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mirror of https://github.com/Cardidi/dotween-upm-fork.git synced 2026-02-04 22:34:56 +08:00

Fixed OnWaypointChange being called only once even if multiple waypoints went through since the last update

This commit is contained in:
Demigiant 2016-02-05 13:33:42 +01:00
parent 85d2e96502
commit 299ad82622
136 changed files with 1475 additions and 50 deletions

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@ -188,6 +188,43 @@
Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1. Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1.
</summary> </summary>
</member> </member>
<member name="T:DG.Tweening.CustomPlugins.PureQuaternionPlugin">
<summary>
Straight Quaternion plugin. Instead of using Vector3 values accepts Quaternion values directly.
<para>Beware: doesn't work with LoopType.Incremental (neither directly nor if inside a LoopType.Incremental Sequence).</para>
<para>To use it, call DOTween.To with the plugin parameter overload, passing it <c>PureQuaternionPlugin.Plug()</c> as first parameter
(do not use any of the other public PureQuaternionPlugin methods):</para>
<code>DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);</code>
</summary>
</member>
<member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.Plug">
<summary>
Plug this plugin inside a DOTween.To call.
<para>Example:</para>
<code>DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);</code>
</summary>
</member>
<member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.Reset(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions})">
<summary>INTERNAL: do not use</summary>
</member>
<member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.SetFrom(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions},System.Boolean)">
<summary>INTERNAL: do not use</summary>
</member>
<member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.ConvertToStartValue(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions},UnityEngine.Quaternion)">
<summary>INTERNAL: do not use</summary>
</member>
<member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.SetRelativeEndValue(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions})">
<summary>INTERNAL: do not use</summary>
</member>
<member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.SetChangeValue(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions})">
<summary>INTERNAL: do not use</summary>
</member>
<member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.GetSpeedBasedDuration(DG.Tweening.Plugins.Options.NoOptions,System.Single,UnityEngine.Quaternion)">
<summary>INTERNAL: do not use</summary>
</member>
<member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.EvaluateAndApply(DG.Tweening.Plugins.Options.NoOptions,DG.Tweening.Tween,System.Boolean,DG.Tweening.Core.DOGetter{UnityEngine.Quaternion},DG.Tweening.Core.DOSetter{UnityEngine.Quaternion},System.Single,UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single,System.Boolean,DG.Tweening.Core.Enums.UpdateNotice)">
<summary>INTERNAL: do not use</summary>
</member>
<member name="T:DG.Tweening.DOTween"> <member name="T:DG.Tweening.DOTween">
<summary> <summary>
Main DOTween class. Contains static methods to create and control tweens in a generic way Main DOTween class. Contains static methods to create and control tweens in a generic way
@ -331,7 +368,7 @@
<para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
<param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
</member> </member>
<member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Double},DG.Tweening.Core.DOSetter{System.Double},System.Single,System.Single)"> <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Double},DG.Tweening.Core.DOSetter{System.Double},System.Double,System.Single)">
<summary>Tweens a property or field to the given value using default plugins</summary> <summary>Tweens a property or field to the given value using default plugins</summary>
<param name="getter">A getter for the field or property to tween. <param name="getter">A getter for the field or property to tween.
<para>Example usage with lambda:</para><code>()=> myProperty</code></param> <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
@ -1419,12 +1456,30 @@
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
<param name="mode">Rotation mode</param> <param name="mode">Rotation mode</param>
</member> </member>
<member name="M:DG.Tweening.ShortcutExtensions.DORotateQuaternion(UnityEngine.Transform,UnityEngine.Quaternion,System.Single)">
<summary>Tweens a Transform's rotation to the given value using pure quaternion values.
Also stores the transform as the tween's target so it can be used for filtered operations.
<para>PLEASE NOTE: DORotate, which takes Vector3 values, is the preferred rotation method.
This method was implemented for very special cases, and doesn't support LoopType.Incremental loops
(neither for itself nor if placed inside a LoopType.Incremental Sequence)</para>
</summary>
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOLocalRotate(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)"> <member name="M:DG.Tweening.ShortcutExtensions.DOLocalRotate(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)">
<summary>Tweens a Transform's localRotation to the given value. <summary>Tweens a Transform's localRotation to the given value.
Also stores the transform as the tween's target so it can be used for filtered operations</summary> Also stores the transform as the tween's target so it can be used for filtered operations</summary>
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
<param name="mode">Rotation mode</param> <param name="mode">Rotation mode</param>
</member> </member>
<member name="M:DG.Tweening.ShortcutExtensions.DOLocalRotateQuaternion(UnityEngine.Transform,UnityEngine.Quaternion,System.Single)">
<summary>Tweens a Transform's rotation to the given value using pure quaternion values.
Also stores the transform as the tween's target so it can be used for filtered operations.
<para>PLEASE NOTE: DOLocalRotate, which takes Vector3 values, is the preferred rotation method.
This method was implemented for very special cases, and doesn't support LoopType.Incremental loops
(neither for itself nor if placed inside a LoopType.Incremental Sequence)</para>
</summary>
<param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
</member>
<member name="M:DG.Tweening.ShortcutExtensions.DOScale(UnityEngine.Transform,UnityEngine.Vector3,System.Single)"> <member name="M:DG.Tweening.ShortcutExtensions.DOScale(UnityEngine.Transform,UnityEngine.Vector3,System.Single)">
<summary>Tweens a Transform's localScale to the given value. <summary>Tweens a Transform's localScale to the given value.
Also stores the transform as the tween's target so it can be used for filtered operations</summary> Also stores the transform as the tween's target so it can be used for filtered operations</summary>
@ -1984,13 +2039,23 @@
<member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease,System.Single)"> <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease,System.Single)">
<summary>Sets the ease of the tween. <summary>Sets the ease of the tween.
<para>If applied to Sequences eases the whole sequence animation</para></summary> <para>If applied to Sequences eases the whole sequence animation</para></summary>
<param name="overshoot">Eventual overshoot to use with Back ease (default is 1.70158)</param> <param name="overshoot">
Eventual overshoot to use with Back or Flash ease (default is 1.70158).
<para>In case of Flash ease it sets the total number of flashes that will happen.
Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value.</para>
</param>
</member> </member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease,System.Single,System.Single)"> <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease,System.Single,System.Single)">
<summary>Sets the ease of the tween. <summary>Sets the ease of the tween.
<para>If applied to Sequences eases the whole sequence animation</para></summary> <para>If applied to Sequences eases the whole sequence animation</para></summary>
<param name="amplitude">Eventual amplitude to use with Elastic easeType (default is 1.70158)</param> <param name="amplitude">Eventual amplitude to use with Elastic easeType or overshoot to use with Flash easeType (default is 1.70158).
<param name="period">Eventual period to use with Elastic easeType (default is 0)</param> <para>In case of Flash ease it sets the total number of flashes that will happen.
Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value.</para>
</param>
<param name="period">Eventual period to use with Elastic or Flash easeType (default is 0).
<para>In case of Flash ease it indicates the power in time of the ease, and must be between -1 and 1.
0 is balanced, 1 weakens the ease with time, -1 starts the ease weakened and gives it power towards the end.</para>
</param>
</member> </member>
<member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,UnityEngine.AnimationCurve)"> <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,UnityEngine.AnimationCurve)">
<summary>Sets the ease of the tween using an AnimationCurve. <summary>Sets the ease of the tween using an AnimationCurve.
@ -2083,7 +2148,8 @@
<param name="t">The tween to prepend</param> <param name="t">The tween to prepend</param>
</member> </member>
<member name="M:DG.Tweening.TweenSettingsExtensions.Join(DG.Tweening.Sequence,DG.Tweening.Tween)"> <member name="M:DG.Tweening.TweenSettingsExtensions.Join(DG.Tweening.Sequence,DG.Tweening.Tween)">
<summary>Inserts the given tween at the same time position of the last tween added to the Sequence. <summary>Inserts the given tween at the same time position of the last tween, callback or intervale added to the Sequence.
Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes.
Has no effect if the Sequence has already started</summary> Has no effect if the Sequence has already started</summary>
</member> </member>
<member name="M:DG.Tweening.TweenSettingsExtensions.Insert(DG.Tweening.Sequence,System.Single,DG.Tweening.Tween)"> <member name="M:DG.Tweening.TweenSettingsExtensions.Insert(DG.Tweening.Sequence,System.Single,DG.Tweening.Tween)">

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@ -15,6 +15,10 @@ PluginImporter:
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@ -15,6 +15,10 @@ PluginImporter:
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@ -15,6 +15,10 @@ PluginImporter:
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@ -0,0 +1,48 @@
using UnityEngine;
using DG.Tweening;
public class Materials : MonoBehaviour
{
public GameObject target;
public Color toColor;
Tween colorTween, emissionTween, offsetTween;
void Start()
{
// NOTE: all tweens will be created in a paused state, so they can be toggled via the UI
// Store the material, since we will tween that
Material mat = target.GetComponent<Renderer>().material;
// COLOR
colorTween = mat.DOColor(toColor, 1).SetLoops(-1, LoopType.Yoyo).Pause();
// EMISSION
// Note that the float value you see in Unity's inspector, next to the emission's color,
// doesn't really exist in the shader (it's generated by Unity's inspector and applied to the material's color),
// se we have to tween the full _EmissionColor.
emissionTween = mat.DOColor(new Color(0, 0, 0, 0), "_EmissionColor", 1).SetLoops(-1, LoopType.Yoyo).Pause();
// OFFSET
// In this case we set the loop to Incremental and the ease to Linear, because it's cooler
offsetTween = mat.DOOffset(new Vector2(1, 1), 1).SetEase(Ease.Linear).SetLoops(-1, LoopType.Incremental).Pause();
}
// Toggle methods (called by UI events)
public void ToggleColor()
{
colorTween.TogglePause();
}
public void ToggleEmission()
{
emissionTween.TogglePause();
}
public void ToggleOffset()
{
offsetTween.TogglePause();
}
}

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@ -1,2 +1,2 @@
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@ -36,12 +36,27 @@
Converts the given project-relative path to a full path Converts the given project-relative path to a full path
</summary> </summary>
</member> </member>
<member name="M:DG.DemiEditor.DeEditorFileUtils.FullPathToADBPath(System.String)">
<summary>
Converts the given full path to a project-relative path
</summary>
</member>
<member name="M:DG.DemiEditor.DeEditorFileUtils.AssetExists(System.String)"> <member name="M:DG.DemiEditor.DeEditorFileUtils.AssetExists(System.String)">
<summary> <summary>
Returns TRUE if the file/directory at the given path exists. Returns TRUE if the file/directory at the given path exists.
</summary> </summary>
<param name="adbPath">Path, relative to Unity's project folder</param> <param name="adbPath">Path, relative to Unity's project folder</param>
</member> </member>
<member name="M:DG.DemiEditor.DeEditorFileUtils.IsEmpty(System.String)">
<summary>
Checks if the given directory (full path) is empty or not
</summary>
</member>
<member name="M:DG.DemiEditor.DeEditorFileUtils.MakeEmpty(System.String)">
<summary>
Deletes all files and subdirectories from the given directory
</summary>
</member>
<member name="M:DG.DemiEditor.DeEditorFileUtils.GUIDToExistingAssetPath(System.String)"> <member name="M:DG.DemiEditor.DeEditorFileUtils.GUIDToExistingAssetPath(System.String)">
<summary> <summary>
Returns the asset path of the given GUID (relative to Unity project's folder), Returns the asset path of the given GUID (relative to Unity project's folder),
@ -60,6 +75,13 @@
<member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBDir(UnityEngine.MonoBehaviour)"> <member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBDir(UnityEngine.MonoBehaviour)">
<summary>Returns the adb directory that contains the given MonoBehaviour without final slash</summary> <summary>Returns the adb directory that contains the given MonoBehaviour without final slash</summary>
</member> </member>
<member name="M:DG.DemiEditor.DeEditorFileUtils.SelectedADBDirs">
<summary>
Returns the adb paths to the selected folders in the Project panel, or NULL if there is none.
Contrary to Selection.activeObject, which only returns folders selected in the right side of the panel,
this method also works with folders selected in the left side.
</summary>
</member>
<member name="M:DG.DemiEditor.DeEditorFileUtils.SetScriptExecutionOrder(UnityEngine.MonoBehaviour,System.Int32)"> <member name="M:DG.DemiEditor.DeEditorFileUtils.SetScriptExecutionOrder(UnityEngine.MonoBehaviour,System.Int32)">
<summary> <summary>
Sets the script execution order of the given MonoBehaviour Sets the script execution order of the given MonoBehaviour
@ -75,7 +97,7 @@
Utilities for Editor Panels. Utilities for Editor Panels.
</summary> </summary>
</member> </member>
<member name="M:DG.DemiEditor.DeEditorPanelUtils.ConnectToSourceAsset``1(System.String,System.Boolean)"> <member name="M:DG.DemiEditor.DeEditorPanelUtils.ConnectToSourceAsset``1(System.String,System.Boolean,System.Boolean)">
<summary> <summary>
Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset. Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
If the asset already exists at the given path, loads it and returns it. If the asset already exists at the given path, loads it and returns it.
@ -84,6 +106,105 @@
<typeparam name="T">Asset type</typeparam> <typeparam name="T">Asset type</typeparam>
<param name="adbFilePath">File path (relative to Unity's project folder)</param> <param name="adbFilePath">File path (relative to Unity's project folder)</param>
<param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param> <param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
<param name="createFoldersIfMissing">If TRUE also creates the path folders if they don't exist</param>
</member>
<member name="M:DG.DemiEditor.DeEditorUtils.DelayedCall(System.Single,System.Action)">
<summary>Calls the given action after the given delay</summary>
</member>
<member name="F:DG.DemiEditor.DeDragResultType.NoDrag">
<summary>Nothing is being dragged</summary>
</member>
<member name="F:DG.DemiEditor.DeDragResultType.Dragging">
<summary>Dragging</summary>
</member>
<member name="F:DG.DemiEditor.DeDragResultType.Accepted">
<summary>Dragging concluced and accepted</summary>
</member>
<member name="F:DG.DemiEditor.DeDragResultType.Ineffective">
<summary>Dragging concluced but item position didn't change</summary>
</member>
<member name="F:DG.DemiEditor.DeDragResultType.Canceled">
<summary>Dragging canceled</summary>
</member>
<member name="F:DG.DemiEditor.DeDragResultType.Click">
<summary>Dragging concluced but not accepted because too short</summary>
</member>
<member name="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(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(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)">
<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>
</member>
<member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Int32,System.Collections.IList,System.Int32,UnityEngine.Color)">
<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>
</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>
<member name="T:DG.DemiEditor.DeSkinStyle"> <member name="T:DG.DemiEditor.DeSkinStyle">
<summary> <summary>
@ -139,7 +260,7 @@
Sets the border of the style Sets the border of the style
</summary> </summary>
</member> </member>
<member name="M:DG.DemiEditor.GUIStyleExtensions.Background(UnityEngine.GUIStyle,UnityEngine.Texture2D)"> <member name="M:DG.DemiEditor.GUIStyleExtensions.Background(UnityEngine.GUIStyle,UnityEngine.Texture2D,UnityEngine.Texture2D)">
<summary> <summary>
Sets the background of the style Sets the background of the style
</summary> </summary>
@ -149,6 +270,11 @@
Sets the contentOffset of the style Sets the contentOffset of the style
</summary> </summary>
</member> </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)"> <member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffsetX(UnityEngine.GUIStyle,System.Single)">
<summary> <summary>
Sets the X contentOffset of the style Sets the X contentOffset of the style
@ -169,6 +295,11 @@
Sets the margin of the style Sets the margin of the style
</summary> </summary>
</member> </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)"> <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginLeft(UnityEngine.GUIStyle,System.Int32)">
<summary> <summary>
Sets the left margin of the style Sets the left margin of the style
@ -189,6 +320,41 @@
Sets the bottom margin of the style Sets the bottom margin of the style
</summary> </summary>
</member> </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)"> <member name="M:DG.DemiEditor.GUIStyleExtensions.Padding(UnityEngine.GUIStyle,UnityEngine.RectOffset)">
<summary> <summary>
Sets the padding of the style Sets the padding of the style
@ -199,6 +365,11 @@
Sets the padding of the style Sets the padding of the style
</summary> </summary>
</member> </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)"> <member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingLeft(UnityEngine.GUIStyle,System.Int32)">
<summary> <summary>
Sets the left padding of the style Sets the left padding of the style
@ -263,20 +434,41 @@
GUILayout methods GUILayout methods
</summary> </summary>
</member> </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[])"> <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,System.String,UnityEngine.GUILayoutOption[])">
<summary>Button that can be toggled on and off</summary> <summary>Colored button</summary>
</member> </member>
<member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Button that can be toggled on and off</summary> <summary>Colored button</summary>
</member> </member>
<member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])"> <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
<summary>Button that can be toggled on and off</summary> <summary>Colored button</summary>
</member> </member>
<member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])"> <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Button that can be toggled on and off</summary> <summary>Colored button</summary>
<summary>Button that can be toggled on and off</summary>
</member> </member>
<member name="M:DG.DemiEditor.DeGUILayout.ToolbarFoldoutButton(System.Boolean,System.String)"> <member name="M:DG.DemiEditor.DeGUILayout.PressButton(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
Draws a button that returns TRUE the first time it's pressed, instead than when its released.
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUILayout.PressButton(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
Draws a button that returns TRUE the first time it's pressed, instead than when its released.
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUILayout.ToolbarFoldoutButton(System.Boolean,System.String,System.Boolean,System.Boolean)">
<summary>Toolbar foldout button</summary> <summary>Toolbar foldout button</summary>
</member> </member>
<member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.GUILayoutOption[])"> <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.GUILayoutOption[])">
@ -341,14 +533,14 @@
<summary>End vertical box layout</summary> <summary>End vertical box layout</summary>
</member> </member>
<member name="M:DG.DemiEditor.DeGUILayout.HorizontalDivider(System.Nullable{UnityEngine.Color},System.Int32,System.Int32,System.Int32)"> <member name="M:DG.DemiEditor.DeGUILayout.HorizontalDivider(System.Nullable{UnityEngine.Color},System.Int32,System.Int32,System.Int32)">
<summary>Divider</summary> <summary>Horizontal Divider</summary>
</member> </member>
<member name="M:DG.DemiEditor.DeGUILayout.SceneField(System.String,UnityEngine.Object)"> <member name="M:DG.DemiEditor.DeGUILayout.SceneField(System.String,UnityEngine.Object)">
<summary>Scene field</summary> <summary>Scene field</summary>
</member> </member>
<member name="T:DG.DemiEditor.DeGUI"> <member name="T:DG.DemiEditor.DeGUI">
<summary> <summary>
Global Demigiant GUI manager 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> </summary>
</member> </member>
<member name="F:DG.DemiEditor.DeGUI.colors"> <member name="F:DG.DemiEditor.DeGUI.colors">
@ -362,15 +554,19 @@
</summary> </summary>
</member> </member>
<member name="F:DG.DemiEditor.DeGUI.IsProSkin"> <member name="F:DG.DemiEditor.DeGUI.IsProSkin">
<summary> <summary>TRUE if we're using the PRO skin</summary>
TRUE if we're using the PRO skin
</summary>
</member> </member>
<member name="M:DG.DemiEditor.DeGUI.BeginGUI(DG.DemiLib.DeColorPalette,DG.DemiEditor.DeStylePalette)"> <member name="M:DG.DemiEditor.DeGUI.BeginGUI(DG.DemiLib.DeColorPalette,DG.DemiEditor.DeStylePalette)">
<summary> <summary>
Call this at the beginning of GUI methods Call this at the beginning of GUI methods
</summary> </summary>
<param name="guiColorPalette"></param> <param name="guiColorPalette">Eventual <see cref="T:DG.DemiLib.DeColorPalette"/> to use</param>
<param name="guiStylePalette">Eventual <see cref="T:DG.DemiEditor.DeStylePalette"/> to use</param>
</member>
<member name="M:DG.DemiEditor.DeGUI.ExitCurrentEvent">
<summary>
Exits the current event correctly, also taking care of eventual drag operations
</summary>
</member> </member>
<member name="M:DG.DemiEditor.DeGUI.ChangePalette(DG.DemiLib.DeColorPalette,DG.DemiEditor.DeStylePalette)"> <member name="M:DG.DemiEditor.DeGUI.ChangePalette(DG.DemiLib.DeColorPalette,DG.DemiEditor.DeStylePalette)">
<summary> <summary>
@ -378,9 +574,107 @@
(or resets them to the default ones if NULL) (or resets them to the default ones if NULL)
</summary> </summary>
</member> </member>
<member name="M:DG.DemiEditor.DeGUI.ResetGUIColors(System.Boolean,System.Boolean,System.Boolean)">
<summary>
Resets the GUI colors to the default ones (only available if BeginGUI was called first)
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.SetGUIColors(System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color})">
<summary>
Sets the GUI colors to the given ones
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.ShadedButton(UnityEngine.Rect,UnityEngine.Color,System.String)">
<summary>Shaded button</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.ShadedButton(UnityEngine.Rect,UnityEngine.Color,System.String,UnityEngine.GUIStyle)">
<summary>Shaded button</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.ShadedButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.GUIContent)">
<summary>Shaded button</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.ShadedButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>Shaded button</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.ColoredButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.Color,System.String)">
<summary>Colored button</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.ColoredButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.Color,System.String,UnityEngine.GUIStyle)">
<summary>Colored button</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.ColoredButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent)">
<summary>Colored button</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.ColoredButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>Colored button</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.PressButton(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
<summary>
Draws a button that returns TRUE the first time it's pressed, instead than when its released.
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.PressButton(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>
Draws a button that returns TRUE the first time it's pressed, instead than when its released.
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,System.String)">
<summary>Button that can be toggled on and off</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,System.String,UnityEngine.GUIStyle)">
<summary>Button that can be toggled on and off</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,System.String,DG.DemiLib.DeColorPalette,UnityEngine.GUIStyle)">
<summary>Button that can be toggled on and off</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent)">
<summary>Button that can be toggled on and off</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>Button that can be toggled on and off</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,DG.DemiLib.DeColorPalette,UnityEngine.GUIStyle)">
<summary>Button that can be toggled on and off</summary>
<summary>Button that can be toggled on and off</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.SceneField(UnityEngine.Rect,System.String,UnityEngine.Object)"> <member name="M:DG.DemiEditor.DeGUI.SceneField(UnityEngine.Rect,System.String,UnityEngine.Object)">
<summary>Scene field</summary> <summary>Scene field</summary>
</member> </member>
<member name="M:DG.DemiEditor.DeGUI.Box(UnityEngine.Rect,UnityEngine.Color,UnityEngine.GUIStyle)">
<summary>Box with style and color options</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.DrawColoredSquare(UnityEngine.Rect,UnityEngine.Color)">
<summary>Draws a colored square</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.DoubleClickTextField(UnityEngine.Rect,UnityEditor.EditorWindow,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<summary>
A text field that becomes editable only on double-click
</summary>
<param name="rect">Area</param>
<param name="editor">Editor reference</param>
<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
<param name="text">Text</param>
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
<param name="editingStyle">Style for editing mode</param>
</member>
<member name="M:DG.DemiEditor.DeGUI.DoubleClickDraggableTextField(UnityEngine.Rect,UnityEditor.EditorWindow,System.String,System.String,System.Int32,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<summary>
A text field that becomes editable only on double-click and can also be dragged
</summary>
<param name="rect">Area</param>
<param name="editor">Editor reference</param>
<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
<param name="text">Text</param>
<param name="dragId">ID for this drag operation (must be the same for both this and Drag</param>
<param name="draggableList">List containing the dragged item and all other relative draggable items</param>
<param name="draggedItemIndex">DraggableList index of the item being dragged</param>
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
<param name="editingStyle">Style for editing mode</param>
<returns></returns>
</member>
<member name="M:DG.DemiEditor.DeGUI.FlatDivider(UnityEngine.Rect,System.Nullable{UnityEngine.Color})">
<summary>Divider</summary>
</member>
<member name="T:DG.DemiEditor.StringExtensions"> <member name="T:DG.DemiEditor.StringExtensions">
<summary> <summary>
String extensions String extensions
@ -392,12 +686,19 @@
with or without final slash depending on the original directory format with or without final slash depending on the original directory format
</summary> </summary>
</member> </member>
<member name="M:DG.DemiEditor.StringExtensions.FileOrDirectoryName(System.String)">
<summary>
If the string is a directory, returns the directory name,
if instead it's a file returns its name without extension.
Works better than Path.GetDirectoryName, which kind of sucks imho
</summary>
</member>
<member name="T:DG.DemiEditor.TextureExtensions"> <member name="T:DG.DemiEditor.TextureExtensions">
<summary> <summary>
Texture extensions Texture extensions
</summary> </summary>
</member> </member>
<member name="M:DG.DemiEditor.TextureExtensions.SetFormat(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)"> <member name="M:DG.DemiEditor.TextureExtensions.SetGUIFormat(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
<summary> <summary>
Checks that the texture uses the correct import settings, and applies them if they're incorrect. Checks that the texture uses the correct import settings, and applies them if they're incorrect.
</summary> </summary>

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