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mirror of https://github.com/Cardidi/dotween-upm-fork.git synced 2025-12-20 09:16:02 +08:00

Moved DOTween.isUnityEditor/isDebugBuild to TweenManager

This commit is contained in:
Demigiant 2018-08-01 11:49:45 +02:00
parent 28d68f62bc
commit a61f32b85e
154 changed files with 5132 additions and 103 deletions

View File

@ -13,7 +13,18 @@
<summary>
Stores a color palette, which can be passed to default DeGUI layouts when calling <code>DeGUI.BeginGUI</code>,
and changed at any time by calling <code>DeGUI.ChangePalette</code>.
You can inherit from this class to create custom color palettes with more color options.
You can inherit from this class to create custom color palettes with more hColor options.
</summary>
</member>
<member name="M:DG.DemiLib.DeColorPalette.HexToColor(System.String)">
<summary>
Converts a HEX color to a Unity Color and returns it
</summary>
<param name="hex">The HEX color, either with or without the initial # (accepts both regular and short format)</param>
</member>
<member name="T:DG.DemiLib.DeColorGlobal">
<summary>
Global colors
</summary>
</member>
<member name="T:DG.DemiLib.DeColorBG">
@ -21,16 +32,125 @@
Background colors
</summary>
</member>
<member name="F:DG.DemiLib.DeColorBG.editor">
<summary>Editor background color</summary>
</member>
<member name="T:DG.DemiLib.DeColorContent">
<summary>
Content colors
</summary>
</member>
<member name="T:DG.DemiLib.DeScope">
<summary>
Extend this to replicate Unity's Scope system with any Unity version.
Thanks to Dmitriy Yukhanov for pointing this out and creating an initial version.
Expand this class to create scopes.<para/>
Example:
<code>public class VBoxScope : DeScope
{
public VBoxScope(GUIStyle style)
{
BeginVBox(style);
}
protected override void CloseScope()
{
EndVBox();
}
}</code>
Usage:
<code>using (new VBoxScope(myStyle) {
// Do something
}</code>
</summary>
</member>
<member name="T:DG.DemiLib.DeSkinColor">
<summary>
Contains both free and pro skins color variations,
and automatically returns the correct one when converted to Color
</summary>
</member>
<member name="T:DG.DemiLib.External.DeHierarchyComponent">
<summary>
Used by DeHierarchy
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.MissingItemsIndexes">
<summary>
Returns a list of all items whose gameObject is NULL, or NULL if there's no missing gameObjects.
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.StoreItemColor(UnityEngine.GameObject,DG.DemiLib.External.DeHierarchyComponent.HColor)">
<summary>
If the item exists sets it, otherwise first creates it and then sets it
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.StoreItemIcon(UnityEngine.GameObject,DG.DemiLib.External.DeHierarchyComponent.IcoType)">
<summary>
If the item exists sets it, otherwise first creates it and then sets it
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.RemoveItemData(UnityEngine.GameObject)">
<summary>
Returns TRUE if the item existed and was removed.
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.GetItem(UnityEngine.GameObject)">
<summary>
Returns the customizedItem for the given gameObject, or NULL if none was found
</summary>
</member>
<member name="P:DG.DemiLib.IEditorGUINode.id">
<summary>Must be univocal</summary>
</member>
<member name="P:DG.DemiLib.IEditorGUINode.guiPosition">
<summary>Node position in editor GUI</summary>
</member>
<member name="P:DG.DemiLib.IEditorGUINode.connectedNodesIds">
<summary>Ids of all forward connected nodes. Length indicates how many forward connections are allowed.
Min length represents available connections from node.</summary>
</member>
<member name="T:DG.DemiLib.IntRange">
<summary>
A serializable struct including a min and a max int value
</summary>
</member>
<member name="F:DG.DemiLib.IntRange.min">
<summary>Min value</summary>
</member>
<member name="F:DG.DemiLib.IntRange.max">
<summary>Max value</summary>
</member>
<member name="M:DG.DemiLib.IntRange.#ctor(System.Int32,System.Int32)">
<summary>
Creates a new Range
</summary>
</member>
<member name="M:DG.DemiLib.IntRange.RandomWithin">
<summary>
Returns a random value within this range (min/max included)
</summary>
</member>
<member name="T:DG.DemiLib.Range">
<summary>
A serializable struct including a min and a max float value
</summary>
</member>
<member name="F:DG.DemiLib.Range.min">
<summary>Min value</summary>
</member>
<member name="F:DG.DemiLib.Range.max">
<summary>Max value</summary>
</member>
<member name="M:DG.DemiLib.Range.#ctor(System.Single,System.Single)">
<summary>
Creates a new Range
</summary>
</member>
<member name="M:DG.DemiLib.Range.RandomWithin">
<summary>
Returns a random value within this range (min/max included)
</summary>
</member>
</members>
</doc>

View File

@ -4,13 +4,23 @@
<name>DemiEditor</name>
</assembly>
<members>
<member name="T:DG.DemiEditor.Core.DeGUIScope">
<member name="T:DG.DemiEditor.DeEditorCompatibilityUtils">
<summary>
Replicates Unity's GUI.Scope with Unity versions older than 5.X.
Thanks to Dmitriy Yukhanov for pointing this out and creating an initial version
(which I meant to use until we discovered Unity had implemented it too)
Utils to use he correct method based on Unity's version
</summary>
</member>
<member name="M:DG.DemiEditor.DeEditorCompatibilityUtils.EncodeToPNG(UnityEngine.Texture2D)">
<summary>
Encodes to PNG using reflection to use correct method depending if editor is version 2017 or earlier
</summary>
</member>
<member name="M:DG.DemiEditor.DeEditorCompatibilityUtils.GetPrefabParent(UnityEngine.GameObject)">
<summary>
Returns the prefab parent by using different code on Unity 2018 or later
</summary>
<param name="instance"></param>
<returns></returns>
</member>
<member name="T:DG.DemiEditor.DeEditorFileUtils">
<summary>
File utils
@ -38,6 +48,21 @@
Full path to project's Assets directory, without final slash.
</summary>
</member>
<member name="M:DG.DemiEditor.DeEditorFileUtils.IsFullPath(System.String)">
<summary>
Returns TRUE if the given path is an absolute path
</summary>
</member>
<member name="M:DG.DemiEditor.DeEditorFileUtils.IsADBPath(System.String)">
<summary>
Returns TRUE if the given path is an AssetDatabase path
</summary>
</member>
<member name="M:DG.DemiEditor.DeEditorFileUtils.IsProjectFolder(System.String)">
<summary>
Returns TRUE if the given GUID refers to a valid and existing project folder
</summary>
</member>
<member name="M:DG.DemiEditor.DeEditorFileUtils.ADBPathToFullPath(System.String)">
<summary>
Converts the given project-relative path to a full path
@ -54,10 +79,26 @@
</summary>
<param name="adbPath">Path, relative to Unity's project folder</param>
</member>
<member name="M:DG.DemiEditor.DeEditorFileUtils.ConvertToValidFilename(System.String)">
<member name="M:DG.DemiEditor.DeEditorFileUtils.IsValidFileName(System.String,System.Int32)">
<summary>
Converts the given string to a valid filename and returns it.
Beware: doesn't check for reserved words
Validates the string as a valid fileName
(uses commonly accepted characters an all systems instead of system-specific ones).<para/>
BEWARE: doesn't check for reserved words
</summary>
<param name="s">string to replace</param>
<param name="minLength">Minimum length for considering the string valid</param>
</member>
<member name="M:DG.DemiEditor.DeEditorFileUtils.ConvertToValidFilename(System.String,System.Char)">
<summary>
Returns the given string stripped of any invalid filename characters.<para/>
BEWARE: doesn't check for reserved words
</summary>
<param name="s">string to replace</param>
<param name="replaceWith">Character to use as replacement for invalid ones</param>
</member>
<member name="M:DG.DemiEditor.DeEditorFileUtils.ApplySystemDirectorySeparators(System.String)">
<summary>
Returns the given path with all slashes converted to the correct ones used by the system
</summary>
</member>
<member name="M:DG.DemiEditor.DeEditorFileUtils.GUIDToExistingAssetPath(System.String)">
@ -105,6 +146,11 @@
Gets the script execution order of the given MonoBehaviour
</summary>
</member>
<member name="M:DG.DemiEditor.DeEditorGUIUtils.GetLastControlId">
<summary>
Precisely returns the last controlId assigned to a GUI element
</summary>
</member>
<member name="T:DG.DemiEditor.DeEditorPanelUtils">
<summary>
Utilities for Editor Panels.
@ -121,6 +167,13 @@
<param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
<param name="createFoldersIfMissing">If TRUE also creates the path folders if they don't exist</param>
</member>
<member name="M:DG.DemiEditor.DeEditorPanelUtils.IsDockableWindow(UnityEditor.EditorWindow)">
<summary>
Returns TRUE if the given <see cref="T:UnityEditor.EditorWindow"/> is dockable, FALSE if instead it's a utility window
</summary>
<param name="editor"></param>
<returns></returns>
</member>
<member name="M:DG.DemiEditor.DeEditorPanelUtils.SetWindowTitle(UnityEditor.EditorWindow,UnityEngine.Texture,System.String)">
<summary>
Sets the icon and title of an editor window. Works with older versions of Unity, where the titleContent property wasn't available.
@ -140,17 +193,24 @@
</summary>
<param name="instance"></param>
</member>
<member name="M:DG.DemiEditor.DeEditorPrefabUtils.BreakPrefabInstances(System.Collections.Generic.List{UnityEngine.GameObject})">
<member name="M:DG.DemiEditor.DeEditorPrefabUtils.InstanceHasUnappliedModifications(UnityEngine.GameObject)">
<summary>
Completely removes any prefab connection from the given prefab instances.
Returns TRUe if a prefab instance has unapplied modifications, ignoring any modifications applied to the transform.<para/>
NOTE: this a somehow costly operation (since it generates GC)
</summary>
</member>
<member name="M:DG.DemiEditor.DeEditorPrefabUtils.BreakPrefabInstances(System.Collections.Generic.List{UnityEngine.GameObject},System.Boolean)">
<summary>
Completely removes any prefab connection from the given prefab instances, by desotroing the original object and recreating it.<para/>
Returns a list with all the new elements created.
<para>
Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&amp;viewfull=1#post726602)
</para>
</summary>
</member>
<member name="M:DG.DemiEditor.DeEditorPrefabUtils.BreakPrefabInstance(UnityEngine.GameObject)">
<member name="M:DG.DemiEditor.DeEditorPrefabUtils.BreakPrefabInstance(UnityEngine.GameObject,System.Boolean)">
<summary>
Completely removes any prefab connection from the given prefab instance.
Completely removes any prefab connection from the given prefab instance, by desotroing the original object and recreating it.
<para>
Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&amp;viewfull=1#post726602)
</para>
@ -170,6 +230,41 @@
Clears all logs from Unity's console
</summary>
</member>
<member name="M:DG.DemiEditor.DeEditorUtils.AddGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
<summary>
Adds the given global define (if it's not already present) to all the <see cref="T:UnityEditor.BuildTargetGroup"/>
or only to the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters,
and returns TRUE if it was added, FALSE otherwise.<para/>
NOTE: when adding to all of them some legacy warnings might appear, which you can ignore.
</summary>
<param name="id"></param>
<param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to add to all of them.</param>
</member>
<member name="M:DG.DemiEditor.DeEditorUtils.RemoveGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
<summary>
Removes the given global define (if present) from all the <see cref="T:UnityEditor.BuildTargetGroup"/>
or only from the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters,
and returns TRUE if it was removed, FALSE otherwise.<para/>
NOTE: when removing from all of them some legacy warnings might appear, which you can ignore.
</summary>
<param name="id"></param>
<param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to remove from all of them.</param>
</member>
<member name="M:DG.DemiEditor.DeEditorUtils.HasGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
<summary>
Returns TRUE if the given global define is present in all the <see cref="T:UnityEditor.BuildTargetGroup"/>
or only in the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters.<para/>
</summary>
<param name="id"></param>
<param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param>
</member>
<member name="M:DG.DemiEditor.DeEditorUtils.FindAllComponentsOfType``1">
<summary>
Returns all components of type T in the currently open scene, or NULL if none could be found.<para/>
If you're on Unity 5 or later, and have <code>DeEditorTools</code>, use <code>DeEditorToolsUtils.FindAllComponentsOfType</code>
instead, which is more efficient.
</summary>
</member>
<member name="F:DG.DemiEditor.DeDragResultType.NoDrag">
<summary>Nothing is being dragged</summary>
</member>
@ -238,7 +333,7 @@
<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)">
<member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Int32,System.Collections.IList,System.Int32,System.Nullable{UnityEngine.Rect})">
<summary>
Call this after each draggable GUI block, to calculate and draw the current drag state
(or complete it if the mouse was released).
@ -246,8 +341,10 @@
<param name="dragId">ID for this drag operation (must be the same for both StartDrag and Drag</param>
<param name="draggableList">List containing the draggable item and all other relative draggable items</param>
<param name="currDraggableItemIndex">Current index of the draggable item being drawn</param>
<param name="lastGUIRect">If NULL will calculate this automatically using <see cref="M:UnityEngine.GUILayoutUtility.GetLastRect"/>.
Pass this if you're creating a drag between elements that don't use GUILayout</param>
</member>
<member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Int32,System.Collections.IList,System.Int32,UnityEngine.Color)">
<member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Int32,System.Collections.IList,System.Int32,UnityEngine.Color,System.Nullable{UnityEngine.Rect})">
<summary>
Call this after each draggable GUI block, to calculate and draw the current drag state
(or complete it if the mouse was released).
@ -256,6 +353,8 @@
<param name="draggableList">List containing the draggable item and all other relative draggable items</param>
<param name="currDraggableItemIndex">Current index of the draggable item being drawn</param>
<param name="dragEvidenceColor">Color to use for drag divider and selection</param>
<param name="lastGUIRect">If NULL will calculate this automatically using <see cref="M:UnityEngine.GUILayoutUtility.GetLastRect"/>.
Pass this if you're creating a drag between elements that don't use GUILayout</param>
</member>
<member name="M:DG.DemiEditor.DeGUIDrag.EndDrag(System.Boolean)">
<summary>
@ -265,6 +364,316 @@
</summary>
<param name="applyDrag">If TRUE applies the drag results, otherwise simply cancels the drag</param>
</member>
<member name="T:DG.DemiEditor.DeGUINodeSystem.ABSDeGUINode">
<summary>
Abstract dynamic class used for every node of the same type
(meaning there is only a single recycled instance for all same-type nodes)
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.ABSDeGUINode.GetAreas(UnityEngine.Vector2,DG.DemiLib.IEditorGUINode)">
<summary>Used to fill <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeGUIData"/></summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.ABSDeGUINode.OnGUI(DG.DemiEditor.DeGUINodeSystem.NodeGUIData,DG.DemiLib.IEditorGUINode)">
<summary>Called when the node needs to be drawn</summary>
</member>
<member name="F:DG.DemiEditor.DeGUINodeSystem.ConnectionMode.Flexible">
<summary>
The connectedNodesIds list will be automatically increased/decreased when adding/removing connections
(otherwise connectedNodesIds will have to be increased via custom code)
</summary>
</member>
<member name="F:DG.DemiEditor.DeGUINodeSystem.ConnectionMode.Dual">
<summary>
Requires only two connectedNodesIds (no more, no less),
uses regular CTRL+Drag to connect connection 0, CTRL+SPACE+Drag to connect connection 1
</summary>
</member>
<member name="F:DG.DemiEditor.DeGUINodeSystem.ConnectionMode.NormalPlus">
<summary>
Like <see cref="F:DG.DemiEditor.DeGUINodeSystem.ConnectionMode.Normal"/>, but with an extra connection as a last extra index, which is set when pressing CTRL+SPACE+Drag.
Must always have at least one element in connectedNodesIds
</summary>
</member>
<member name="F:DG.DemiEditor.DeGUINodeSystem.Core.DebugSystem.NodeProcessDebug.DataStore._eventData">
<summary>Layout, Repaint, LayoutAndRepaint</summary>
</member>
<member name="T:DG.DemiEditor.DeGUINodeSystem.Core.NodesClipboard">
<summary>
Stores cloned nodes for pasting
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.Core.NodesClipboard.GetNodesToPaste``1">
<summary>
Returns a list of pasteable nodes, with their GUID recreated and their connections adapted
</summary>
<returns></returns>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.Core.NodesClipboard.CloneNode``1(DG.DemiLib.IEditorGUINode)">
<summary>
Returns a clone of the given node (clones also lists, but leaves other references as references).
A new ID will be automatically generated.
</summary>
</member>
<member name="T:DG.DemiEditor.DeGUINodeSystem.Core.Connector">
<summary>
Always connects a node from BottomOrRight side to TopOrLeft side
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.Core.Connector.Connect(System.Int32,System.Int32,DG.DemiEditor.DeGUINodeSystem.NodeConnectionOptions,DG.DemiLib.IEditorGUINode)">
<summary>
Always connects from BottomOrRight side to TopOrLeft side.
If ALT is pressed shows the delete connection button.
Called during Repaint or MouseDown/Up.
Returns TRUE if the connection was deleted using the delete connection button.
</summary>
</member>
<member name="T:DG.DemiEditor.DeGUINodeSystem.Core.Legacy_Connector">
<summary>
Always connects a node from BottomOrRight side to TopOrLeft side
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.Core.Legacy_Connector.Connect(DG.DemiEditor.DeGUINodeSystem.NodeProcess,System.Int32,System.Int32,DG.DemiEditor.DeGUINodeSystem.NodeConnectionOptions,DG.DemiLib.IEditorGUINode,DG.DemiLib.IEditorGUINode)">
<summary>
Always connects from BottomOrRight side to TopOrLeft side.
If ALT is pressed shows the delete connection button.
Called during Repaint or MouseDown/Up.
Returns TRUE if the connection was deleted using the delete connection button.
</summary>
</member>
<member name="T:DG.DemiEditor.DeGUINodeSystem.HelpPanel">
<summary>
You can attach to this
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.HelpPanel.AddContentGroup(System.String,System.String)">
<summary>
Use this to add a content group to the Help Panel
</summary>
</member>
<member name="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.note">
<summary>Regular note</summary>
</member>
<member name="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.editableNote">
<summary>Editable note (activated by setting <see cref="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.allowEditableNote"/> to TRUE
(but you will have to save the result somewhere yourself)</summary>
</member>
<member name="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.allowEditableNote">
<summary>If TRUE shows the <see cref="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.editableNote"/> textArea</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ContentGroup.AppendDefinition(System.String)">
<summary>
Add definition. Supports rich-text but also these special tags:<para/>
- [b][/b]
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.HelpPanel.Definition.AddKey(System.String,System.Boolean)">
<summary>
Add key, automatically formatting these special keys:<para/>
/<para/>
+<para/>
</summary>
<param name="newLine">If TRUE and there's other keys/targets, adds the new key on a new line preceded by a comma</param>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeGUIData.ShiftYBy(System.Single)">
<summary>
Recalculates all rects based on the given Y shift
</summary>
</member>
<member name="T:DG.DemiEditor.DeGUINodeSystem.InteractionManager">
<summary>
One per <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess"/>.
Partially independent, mainly controlled by process.
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.InteractionManager.IsDragging(DG.DemiLib.IEditorGUINode)">
<summary>Returns TRUE if the given node is currently being dragged</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.InteractionManager.Update">
<summary>
Returns TRUE if a repaint is required
</summary>
<returns></returns>
</member>
<member name="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess">
<summary>
Main class for DeGUI Node system.
Create it, then enclose your GUI node calls inside a <see cref="!:NodeProcessScope"/>.<para/>
CODING ORDER:<para/>
- Create a <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess"/> to use for your node system (create it once, obviously)<para/>
- Inside OnGUI, write all your nodes GUI code inside a <see cref="!:NodeProcessScope"/>
</summary>
</member>
<member name="F:DG.DemiEditor.DeGUINodeSystem.NodeProcess.SnapOffset">
<summary>Distance at which nodes will be placed when snapping next to each other</summary>
</member>
<member name="P:DG.DemiEditor.DeGUINodeSystem.NodeProcess.position">
<summary>Full area without zeroed coordinates</summary>
</member>
<member name="P:DG.DemiEditor.DeGUINodeSystem.NodeProcess.relativeArea">
<summary>Position with zeroed coordinates (used by all node GUI since it's inside a GUILayout(area))</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.#ctor(UnityEditor.EditorWindow,System.Func{System.Collections.Generic.List{DG.DemiLib.IEditorGUINode},System.Boolean},System.Func{DG.DemiLib.IEditorGUINode,DG.DemiLib.IEditorGUINode,System.Boolean})">
<summary>
Creates a new NodeProcess.
</summary>
<param name="editor">EditorWindow for this process</param>
<param name="onDeleteNodesCallback">Callback called when one or more nodes are going to be deleted.
Return FALSE if you want the deletion to be canceled.
Can be NULL, in which case it will be ignored</param>
<param name="onCloneNodeCallback">Callback called when a node is cloned.
Return FALSE if you want the cloning to be canceled.
Can be NULL, in which case it will be ignored</param>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.Reset">
<summary>
Needs to be called when loading a complete new series of nodes
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.MarkLayoutAsDirty">
<summary>
Call this when the layout/size of one or more nodes changed because of external intervention
(if a whole new range of nodes has been loaded, just call <see cref="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.Reset"/> instead)
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ForceRefreshAreas(UnityEngine.Rect)">
<summary>
Forces the refresh of the area calculations. Useful if you need them before the first GUI call has run
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ShiftAreaTo(UnityEngine.Vector2)">
<summary>
Shifts the visible are to the given coordinates and repaints on end
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.RepaintOnEnd">
<summary>
Tells the process to repaint once the process has ended.
Calling this
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.Draw``1(DG.DemiLib.IEditorGUINode,System.Nullable{DG.DemiEditor.DeGUINodeSystem.NodeConnectionOptions})">
<summary>
Draws the given node using the given T editor GUINode type.
Retuns the full area of the node
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.OpenHelpPanel">
<summary>
Opens the Help Panel
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.CloseHelpPanel">
<summary>
Closes the Help Panel
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ToggleHelpPanel">
<summary>
Opens or closes the Help panel based on its current state
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.AreaIsVisible(UnityEngine.Rect)">
<summary>
Returns TRUE if the given area is visible (even if partially) inside the current nodeProcess area
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcessScope`1.#ctor(DG.DemiEditor.DeGUINodeSystem.NodeProcess,UnityEngine.Rect,UnityEngine.Vector2@,System.Collections.Generic.IList{`0})">
<summary>
Use this to encapsulate node GUI operations.<para/>
Automatically manages various operations (press F1 to see them).<para/>
Sets <code>GUI.changed</code> to TRUE if the area is panned, a node is dragged, controlNodes change sorting or are deleted.<para/>
Wraps all content inside a GUILayout Area (nodeArea).
</summary>
<param name="process">The <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess"/> to use</param>
<param name="nodeArea">Area within which the nodes will be drawn</param>
<param name="refAreaShift">Area shift (caused by dragging)</param>
<param name="controlNodes">This list will be sorted based on current node draw order,
and changed in case one of its nodes is deleted.<para/>
<code>IMPORTANT:</code> this list should be part of your serialized class (MonoBehaviour or ScriptableObject),
so it will be stored as a reference and modifying one will modify the other.<para/>
Usually you want to pass all nodes to this except the eventual start node (or nodes that can't be sorted nor deleted).</param>
</member>
<member name="P:DG.DemiEditor.DeGUINodeSystem.SelectionManager.focusedNode">
<summary>
Set automatically when a selection ends up selecting a single node,
reset when deselecting all nodes, selecting multiple nodes, or resetting the <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess"/>
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUINodeSystem.SelectionManager.DeselectAll">
<summary>
Returns TRUE if something was actually deselected, FALSE if there were no selected nodes
</summary>
<returns></returns>
</member>
<member name="T:DG.DemiEditor.DeGUIKey">
<summary>
Returns key modifiers currently pressed.
Requires to be updated at the beginning of every GUI call.
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUIKey.Refresh(System.String)">
<summary>
Call this method to update data required by softCtrl calculations.
Automatically called from within a <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcessScope`1"/>.<para/>
Returns a <see cref="T:DG.DemiEditor.DeGUIKey.KeysRefreshResult"/> object with the keys that were just pressed and just released
</summary>
<param name="id">Required to have the correct <see cref="T:DG.DemiEditor.DeGUIKey.KeysRefreshResult"/> for the given target call</param>
</member>
<member name="M:DG.DemiEditor.DeGUIKey.ToInt(UnityEngine.KeyCode)">
<summary>
Returns the given <see cref="T:UnityEngine.KeyCode"/> as an int, or -1 if it's not a number
</summary>
</member>
<member name="T:DG.DemiEditor.DeScrollView">
<summary>
Returns by <see cref="M:DG.DemiEditor.DeGUI.BeginScrollView(UnityEngine.Rect,DG.DemiEditor.DeScrollView,System.Boolean)"/>.
Contains properties and methods to manage non-layout scrollview better.<para/>
Remember to use <see cref="M:DG.DemiEditor.DeScrollView.IncreaseContentHeightBy(System.Single)"/> or <see cref="M:DG.DemiEditor.DeScrollView.SetContentHeight(System.Single)"/> to increase or set the full content height
</summary>
</member>
<member name="P:DG.DemiEditor.DeScrollView.area">
<summary>Area used by ScrollView and its content</summary>
</member>
<member name="P:DG.DemiEditor.DeScrollView.fullContentArea">
<summary>Full content area regardless if visible or not. Its height should be set manually based on the contents' height</summary>
</member>
<member name="P:DG.DemiEditor.DeScrollView.visibleContentArea">
<summary>Content area currently visible (scroll bars excluded)</summary>
</member>
<member name="P:DG.DemiEditor.DeScrollView.scrollPosition">
<summary>Current scrollPosition</summary>
</member>
<member name="M:DG.DemiEditor.DeScrollView.Current">
<summary>
Returns the current <see cref="T:DG.DemiEditor.DeScrollView"/> open, or an empty one if none is open.
</summary>
</member>
<member name="M:DG.DemiEditor.DeScrollView.SetContentHeight(System.Single)">
<summary>
Sets the <see cref="P:DG.DemiEditor.DeScrollView.fullContentArea"/> height
</summary>
<param name="height"></param>
</member>
<member name="M:DG.DemiEditor.DeScrollView.IncreaseContentHeightBy(System.Single)">
<summary>
Increase the <see cref="P:DG.DemiEditor.DeScrollView.fullContentArea"/> height by the given amount
</summary>
<param name="value"></param>
</member>
<member name="M:DG.DemiEditor.DeScrollView.GetSingleLineRect(System.Single,System.Boolean)">
<summary>
Returns a Rect for a single line at the current scrollView yMax
</summary>
<param name="height">If less than 0 uses default line height, otherwise the value passed</param>
<param name="increaseScrollViewHeight">if TRUE (default) automatically increases the height of the <see cref="P:DG.DemiEditor.DeScrollView.fullContentArea"/> accordingly</param>
<returns></returns>
</member>
<member name="M:DG.DemiEditor.DeScrollView.IsVisible(UnityEngine.Rect)">
<summary>
Returns TRUE if the given rect is at least partially visible in the displayed scroll area
</summary>
</member>
<member name="T:DG.DemiEditor.DeSkinStyle">
<summary>
Contains both free and pro skins GUIStyle variations,
@ -286,13 +695,34 @@
Stops all clips playing.
</summary>
</member>
<member name="T:DG.DemiEditor.DeUnityEditorVersion">
<summary>
Util to determine Unity editor version and store them as comparable numbers
</summary>
</member>
<member name="F:DG.DemiEditor.DeUnityEditorVersion.Version">
<summary>Full major version + first minor version (ex: 2018.1f)</summary>
</member>
<member name="F:DG.DemiEditor.DeUnityEditorVersion.MajorVersion">
<summary>Major version</summary>
</member>
<member name="F:DG.DemiEditor.DeUnityEditorVersion.MinorVersion">
<summary>First minor version (ex: in 2018.1 it would be 1)</summary>
</member>
<member name="T:DG.DemiEditor.AssemblyExtensions">
<summary>
Assembly extensions
</summary>
</member>
<member name="M:DG.DemiEditor.AssemblyExtensions.Directory(System.Reflection.Assembly)">
<summary>
Full path to the assembly directory, without final slash
</summary>
</member>
<member name="M:DG.DemiEditor.AssemblyExtensions.ADBDir(System.Reflection.Assembly)">
<summary>AssetDatabase path to the assembly directory, without final slash</summary>
<summary>
AssetDatabase path to the assembly directory, without final slash
</summary>
</member>
<member name="T:DG.DemiEditor.GUIStyleExtensions">
<summary>
@ -541,7 +971,7 @@
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)">
<member name="M:DG.DemiEditor.DeGUILayout.ToolbarFoldoutButton(System.Boolean,System.String,System.Boolean,System.Boolean,System.Nullable{UnityEngine.Color})">
<summary>Toolbar foldout button</summary>
</member>
<member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.GUILayoutOption[])">
@ -616,7 +1046,7 @@
<member name="M:DG.DemiEditor.DeGUILayout.HorizontalDivider(System.Nullable{UnityEngine.Color},System.Int32,System.Int32,System.Int32)">
<summary>Horizontal Divider</summary>
</member>
<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickTextField(UnityEditor.EditorWindow,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickTextField(UnityEditor.EditorWindow,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
A text field that becomes editable only on double-click
</summary>
@ -626,7 +1056,7 @@
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
<param name="editingStyle">Style for editing mode</param>
</member>
<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickTextField(UnityEditor.Editor,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickTextField(UnityEditor.Editor,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
A text field that becomes editable only on double-click
</summary>
@ -636,7 +1066,7 @@
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
<param name="editingStyle">Style for editing mode</param>
</member>
<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickDraggableTextField(UnityEditor.EditorWindow,System.String,System.String,System.Int32,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickDraggableTextField(UnityEditor.EditorWindow,System.String,System.String,System.Int32,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
A text field that becomes editable only on double-click and can also be dragged
</summary>
@ -650,7 +1080,7 @@
<param name="editingStyle">Style for editing mode</param>
<returns></returns>
</member>
<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickDraggableTextField(UnityEditor.Editor,System.String,System.String,System.Int32,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<member name="M:DG.DemiEditor.DeGUILayout.DoubleClickDraggableTextField(UnityEditor.Editor,System.String,System.String,System.Int32,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
A text field that becomes editable only on double-click and can also be dragged
</summary>
@ -697,6 +1127,22 @@
<param name="guiColorPalette">Eventual <see cref="T:DG.DemiLib.DeColorPalette"/> to use</param>
<param name="guiStylePalette">Eventual <see cref="T:DG.DemiEditor.DeStylePalette"/> to use</param>
</member>
<member name="M:DG.DemiEditor.DeGUI.BeginScrollView(UnityEngine.Rect,DG.DemiEditor.DeScrollView,System.Boolean)">
<summary>
Better implementation of GUI.BeginScrollView.
Returns the modified scrollView struct.<para/>
Must be closed by a DeGUI.<see cref="M:DG.DemiEditor.DeGUI.EndScrollView"/>.
</summary>
<param name="scrollViewArea">Area used by the scrollView</param>
<param name="scrollView"><see cref="T:DG.DemiEditor.DeScrollView"/> target</param>
<param name="resetContentHeightToZero">If TRUE (default) resets <see cref="P:DG.DemiEditor.DeScrollView.fullContentArea"/>.height to 0
after beginning the ScrollView</param>
</member>
<member name="M:DG.DemiEditor.DeGUI.EndScrollView">
<summary>
Closes a DeGUI.<see cref="M:DG.DemiEditor.DeGUI.BeginScrollView(UnityEngine.Rect,DG.DemiEditor.DeScrollView,System.Boolean)"/> correctly
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.ExitCurrentEvent">
<summary>
Exits the current event correctly, also taking care of eventual drag operations
@ -718,6 +1164,16 @@
Sets the GUI colors to the given ones
</summary>
</member>
<member name="T:DG.DemiEditor.DeGUI.CursorColorScope">
<summary>
Sets the GUI cursor color to the given ones
</summary>
</member>
<member name="T:DG.DemiEditor.DeGUI.MatrixScope">
<summary>
Sets the GUI matrix to the given ones
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.ShadedButton(UnityEngine.Rect,UnityEngine.Color,System.String)">
<summary>Shaded button</summary>
</member>
@ -742,6 +1198,9 @@
<member name="M:DG.DemiEditor.DeGUI.ColoredButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>Colored button</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.FoldoutButton(UnityEngine.Rect,System.Boolean,System.String,System.Boolean,System.Boolean)">
<summary>Toolbar foldout button which allows clicking even on its label</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.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.
@ -752,6 +1211,9 @@
Draws a button that returns TRUE the first time it's pressed, instead than when its released.
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.ToolbarFoldoutButton(UnityEngine.Rect,System.Boolean,System.String,System.Boolean,System.Boolean,System.Nullable{UnityEngine.Color})">
<summary>Toolbar foldout button</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,System.String)">
<summary>Button that can be toggled on and off</summary>
</member>
@ -782,6 +1244,27 @@
<member name="M:DG.DemiEditor.DeGUI.SceneField(UnityEngine.Rect,System.String,UnityEngine.Object)">
<summary>Scene field</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.BackgroundGrid(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Texture2D,System.Single)">
<summary>
Draws a background grid using the given grid texture
</summary>
<param name="area">Area rect</param>
<param name="offset">Offset from 0, 0 position (used when area has been dragged)</param>
<param name="texture">Texture to use for the grid</param>
<param name="scale">Eventual scale to apply to the grid</param>
</member>
<member name="M:DG.DemiEditor.DeGUI.BackgroundGrid(UnityEngine.Rect,UnityEngine.Vector2,System.Boolean,System.Single)">
<summary>
Draws a background grid using default grid textures
</summary>
<param name="area">Area rect</param>
<param name="offset">Offset from 0, 0 position (used when area has been dragged)</param>
<param name="forceDarkSkin">If TRUE forces a dark skin, otherwise uses a skin that fits with the current Unity's one</param>
<param name="scale">Eventual scale to apply to the grid</param>
</member>
<member name="M:DG.DemiEditor.DeGUI.Box(UnityEngine.Rect,UnityEngine.Color,UnityEngine.GUIStyle)">
<summary>Box with style and color options</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.DefaultPropertyField(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
<summary>
Can be used instead of EditorGUI.PropertyField, to draw a serializedProperty without its attributes
@ -789,12 +1272,14 @@
since otherwise bad infinite loops might happen)
</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.Box(UnityEngine.Rect,UnityEngine.Color,UnityEngine.GUIStyle)">
<summary>Box with style and color options</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.DrawColoredSquare(UnityEngine.Rect,UnityEngine.Color)">
<summary>Draws a colored square</summary>
</member>
<member name="M:DG.DemiEditor.DeGUI.DrawTiledTexture(UnityEngine.Rect,UnityEngine.Texture2D,System.Single,System.Nullable{UnityEngine.Color})">
<summary>Draws the given texture tiled within the given rect</summary>
<param name="scale">Eventual scale to apply</param>
<param name="color">If not NULL, colorizes the texture with this color</param>
</member>
<member name="M:DG.DemiEditor.DeGUI.DoubleClickTextField(UnityEngine.Rect,UnityEditor.EditorWindow,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<summary>
A text field that becomes editable only on double-click
@ -830,7 +1315,6 @@
<param name="draggedItemIndex">DraggableList index of the item being dragged</param>
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
<param name="editingStyle">Style for editing mode</param>
<returns></returns>
</member>
<member name="M:DG.DemiEditor.DeGUI.DoubleClickDraggableTextField(UnityEngine.Rect,UnityEditor.Editor,System.String,System.String,System.Int32,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<summary>
@ -845,11 +1329,105 @@
<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.DoubleClickTextArea(UnityEngine.Rect,UnityEditor.EditorWindow,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<summary>
A textArea that becomes editable only on double-click
</summary>
<param name="rect">Area</param>
<param name="editorWindow">EditorWindow reference</param>
<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
<param name="text">Text</param>
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
<param name="editingStyle">Style for editing mode</param>
</member>
<member name="M:DG.DemiEditor.DeGUI.DoubleClickTextArea(UnityEngine.Rect,UnityEditor.Editor,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<summary>
A textArea that becomes editable only on double-click
</summary>
<param name="rect">Area</param>
<param name="editor">Editor reference</param>
<param name="id">A unique ID to use in order to determine if the text is selected or not</param>
<param name="text">Text</param>
<param name="defaultStyle">Style for default (non-editing mode) appearance</param>
<param name="editingStyle">Style for editing mode</param>
</member>
<member name="M:DG.DemiEditor.DeGUI.FlatDivider(UnityEngine.Rect,System.Nullable{UnityEngine.Color})">
<summary>Divider</summary>
</member>
<member name="M:DG.DemiEditor.Internal.ColorExtensions.SetAlpha(UnityEngine.Color,System.Single)">
<summary>
Changes the alpha of this color and returns it
</summary>
</member>
<member name="T:DG.DemiEditor.Internal.RectExtensions">
<summary>
Replicates DeExtensions.RectExtensions for internal usage
</summary>
</member>
<member name="M:DG.DemiEditor.Internal.RectExtensions.Add(UnityEngine.Rect,UnityEngine.Rect)">
<summary>
Adds one rect into another, and returns the resulting a
</summary>
</member>
<member name="M:DG.DemiEditor.Internal.RectExtensions.Expand(UnityEngine.Rect,System.Single)">
<summary>
Returns a copy or the Rect expanded around its center by the given amount
</summary>
<param name="amount">Indicates how much to expand the rect on each size</param>
</member>
<member name="M:DG.DemiEditor.Internal.RectExtensions.Contract(UnityEngine.Rect,System.Single)">
<summary>
Returns a copy or the Rect contracted around its center by the given amount
</summary>
<param name="amount">Indicates how much to contract the rect on each size</param>
</member>
<member name="M:DG.DemiEditor.Internal.RectExtensions.Fit(UnityEngine.Rect,System.Single,System.Single,System.Boolean)">
<summary>
Returns a copy of the Rect resized so it fits proportionally within the given size limits
</summary>
<param name="w">Width to fit</param>
<param name="h">Height to fit</param>
<param name="shrinkOnly">If TRUE (default) only shrinks the rect if needed, if FALSE also enlarges it to fit</param>
<returns></returns>
</member>
<member name="M:DG.DemiEditor.Internal.RectExtensions.Includes(UnityEngine.Rect,UnityEngine.Rect,System.Boolean)">
<summary>
Returns TRUE if the first rect includes the second one
</summary>
<param name="full">If TRUE, returns TRUE only if the second rect is fully included,
otherwise just if some part of it is included</param>
</member>
<member name="M:DG.DemiEditor.Internal.RectExtensions.ResetXY(UnityEngine.Rect)">
<summary>
Returns a copy of the Rect with its X/Y coordinates set to 0
</summary>
</member>
<member name="M:DG.DemiEditor.Internal.RectExtensions.Shift(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single)">
<summary>
Returns a copy of the Rect with its values shifted according the the given parameters
</summary>
</member>
<member name="M:DG.DemiEditor.Internal.RectExtensions.SetX(UnityEngine.Rect,System.Single)">
<summary>
Returns a copy of the Rect with its X property set to the given value
</summary>
</member>
<member name="M:DG.DemiEditor.Internal.RectExtensions.SetY(UnityEngine.Rect,System.Single)">
<summary>
Returns a copy of the Rect with its Y property set to the given value
</summary>
</member>
<member name="M:DG.DemiEditor.Internal.RectExtensions.SetHeight(UnityEngine.Rect,System.Single)">
<summary>
Returns a copy of the Rect with its height property set to the given value
</summary>
</member>
<member name="M:DG.DemiEditor.Internal.RectExtensions.SetWidth(UnityEngine.Rect,System.Single)">
<summary>
Returns a copy of the Rect with its width property set to the given value
</summary>
</member>
<member name="M:DG.DemiEditor.SerializedPropertyExtensions.CastTo``1(UnityEditor.SerializedProperty)">
<summary>
Returns the value of the given property (works like a cast to type).
@ -891,10 +1469,20 @@
Texture extensions
</summary>
</member>
<member name="M:DG.DemiEditor.TextureExtensions.SetGUIFormat(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
<member name="M:DG.DemiEditor.TextureExtensions.SetGUIFormat(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32,UnityEngine.TextureWrapMode,System.Int32)">
<summary>
Checks that the texture uses the correct import settings, and applies them if they're incorrect.
</summary>
</member>
<member name="T:DG.DeExtensions.ListExtensions">
<summary>
Replicates parts of DeExtensions.ListExtensions for internal usage
</summary>
</member>
<member name="M:DG.DeExtensions.ListExtensions.Shift``1(System.Collections.Generic.IList{``0},System.Int32,System.Int32)">
<summary>
Shifts an item from an index to another, without modifying the list except than by moving elements around
</summary>
</member>
</members>
</doc>

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