<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>DemiEditor</name>
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</assembly>
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<members>
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<member name="T:DG.DemiEditor.DeEditorCompatibilityUtils">
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<summary>
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Utils to use he correct method based on Unity's version
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorCompatibilityUtils.EncodeToPNG(UnityEngine.Texture2D)">
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<summary>
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Encodes to PNG using reflection to use correct method depending if editor is version 2017 or earlier
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorCompatibilityUtils.GetPrefabParent(UnityEngine.GameObject)">
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<summary>
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Returns the prefab parent by using different code on Unity 2018 or later
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</summary>
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<param name="instance"></param>
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<returns></returns>
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</member>
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<member name="M:DG.DemiEditor.DeEditorCoroutines.StartCoroutine(System.Collections.IEnumerator)">
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<summary>
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Starts an editor coroutine. You can't use normal <code>yield new WaitFor</code> methods because
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those are Unity runtime, but you can instead use <see cref="M:DG.DemiEditor.DeEditorCoroutines.WaitForSeconds(System.Single)"/>.
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Other than that, you can use normal <code>yield null/etc</code>.<para/>
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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.
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorCoroutines.StopCoroutine(System.Collections.IEnumerator)">
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<summary>
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Stops the given coroutine generated by <see cref="M:DG.DemiEditor.DeEditorCoroutines.StartCoroutine(System.Collections.IEnumerator)"/>
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorCoroutines.WaitForSeconds(System.Single)">
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<summary>
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To be used inside a coroutine as a yield instruction: waits for the given seconds
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(replaces Unity's <code>yield new WaitForSeconds</code> because it's not available in-editor).<para/>
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Example usage:<para/>
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<code>yield return DeEditorCoroutines.WaitForSeconds(1);</code>
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</summary>
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</member>
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<member name="T:DG.DemiEditor.DeEditorFileUtils">
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<summary>
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File utils
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</summary>
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</member>
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<member name="F:DG.DemiEditor.DeEditorFileUtils.ADBPathSlash">
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<summary>Path slash for AssetDatabase format</summary>
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</member>
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<member name="F:DG.DemiEditor.DeEditorFileUtils.ADBPathSlashToReplace">
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<summary>Path slash to replace for AssetDatabase format</summary>
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</member>
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<member name="F:DG.DemiEditor.DeEditorFileUtils.PathSlash">
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<summary>Current OS path slash</summary>
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</member>
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<member name="F:DG.DemiEditor.DeEditorFileUtils.PathSlashToReplace">
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<summary>Path slash to replace on current OS</summary>
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</member>
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<member name="P:DG.DemiEditor.DeEditorFileUtils.projectPath">
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<summary>
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Full path to project directory, without final slash.
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</summary>
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</member>
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<member name="P:DG.DemiEditor.DeEditorFileUtils.assetsPath">
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<summary>
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Full path to project's Assets directory, without final slash.
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.IsFullPath(System.String)">
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<summary>
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Returns TRUE if the given path is an absolute path
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.IsADBPath(System.String)">
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<summary>
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Returns TRUE if the given path is an AssetDatabase path
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.IsProjectFolder(System.String)">
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<summary>
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Returns TRUE if the given GUID refers to a valid and existing project folder
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.ADBPathToFullPath(System.String)">
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<summary>
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Converts the given project-relative path to a full path
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.FullPathToADBPath(System.String)">
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<summary>
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Converts the given full path to a project-relative path
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.AssetExists(System.String)">
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<summary>
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Returns TRUE if the file/directory at the given path exists.
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</summary>
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<param name="adbPath">Path, relative to Unity's project folder</param>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.IsValidFileName(System.String,System.Int32)">
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<summary>
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Validates the string as a valid fileName
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(uses commonly accepted characters an all systems instead of system-specific ones).<para/>
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BEWARE: doesn't check for reserved words
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</summary>
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<param name="s">string to replace</param>
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<param name="minLength">Minimum length for considering the string valid</param>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.FilePathIsWithinUnityProjectAssets(System.String)">
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<summary>
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Returns TRUE if the given filepath is within this Unity project Assets folder
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</summary>
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<param name="fullFilePath">Full file path</param>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.ConvertToValidFilename(System.String,System.Char)">
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<summary>
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Returns the given string stripped of any invalid filename characters.<para/>
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BEWARE: doesn't check for reserved words
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</summary>
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<param name="s">string to replace</param>
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<param name="replaceWith">Character to use as replacement for invalid ones</param>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.ApplySystemDirectorySeparators(System.String)">
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<summary>
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Returns the given path with all slashes converted to the correct ones used by the system
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.GUIDToExistingAssetPath(System.String)">
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<summary>
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Returns the asset path of the given GUID (relative to Unity project's folder),
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or an empty string if either the GUID is invalid or the related path doesn't exist.
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.IsEmpty(System.String)">
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<summary>
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Checks if the given directory (full path) is empty or not
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.MakeEmpty(System.String)">
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<summary>
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Deletes all files and subdirectories from the given directory
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBPath(UnityEngine.ScriptableObject)">
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<summary>Returns the adb path to the given ScriptableObject</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBPath(UnityEngine.MonoBehaviour)">
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<summary>Returns the adb path to the given MonoBehaviour</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBDir(UnityEngine.ScriptableObject)">
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<summary>Returns the adb directory that contains the given ScriptableObject without final slash</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBDir(UnityEngine.MonoBehaviour)">
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<summary>Returns the adb directory that contains the given MonoBehaviour without final slash</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.SelectedADBDirs">
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<summary>
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Returns the adb paths to the selected folders in the Project panel, or NULL if there is none.
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Contrary to Selection.activeObject, which only returns folders selected in the right side of the panel,
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this method also works with folders selected in the left side.
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.SetScriptExecutionOrder(UnityEngine.MonoBehaviour,System.Int32)">
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<summary>
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Sets the script execution order of the given MonoBehaviour
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorFileUtils.GetScriptExecutionOrder(UnityEngine.MonoBehaviour)">
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<summary>
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Gets the script execution order of the given MonoBehaviour
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorGUIUtils.GetLastControlId">
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<summary>
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Precisely returns the last controlId assigned to a GUI element
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</summary>
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</member>
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<member name="T:DG.DemiEditor.DeEditorPackageManager">
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<summary>
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Utils to manage UnityPackages import/export and file mirroring
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPackageManager.WriteFileListTo(System.String,System.String)">
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<summary>
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Stores all file paths (excluding metas) found in the given AssetDatabase directory and subdirectory
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into the given AssetDatabase file (which will be created if missing),
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writing them as relative to the given directory.<para/>
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EXAMPLE:<para/>
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<code>adbReadFromDirPath = "Plugins/DOTween"<para/>
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file "Assets/Plugins/DOTween/aScript.cs" stored as "aScript.cs"<para/>
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file "Assets/Plugins/DOTween/Subdir/aScript.cs" stored as "Subdir/aScript.cs"<para/>
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</code>
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</summary>
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<param name="adbWriteToFilePath">AssetDatabase path ("Assets/...") where the list should be written</param>
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<param name="adbReadFromDirPath">AssetDatabase path ("Assets/...") from which the list of files should be retrieved, without final slash</param>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPackageManager.ParseListAndRemoveExtraFiles(System.String,System.String,System.String,System.Boolean)">
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<summary>
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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
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</summary>
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<param name="label">Label to use when logging the result</param>
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<param name="adbListFilePath">AssetDatabase path ("Assets/...") to the file containing the list</param>
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<param name="adbParseDirPath">AssetDatabase path ("Assets/...") to the directory to parse for extra files to remove</param>
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<param name="simulate">If TRUE only returns a report log and doesn't actually delete the files</param>
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</member>
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<member name="T:DG.DemiEditor.DeEditorPanelUtils">
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<summary>
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Utilities for Editor Panels.
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPanelUtils.ConnectToSourceAsset``1(System.String,System.Boolean,System.Boolean)">
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<summary>
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Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
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If the asset already exists at the given path, loads it and returns it.
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Otherwise, depending on the given parameters, either returns NULL or automatically creates it before loading and returning it.
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</summary>
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<typeparam name="T">Asset type</typeparam>
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<param name="adbFilePath">File path (relative to Unity's project folder)</param>
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<param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
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<param name="createFoldersIfMissing">If TRUE also creates the path folders if they don't exist</param>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPanelUtils.SourceAssetExists``1(System.String,System.Boolean)">
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<summary>
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Check if the <see cref="T:UnityEngine.ScriptableObject"/> at the given path exists and eventually if it's available
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</summary>
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<param name="adbFilePath">File path (relative to Unity's project folder)</param>
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<param name="checkIfAvailable">If TRUE also check if the file is available
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(file can be unavailable if it was deleted outside Unity, or if Unity is just starting)</param>
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<returns></returns>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPanelUtils.IsDockableWindow(UnityEditor.EditorWindow)">
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<summary>
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Returns TRUE if the given <see cref="T:UnityEditor.EditorWindow"/> is dockable, FALSE if instead it's a utility window
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</summary>
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<param name="editor"></param>
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<returns></returns>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPanelUtils.SetWindowTitle(UnityEditor.EditorWindow,UnityEngine.Texture,System.String)">
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<summary>
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Sets the icon and title of an editor window. Works with older versions of Unity, where the titleContent property wasn't available.
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</summary>
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<param name="editor">Reference to the editor panel whose icon to set</param>
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<param name="icon">Icon to apply</param>
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<param name="title">Title. If NULL doesn't change it</param>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPanelUtils.RepaintCurrentEditor">
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<summary>
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Repaints the currently focues editor
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</summary>
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</member>
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<member name="T:DG.DemiEditor.DeEditorPrefabUtils">
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<summary>
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Prefab utilities
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPrefabUtils.ApplyPrefabInstanceModifications(UnityEngine.GameObject)">
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<summary>
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Behaves as the Inspector's Apply button, applying any modification of this instance to the prefab parent
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</summary>
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<param name="instance"></param>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPrefabUtils.InstanceHasUnappliedModifications(UnityEngine.GameObject)">
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<summary>
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Returns TRUe if a prefab instance has unapplied modifications, ignoring any modifications applied to the transform.<para/>
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NOTE: this a somehow costly operation (since it generates GC)
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPrefabUtils.BreakPrefabInstances(System.Collections.Generic.List{UnityEngine.GameObject},System.Boolean)">
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<summary>
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Completely removes any prefab connection from the given prefab instances, by desotroing the original object and recreating it.<para/>
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Returns a list with all the new elements created.
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<para>
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Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&viewfull=1#post726602)
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</para>
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorPrefabUtils.BreakPrefabInstance(UnityEngine.GameObject,System.Boolean)">
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<summary>
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Completely removes any prefab connection from the given prefab instance, by desotroing the original object and recreating it.
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<para>
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Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&viewfull=1#post726602)
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</para>
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorUtils.DelayedCall(System.Single,System.Action)">
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<summary>Calls the given action after the given delay</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorUtils.GetGameViewSize">
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<summary>
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Return the size of the editor game view, eventual extra bars excluded (meaning the true size of the game area)
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorUtils.GetEditorUIScaling">
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<summary>
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Returns a value from 1 to N (2 for 200% scaling) indicating the UI Scaling of Unity's editor.
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The first time this is called it will store the scaling and keep it without refreshing,
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since you need to restart Unity in order to apply a scaling change
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorUtils.ClearConsole">
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<summary>
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Clears all logs from Unity's console
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorUtils.AddGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
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<summary>
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Adds the given global define (if it's not already present) to all the <see cref="T:UnityEditor.BuildTargetGroup"/>
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or only to the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters,
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and returns TRUE if it was added, FALSE otherwise.<para/>
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NOTE: when adding to all of them some legacy warnings might appear, which you can ignore.
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</summary>
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<param name="id"></param>
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<param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to add to all of them.</param>
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</member>
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<member name="M:DG.DemiEditor.DeEditorUtils.RemoveGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
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<summary>
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Removes the given global define (if present) from all the <see cref="T:UnityEditor.BuildTargetGroup"/>
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or only from the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters,
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and returns TRUE if it was removed, FALSE otherwise.<para/>
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NOTE: when removing from all of them some legacy warnings might appear, which you can ignore.
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</summary>
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<param name="id"></param>
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<param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to remove from all of them.</param>
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</member>
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<member name="M:DG.DemiEditor.DeEditorUtils.HasGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
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<summary>
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Returns TRUE if the given global define is present in all the <see cref="T:UnityEditor.BuildTargetGroup"/>
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or only in the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters.<para/>
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</summary>
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<param name="id"></param>
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<param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param>
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</member>
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<member name="M:DG.DemiEditor.DeEditorUtils.SetGizmosIconVisibility(System.Boolean,System.String[])">
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<summary>
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Sets the gizmos icon visibility in the Scene and Game view for the given class names
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</summary>
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<param name="visible">Visibility</param>
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<param name="classNames">Class names (no namespace), as many as you want separated by a comma</param>
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</member>
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<member name="M:DG.DemiEditor.DeEditorUtils.SetGizmosIconVisibilityForAllCustomIcons(System.Boolean)">
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<summary>
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Sets the gizmos icon visibility in the Scene and Game view for all custom icons
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(for example icons created with HOTools)
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</summary>
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<param name="visible">Visibility</param>
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</member>
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<member name="M:DG.DemiEditor.DeEditorUtils.FindAllComponentsOfType``1">
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<summary>
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Returns all components of type T in the currently open scene, or NULL if none could be found.<para/>
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If you're on Unity 5 or later, and have <code>DeEditorTools</code>, use <code>DeEditorToolsUtils.FindAllComponentsOfType</code>
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instead, which is more efficient.
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorUtils.List.Shift``1(System.Collections.Generic.IList{``0},System.Int32,System.Int32)">
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<summary>
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Shifts an item from an index to another, without modifying the list except than by moving elements around
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorUtils.Array.ExpandAndAdd``1(``0[]@,``0)">
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<summary>
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Expands the given array and adds the given element as the last one
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</summary>
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</member>
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<member name="M:DG.DemiEditor.DeEditorUtils.Array.RemoveAtIndexAndContract``1(``0[]@,System.Int32)">
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<summary>
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Removes the element at index from the given array, shifts everything after by -1 position and resizes the array
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</summary>
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</member>
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<member name="F:DG.DemiEditor.DeDragResultType.NoDrag">
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<summary>Nothing is being dragged</summary>
|
</member>
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<member name="F:DG.DemiEditor.DeDragResultType.Dragging">
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<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>
|