaseScrollViewHeight">if TRUE (default) automatically increases the height of the <see cref="P:DG.DemiEditor.DeScrollView.fullContentArea"/> accordingly</param>
            <returns></returns>
        </member>
        <member name="M:DG.DemiEditor.DeScrollView.IsVisible(UnityEngine.Rect)">
            <summary>
            Returns TRUE if the given rect is at least partially visible in the displayed scroll area
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeSkinStyle">
            <summary>
            Contains both free and pro skins GUIStyle variations,
            and automatically returns the correct one when converted to GUIStyle
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorSoundUtils.Play(UnityEngine.AudioClip)">
            <summary>
            Plays the given clip in the Editor
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorSoundUtils.Stop(UnityEngine.AudioClip)">
            <summary>
            Stops playing the given clip.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorSoundUtils.StopAll">
            <summary>
            Stops all clips playing.
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeStopwatch">
            <summary>
            A stopwatch whose time can be changed manually via <see cref="M:DG.DemiEditor.DeStopwatch.Goto(System.Single,System.Boolean)"/>
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeStopwatch.Start">
            <summary>
            Start or resume playing
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeStopwatch.Reset">
            <summary>
            Stop the watch and reset the time
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeStopwatch.Restart">
            <summary>
            Restart measuring from zero
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeStopwatch.Stop">
            <summary>
            Pause the watch
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeStopwatch.Goto(System.Single,System.Boolean)">
            <summary>
            Send the watch to the given time
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeUnityEditorVersion">
            <summary>
            Util to determine Unity editor version and store them as comparable numbers
            </summary>
        </member>
        <member name="F:DG.DemiEditor.DeUnityEditorVersion.Version">
            <summary>Full major version + first minor version (ex: 2018.1f)</summary>
        </member>
        <member name="F:DG.DemiEditor.DeUnityEditorVersion.MajorVersion">
            <summary>Major version</summary>
        </member>
        <member name="F:DG.DemiEditor.DeUnityEditorVersion.MinorVersion">
            <summary>First minor version (ex: in 2018.1 it would be 1)</summary>
        </member>
        <member name="T:DG.DemiEditor.AssemblyExtensions">
            <summary>
            Assembly extensions
            </summary>
        </member>
        <member name="M:DG.DemiEditor.AssemblyExtensions.Directory(System.Reflection.Assembly)">
            <summary>
            Full path to the assembly directory, without final slash
            </summary>
        </member>
        <member name="M:DG.DemiEditor.AssemblyExtensions.ADBDir(System.Reflection.Assembly)">
            <summary>
            AssetDatabase path to the assembly directory, without final slash
            </summary>
        </member>
        <member name="T:DG.DemiEditor.GUIStyleExtensions">
            <summary>
            GUI extension methods
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Clone(UnityEngine.GUIStyle,System.Object[])">
            <summary>
            Clones the style and adds the given formats to it. You can pass any of these types of values:
            <list type="bullet">
            <item><term>Format:</term><description>Rich-text, wordwrap</description></item>
            <item><term>FontStyle:</term><description>Font style</description></item>
            <item><term>TextAnchor:</term><description>Content anchor</description></item>
            <item><term>int:</term><description>Font size</description></item>
            <item><term>Color/DeSkinColor:</term><description>Font color</description></item>
            </list>
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Add(UnityEngine.GUIStyle,System.Object[])">
            <summary>
            Adds the given formats to the style. You can pass any of these types of values:
            <list type="bullet">
            <item><term>Format:</term><description>RichText, WordWrap</description></item>
            <item><term>FontStyle:</term><description>Font style</description></item>
            <item><term>TextAnchor:</term><description>Content anchor</description></item>
            <item><term>int:</term><description>Font size</description></item>
            <item><term>Color/DeSkinColor:</term><description>Font color</description></item>
            </list>
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Border(UnityEngine.GUIStyle,UnityEngine.RectOffset)">
            <summary>
            Sets the border of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Border(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Sets the border of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Background(UnityEngine.GUIStyle,UnityEngine.Texture2D,UnityEngine.Texture2D)">
            <summary>
            Sets the background of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Background(UnityEngine.GUIStyle,UnityEngine.Texture2D,UnityEngine.Texture2D,UnityEngine.Texture2D)">
            <summary>
            Sets the background of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffset(UnityEngine.GUIStyle,UnityEngine.Vector2)">
            <summary>
            Sets the contentOffset of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffset(UnityEngine.GUIStyle,System.Single,System.Single)">
            <summary>
            Sets the contentOffset of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffsetX(UnityEngine.GUIStyle,System.Single)">
            <summary>
            Sets the X contentOffset of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffsetY(UnityEngine.GUIStyle,System.Single)">
            <summary>
            Sets the Y contentOffset of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Margin(UnityEngine.GUIStyle,UnityEngine.RectOffset)">
            <summary>
            Sets the margin of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Margin(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Sets the margin of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Margin(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the margin of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginLeft(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the left margin of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginRight(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the right margin of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginTop(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the top margin of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginBottom(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the bottom margin of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Overflow(UnityEngine.GUIStyle,UnityEngine.RectOffset)">
            <summary>
            Sets the overflow of the style
            </summary>
        </member>
        <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.
            Returns TRUE if the styles were initialized or re-initialized
            </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.ActiveButton(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>
            A button that triggers an immediate repaint when hovered/pressed/unhovered
            (which otherwise doesn't happen if you set a background to the button's GUIStyle).<para/>
            Requires <see cref="P:UnityEditor.EditorWindow.wantsMouseMove"/> to be activated.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ActiveButton(UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>
            A button that triggers an immediate repaint when hovered/pressed/unhovered
            (which otherwise doesn't happen if you set a background to the button's GUIStyle)
            and also assigns different GUI colors based on the button's state and the given one.<para/>
            Requires <see cref="P:UnityEditor.EditorWindow.wantsMouseMove"/> to be activated.
            </summary>
            <param name="content">Content</param>
            <param name="onNormal">Default color</param>
            <param name="guiStyle">Style</param>
            <param name="options">GUILayout options</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ActiveButton(UnityEngine.GUIContent,UnityEngine.Color,System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>
            A button that triggers an immediate repaint when hovered/pressed/unhovered
            (which otherwise doesn't happen if you set a background to the button's GUIStyle)
            and also assigns different GUI colors based on the button's state with options to eventually auto-generate them.<para/>
            Requires <see cref="P:UnityEditor.EditorWindow.wantsMouseMove"/> to be activated.
            </summary>
            <param name="content">Content</param>
            <param name="onNormal">Default color</param>
            <param name="onHover">Hover color (if NULL auto-generates it from the given one by making it brighter</param>
            <param name="onPressed">Pressed color (if NULL auto-generates it from the given one by making it even brighter</param>
            <param name="guiStyle">Style</param>
            <param name="options">GUILayout options</param>
        </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,System.Nullable{UnityEngine.Color})">
            <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.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.Color,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.MultiColorField(UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiColorFieldAdvanced(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiCurveField(UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiEnumPopup``1(UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiEnumPopup(UnityEngine.GUIContent,System.Type,System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiFloatField(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Nullable{System.Single},System.Nullable{System.Single},UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiIntField(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Nullable{System.Int32},System.Nullable{System.Int32},UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiIntSlider(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Int32,System.Int32,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiObjectField(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values. Auto-determines object type from the field's type</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiObjectField(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Type,System.Boolean,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values. Forces field to accept only objects of the given type</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiRectField(UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiSlider(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiTextArea(System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiTextField(UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiToggleButton(UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiToggleButton(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiToggleButton(System.Nullable{System.Boolean},UnityEngine.GUIContent,System.String,System.Collections.IList,System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiUnityEvent(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Collections.Generic.List{UnityEditor.SerializedProperty},UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiVector2Field(UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiVector3Field(UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiVector4Field(UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiVector2FieldAdvanced(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean,System.Boolean,System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiVector3FieldAdvanced(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiVector4FieldAdvanced(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</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,UnityEngine.GUILayoutOption[])">
            <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,UnityEngine.GUILayoutOption[])">
            <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.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <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="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.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <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="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.
            Returns TRUE if the styles were initialized or re-initialized
            </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.BeginScrollView(UnityEngine.Rect,DG.DemiEditor.DeScrollView,System.Boolean)">
            <summary>
            Better implementation of GUI.BeginScrollView.
            Returns the modified scrollView struct.<para/>
            Must be closed by a DeGUI.<see cref="M:DG.DemiEditor.DeGUI.EndScrollView"/>.
            </summary>
            <param name="scrollViewArea">Area used by the scrollView</param>
            <param name="scrollView"><see cref="T:DG.DemiEditor.DeScrollView"/> target</param>
            <param name="resetContentHeightToZero">If TRUE (default) resets <see cref="P:DG.DemiEditor.DeScrollView.fullContentArea"/>.height to 0
            after beginning the ScrollView</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.EndScrollView">
            <summary>
            Closes a DeGUI.<see cref="M:DG.DemiEditor.DeGUI.BeginScrollView(UnityEngine.Rect,DG.DemiEditor.DeScrollView,System.Boolean)"/> correctly
            </summary>
        </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).
            Returns TRUE if the styles were initialized or re-initialized
            </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.ShowTexturePreview(UnityEngine.Texture2D)">
            <summary>
            Opens a panel that previews the given texture (if not NULL)
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUI.CursorColorScope">
            <summary>
            Sets the GUI cursor color to the given ones
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUI.MatrixScope">
            <summary>
            Sets the GUI matrix to the given ones
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUI.MultiPropertyScope">
            <summary>
            Wrapper to set serialized fields with multiple sources selected: automatically sets GUI to show mixed values when necessary
            and contains a fieldInfo <see cref="T:System.Reflection.FieldInfo"/> which is set within the wrapper.<para/>
            Note that you must set the <see cref="F:DG.DemiEditor.DeGUI.MultiPropertyScope.value"/> property within the wrapper so that it's assigned correctly when closing the scope.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiPropertyScope.#ctor(System.String,System.Collections.IList,System.Collections.Generic.List{UnityEditor.SerializedProperty},System.Boolean)">
            <summary>Multi property scope</summary>
            <param name="fieldName">Name of the field so it can be found and set/get via Reflection</param>
            <param name="sources">List of the sources containing the given field</param>
            <param name="requiresSpecialEndChangeCheck">If TRUE validates EditorGUI.EndChangeCheck before calling it
            (fixes an issue which happens with advanced Undo usage in DOTween Timeline and ColorFields)</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ActiveButton(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
            <summary>
            A button that triggers an immediate repaint when hovered/pressed/unhovered
            (which otherwise doesn't happen if you apply a background to the button's GUIStyle).<para/>
            Requires <see cref="P:UnityEditor.EditorWindow.wantsMouseMove"/> to be activated.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ActiveButton(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.GUIStyle)">
            <summary>
            A button that triggers an immediate repaint when hovered/pressed/unhovered
            (which otherwise doesn't happen if you apply a background to the button's GUIStyle)
            and also assigns different GUI colors based on the button's state and the given one.<para/>
            Requires <see cref="P:UnityEditor.EditorWindow.wantsMouseMove"/> to be activated.
            </summary>
            <param name="rect">Rect</param>
            <param name="content">Content</param>
            <param name="onNormal">Default color</param>
            <param name="guiStyle">Style</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ActiveButton(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Color,System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},UnityEngine.GUIStyle)">
            <summary>
            A button that triggers an immediate repaint when hovered/pressed/unhovered
            (which otherwise doesn't happen if you apply a background to the button's GUIStyle)
            and also assigns different GUI colors based on the button's state with options to eventually auto-generate them.<para/>
            Requires <see cref="P:UnityEditor.EditorWindow.wantsMouseMove"/> to be activated.
            </summary>
            <param name="rect">Rect</param>
            <param name="content">Content</param>
            <param name="onNormal">Default color</param>
            <param name="onHover">Hover color (if NULL auto-generates it from the given one by making it brighter</param>
            <param name="onPressed">Pressed color (if NULL auto-generates it from the given one by making it even brighter</param>
            <param name="guiStyle">Style</param>
        </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.FoldoutButton(UnityEngine.Rect,System.Boolean,System.String,System.Boolean,System.Boolean)">
            <summary>Toolbar foldout button which allows clicking even on its label</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.FoldoutLabel(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent)">
            <summary>Foldout button + label (not intended to be used in toolbar) which allows click-to-foldout/foldin</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.ToolbarFoldoutButton(UnityEngine.Rect,System.Boolean,System.String,System.Boolean,System.Boolean,System.Nullable{UnityEngine.Color})">
            <summary>Toolbar foldout button</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>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,System.String,UnityEngine.Color,UnityEngine.Color,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,UnityEngine.Color,UnityEngine.Color,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,UnityEngine.Color,UnityEngine.Color,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIStyle)">
            <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.BackgroundGrid(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Texture2D,System.Single)">
            <summary>
            Draws a background grid using the given grid texture
            </summary>
            <param name="area">Area rect</param>
            <param name="offset">Offset from 0, 0 position (used when area has been dragged)</param>
            <param name="texture">Texture to use for the grid</param>
            <param name="scale">Eventual scale to apply to the grid</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.BackgroundGrid(UnityEngine.Rect,UnityEngine.Vector2,System.Boolean,System.Single)">
            <summary>
            Draws a background grid using default grid textures
            </summary>
            <param name="area">Area rect</param>
            <param name="offset">Offset from 0, 0 position (used when area has been dragged)</param>
            <param name="forceDarkSkin">If TRUE forces a dark skin, otherwise uses a skin that fits with the current Unity's one</param>
            <param name="scale">Eventual scale to apply to the grid</param>
        </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.DefaultPropertyField(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
            <summary>
            Can be used instead of EditorGUI.PropertyField, to draw a serializedProperty without its attributes
            (very useful in case you want to use this from within a PropertyDrawer for that same property,
            since otherwise bad infinite loops might happen)
            </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.DrawTiledTexture(UnityEngine.Rect,UnityEngine.Texture2D,System.Single,System.Nullable{UnityEngine.Color})">
            <summary>Draws the given texture tiled within the given rect</summary>
            <param name="rect">Rect</param>
            <param name="texture">Texture</param>
            <param name="scale">Eventual scale to apply</param>
            <param name="color">If not NULL, colorizes the texture with this color</param>
        </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.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="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>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DoubleClickDraggableTextField(UnityEngine.Rect,UnityEditor.Editor,System.String,System.String,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="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>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DoubleClickTextArea(UnityEngine.Rect,UnityEditor.EditorWindow,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
            <summary>
            A textArea 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.DoubleClickTextArea(UnityEngine.Rect,UnityEditor.Editor,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
            <summary>
            A textArea 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.FlatDivider(UnityEngine.Rect,System.Nullable{UnityEngine.Color})">
            <summary>Divider</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.Vector2FieldAdvanced(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Vector2,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
            <summary>Draws a Vector3Field that can have single axes disabled</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.Vector3FieldAdvanced(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Vector3,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
            <summary>Draws a Vector3Field that can have single axes disabled</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.Vector4FieldAdvanced(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Vector4,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
            <summary>Draws a Vector3Field that can have single axes disabled</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiColorField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiColorFieldAdvanced(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiCurveField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiEnumPopup``1(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values. Supports using an int as an enum</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiEnumPopup(UnityEngine.Rect,UnityEngine.GUIContent,System.Type,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values. Supports using an int as an enum</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiFloatField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Nullable{System.Single},System.Nullable{System.Single})">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiIntField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Nullable{System.Int32},System.Nullable{System.Int32})">
            <summary>Returns TRUE if there's mixed values. Supports also uint fields</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiIntSlider(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Int32,System.Int32)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiObjectField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean)">
            <summary>Returns TRUE if there's mixed values. Auto-determines object type from the field's type</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiObjectField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Type,System.Boolean)">
            <summary>Returns TRUE if there's mixed values. Forces field to accept only objects of the given type</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiRectField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiSlider(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Single,System.Single)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiTextArea(UnityEngine.Rect,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiTextField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiToggleButton(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUIStyle)">
            <summary>Returns TRUE if there's mixed values. Supports passing int values as bool (1 = true, 0 = false)</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiToggleButton(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},UnityEngine.GUIStyle)">
            <summary>Returns TRUE if there's mixed values. Supports passing int values as bool (1 = true, 0 = false)</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiToggleButton(UnityEngine.Rect,System.Nullable{System.Boolean},UnityEngine.GUIContent,System.String,System.Collections.IList,System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},UnityEngine.GUIStyle)">
            <summary>Returns TRUE if there's mixed values. Supports passing int values as bool (1 = true, 0 = false)</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiUnityEvent(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Collections.Generic.List{UnityEditor.SerializedProperty})">
            <summary>Returns TRUE if there's mixed values. Requires a SerializedProperty representation of each UnityEven field</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiVector2Field(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiVector3Field(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiVector4Field(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiVector2FieldAdvanced(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiVector3FieldAdvanced(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiVector4FieldAdvanced(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.ColorExtensions.CloneAndChangeBrightness(UnityEngine.Color,System.Single,System.Nullable{System.Single})">
            <summary>
            Returns a new color equal to the given one with changed brightness
            </summary>
            <param name="color">Color to evaluate</param>
            <param name="brightnessFactor">Brightness factor (multiplied by current brightness)</param>
            <param name="alpha">If set applies this alpha value</param>
        </member>
        <member name="M:DG.DemiEditor.ColorExtensions.CloneAndChangeSaturation(UnityEngine.Color,System.Single,System.Nullable{System.Single})">
            <summary>
            Returns a new color equal to the given one with changed saturation
            </summary>
            <param name="color">Color to evaluate</param>
            <param name="saturationFactor">Saturation factor (multiplied by current brightness)</param>
            <param name="alpha">If set applies this alpha value</param>
        </member>
        <member name="M:DG.DemiEditor.ColorExtensions.SetAlpha(UnityEngine.Color,System.Single)">
            <summary>
            Changes the alpha of this color and returns it
            </summary>
        </member>
        <member name="M:DG.DemiEditor.ColorExtensions.CloneAndSetAlpha(UnityEngine.Color,System.Single)">
            <summary>
            Returns a new color equal to the given one with changed alpha
            </summary>
        </member>
        <member name="M:DG.DemiEditor.ColorExtensions.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.DemiEditor.ColorExtensions.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>
        <member name="T:DG.DemiEditor.ListExtensions">
            <summary>
            Replicates parts of DeExtensions.ListExtensions for internal usage
            </summary>
        </member>
        <member name="M:DG.DemiEditor.ListExtensions.Shift``1(System.Collections.Generic.IList{``0},System.Int32,System.Int32)">
            <summary>
            Shifts an item from an index to another, without modifying the list except than by moving elements around
            </summary>
        </member>
        <member name="M:DG.DemiEditor.ListExtensions.Shuffle``1(System.Collections.Generic.IList{``0})">
            <summary>
            Shuffles the list
            </summary>
        </member>
        <member name="T:DG.DemiEditor.RectExtensions">
            <summary>
            Replicates DeExtensions.RectExtensions for internal usage
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.Add(UnityEngine.Rect,UnityEngine.Rect)">
            <summary>
            Adds one rect into another, and returns the resulting a
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.Expand(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy or the Rect expanded around its center by the given amount
            </summary>
            <param name="amount">Indicates how much to expand the rect on each size</param>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.Expand(UnityEngine.Rect,System.Single,System.Single)">
            <summary>
            Returns a copy or the Rect expanded around its center by the given amount
            </summary>
            <param name="amountX">Indicates how much to expand the rect on each horizontal side</param>
            <param name="amountY">Indicates how much to expand the rect on each vertical side</param>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.Contract(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy or the Rect contracted around its center by the given amount
            </summary>
            <param name="amount">Indicates how much to contract the rect on each size</param>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.Contract(UnityEngine.Rect,System.Single,System.Single)">
            <summary>
            Returns a copy or the Rect contracted around its center by the given amount
            </summary>
            <param name="amountX">Indicates how much to contract the rect on each horizontal side</param>
            <param name="amountY">Indicates how much to contract the rect on each vertical side</param>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.Fit(UnityEngine.Rect,System.Single,System.Single,System.Boolean)">
            <summary>
            Returns a copy of the Rect resized so it fits proportionally within the given size limits
            </summary>
            <param name="w">Width to fit</param>
            <param name="h">Height to fit</param>
            <param name="shrinkOnly">If TRUE (default) only shrinks the rect if needed, if FALSE also enlarges it to fit</param>
            <returns></returns>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.Includes(UnityEngine.Rect,UnityEngine.Rect,System.Boolean)">
            <summary>
            Returns TRUE if the first rect includes the second one
            </summary>
            <param name="full">If TRUE, returns TRUE only if the second rect is fully included,
            otherwise just if some part of it is included</param>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.ResetXY(UnityEngine.Rect)">
            <summary>
            Returns a copy of the Rect with its X/Y coordinates set to 0
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.Shift(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Returns a copy of the Rect with its values shifted according the the given parameters
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.ShiftX(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its X value shifted by the given value
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.ShiftY(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its Y value shifted by the given value
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.ShiftXAndResize(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its x shifted by the given value and its width shrinked/expanded accordingly
            (so that the xMax value will stay the same as before)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.ShiftYAndResize(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its y shifted by the given value and its height shrinked/expanded accordingly
            (so that the yMax value will stay the same as before)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.SetX(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its X property set to the given value
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.SetY(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its Y property set to the given value
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.SetHeight(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its height property set to the given value
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.SetWidth(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its width property set to the given value
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.SetCenter(UnityEngine.Rect,System.Single,System.Single)">
            <summary>
            Returns a copy of the Rect with its X,Y properties set so the rect center corresponds to the given values
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.SetCenterX(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its X property set so the rect X center corresponds to the given value
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.SetCenterY(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its Y property set so the rect Y center corresponds to the given value
            </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="M:DG.DemiEditor.SerializedPropertyExtensions.GetUnityEventHeight(UnityEditor.SerializedProperty)">
            <summary>
            Returns the height of a UnityEvent serializedProperty
            </summary>
        </member>
        <member name="M:DG.DemiEditor.SerializedPropertyExtensions.GetValue(UnityEditor.SerializedProperty)">
            <summary>
            Uses code from FlaShG's GitMerge: https://github.com/FlaShG/GitMerge-for-Unity/blob/master/Editor/SerializedPropertyExtensions.cs
            </summary>
        </member>
        <member name="M:DG.DemiEditor.SerializedPropertyExtensions.SetValue(UnityEditor.SerializedProperty,System.Object)">
            <summary>
            Uses code from FlaShG's GitMerge: https://github.com/FlaShG/GitMerge-for-Unity/blob/master/Editor/SerializedPropertyExtensions.cs
            </summary>
        </member>
        <member name="T:DG.DemiEditor.StringExtensions">
            <summary>
            String extensions
            </summary>
        </member>
        <member name="M:DG.DemiEditor.StringExtensions.IsNullOrEmpty(System.String,System.Boolean)">
            <summary>
            Returns TRUE if the string is null or empty
            </summary>
            <param name="trimSpaces">If TRUE (default) and the string contains only spaces, considers it empty</param>
        </member>
        <member name="M:DG.DemiEditor.StringExtensions.VersionIsMinorThan(System.String,System.String)">
            <summary>
            Compares a version string (in format #.#.###) with another of the same format,
            and return TRUE if this one is minor. Boths trings must have the same number of dot separators.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.StringExtensions.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="M:DG.DemiEditor.StringExtensions.Nicify(System.String)">
            <summary>
            Nicifies a string, replacing underscores with spaces, and adding a space before Uppercase letters (except the first character)
            </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="M:DG.DemiEditor.StringExtensions.EvalAsProperty``1(System.String,System.Object,System.Boolean)">
            <summary>
            Evaluates the string as a property or field and returns its value.
            </summary>
            <param name="obj">If NULL considers the string as a static property, otherwise uses obj as the starting instance</param>
        </member>
        <member name="T:DG.DemiEditor.TextureExtensions">
            <summary>
            Texture extensions
            </summary>
        </member>
        <member name="M:DG.DemiEditor.TextureExtensions.GetRect(UnityEngine.Texture2D,System.Single,System.Single,System.Single)">
            <summary>
            Returns the full Rect of this texture, with options for position and scale
            </summary>
        </member>
        <member name="M:DG.DemiEditor.TextureExtensions.SetGUIFormat(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32,UnityEngine.TextureWrapMode,System.Int32)">
            <summary>
            Checks that the texture uses the correct import settings, and applies them if they're incorrect.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.UnityEventExtensions.Clone(UnityEngine.Events.UnityEvent)">
            <summary>
            Returns a clone of the event
            </summary>
        </member>
    </members>
</doc>