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mirror of https://github.com/Cardidi/dotween-upm-fork.git synced 2026-02-04 14:24:55 +08:00

- Added WP8.1 configuration while trying to solve WP8.1 issues with release builds (master and debug work)

- Ignoring HOPoolOperator
- Added GUIStyles used by editors
This commit is contained in:
Daniele Giardini 2015-04-04 13:50:15 +02:00
parent bc6fdf3dd8
commit 59737f5dc7
109 changed files with 1815 additions and 46 deletions

3
.gitignore vendored
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@ -19,4 +19,5 @@ _DOTween.Assembly/.git
*.Unity*/Assets/TK2D* *.Unity*/Assets/TK2D*
*.Unity*/Assets/-tk2d* *.Unity*/Assets/-tk2d*
*.Unity*/Assets/Console*Pro* *.Unity*/Assets/Console*Pro*
*.Unity*/Assets/Text*Mesh*Pro* *.Unity*/Assets/Text*Mesh*Pro*
*HOPoolOperator*

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@ -201,6 +201,11 @@
<param name="sequencesCapacity">Max Sequences capacity. <param name="sequencesCapacity">Max Sequences capacity.
Default: 50</param> Default: 50</param>
</member> </member>
<member name="T:DG.Tweening.Core.Debugger">
<summary>
Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation)
</summary>
</member>
<member name="T:DG.Tweening.Sequence"> <member name="T:DG.Tweening.Sequence">
<summary> <summary>
Controls other tweens as a group Controls other tweens as a group

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@ -201,6 +201,11 @@
<param name="sequencesCapacity">Max Sequences capacity. <param name="sequencesCapacity">Max Sequences capacity.
Default: 50</param> Default: 50</param>
</member> </member>
<member name="T:DG.Tweening.Core.Debugger">
<summary>
Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation)
</summary>
</member>
<member name="T:DG.Tweening.Sequence"> <member name="T:DG.Tweening.Sequence">
<summary> <summary>
Controls other tweens as a group Controls other tweens as a group

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@ -201,6 +201,11 @@
<param name="sequencesCapacity">Max Sequences capacity. <param name="sequencesCapacity">Max Sequences capacity.
Default: 50</param> Default: 50</param>
</member> </member>
<member name="T:DG.Tweening.Core.Debugger">
<summary>
Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation)
</summary>
</member>
<member name="T:DG.Tweening.Sequence"> <member name="T:DG.Tweening.Sequence">
<summary> <summary>
Controls other tweens as a group Controls other tweens as a group

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@ -0,0 +1,9 @@
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timeCreated: 1428139621
licenseType: Free
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@ -0,0 +1,5 @@
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@ -0,0 +1,849 @@
<?xml version="1.0"?>
<doc>
<assembly>
<name>HOEditorGUIFramework</name>
</assembly>
<members>
<member name="T:Holoville.HOEditorGUIFramework.Utils.HOGUIUtils">
<summary>
GUI utils.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.Utils.HOGUIUtils.PanelContainsMouse">
<summary>
Returns TRUE if the mouse is within the currently focused inspector/window boundaries.
</summary>
</member>
<member name="T:Holoville.HOEditorGUIFramework.Core.HOGUITexture">
<summary>
Contains various useful textures for GUI usage.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.Core.HOGUITexture.SetTextureImportSettings(UnityEngine.Texture2D)">
<summary>
Checks that the given textures use the correct import settings,
and applies them if they're incorrect.
</summary>
</member>
<member name="T:Holoville.HOEditorGUIFramework.Core.GUIDragData">
<summary>
Data used while dragging a GUI element.
</summary>
</member>
<member name="T:Holoville.HOEditorGUIFramework.Core.GUISelectData">
<summary>
Data used for selection of GUI elements.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.Core.GUISelectData.IsStoredList(System.Collections.IList)">
<summary>
Checks if the given list is the same as the copied one.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.Core.GUISelectData.CheckFirstSelectedItem(Holoville.HOEditorGUIFramework.Core.GUISelectData.ItemData)">
<summary>
If this item is the only one selected, sets it as the first
(useful when selecting multiple objects while pressing SHIFT).
</summary>
</member>
<member name="T:Holoville.HOEditorGUIFramework.HOGUIStyle">
<summary>
Collection of various GUIStyles.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.IconButtonWidth">
<summary>
Width of icon buttons.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.IsProSkin">
<summary>
TRUE if editor is using pro skin.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.label">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.labelBold">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.centeredLabel">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.centeredLabelBold">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.wordWrapLabel">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.wordWrapLabelBold">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.wordWrapCenteredLabel">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.wordWrapCenteredLabelBold">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.miniLabel">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.miniLabelBold">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.wordWrapMiniLabel">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.wordWrapMiniLabelBold">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.wordWrapCenteredMiniLabel">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.wordWrapCenteredMiniLabelBold">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.prefixLabel">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.button">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.iconButton">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.miniButton">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.toolbar">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.toolbarLabel">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.toolbarLabelBold">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.toolbarButton">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.toolbarIconButton">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.toolbarIconButtonBold">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.toolbarTextField">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.menubar">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.menubarLabel">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.menubarLabelBold">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.menubarTitle">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.menubarTitleBold">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.menubarButton">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.menubarIconButton">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.emptyBox">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.miniBox">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.blankBox">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.rowBox">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="F:Holoville.HOEditorGUIFramework.HOGUIStyle.miniRowBox">
<summary>
Editor-style skinned element.
</summary>
</member>
<member name="T:Holoville.HOEditorGUIFramework.ExtensionMethods">
<summary>
Extension methods.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.ExtensionMethods.SetFontColor(UnityEngine.GUIStyle,UnityEngine.Color,System.Boolean,System.Boolean)">
<summary>
Sets the color of the given style's font.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.ExtensionMethods.SetBackground(UnityEngine.GUIStyle,UnityEngine.Texture2D,System.Boolean,System.Boolean)">
<summary>
Sets the texture of the given style's background.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.ExtensionMethods.Clone(UnityEngine.GUIStyle,UnityEngine.Color,System.Boolean,System.Boolean)">
<summary>
Clones the given style and changes its font color.
</summary>
</member>
<member name="T:Holoville.HOEditorGUIFramework.HOGUISelect">
<summary>
Manages selection of multiple GUI elements.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUISelect.SetState(UnityEditor.Editor,System.Collections.IList,System.Int32)">
<summary>
Call this after each selectable GUI block, to calculate and draw the current selection state.
Return TRUE while the item at the given index is selected.
</summary>
<param name="editor">Reference to the panel calling this method (used for Repaint purposes)</param>
<param name="selectableList">List containig the selectable items</param>
<param name="selectionItemIndex">Index of the last selectable item block drawn</param>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUISelect.SetState(UnityEditor.Editor,System.Collections.IList,System.Int32,UnityEngine.Color)">
<summary>
Call this after each selectable GUI block, to calculate and draw the current selection state.
Return TRUE while the item at the given index is selected.
</summary>
<param name="editor">Reference to the panel calling this method (used for Repaint purposes)</param>
<param name="selectableList">List containig the selectable items</param>
<param name="selectionItemIndex">Index of the last selectable item block drawn</param>
<param name="selectionColor">Color to apply when selecting</param>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUISelect.SetState(UnityEditor.EditorWindow,System.Collections.IList,System.Int32)">
<summary>
Call this after each selectable GUI block, to calculate and draw the current selection state.
Return TRUE while the item at the given index is selected.
</summary>
<param name="editorWindow">Reference to the panel calling this method (used for Repaint purposes)</param>
<param name="selectableList">List containig the selectable items</param>
<param name="selectionItemIndex">Index of the last selectable item block drawn</param>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUISelect.SetState(UnityEditor.EditorWindow,System.Collections.IList,System.Int32,UnityEngine.Color)">
<summary>
Call this after each selectable GUI block, to calculate and draw the current selection state.
Return TRUE while the item at the given index is selected.
</summary>
<param name="editorWindow">Reference to the panel calling this method (used for Repaint purposes)</param>
<param name="selectableList">List containig the selectable items</param>
<param name="selectionItemIndex">Index of the last selectable item block drawn</param>
<param name="selectionColor">Color to apply when selecting</param>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUISelect.GetSelectedIndexes">
<summary>
Returns the currently selected indexes in the selection list,
or an empty list if none is selected.
</summary>
<returns></returns>
</member>
<member name="T:Holoville.HOEditorGUIFramework.HOGUILayout">
<summary>
Various GUI layout methods.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Horizontal(System.Action,UnityEngine.GUILayoutOption[])">
<summary>Shows the given block delegate using an horizontal layout.</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Horizontal(UnityEngine.RectOffset,System.Action,UnityEngine.GUILayoutOption[])">
<summary>Shows the given block delegate using an horizontal layout.</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Horizontal(UnityEngine.GUIStyle,System.Action,UnityEngine.GUILayoutOption[])">
<summary>Shows the given block delegate using an horizontal layout.</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Horizontal(UnityEngine.RectOffset,UnityEngine.GUIStyle,System.Action,UnityEngine.GUILayoutOption[])">
<summary>Shows the given block delegate using an horizontal layout.</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Horizontal(UnityEngine.Color,System.Action,UnityEngine.GUILayoutOption[])">
<summary>Shows the given block delegate using an horizontal layout.</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Horizontal(UnityEngine.RectOffset,UnityEngine.Color,System.Action,UnityEngine.GUILayoutOption[])">
<summary>Shows the given block delegate using an horizontal layout.</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Horizontal(UnityEngine.GUIStyle,UnityEngine.Color,System.Action,UnityEngine.GUILayoutOption[])">
<summary>Shows the given block delegate using an horizontal layout.</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Horizontal(UnityEngine.RectOffset,UnityEngine.GUIStyle,UnityEngine.Color,System.Action,UnityEngine.GUILayoutOption[])">
<summary>
Shows the given block delegate using an horizontal layout.
</summary>
<example><code>HOGUILayout.Horizontal(myGUIStyle, () => { block code here; };</code></example>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Vertical(System.Action,UnityEngine.GUILayoutOption[])">
<summary>Shows the given block delegate using a vertical layout.</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Vertical(UnityEngine.RectOffset,System.Action,UnityEngine.GUILayoutOption[])">
<summary>Shows the given block delegate using a vertical layout.</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Vertical(UnityEngine.GUIStyle,System.Action,UnityEngine.GUILayoutOption[])">
<summary>Shows the given block delegate using a vertical layout.</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Vertical(UnityEngine.RectOffset,UnityEngine.GUIStyle,System.Action,UnityEngine.GUILayoutOption[])">
<summary>Shows the given block delegate using a vertical layout.</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Vertical(UnityEngine.Color,System.Action,UnityEngine.GUILayoutOption[])">
<summary>Shows the given block delegate using a vertical layout.</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Vertical(UnityEngine.RectOffset,UnityEngine.Color,System.Action,UnityEngine.GUILayoutOption[])">
<summary>Shows the given block delegate using a vertical layout.</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Vertical(UnityEngine.GUIStyle,UnityEngine.Color,System.Action,UnityEngine.GUILayoutOption[])">
<summary>Shows the given block delegate using a vertical layout.</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Vertical(UnityEngine.RectOffset,UnityEngine.GUIStyle,UnityEngine.Color,System.Action,UnityEngine.GUILayoutOption[])">
<summary>
Shows the given block delegate using a vertical layout.
</summary>
<example><code>HOGUILayout.Horizontal(myGUIStyle, () => { block code here; });</code></example>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.DisabledGroup(System.Boolean,System.Action)">
<summary>
Shows the given block delegate in an eventually disabled state.
If the GUI was already disabled, nothing changes.
</summary>
<param name="disabled">If TRUE shows the block as disabled, otherwise as enabled</param>
<param name="blockAction">Block action delegate</param>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.DisabledGroup(System.Boolean,UnityEngine.Color,System.Action)">
<summary>
Shows the given block delegate in an eventually disabled state.
If the GUI was already disabled, nothing changes.
</summary>
<param name="disabled">If TRUE shows the block as disabled, otherwise as enabled</param>
<param name="backgroundShade">Shade to apply to the background</param>
<param name="blockAction">Block action delegate</param>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ShadedGroup(UnityEngine.Color,System.Action)">
<summary>
Shows the given block delegate with the given background shade.
</summary>
<param name="backgroundShade">Background shade to apply</param>
<param name="blockAction">Block action delegate</param>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Menubar(System.Action,UnityEngine.GUILayoutOption[])">
<summary>
Shows the given block delegate using a menubar layout.
</summary>
<example><code>HOGUILayout.Menubar(() => { block code here; });</code></example>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Menubar(System.Single,System.Action,UnityEngine.GUILayoutOption[])">
<summary>
Shows the given block delegate using a menubar layout.
</summary>
<example><code>HOGUILayout.Menubar(() => { block code here; });</code></example>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Menubar(UnityEngine.Color,System.Action,UnityEngine.GUILayoutOption[])">
<summary>
Shows the given block delegate using a menubar layout.
</summary>
<example><code>HOGUILayout.Menubar(() => { block code here; });</code></example>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Menubar(System.Single,UnityEngine.Color,System.Action,UnityEngine.GUILayoutOption[])">
<summary>
Shows the given block delegate using a menubar layout.
</summary>
<example><code>HOGUILayout.Menubar(() => { block code here; });</code></example>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Toolbar(System.Action,UnityEngine.GUILayoutOption[])">
<summary>
Shows the given block delegate using a toolbar layout.
</summary>
<example><code>HOGUILayout.Toolbar(() => { block code here; });</code></example>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Toolbar(System.Single,System.Action,UnityEngine.GUILayoutOption[])">
<summary>
Shows the given block delegate using a toolbar layout.
</summary>
<example><code>HOGUILayout.Toolbar(() => { block code here; });</code></example>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Toolbar(UnityEngine.Color,System.Action,UnityEngine.GUILayoutOption[])">
<summary>
Shows the given block delegate using a toolbar layout.
</summary>
<example><code>HOGUILayout.Toolbar(() => { block code here; });</code></example>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Toolbar(System.Single,UnityEngine.Color,System.Action,UnityEngine.GUILayoutOption[])">
<summary>
Shows the given block delegate using a toolbar layout.
</summary>
<example><code>HOGUILayout.Toolbar(() => { block code here; });</code></example>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.DragAndDropArea(System.Boolean,UnityEditor.DragAndDropVisualMode,System.Action,UnityEngine.GUILayoutOption[])">
<summary>Creates a drag area using a vertical layout,
and returns TRUE if the drag conditions were met.</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.DragAndDropArea(System.Type,UnityEditor.DragAndDropVisualMode,System.Action,UnityEngine.GUILayoutOption[])">
<summary>Creates a drag area using a vertical layout,
and returns TRUE if the drag conditions were met.</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.DragAndDropArea(System.Type,UnityEditor.DragAndDropVisualMode,UnityEngine.GUIStyle,System.Action,UnityEngine.GUILayoutOption[])">
<summary>Creates a drag area using a vertical layout,
and returns TRUE if the drag conditions were met.</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.DragAndDropArea(System.Boolean,UnityEditor.DragAndDropVisualMode,UnityEngine.GUIStyle,System.Action,UnityEngine.GUILayoutOption[])">
<summary>
Creates a drag area using a vertical layout,
and returns TRUE when a drag is concluded (meaning something was released on the area)
and drag conditions were met.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Subpanel(System.String,System.Action)">
<summary>
Draws a subpanel container with a title.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ColoredLabel(System.String,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
<summary>
Draws a label with the choice for font color.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ColoredLabel(System.String,UnityEngine.GUIStyle,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
<summary>
Draws a label with the choice for font color.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ColoredLabel(UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
<summary>
Draws a label with the choice for font color.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ColoredLabel(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
<summary>
Draws a label with the choice for font color.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ColoredButton(System.String,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
<summary>
Draws a single press button with choice for background shade and text color.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ColoredButton(UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
<summary>
Draws a single press button with choice for background shade and text color.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ColoredButton(System.String,UnityEngine.GUIStyle,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
<summary>
Draws a single press button with choice for background shade and text color.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ColoredButton(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
<summary>
Draws a single press button with choice for background shade and text color.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ShadedButton(System.String,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
<summary>
Draws a single press button with choice for background shade.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ShadedButton(UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
<summary>
Draws a single press button with choice for background shade.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ShadedButton(System.String,UnityEngine.GUIStyle,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
<summary>
Draws a single press button with choice for background shade.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ShadedButton(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
<summary>
Draws a single press button with choice for background shade.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.GUIStyle,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
<summary>
Draws a single press toggle button with choice for toggle background shade and text color.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
<summary>
Draws a single press toggle button with choice for toggle background shade and text color.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.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:Holoville.HOEditorGUIFramework.HOGUILayout.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:Holoville.HOEditorGUIFramework.HOGUILayout.ToolbarExpandButton(UnityEngine.Color)">
<summary>
Draws a single press icon button with an expand icon.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ToolbarExpandButton(System.String)">
<summary>
Draws a single press icon button with an expand icon.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ToolbarExpandButton(System.String,UnityEngine.Color)">
<summary>
Draws a single press icon button with an expand icon.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ToolbarCollapseButton(UnityEngine.Color)">
<summary>
Draws a single press icon button with a collapse icon.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ToolbarCollapseButton(System.String)">
<summary>
Draws a single press icon button with a collapse icon.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ToolbarCollapseButton(System.String,UnityEngine.Color)">
<summary>
Draws a single press icon button with a collapse icon.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Foldout(System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])">
<summary>
Draws a button with a foldout icon and no label.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.Foldout(System.Boolean,System.String,System.Boolean,UnityEngine.GUILayoutOption[])">
<summary>
Draws a button with a foldout icon and a label.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.MiniFoldout(System.Boolean,System.String,System.Boolean,UnityEngine.GUILayoutOption[])">
<summary>
Draws a button with a foldout icon and a miniLabel.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.ToolbarToggle(System.Boolean)">
<summary>
Draws a checkbox that can fit inside a toolbar.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.HorizontalDivider(System.Int32,System.Int32)">
<summary>
Horizontal divider.
</summary>
<param name="margin">Top and bottom margin</param>
<param name="height">Height of the divider</param>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.HorizontalDivider(UnityEngine.Color,System.Int32,System.Int32)">
<summary>
Horizontal divider.
</summary>
<param name="backgroundShade">Shade to apply to the divider</param>
<param name="margin">Top and bottom margin</param>
<param name="height">Height of the divider</param>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.FlatHorizontalDivider(UnityEngine.Color,System.Int32,System.Int32)">
<summary>
Horizontal flat divider, where the color property will be the exact color shown, and not a shade.
</summary>
<param name="color">Color of the divider</param>
<param name="margin">Top and bottom margin</param>
<param name="height">Height of the divider</param>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUILayout.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="T:Holoville.HOEditorGUIFramework.HOGUIDrag">
<summary>
Manages drag of GUI elements.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUIDrag.StartDrag(UnityEditor.Editor,System.Collections.IList,System.Object,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="dragItem">Item being dragged</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:Holoville.HOEditorGUIFramework.HOGUIDrag.optionalDragData"/> static property</param>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUIDrag.StartDrag(UnityEditor.EditorWindow,System.Collections.IList,System.Object,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="dragItem">Item being dragged</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:Holoville.HOEditorGUIFramework.HOGUIDrag.optionalDragData"/> static property</param>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUIDrag.Drag(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).
Returns TRUE if the drag operation was concluded and accepted.
</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>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUIDrag.Drag(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).
Returns TRUE if the drag operation was concluded and accepted.
</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>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUIDrag.EndDrag(System.Boolean)">
<summary>
Ends the drag operations, and eventually applies the drag result.
Returns TRUE if the position of the dragged item actually changed.
</summary>
<param name="applyDrag">If TRUE applies the drag results, otherwise simply cancels the drag</param>
</member>
<member name="P:Holoville.HOEditorGUIFramework.HOGUIDrag.isDragging">
<summary>
True if a GUI element is currently being dragged
</summary>
</member>
<member name="P:Holoville.HOEditorGUIFramework.HOGUIDrag.draggedItem">
<summary>
Return the current item being dragged, or NULL if there is none.
</summary>
</member>
<member name="P:Holoville.HOEditorGUIFramework.HOGUIDrag.draggedItemType">
<summary>
Type of current item being dragged, or NULL if there is none.
</summary>
</member>
<member name="P:Holoville.HOEditorGUIFramework.HOGUIDrag.optionalDragData">
<summary>
Retrieves the eventual optional data stored via the StartDrag method.
</summary>
</member>
<member name="T:Holoville.HOEditorGUIFramework.Utils.HOEditorUndoManager">
<summary>
Editor undo manager.
To use it:
<list type="number">
<item>
<description>Store an instance in the related Editor Class (instantiate it inside the <code>OnEnable</code> method).</description>
</item>
<item>
<description>Call <code>undoManagerInstance.CheckUndo()</code> BEFORE the first UnityGUI call in <code>OnInspectorGUI</code>.</description>
</item>
<item>
<description>Call <code>undoManagerInstance.CheckDirty()</code> AFTER the last UnityGUI call in <code>OnInspectorGUI</code>.</description>
</item>
</list>
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.Utils.HOEditorUndoManager.#ctor(UnityEngine.Object,System.String)">
<summary>
Creates a new HOEditorUndoManager,
setting it so that the target is marked as dirty each time a new undo is stored.
</summary>
<param name="target">
The default <see cref="T:UnityEngine.Object"/> you want to save undo info for.
</param>
<param name="name">
The default name of the thing to undo (displayed as "Undo [name]" in the main menu).
</param>
</member>
<member name="M:Holoville.HOEditorGUIFramework.Utils.HOEditorUndoManager.#ctor(UnityEngine.Object,System.String,System.Boolean)">
<summary>
Creates a new HOEditorUndoManager.
</summary>
<param name="target">
The default <see cref="T:UnityEngine.Object"/> you want to save undo info for.
</param>
<param name="name">
The default name of the thing to undo (displayed as "Undo [name]" in the main menu).
</param>
<param name="autoSetDirty">
If TRUE, marks the target as dirty each time a new undo is stored.
</param>
</member>
<member name="M:Holoville.HOEditorGUIFramework.Utils.HOEditorUndoManager.CheckUndo">
<summary>
Call this method BEFORE any undoable UnityGUI call.
Manages undo for the default target, with the default name.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.Utils.HOEditorUndoManager.CheckUndo(UnityEngine.Object)">
<summary>
Call this method BEFORE any undoable UnityGUI call.
Manages undo for the given target, with the default name.
</summary>
<param name="target">
The <see cref="T:UnityEngine.Object"/> you want to save undo info for.
</param>
</member>
<member name="M:Holoville.HOEditorGUIFramework.Utils.HOEditorUndoManager.CheckUndo(UnityEngine.Object,System.String)">
<summary>
Call this method BEFORE any undoable UnityGUI call.
Manages undo for the given target, with the given name.
</summary>
<param name="target">
The <see cref="T:UnityEngine.Object"/> you want to save undo info for.
</param>
<param name="name">
The name of the thing to undo (displayed as "Undo [name]" in the main menu).
</param>
</member>
<member name="M:Holoville.HOEditorGUIFramework.Utils.HOEditorUndoManager.CheckDirty">
<summary>
Call this method AFTER any undoable UnityGUI call.
Manages undo for the default target, with the default name,
and returns a value of TRUE if the target is marked as dirty.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.Utils.HOEditorUndoManager.CheckDirty(UnityEngine.Object)">
<summary>
Call this method AFTER any undoable UnityGUI call.
Manages undo for the given target, with the default name,
and returns a value of TRUE if the target is marked as dirty.
</summary>
<param name="target">
The <see cref="T:UnityEngine.Object"/> you want to save undo info for.
</param>
</member>
<member name="M:Holoville.HOEditorGUIFramework.Utils.HOEditorUndoManager.CheckDirty(UnityEngine.Object,System.String)">
<summary>
Call this method AFTER any undoable UnityGUI call.
Manages undo for the given target, with the given name,
and returns a value of TRUE if the target is marked as dirty.
</summary>
<param name="target">
The <see cref="T:UnityEngine.Object"/> you want to save undo info for.
</param>
<param name="name">
The name of the thing to undo (displayed as "Undo [name]" in the main menu).
</param>
</member>
<member name="M:Holoville.HOEditorGUIFramework.Utils.HOEditorUndoManager.ForceDirty">
<summary>
Call this method AFTER any undoable UnityGUI call.
Forces undo for the default target, with the default name.
Used to undo operations that are performed by pressing a button,
which doesn't set the GUI to a changed state.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.Utils.HOEditorUndoManager.ForceDirty(UnityEngine.Object)">
<summary>
Call this method AFTER any undoable UnityGUI call.
Forces undo for the given target, with the default name.
Used to undo operations that are performed by pressing a button,
which doesn't set the GUI to a changed state.
</summary>
<param name="target">
The <see cref="T:UnityEngine.Object"/> you want to save undo info for.
</param>
</member>
<member name="M:Holoville.HOEditorGUIFramework.Utils.HOEditorUndoManager.ForceDirty(UnityEngine.Object,System.String)">
<summary>
Call this method AFTER any undoable UnityGUI call.
Forces undo for the given target, with the given name.
Used to undo operations that are performed by pressing a button,
which doesn't set the GUI to a changed state.
</summary>
<param name="target">
The <see cref="T:UnityEngine.Object"/> you want to save undo info for.
</param>
<param name="name">
The name of the thing to undo (displayed as "Undo [name]" in the main menu).
</param>
</member>
<member name="T:Holoville.HOEditorGUIFramework.HOGUI">
<summary>
Various GUI methods.
</summary>
</member>
<member name="M:Holoville.HOEditorGUIFramework.HOGUI.FlatDivider(UnityEngine.Rect,UnityEngine.Color)">
<summary>
Horizontal flat divider, where the color property will be the exact color shown, and not a shade.
</summary>
<param name="position">Rectangle on the screen to use for the divider</param>
<param name="color">Color of the divider</param>
</member>
</members>
</doc>

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<?xml version="1.0"?>
<doc>
<assembly>
<name>HOEditorUtils</name>
</assembly>
<members>
<member name="T:Holoville.HOEditorUtils.HOFileUtils">
<summary>
Editor file utils.
</summary>
</member>
<member name="M:Holoville.HOEditorUtils.HOFileUtils.FullPathToADBPath(System.String)">
<summary>
Converts the given full path to a path usable with AssetDatabase methods
(relative to Unity's project folder, and with the correct Unity forward (/) slashes).
</summary>
</member>
<member name="M:Holoville.HOEditorUtils.HOFileUtils.ADBPathToFullPath(System.String)">
<summary>
Converts the given project-relative path to a full path,
with backward (\) slashes).
</summary>
</member>
<member name="M:Holoville.HOEditorUtils.HOFileUtils.GUIDToExistingAssetPath(System.String)">
<summary>
Returns the asset path of the given GUID (relative to Unity project's folder),
or an empty string if either the GUID is invalid or the related path doesn't exist.
</summary>
</member>
<member name="M:Holoville.HOEditorUtils.HOFileUtils.AssetExists(System.String)">
<summary>
Returns TRUE if the file/directory at the given path exists.
</summary>
<param name="adbPath">Path, relative to Unity's project folder</param>
<returns></returns>
</member>
<member name="M:Holoville.HOEditorUtils.HOFileUtils.GetAssemblyADBPath(System.Object)">
<summary>
Returns the path (in AssetDatabase format: "/" slashes and no final slash)
to the assembly that contains the given target.
</summary>
<param name="target">Target whose assembly path to return</param>
</member>
<member name="M:Holoville.HOEditorUtils.HOFileUtils.GetAssemblyADBPath(System.Reflection.Assembly)">
<summary>
Returns the path (in AssetDatabase format: "/" slashes and no final slash)
of the given assembly.
</summary>
<param name="assembly">Assembly whose path to return</param>
</member>
<member name="M:Holoville.HOEditorUtils.HOFileUtils.GetAssemblyPath(System.Object)">
<summary>
Returns the full path ("//" slashes and no final slash)
to the assembly that contains the given target.
</summary>
<param name="target">Target whose assembly path to return</param>
</member>
<member name="M:Holoville.HOEditorUtils.HOFileUtils.GetAssemblyPath(System.Reflection.Assembly)">
<summary>
Returns the full path ("//" slashes and no final slash) of the given assembly.
</summary>
<param name="assembly">Assembly whose path to return</param>
</member>
<member name="M:Holoville.HOEditorUtils.HOFileUtils.GenerateUniqueAssetPathFromSelection(System.String)">
<summary>
Returns a new unique asset path based on the given fileName and current selection,
so that it can be used to create new assets in the project window.
</summary>
<param name="fileName">New name to apply, extension included
(the correct int will be added if that name already exist)</param>
</member>
<member name="M:Holoville.HOEditorUtils.HOFileUtils.RenameAsset(System.String,System.String)">
<summary>
Renames the given asset with the new name, while keeping it unique automatically
by adding an eventual int suffix in case the new name already exists.
</summary>
<param name="assetADBPath"></param>
<param name="newName">File name without extension</param>
<returns></returns>
</member>
<member name="P:Holoville.HOEditorUtils.HOFileUtils.projectPath">
<summary>
Full path to project directory, with backwards (\) slashes and no final slash.
</summary>
</member>
<member name="P:Holoville.HOEditorUtils.HOFileUtils.assetsPath">
<summary>
Full path to project's Assets directory, with backwards (\) slashes and no final slash.
</summary>
</member>
<member name="T:Holoville.HOEditorUtils.HOSystemInfo">
<summary>
System infos.
</summary>
</member>
<member name="P:Holoville.HOEditorUtils.HOSystemInfo.editorOS">
<summary>
Operating system where Unity Editor is currently running.
</summary>
</member>
<member name="T:Holoville.HOEditorUtils.HOPrefabUtils">
<summary>
Various prefab utility methods.
</summary>
</member>
<member name="M:Holoville.HOEditorUtils.HOPrefabUtils.BreakPrefabInstances(System.Collections.Generic.List{UnityEngine.GameObject})">
<summary>
Completely removes any prefab connection from the given prefab instances.
Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&amp;viewfull=1#post726602)
</summary>
</member>
<member name="M:Holoville.HOEditorUtils.HOPrefabUtils.BreakPrefabInstance(UnityEngine.GameObject)">
<summary>
Completely removes any prefab connection from the given prefab instance.
Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&amp;viewfull=1#post726602)
</summary>
</member>
<member name="T:Holoville.HOEditorUtils.HOTextureUtils">
<summary>
Various texture utils.
</summary>
</member>
<member name="M:Holoville.HOEditorUtils.HOTextureUtils.SetImportSettings(UnityEngine.Texture,Holoville.HOEditorUtils.HOTextureUtils.TextureImportSettings)">
<summary>
Sets the import settings of the given texture to some default values,
only if some of the settings doesn't already coincide.
</summary>
<param name="texture">Texture to set</param>
<param name="importSettings">Import settings</param>
</member>
<member name="M:Holoville.HOEditorUtils.HOTextureUtils.SetImportSettings(System.String,Holoville.HOEditorUtils.HOTextureUtils.TextureImportSettings)">
<summary>
Sets the import settings of the given texture to some default values,
only if some of the settings doesn't already coincide.
</summary>
<param name="textureADBPath">AssetDatabase path to the texture to set</param>
<param name="importSettings">Import settings</param>
</member>
<member name="T:Holoville.HOEditorUtils.HOTextureUtils.TextureImportSettings">
<summary>
Various import settings to be used with the SetImportSettings method.
</summary>
</member>
<member name="F:Holoville.HOEditorUtils.HOTextureUtils.TextureImportSettings.GUITexture">
<summary>
Sets this texture for use within a GUI texture.
</summary>
</member>
<member name="F:Holoville.HOEditorUtils.HOTextureUtils.TextureImportSettings.WindowIcon">
<summary>
Sets texture for use with a custom EditorWindow title icon.
</summary>
</member>
<member name="T:Holoville.HOEditorUtils.HOMenuItemFileCreator">
<summary>
Creates and manages an external file used to create a menu item that will open an editor window.
Its main usage is to customize an editor window shortcut and dockability.
</summary>
</member>
<member name="M:Holoville.HOEditorUtils.HOMenuItemFileCreator.CreateMenuItem``1(System.String,System.String,System.Boolean)">
<summary>
Generates a file which can be used to create a menu item (under the Window menu)
that will open an editor window of the given type.
</summary>
<typeparam name="T">Type of editor window to target</typeparam>
<param name="directoryPath">Full path to the directory where the file will be created (without final slash)</param>
<param name="name">Name of the menu item</param>
<param name="isDockableWindow">If TRUE the window will be opened as dockable</param>
</member>
<member name="M:Holoville.HOEditorUtils.HOMenuItemFileCreator.CreateMenuItem``1(System.String,System.String,System.Boolean,System.Boolean,System.Boolean,System.String)">
<summary>
Generates a file which can be used to create a menu item (under the Window menu)
that will open an editor window of the given type, accessed via the set shortcut.
</summary>
<typeparam name="T">Type of editor window to target</typeparam>
<param name="directoryPath">Full path to the directory where the file will be created (without final slash)</param>
<param name="name">Name of the menu item</param>
<param name="isDockableWindow">If TRUE the window will be opened as dockable</param>
<param name="useCtrl">If TRUE CTRL/CMD key will be used when creating the shortcut</param>
<param name="useShift">If TRUE SHIFT key will be used when creating the shortcut</param>
<param name="letter">Letter to assign to the shortcut</param>
</member>
<member name="T:Holoville.HOEditorUtils.Enums.OS">
<summary>
Enumeration of operating systems
</summary>
</member>
<member name="F:Holoville.HOEditorUtils.Enums.OS.Windows">
<summary>
Windows
</summary>
</member>
<member name="F:Holoville.HOEditorUtils.Enums.OS.Mac">
<summary>
Mac
</summary>
</member>
<member name="F:Holoville.HOEditorUtils.Enums.OS.Linux">
<summary>
Linux
</summary>
</member>
<member name="F:Holoville.HOEditorUtils.Enums.OS.Android">
<summary>
Android
</summary>
</member>
<member name="F:Holoville.HOEditorUtils.Enums.OS.iOS">
<summary>
iOS
</summary>
</member>
<member name="T:Holoville.HOEditorUtils.HOSoundUtils">
<summary>
Various editor sound utils
</summary>
</member>
<member name="M:Holoville.HOEditorUtils.HOSoundUtils.PlayClip(UnityEngine.AudioClip)">
<summary>
Plays the given clip in the Editor
</summary>
</member>
<member name="M:Holoville.HOEditorUtils.HOSoundUtils.StopClip(UnityEngine.AudioClip)">
<summary>
Stops playing the given clip.
</summary>
</member>
<member name="M:Holoville.HOEditorUtils.HOSoundUtils.StopAllClips">
<summary>
Stops all clips playing.
</summary>
</member>
<member name="T:Holoville.HOEditorUtils.HOPanelUtils">
<summary>
Utils for editor panels (of type <see cref="T:UnityEditor.Editor"/> or <see cref="T:UnityEditor.EditorWindow"/>).
</summary>
</member>
<member name="M:Holoville.HOEditorUtils.HOPanelUtils.ConnectToSourceAsset``1(System.String,System.Boolean)">
<summary>
Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
If the asset already exists at the given path, loads it and returns it.
Otherwise, either returns NULL or automatically creates it before loading and returning it
(depending on the given parameters).
</summary>
<typeparam name="T">Asset type</typeparam>
<param name="adbFilePath">File path (relative to Unity's project folder)</param>
<param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
</member>
<member name="M:Holoville.HOEditorUtils.HOPanelUtils.SetWindowTitle(UnityEditor.EditorWindow,UnityEngine.Texture)">
<summary>
Sets the icon of an editor window, without changing the title.
</summary>
<param name="editor">Reference to the editor panel whose icon to set</param>
<param name="icon">Icon to apply</param>
</member>
<member name="M:Holoville.HOEditorUtils.HOPanelUtils.SetWindowTitle(UnityEditor.EditorWindow,UnityEngine.Texture,System.String)">
<summary>
Sets the icon and title of an editor window.
</summary>
<param name="editor">Reference to the editor panel whose icon to set</param>
<param name="icon">Icon to apply</param>
<param name="title">Title</param>
</member>
</members>
</doc>

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using DG.Tweening;
using Holoville.HOPoolOperatorV2;
using UnityEngine;
using System.Collections;
public class PoolingTweens : BrainBase
{
public GameObject prefab;
void Update()
{
if (Input.GetMouseButtonDown(0)) {
Vector3 mousePos = Input.mousePosition;
mousePos.z = -Camera.main.transform.position.z;
Vector3 wPos = Camera.main.ScreenToWorldPoint(mousePos);
if (Input.GetKey(KeyCode.LeftShift)) {
// Spawn path
if (Input.GetKey(KeyCode.Space)) {
Transform t = HOPoolManager.Spawn(TestPOP.DOPathCubeasChild, wPos);
t.GetComponentInChildren<DOTweenPath>().DORestart(true);
} else {
Transform t = HOPoolManager.Spawn(TestPOP.DOPathCube, wPos);
t.GetComponent<DOTweenPath>().DORestart(true);
}
} else {
// Spawn dice
if (Input.GetKey(KeyCode.Space)) {
Transform t = HOPoolManager.Spawn(TestPOP.DOAnimationDiceasChild, wPos);
t.GetComponentInChildren<DOTweenAnimation>().DORestart(true);
} else {
Transform t = HOPoolManager.Spawn(TestPOP.DOAnimationDice, wPos);
t.GetComponent<DOTweenAnimation>().DORestart(true);
}
}
}
}
}

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@ -19,36 +19,51 @@ Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU Release|Any CPU = Release|Any CPU
WP81|Any CPU = WP81|Any CPU
EndGlobalSection EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{DE17C145-3E8D-45D6-BBB6-D06BD7D80A55}.Debug|Any CPU.Build.0 = Debug|Any CPU {DE17C145-3E8D-45D6-BBB6-D06BD7D80A55}.Debug|Any CPU.Build.0 = Debug|Any CPU
{DE17C145-3E8D-45D6-BBB6-D06BD7D80A55}.Release|Any CPU.ActiveCfg = Release|Any CPU {DE17C145-3E8D-45D6-BBB6-D06BD7D80A55}.Release|Any CPU.ActiveCfg = Release|Any CPU
{DE17C145-3E8D-45D6-BBB6-D06BD7D80A55}.Release|Any CPU.Build.0 = Release|Any CPU {DE17C145-3E8D-45D6-BBB6-D06BD7D80A55}.Release|Any CPU.Build.0 = Release|Any CPU
{DE17C145-3E8D-45D6-BBB6-D06BD7D80A55}.WP81|Any CPU.ActiveCfg = WP81|Any CPU
{DE17C145-3E8D-45D6-BBB6-D06BD7D80A55}.WP81|Any CPU.Build.0 = WP81|Any CPU
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{421ACC19-8922-4E98-8921-B52240CE172A}.Debug|Any CPU.Build.0 = Debug|Any CPU {421ACC19-8922-4E98-8921-B52240CE172A}.Debug|Any CPU.Build.0 = Debug|Any CPU
{421ACC19-8922-4E98-8921-B52240CE172A}.Release|Any CPU.ActiveCfg = Release|Any CPU {421ACC19-8922-4E98-8921-B52240CE172A}.Release|Any CPU.ActiveCfg = Release|Any CPU
{421ACC19-8922-4E98-8921-B52240CE172A}.Release|Any CPU.Build.0 = Release|Any CPU {421ACC19-8922-4E98-8921-B52240CE172A}.Release|Any CPU.Build.0 = Release|Any CPU
{421ACC19-8922-4E98-8921-B52240CE172A}.WP81|Any CPU.ActiveCfg = WP81|Any CPU
{421ACC19-8922-4E98-8921-B52240CE172A}.WP81|Any CPU.Build.0 = WP81|Any CPU
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{20D2E542-D14F-4678-9C38-F3C0ECF6A2F6}.Debug|Any CPU.Build.0 = Debug|Any CPU {20D2E542-D14F-4678-9C38-F3C0ECF6A2F6}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{978C0952-38D0-4C22-B96C-823EAFEDF0FA}.Debug|Any CPU.Build.0 = Debug|Any CPU {978C0952-38D0-4C22-B96C-823EAFEDF0FA}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{978C0952-38D0-4C22-B96C-823EAFEDF0FA}.Release|Any CPU.Build.0 = Release|Any CPU {978C0952-38D0-4C22-B96C-823EAFEDF0FA}.Release|Any CPU.Build.0 = Release|Any CPU
{978C0952-38D0-4C22-B96C-823EAFEDF0FA}.WP81|Any CPU.ActiveCfg = WP81|Any CPU
{978C0952-38D0-4C22-B96C-823EAFEDF0FA}.WP81|Any CPU.Build.0 = WP81|Any CPU
{279545AE-D268-42F0-A4C6-AA5BA15FB9BE}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {279545AE-D268-42F0-A4C6-AA5BA15FB9BE}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{279545AE-D268-42F0-A4C6-AA5BA15FB9BE}.Debug|Any CPU.Build.0 = Debug|Any CPU {279545AE-D268-42F0-A4C6-AA5BA15FB9BE}.Debug|Any CPU.Build.0 = Debug|Any CPU
{279545AE-D268-42F0-A4C6-AA5BA15FB9BE}.Release|Any CPU.ActiveCfg = Release|Any CPU {279545AE-D268-42F0-A4C6-AA5BA15FB9BE}.Release|Any CPU.ActiveCfg = Release|Any CPU
{279545AE-D268-42F0-A4C6-AA5BA15FB9BE}.Release|Any CPU.Build.0 = Release|Any CPU {279545AE-D268-42F0-A4C6-AA5BA15FB9BE}.Release|Any CPU.Build.0 = Release|Any CPU
{279545AE-D268-42F0-A4C6-AA5BA15FB9BE}.WP81|Any CPU.ActiveCfg = WP81|Any CPU
{279545AE-D268-42F0-A4C6-AA5BA15FB9BE}.WP81|Any CPU.Build.0 = WP81|Any CPU
{AC1E5A23-CE58-419C-B165-EB1CD39AB433}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {AC1E5A23-CE58-419C-B165-EB1CD39AB433}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{AC1E5A23-CE58-419C-B165-EB1CD39AB433}.Debug|Any CPU.Build.0 = Debug|Any CPU {AC1E5A23-CE58-419C-B165-EB1CD39AB433}.Debug|Any CPU.Build.0 = Debug|Any CPU
{AC1E5A23-CE58-419C-B165-EB1CD39AB433}.Release|Any CPU.ActiveCfg = Release|Any CPU {AC1E5A23-CE58-419C-B165-EB1CD39AB433}.Release|Any CPU.ActiveCfg = Release|Any CPU
{AC1E5A23-CE58-419C-B165-EB1CD39AB433}.Release|Any CPU.Build.0 = Release|Any CPU {AC1E5A23-CE58-419C-B165-EB1CD39AB433}.Release|Any CPU.Build.0 = Release|Any CPU
{AC1E5A23-CE58-419C-B165-EB1CD39AB433}.WP81|Any CPU.ActiveCfg = WP81|Any CPU
{AC1E5A23-CE58-419C-B165-EB1CD39AB433}.WP81|Any CPU.Build.0 = WP81|Any CPU
{930C3B07-B00A-44B8-A8E5-452A8FD125C7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {930C3B07-B00A-44B8-A8E5-452A8FD125C7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{930C3B07-B00A-44B8-A8E5-452A8FD125C7}.Debug|Any CPU.Build.0 = Debug|Any CPU {930C3B07-B00A-44B8-A8E5-452A8FD125C7}.Debug|Any CPU.Build.0 = Debug|Any CPU
{930C3B07-B00A-44B8-A8E5-452A8FD125C7}.Release|Any CPU.ActiveCfg = Release|Any CPU {930C3B07-B00A-44B8-A8E5-452A8FD125C7}.Release|Any CPU.ActiveCfg = Release|Any CPU
{930C3B07-B00A-44B8-A8E5-452A8FD125C7}.Release|Any CPU.Build.0 = Release|Any CPU {930C3B07-B00A-44B8-A8E5-452A8FD125C7}.Release|Any CPU.Build.0 = Release|Any CPU
{930C3B07-B00A-44B8-A8E5-452A8FD125C7}.WP81|Any CPU.ActiveCfg = WP81|Any CPU
{930C3B07-B00A-44B8-A8E5-452A8FD125C7}.WP81|Any CPU.Build.0 = WP81|Any CPU
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE

View File

@ -6,57 +6,61 @@
using UnityEngine; using UnityEngine;
#pragma warning disable 1591
namespace DG.Tweening.Core namespace DG.Tweening.Core
{ {
internal static class Debugger /// <summary>
/// Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation)
/// </summary>
public static class Debugger
{ {
// 0: errors only - 1: default - 2: verbose // 0: errors only - 1: default - 2: verbose
internal static int logPriority; public static int logPriority;
internal static void Log(object message) public static void Log(object message)
{ {
Debug.Log("DOTWEEN :: " + message); Debug.Log("DOTWEEN :: " + message);
} }
internal static void LogWarning(object message) public static void LogWarning(object message)
{ {
Debug.LogWarning("DOTWEEN :: " + message); Debug.LogWarning("DOTWEEN :: " + message);
} }
internal static void LogError(object message) public static void LogError(object message)
{ {
Debug.LogError("DOTWEEN :: " + message); Debug.LogError("DOTWEEN :: " + message);
} }
internal static void LogReport(object message) public static void LogReport(object message)
{ {
Debug.Log("<color=#00B500FF>DOTWEEN :: " + message + "</color>"); Debug.Log("<color=#00B500FF>DOTWEEN :: " + message + "</color>");
} }
internal static void LogInvalidTween(Tween t) public static void LogInvalidTween(Tween t)
{ {
LogWarning("This Tween has been killed and is now invalid"); LogWarning("This Tween has been killed and is now invalid");
} }
// internal static void LogNullTarget() // public static void LogNullTarget()
// { // {
// LogWarning("The target for this tween shortcut is null"); // LogWarning("The target for this tween shortcut is null");
// } // }
internal static void LogNestedTween(Tween t) public static void LogNestedTween(Tween t)
{ {
LogWarning("This Tween was added to a Sequence and can't be controlled directly"); LogWarning("This Tween was added to a Sequence and can't be controlled directly");
} }
internal static void LogNullTween(Tween t) public static void LogNullTween(Tween t)
{ {
LogWarning("Null Tween"); LogWarning("Null Tween");
} }
internal static void LogNonPathTween(Tween t) public static void LogNonPathTween(Tween t)
{ {
LogWarning("This Tween is not a path tween"); LogWarning("This Tween is not a path tween");
} }
internal static void SetLogPriority(LogBehaviour logBehaviour) public static void SetLogPriority(LogBehaviour logBehaviour)
{ {
switch (logBehaviour) { switch (logBehaviour) {
case LogBehaviour.Default: case LogBehaviour.Default:

View File

@ -34,6 +34,18 @@
<DocumentationFile>..\bin\DOTween.XML</DocumentationFile> <DocumentationFile>..\bin\DOTween.XML</DocumentationFile>
<NoWarn>1573</NoWarn> <NoWarn>1573</NoWarn>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'WP81|AnyCPU'">
<OutputPath>bin\WP81\</OutputPath>
<DefineConstants>TRACE;WP81</DefineConstants>
<DocumentationFile>..\bin\DOTween.XML</DocumentationFile>
<Optimize>true</Optimize>
<NoWarn>1573</NoWarn>
<DebugType>pdbonly</DebugType>
<PlatformTarget>AnyCPU</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisIgnoreBuiltInRuleSets>false</CodeAnalysisIgnoreBuiltInRuleSets>
<CodeAnalysisIgnoreBuiltInRules>false</CodeAnalysisIgnoreBuiltInRules>
</PropertyGroup>
<ItemGroup> <ItemGroup>
<Reference Include="System" /> <Reference Include="System" />
<Reference Include="UnityEngine"> <Reference Include="UnityEngine">

View File

@ -95,41 +95,50 @@ namespace DG.Tweening.Plugins.Core
plugin = _ulongPlugin; plugin = _ulongPlugin;
} }
#if !WP81
if (plugin != null) return plugin as ABSTweenPlugin<T1, T2, TPlugOptions>; if (plugin != null) return plugin as ABSTweenPlugin<T1, T2, TPlugOptions>;
#else
// WP8.1 fix tries // WP8.1 fix tries
// if (plugin != null) { if (plugin != null) {
// ABSTweenPlugin<T1, T2, TPlugOptions> p; Debug.Log("PLUGIN FOUND, trying to assign it correctly...");
// try { ABSTweenPlugin<T1, T2, TPlugOptions> p;
// p = plugin as ABSTweenPlugin<T1, T2, TPlugOptions>; try {
// Debug.Log("PLUGIN SUCCESS A"); p = plugin as ABSTweenPlugin<T1, T2, TPlugOptions>;
// return p; if (p != null) {
// } catch { Debug.Log("PLUGIN SUCCESS A");
// Debug.Log("PLUGIN FAIL A"); return p;
// } }
// try { } catch (Exception e) {
// p = (object)plugin as ABSTweenPlugin<T1, T2, TPlugOptions>; Debug.Log("PLUGIN FAIL A > " + e.Message);
// Debug.Log("PLUGIN SUCCESS A2"); }
// return p; try {
// } catch { p = (object)plugin as ABSTweenPlugin<T1, T2, TPlugOptions>;
// Debug.Log("PLUGIN FAIL A2"); if (p != null) {
// } Debug.Log("PLUGIN SUCCESS A2");
// try { return p;
// p = (ABSTweenPlugin<T1, T2, TPlugOptions>)plugin; }
// Debug.Log("PLUGIN SUCCESS B"); } catch (Exception e) {
// return p; Debug.Log("PLUGIN FAIL A2 > " + e.Message);
// } catch { }
// Debug.Log("PLUGIN FAIL B"); try {
// } p = (ABSTweenPlugin<T1, T2, TPlugOptions>)plugin;
// try { Debug.Log("PLUGIN SUCCESS B");
// p = (ABSTweenPlugin<T1, T2, TPlugOptions>)(object)plugin; return p;
// Debug.Log("PLUGIN SUCCESS B2"); } catch (Exception e) {
// return p; Debug.Log("PLUGIN FAIL B > " + e.Message);
// } catch { }
// Debug.Log("PLUGIN FAIL B2"); try {
// } p = (ABSTweenPlugin<T1, T2, TPlugOptions>)(object)plugin;
// return null; Debug.Log("PLUGIN SUCCESS B2");
// } return p;
} catch (Exception e) {
Debug.Log("PLUGIN FAIL B2 > " + e.Message);
}
return null;
}
Debug.Log("PLUGIN NOT FOUND");
// WP8.1 fix tries END // WP8.1 fix tries END
#endif
return null; return null;
} }

View File

@ -4,6 +4,7 @@
// License Copyright (c) Daniele Giardini. // License Copyright (c) Daniele Giardini.
// This work is subject to the terms at http://dotween.demigiant.com/license.php // This work is subject to the terms at http://dotween.demigiant.com/license.php
using System;
using DG.Tweening.Core; using DG.Tweening.Core;
using DG.Tweening.Core.Enums; using DG.Tweening.Core.Enums;
using DG.Tweening.Plugins.Core; using DG.Tweening.Plugins.Core;
@ -66,12 +67,46 @@ namespace DG.Tweening
{ {
if (plugin != null) t.tweenPlugin = plugin; if (plugin != null) t.tweenPlugin = plugin;
else { else {
#if !WP81
if (t.tweenPlugin == null) t.tweenPlugin = PluginsManager.GetDefaultPlugin<T1, T2, TPlugOptions>(); if (t.tweenPlugin == null) t.tweenPlugin = PluginsManager.GetDefaultPlugin<T1, T2, TPlugOptions>();
if (t.tweenPlugin == null) { if (t.tweenPlugin == null) {
// No suitable plugin found. Kill // No suitable plugin found. Kill
Debugger.LogError("No suitable plugin found for this type"); Debugger.LogError("No suitable plugin found for this type");
return false; return false;
} }
#else
// WP8.1 fix tries
if (t.tweenPlugin == null) {
Debug.Log("Assigning plugin to ABSTweenPlugin<T1, T2, TPlugOptions> var");
ABSTweenPlugin<T1, T2, TPlugOptions> plug = PluginsManager.GetDefaultPlugin<T1, T2, TPlugOptions>();
if (plug != null) {
Debug.Log(">> Plugin found");
t.tweenPlugin = plug;
Debug.Log(">> Plugin assigned > " + t.tweenPlugin + " (t.tweenPlugin is null: " + (t.tweenPlugin == null) + ")");
if (t.tweenPlugin == null) Debug.Log(">> Plugin assignment failed");
} else Debug.Log(">> Plugin NOT found");
}
if (t.tweenPlugin == null) {
Debug.Log("Assigning plugin to ITweenPlugin var");
ITweenPlugin iplug = PluginsManager.GetDefaultPlugin<T1, T2, TPlugOptions>();
if (iplug != null) {
Debug.Log(">> IPlugin found");
try {
t.tweenPlugin = (ABSTweenPlugin<T1, T2, TPlugOptions>)(object)iplug;
} catch (Exception e) {
Debug.Log(">> Error while assigning IPlugin > " + e.Message);
}
Debug.Log(">> IPlugin assigned > " + t.tweenPlugin + " (t.tweenPlugin is null: " + (t.tweenPlugin == null) + ")");
if (t.tweenPlugin == null) Debug.Log(">> IPlugin assignment failed");
} else Debug.Log(">> IPlugin NOT found");
}
if (t.tweenPlugin == null) {
// No suitable plugin found. Kill
Debugger.LogError("No suitable plugin found for this type");
return false;
}
// WP8.1 fix tries END
#endif
} }
t.getter = getter; t.getter = getter;

View File

@ -34,6 +34,18 @@
<DocumentationFile>..\bin\DOTween43.xml</DocumentationFile> <DocumentationFile>..\bin\DOTween43.xml</DocumentationFile>
<NoWarn>1573</NoWarn> <NoWarn>1573</NoWarn>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'WP81|AnyCPU'">
<OutputPath>bin\WP81\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<DocumentationFile>..\bin\DOTween43.xml</DocumentationFile>
<Optimize>true</Optimize>
<NoWarn>1573</NoWarn>
<DebugType>pdbonly</DebugType>
<PlatformTarget>AnyCPU</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisIgnoreBuiltInRuleSets>true</CodeAnalysisIgnoreBuiltInRuleSets>
<CodeAnalysisIgnoreBuiltInRules>true</CodeAnalysisIgnoreBuiltInRules>
</PropertyGroup>
<ItemGroup> <ItemGroup>
<Reference Include="System" /> <Reference Include="System" />
<Reference Include="UnityEngine"> <Reference Include="UnityEngine">

View File

@ -34,6 +34,16 @@
<DocumentationFile>..\bin\DOTween46.xml</DocumentationFile> <DocumentationFile>..\bin\DOTween46.xml</DocumentationFile>
<NoWarn>1573</NoWarn> <NoWarn>1573</NoWarn>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'WP81|AnyCPU'">
<OutputPath>bin\WP81\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<DocumentationFile>..\bin\DOTween46.xml</DocumentationFile>
<Optimize>true</Optimize>
<NoWarn>1573</NoWarn>
<DebugType>pdbonly</DebugType>
<PlatformTarget>AnyCPU</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
</PropertyGroup>
<ItemGroup> <ItemGroup>
<Reference Include="System" /> <Reference Include="System" />
<Reference Include="UnityEngine"> <Reference Include="UnityEngine">

View File

@ -34,6 +34,16 @@
<DocumentationFile>..\bin\DOTween50.xml</DocumentationFile> <DocumentationFile>..\bin\DOTween50.xml</DocumentationFile>
<NoWarn>1573</NoWarn> <NoWarn>1573</NoWarn>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'WP81|AnyCPU'">
<OutputPath>bin\WP81\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<DocumentationFile>..\bin\DOTween50.xml</DocumentationFile>
<Optimize>true</Optimize>
<NoWarn>1573</NoWarn>
<DebugType>pdbonly</DebugType>
<PlatformTarget>AnyCPU</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
</PropertyGroup>
<ItemGroup> <ItemGroup>
<Reference Include="System" /> <Reference Include="System" />
<Reference Include="UnityEngine"> <Reference Include="UnityEngine">

View File

@ -25,7 +25,8 @@ namespace DG.DOTweenEditor.Core
logoIconStyle; logoIconStyle;
public static GUIStyle sideBtStyle, public static GUIStyle sideBtStyle,
sideLogoIconBoldLabelStyle, sideLogoIconBoldLabelStyle,
wordWrapTextArea; wordWrapTextArea,
popupButton;
// Filtered ease types to show desired eases in Inspector panels // Filtered ease types to show desired eases in Inspector panels
internal static readonly string[] FilteredEaseTypes = new[] { internal static readonly string[] FilteredEaseTypes = new[] {
@ -163,6 +164,10 @@ namespace DG.DOTweenEditor.Core
wordWrapTextArea = new GUIStyle(GUI.skin.textArea); wordWrapTextArea = new GUIStyle(GUI.skin.textArea);
wordWrapTextArea.wordWrap = true; wordWrapTextArea.wordWrap = true;
popupButton = new GUIStyle(EditorStyles.popup);
popupButton.fixedHeight = 18;
popupButton.margin.top += 1;
} }
} }
} }

View File

@ -34,6 +34,18 @@
<DocumentationFile>..\bin\Editor\DOTweenEditor.XML</DocumentationFile> <DocumentationFile>..\bin\Editor\DOTweenEditor.XML</DocumentationFile>
<NoWarn>1591</NoWarn> <NoWarn>1591</NoWarn>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'WP81|AnyCPU'">
<OutputPath>bin\WP81\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<DocumentationFile>..\bin\Editor\DOTweenEditor.XML</DocumentationFile>
<Optimize>true</Optimize>
<NoWarn>1591</NoWarn>
<DebugType>pdbonly</DebugType>
<PlatformTarget>AnyCPU</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisIgnoreBuiltInRuleSets>true</CodeAnalysisIgnoreBuiltInRuleSets>
<CodeAnalysisIgnoreBuiltInRules>true</CodeAnalysisIgnoreBuiltInRules>
</PropertyGroup>
<ItemGroup> <ItemGroup>
<Reference Include="System" /> <Reference Include="System" />
<Reference Include="UnityEditor"> <Reference Include="UnityEditor">

View File

@ -201,6 +201,11 @@
<param name="sequencesCapacity">Max Sequences capacity. <param name="sequencesCapacity">Max Sequences capacity.
Default: 50</param> Default: 50</param>
</member> </member>
<member name="T:DG.Tweening.Core.Debugger">
<summary>
Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation)
</summary>
</member>
<member name="T:DG.Tweening.Sequence"> <member name="T:DG.Tweening.Sequence">
<summary> <summary>
Controls other tweens as a group Controls other tweens as a group

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