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+<?xml version="1.0"?>
+<doc>
+ <assembly>
+ <name>AdvancedInspector</name>
+ </assembly>
+ <members>
+ <member name="T:AdvancedInspector.AdvancedInspectorControl">
+ <summary>
+ A collection of static method made to handle the drawing of the Advanced Inspector.
+ In most cases, you won't have to deal with this class.
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.IModal">
+ <summary>
+ This EditorWindow can recieve and send Toolbox inputs.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.IModal.ModalRequest(System.Boolean)">
+ <summary>
+ Called when the Toolbox shortcut is pressed.
+ The implementation should call CreateToolbox if the condition are right.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.IModal.ModalClosed(AdvancedInspector.ModalWindow)">
+ <summary>
+ Called when the associated toolbox is closed.
+ Only called when Ok/Cancel or Enter/Escape is pressed.
+ There's no reliable way of trapping the "click outside the popup" event.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.ModalRequest(System.Boolean)">
+ <summary>
+ IModal Implementation.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.ModalClosed(AdvancedInspector.ModalWindow)">
+ <summary>
+ IModal Implementation.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.Inspect(AdvancedInspector.InspectorEditor,System.Collections.Generic.List{AdvancedInspector.InspectorField},System.Boolean,System.Boolean)">
+ <summary>
+ Called by an Editor to have a collection of InspectorField to be displayed.
+ Uniformized entry point of inspector drawing.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.Inspect(AdvancedInspector.InspectorEditor,System.Collections.Generic.List{AdvancedInspector.InspectorField},System.Boolean,System.Boolean,System.Boolean)">
+ <summary>
+ Called by an Editor to have a collection of InspectorField to be displayed.
+ Uniformized entry point of inspector drawing.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.Inspect(AdvancedInspector.InspectorEditor,System.Collections.Generic.List{AdvancedInspector.InspectorField},System.Boolean,System.Boolean,System.Boolean,Separator)">
+ <summary>
+ Called by an Editor to have a collection of InspectorField to be displayed.
+ Uniformized entry point of inspector drawing.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.Draw(AdvancedInspector.InspectorEditor,AdvancedInspector.InspectorField,System.Collections.Generic.List{AdvancedInspector.InspectorField},System.Boolean,System.Boolean,System.Boolean)">
+ <summary>
+ Entry point of the inspection of a Property based editor.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.InitList(AdvancedInspector.InspectorField)">
+ <summary>
+ Unity doesn't always properly init it's array/list if a serialization reload didn't occur.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.DrawExpander(AdvancedInspector.InspectorField,AdvancedInspector.FieldEditor,System.Boolean)">
+ <summary>
+ Draw the arrow icon that allow to browse sub-object property.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.DrawIndexedControl(AdvancedInspector.InspectorField)">
+ <summary>
+ Draw the control of an sortable list.
+ Return true if a list has been modified and requires a redraw.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.DrawKeyedControl(AdvancedInspector.InspectorField)">
+ <summary>
+ Draw the - button for a Dictionary
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.DrawRestricted(AdvancedInspector.InspectorEditor,AdvancedInspector.InspectorField,System.Collections.Generic.IList{AdvancedInspector.DescriptorPair},UnityEngine.GUIStyle)">
+ <summary>
+ Draw the "Restricted" enum, which is a runtime list provide by a method.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.DrawDerived(AdvancedInspector.InspectorEditor,AdvancedInspector.InspectorField)">
+ <summary>
+ Draw the +/- icon to control the creation and deletion of user created object.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.DrawList(AdvancedInspector.InspectorEditor,AdvancedInspector.InspectorField)">
+ <summary>
+ Draw the + icon of a List
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.DrawDictionary(AdvancedInspector.InspectorEditor,AdvancedInspector.InspectorField)">
+ <summary>
+ Draw the + icon of a Dictionary
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.DrawLabel(AdvancedInspector.FieldEditor,AdvancedInspector.InspectorField,System.Boolean)">
+ <summary>
+ Draw the left side of a field, the label.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.GetWidth(AdvancedInspector.InspectorField)">
+ <summary>
+ Width of the label part.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.DrawHelp(AdvancedInspector.InspectorField,System.Boolean)">
+ <summary>
+ Draw the help box bellow the field.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.DrawClassHelp(System.Object[],System.Boolean)">
+ <summary>
+ Help box at the top or bottom of the whole inspector.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.ParseRuntimeAttributes(AdvancedInspector.IRuntimeAttribute,System.Type,System.Object[])">
+ <summary>
+ This method is invoked to build a list of proper delegate to invoke.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.AdvancedInspectorControl.GetDerived(System.Type)">
+ <summary>
+ Get the list of valid derivaton from a specific type.
+ Used to create derived object, should always be from ComponentMonoBehaviour but is not enforced.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.AdvancedInspectorControl.BoxStyle">
+ <summary>
+ Group box style
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.AdvancedInspectorControl.Suspended">
+ <summary>
+ When complex operation are performed, the Inspector blocks repaint.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.AdvancedInspectorControl.Level">
+ <summary>
+ Current complexity level.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.AdvancedInspectorControl.Sorting">
+ <summary>
+ How the fields are sorted.
+ </summary>
+ </member>
+ <member name="E:AdvancedInspector.AdvancedInspectorControl.SortingChanged">
+ <summary>
+ Raised if the inspector needs a redraw.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.AdvancedInspectorControl.Editor">
+ <summary>
+ Used for internal callback from a modal windows.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.AdvancedInspectorControl.Field">
+ <summary>
+ Used for internal callback from a modal windows.
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.AdvancedInspectorControl.InspectorSorting">
+ <summary>
+ Field sorting enum.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.AdvancedInspectorControl.InspectorSorting.None">
+ <summary>
+ No sorting, using the order found in code.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.AdvancedInspectorControl.InspectorSorting.Alpha">
+ <summary>
+ Alphabethic sorting A, B, C...
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.AdvancedInspectorControl.InspectorSorting.AntiAlpha">
+ <summary>
+ Anti-alphabethic sorting, C, B, A...
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.FieldEditor">
+ <summary>
+ When a specific type is encounter by the Inspector, we check if someone defined an field editor for it.
+ When it occurs, all the field drawing is left to the custom editor.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.FieldEditor.MIN_FIELD_HEIGHT">
+ <summary>
+ Minimum field height
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.FieldEditor.BUTTON_HEIGHT">
+ <summary>
+ Button Height
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.FieldEditor.VECTOR_FIELD_WIDTH">
+ <summary>
+ Standard float-in-vector label width
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.FieldEditor.Draw(AdvancedInspector.InspectorField,UnityEngine.GUIStyle)">
+ <summary>
+ The draw call from the Inspector.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.FieldEditor.OnLabelDraw(AdvancedInspector.InspectorField,UnityEngine.Rect)">
+ <summary>
+ Called after the label is drawn.
+ Useful to add dragging modifier.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.FieldEditor.OnLabelClick(AdvancedInspector.InspectorField)">
+ <summary>
+ Event raised when someone click a label.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.FieldEditor.OnLabelDoubleClick(AdvancedInspector.InspectorField)">
+ <summary>
+ Event raised when someone double click a label.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.FieldEditor.OnLabelDragged(AdvancedInspector.InspectorField)">
+ <summary>
+ Fired when someone click and drag the label with modified key (control/shift/alt) pressed.
+ A normal drag performs a copy/paste.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.FieldEditor.OnContextualClick(AdvancedInspector.InspectorField,UnityEditor.GenericMenu)">
+ <summary>
+ Event raised when someone right-click a label.
+ The GenenicMenu is empty and can add new items in it.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.FieldEditor.GetValue(AdvancedInspector.InspectorField)">
+ <summary>
+ Get the value of a field.
+ Flag "Show Mixed Value" automaticly and return null if a multi-selection has different values.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.FieldEditor.Expandable">
+ <summary>
+ Override if you want to prevent a type from being expandable at any time.
+ Override the Expandable attributes.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.FieldEditor.EditDerived">
+ <summary>
+ If true and no fieldeditor is found for a specific type, this fieldeditor is used for the derived type.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.FieldEditor.EditedTypes">
+ <summary>
+ List of type this FieldEditor edit.
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.InspectorEditor">
+ <summary>
+ Base class of BehaviourEditor, ScriptableEditor and ExternalEditor.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorEditor.HasPreviewGUI">
+ <summary>
+ Preview is handled internally and is turned on and off using IPreview interface.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorEditor.parent">
+ <summary>
+ In case of value type, we need to know the parent.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorEditor.fields">
+ <summary>
+ List of fields held by this inspector.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorEditor.refresh">
+ <summary>
+ When a value changed internally, this forces the fields to be refreshed.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorEditor.OnEnable">
+ <summary>
+ Unity's OnEnable.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorEditor.OnDisable">
+ <summary>
+ Unity's OnDisable
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorEditor.StartPicking(System.Action{UnityEngine.GameObject,System.Object},System.Object)">
+ <summary>
+ Start the Scene View picking tool.
+ Type can define the component we seek on a GameObject.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorEditor.StopPicking">
+ <summary>
+ Stop the picking tool before it has resolved.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorEditor.OnPreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
+ <summary>
+ Preview Draw
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorEditor.OnSceneGUI">
+ <summary>
+ Override this method if you want to draw on the scene view.
+ Don't forget to call the base.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorEditor.OnPreviewSettings">
+ <summary>
+ Preview Settings
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorEditor.DataChanged">
+ <summary>
+ Data Changed, repaint.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorEditor.UseDefaultMargins">
+ <summary>
+ Unity's Default Margins. False if running in Advanced Inspector.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorEditor.OnInspectorGUI">
+ <summary>
+ Default Inspector entry point.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorEditor.DrawAdvancedInspector">
+ <summary>
+ Similar to "DrawDefaultInspector", except this is the Advanced one.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorEditor.RefreshFields">
+ <summary>
+ Force this field to rebuild the list of its children.
+ If you implement an editor specific to a type, you should only need to override this method.
+ Consider clearing existing fields before adding new one.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorEditor.Picking">
+ <summary>
+ Is the Inspector currently in picking mode?
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorEditor.Advanced">
+ <summary>
+ Return true if this editor is using advanced features.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorEditor.Instances">
+ <summary>
+ We use our own targets list because we can draw object not deriving from UnityEngine.Object.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorEditor.Fields">
+ <summary>
+ List of fields held by this inspector.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorEditor.Expandable">
+ <summary>
+ Override this if you implement your own inspector and doesn't want it to be expandable.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorEditor.TestForDefaultInspector">
+ <summary>
+ If true, will test if the type of in the inspector object has "AdvancedInspector" attributes.
+ Default; false;
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.BehaviourEditor">
+ <summary>
+ Behaviour Editor is the entry point for all MonoBehaviour in Advanced Inspector.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.BehaviourEditor.OnEnable">
+ <summary>
+ Unity's OnEnable.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.BehaviourEditor.TestForDefaultInspector">
+ <summary>
+ Should we check for the [AdvancedInspectorAttribute]?
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.ExternalEditor">
+ <summary>
+ Similar to a standard PropertyInspector, but can be called from outside the scope of a Inspector.
+ Useful to build your own EditorWindow with an integrated inspector.
+ Call the method Draw with a Rect of the region to draw on.
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.IControl">
+ <summary>
+ Define a control that can be drawn in an EditorWindow.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.IControl.Draw(UnityEngine.Rect)">
+ <summary>
+ Draw the control. Return if the parent EditorWindow should repaint the window.
+ </summary>
+ </member>
+ <member name="E:AdvancedInspector.IControl.RequestRepaint">
+ <summary>
+ In the event an internal process of the Control want a repaint of the window outside the Drawing scope.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.ExternalEditor.Draw(UnityEngine.Rect)">
+ <summary>
+ IControl implementation
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.ExternalEditor.Expandable">
+ <summary>
+ If false, the Inspector won't draw the expander and won't reserve space on the left of the labels.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.ExternalEditor.DraggableSeparator">
+ <summary>
+ Can the separator be dragged around?
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.ExternalEditor.DivisionSeparator">
+ <summary>
+ Where is the separator?
+ In PerPixel, the value is in pixel from the top or the left.
+ Otherwise, it's in %.
+ </summary>
+ </member>
+ <member name="E:AdvancedInspector.ExternalEditor.RequestRepaint">
+ <summary>
+ IControl implementation
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.ScriptableEditor">
+ <summary>
+ Scriptable Editor is the entry point for all ScriptableObject in Advanced Inspector.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.ScriptableEditor.OnEnable">
+ <summary>
+ Unity's OnEnable.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.ScriptableEditor.TestForDefaultInspector">
+ <summary>
+ Should we check for the [AdvancedInspectorAttribute]?
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.InspectorField">
+ <summary>
+ Pooled information about a PropertyInfo and translated for the Inspector.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(AdvancedInspector.InspectorField)">
+ <summary>
+ This constructor is used as a duplication.
+ Note that this field is free and not parented to anything.
+ Use with great care!
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(System.Type,System.Object[],System.Reflection.MemberInfo,System.Attribute[])">
+ <summary>
+ Entry point for a generic manually created field.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(AdvancedInspector.InspectorField,System.Type,System.Object[],System.Reflection.MemberInfo,System.Attribute[])">
+ <summary>
+ Entry point for a generic manually created field.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(AdvancedInspector.InspectorField,System.Int32,UnityEditor.SerializedProperty,System.Attribute[])">
+ <summary>
+ Entry point for a generic indexed serialized created field.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(System.Type,System.Object[],UnityEditor.SerializedProperty,System.Attribute[])">
+ <summary>
+ Entry point for a generic serialized created field.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(System.String)">
+ <summary>
+ Entry point for an empty field with no editor.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(AdvancedInspector.GroupAttribute)">
+ <summary>
+ Entry point of a group.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(AdvancedInspector.ToolbarAttribute)">
+ <summary>
+ Entry point of a toolbar.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(AdvancedInspector.InspectorField,System.Object[],System.Int32,System.Attribute[])">
+ <summary>
+ Entry point for a indexed field.
+ You should not create this manually.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(AdvancedInspector.InspectorField,System.Object[],System.Object,System.Attribute[])">
+ <summary>
+ Entry point of a Dictionary item.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(System.Type)">
+ <summary>
+ Entry point for a non-member related field.
+ Useful to draw a single FieldEditor.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(AdvancedInspector.InspectorField,UnityEngine.Object[],System.Object[],UnityEditor.SerializedProperty)">
+ <summary>
+ Script entry point.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(UnityEngine.Object[],System.String)">
+ <summary>
+ Entry point for a Field created from a path and Object ids.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(AdvancedInspector.InspectorField,UnityEngine.Object[],System.Object[],System.Reflection.MethodInfo)">
+ <summary>
+ Entry point for a method field. (Button)
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(AdvancedInspector.InspectorField,UnityEngine.Object[],System.Object[],System.Reflection.MethodInfo,System.Attribute[])">
+ <summary>
+ Entry point for a method field. (Button)
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(AdvancedInspector.InspectorField,UnityEngine.Object[],System.Object[],UnityEngine.Object,System.Reflection.FieldInfo)">
+ <summary>
+ Entry point for a standard field.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(AdvancedInspector.InspectorField,UnityEngine.Object[],System.Object[],UnityEngine.Object,System.Reflection.FieldInfo,System.Boolean)">
+ <summary>
+ Entry point for a standard field.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(AdvancedInspector.InspectorField,UnityEngine.Object[],System.Object[],UnityEngine.Object,System.Reflection.FieldInfo,System.Boolean,System.Attribute[])">
+ <summary>
+ Entry point for a standard field.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(AdvancedInspector.InspectorField,UnityEngine.Object[],System.Object[],UnityEngine.Object,System.Reflection.PropertyInfo)">
+ <summary>
+ Entry point for a standard property.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(AdvancedInspector.InspectorField,UnityEngine.Object[],System.Object[],UnityEngine.Object,System.Reflection.PropertyInfo,System.Boolean)">
+ <summary>
+ Entry point for a standard property.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.#ctor(AdvancedInspector.InspectorField,UnityEngine.Object[],System.Object[],UnityEngine.Object,System.Reflection.PropertyInfo,System.Boolean,System.Attribute[])">
+ <summary>
+ Entry point for a standard property.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.op_Equality(AdvancedInspector.InspectorField,AdvancedInspector.InspectorField)">
+ <summary>
+ Compares if two InspectorField contains the same data.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.op_Inequality(AdvancedInspector.InspectorField,AdvancedInspector.InspectorField)">
+ <summary>
+ Compares if two InspectorField contains the same data.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.Equals(System.Object)">
+ <summary>
+ Compares if two InspectorField contains the same data.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.GetHashCode">
+ <summary>
+ HashCode
+ </summary>
+ <returns></returns>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.CompareTo(System.Object)">
+ <summary>
+ IComparable implementation
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.CompareTo(AdvancedInspector.InspectorField)">
+ <summary>
+ IComparable implementation
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.AddAttribute(System.Attribute)">
+ <summary>
+ Force a new attribute to be added a runtime.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.GetAttribute``1">
+ <summary>
+ Get an attribute by type that was applied to the original item.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.GetAttribute(System.Type)">
+ <summary>
+ Get an attribute by type that was applied to the original item.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.GetAttributes``1">
+ <summary>
+ Get all the attributes by type that were applied to the original item.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.GetAttributes(System.Type)">
+ <summary>
+ Get all the attributes by type that were applied to the original item.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.HasAttribute``1">
+ <summary>
+ Return true if the memberinfo of this field is sporting that specific attribute type.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.HasAttribute(System.Type)">
+ <summary>
+ Return true if the memberinfo of this field is sporting that specific attribute type.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.Watch">
+ <summary>
+ Add this field to the watch list, which is displayed on the Watch window.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.Select">
+ <summary>
+ Force the selection of the serialized instances of this field.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.Save">
+ <summary>
+ Attempt to save this field value in play mode the next time it is stopped.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.Apply">
+ <summary>
+ Apply this field modification to its prefab parent.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.Revert">
+ <summary>
+ Revert any modification of this field and retreived the original value of its prefab parent.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.RecordObjects(System.String)">
+ <summary>
+ Record the object state for undo purpose.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.Copy">
+ <summary>
+ Copy the current value of this field to the clipboard.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.CanPaste(System.Object)">
+ <summary>
+ Return true if the passed value can be copied over this field.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.Paste">
+ <summary>
+ Paste the clipboard data to this field.
+ Careful, you should do a type test before.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.GetValue">
+ <summary>
+ The current value of this field.
+ If not a field, returns null.
+ If multi object, return null if all the value aren't the same.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.GetValue``1">
+ <summary>
+ The current value of this field.
+ If not a field, returns null.
+ If multi object, return null if all the value aren't the same.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.GetValue(System.Object)">
+ <summary>
+ The value of this field, based on a specific object instance.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.GetValue``1(System.Object)">
+ <summary>
+ The value of this field, based on a specific object instance.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.GetValues">
+ <summary>
+ Get all instances value.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.GetValues``1">
+ <summary>
+ Get all instances value.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.ResetToDefault">
+ <summary>
+ Reset this field to its default value.
+ Object = null
+ Value Type = default(T)
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.SetValue(System.Object)">
+ <summary>
+ Set the value of this field.
+ Support undo. When calling this, assume undo will be "Set Value MyField"
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.SetValue(System.Object,System.Object)">
+ <summary>
+ Set the value of this field, based on a specific object instance.
+ Does not support undo, should be recorded before calling.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.SetDirty">
+ <summary>
+ Flags the related serialized instance as dirty.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.RefreshFields">
+ <summary>
+ Reparse the internal sub-fields of this field.
+ Useful when a list or an object changed.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.SortFields">
+ <summary>
+ Sort all children fields.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.GetInfoByPath(UnityEngine.Object,System.String)">
+ <summary>
+ Get a MemberInfo from a serializable path.
+ The "Path" property from a InspectorField is a valid path.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.GetValueByPath(UnityEngine.Object,System.String)">
+ <summary>
+ Get a value from a serializable path.
+ The "Path" property from a InspectorField is a valid path.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.SetValueByPath(UnityEngine.Object,System.String,System.Object)">
+ <summary>
+ Set a value by a serializable path.
+ The "Path" property from a InspectorField is a valid path.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.GetIndexedProperties(AdvancedInspector.InspectorField,System.Collections.Generic.List{System.Collections.IList})">
+ <summary>
+ Return a list of indexed field. Work with List and Array.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.GetKeyedProperties(AdvancedInspector.InspectorField,System.Collections.Generic.List{System.Collections.IDictionary})">
+ <summary>
+ Return a list of keyed field. Work with IDictionary.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.GetMembers(AdvancedInspector.InspectorField,System.Object[])">
+ <summary>
+ Get fields from an object.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.GetMembers(AdvancedInspector.InspectorField,System.Object[],System.Boolean)">
+ <summary>
+ Get fields from an object.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorField.GetMembers(AdvancedInspector.InspectorField,System.Object[],System.Boolean,System.Boolean)">
+ <summary>
+ Get fields from an object. Bypass ignore Inspect and Expandable attributes.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Instances">
+ <summary>
+ The object owning this specific field.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.SerializedInstances">
+ <summary>
+ The serialized object owning this specific field.
+ May not be the same as the instance, or even the currently Selected item in the Inspector.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Prefab">
+ <summary>
+ The prefab parent to this object.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Info">
+ <summary>
+ The member info of this field.
+ PropertyInfo, FieldInfo or MethodInfo. Otherwise null.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Attributes">
+ <summary>
+ The attributes of this field, manually and by reflection.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.SerializedProperty">
+ <summary>
+ Used only for the Script object reference at the top, or hidden Unity property.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.GameObjects">
+ <summary>
+ Get the parents GameObjects in cases of components. Useful for undoes.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Parent">
+ <summary>
+ The parent field in case of nesting.
+ Null if directly at the top.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Fields">
+ <summary>
+ Subfields, such as field in an expandable object, or a list.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.InternalFields">
+ <summary>
+ Fields used for edition, are not drawn by the Inspector automaticly.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Depth">
+ <summary>
+ Indentation depth of this field.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.InspectorType">
+ <summary>
+ Is this field a method, field, property or a group?
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Undoable">
+ <summary>
+ External editor are sometimes used to browse non-Unity object.
+ Sadly, undo only works on valid Unity objects.
+ Also return false if one of the serializable parent became null or none.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Type">
+ <summary>
+ The type of this field.
+ In most case, would return the FieldInfo.FieldType or PropertyInfo.PropertyType
+ In case of a group, it returns null.
+ If this field is flagged as Runtime-Resolved, it returns the type of the current value.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.BaseType">
+ <summary>
+ In case of a collection, returns the base type.
+ Ex.: int[] or List(int), base type if int.
+ In a dictionary, return the value type.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.KeyType">
+ <summary>
+ In case of a dictionary, returns the key type.
+ Return null otherwise.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Inspect">
+ <summary>
+ The Inspect Attribute that made this field visible.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Editor">
+ <summary>
+ The Override Editor assigned to this field.
+ No field can be drawn without one.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Restrictor">
+ <summary>
+ A restrictor turns any field into a drop down list of specific choices.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Group">
+ <summary>
+ Is this field part of a group?
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Toolbar">
+ <summary>
+ Is this field part of a toolbar?
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Tab">
+ <summary>
+ Is this field visibility controlled by a tab?
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.SelectedTab">
+ <summary>
+ In cases of tabs, this is the currently selected tab enum value.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Descriptor">
+ <summary>
+ The Descriptor assigned to this field. Name, tooltip, icon, etc.
+ In case of multi-objects, there is no runtime invokation and the descriptor returned is the one on the member.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Static">
+ <summary>
+ Returns true if the item inspected is static.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.ReadOnly">
+ <summary>
+ Readonly field cannot be edited.
+ In case of multi-objects, if any is readonly, all are.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Animated">
+ <summary>
+ Is this field animated. Only works for fields, not property.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Help">
+ <summary>
+ The Help data being drawn after the field.
+ Does not work in multi-object edition.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Bypass">
+ <summary>
+ This field is a bypass field, and sub-field automaticly recieve that flag.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Expandable">
+ <summary>
+ Can this field be expanded?
+ It display the arrow button.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Expanded">
+ <summary>
+ Is this field open and displaying internal fields?
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Erased">
+ <summary>
+ Was this field erased?
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.DisplayAsParent">
+ <summary>
+ Is this object display as being part of the parent?
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.CreateDerived">
+ <summary>
+ Can this object field display the "+" sign to create a derived object from the base type?
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Name">
+ <summary>
+ Name of the label of that field.
+ Can be modified by Descriptor.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.FieldColor">
+ <summary>
+ The color of the editable field.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.BackgroundColor">
+ <summary>
+ The color of the background (ex.: Expandable box)
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Priority">
+ <summary>
+ Priority of a field, used when sorting.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Order">
+ <summary>
+ The order at which this field was found in the code.
+ If an indexed field, return the index.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Label">
+ <summary>
+ If false, this field does not draw its label.
+ Useful for toolbar.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Style">
+ <summary>
+ The specific style this field is draw with.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Path">
+ <summary>
+ Internal path to this specific field.
+ Used to keep persistant data across selection.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Hidden">
+ <summary>
+ Many thing can prevent a field from being drawn. Ex.: InspectAttribute can hide it.
+ If internal data from Unity return an exception on read, we skip it.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Editable">
+ <summary>
+ Return false is any of the serialized parent have the hide flag "Not Editable".
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Modified">
+ <summary>
+ Return true if the item is different from it's prefab parent.
+ Always return false if it's a non-value type and not a ref (UnityEngine.Object).
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Mixed">
+ <summary>
+ Return true when editing multiple object that doesn't have the same value.
+ Always return true if they are objects and not the same instance.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Similar">
+ <summary>
+ Return true if all instances are of the same type.
+ Which mean they are expandable even in multi-objects edition
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Index">
+ <summary>
+ Index of the field in a list or array.
+ Return -1 if not part of a collection.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.IsList">
+ <summary>
+ Is this a collection? (array or list)
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Key">
+ <summary>
+ When in a dictionary, the key of this value.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.IsDictionary">
+ <summary>
+ Is this a dictionary? (UDictionary)
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.Count">
+ <summary>
+ Returns the current number of children.
+ In case of list, returns the number of items in it.
+ In case of multiples list, return -1 if all list doesn't have the same number of items.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorField.OverloadToString">
+ <summary>
+ Test if the current type overload ToString properly.
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.InspectorType">
+ <summary>
+ Type of InspectorField.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorType.None">
+ <summary>
+ Empty unset field
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorType.Field">
+ <summary>
+ Field containing a FieldInfo
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorType.Property">
+ <summary>
+ Field containing a PropertyInfo
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorType.Method">
+ <summary>
+ Field containing a MethodInfo
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorType.Serialized">
+ <summary>
+ The InspectorField is only a wrapper around a SerializedProperty object.
+ To use in case of hidden property in the Unity API.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorType.Group">
+ <summary>
+ Field that is a group of other field.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorType.Toolbar">
+ <summary>
+ Field that is drawn as a toolbar. (horizontal group)
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorType.Unlinked">
+ <summary>
+ Unlinked field just stores a value internally and is not bound to an object.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorType.Script">
+ <summary>
+ The top field, the reference towards the original script.
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.InspectorPreferences">
+ <summary>
+ Handles the Advanced Inspector preferences.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorPreferences.IsDragControl(AdvancedInspector.InspectorPreferences.InspectorDragControl)">
+ <summary>
+ Returns true if the control is valid in the current Event context.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorPreferences.IsControl(AdvancedInspector.InspectorPreferences.InspectorModifierControl)">
+ <summary>
+ Returns true if the control is valid in the current Event context.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorPreferences.Style">
+ <summary>
+ The style collection used for the different element.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorPreferences.InspectDefaultItems">
+ <summary>
+ If true, all classes that do not have a Custom Editor are drawn by Advanced Inspector.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorPreferences.ValueScroll">
+ <summary>
+ The control for scrolling numbers.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorPreferences.CopyPaste">
+ <summary>
+ The control to copy-paste by drag.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorPreferences.MassExpand">
+ <summary>
+ The control modifier used when clicking on an expansion arrow. Expand/Collapse sub-nodes.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorPreferences.Contextual">
+ <summary>
+ Usually to open the contextual menu, you do Right-Click.
+ In some cases, people may not have access to a proper right-click, so they can do CTRL+Click for example.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorPreferences.ExtraIndentation">
+ <summary>
+ Extra indentation applied to boxes.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorPreferences.LargeCollection">
+ <summary>
+ The maximum number of displayed item in a collection. Trigger the large collection arrow display beyond that.
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.InspectorPreferences.InspectorDragControl">
+ <summary>
+ The accepted control that involves dragging.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorPreferences.InspectorDragControl.None">
+ <summary>
+ The control is turned off.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorPreferences.InspectorDragControl.Drag">
+ <summary>
+ Single drag.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorPreferences.InspectorDragControl.AltDrag">
+ <summary>
+ Alt+Drag
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorPreferences.InspectorDragControl.ControlDrag">
+ <summary>
+ Control+Drag
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorPreferences.InspectorDragControl.ShiftDrag">
+ <summary>
+ Shift+Drag
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.InspectorPreferences.InspectorModifierControl">
+ <summary>
+ The modifier keys involded in non-dragging action.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorPreferences.InspectorModifierControl.Alt">
+ <summary>
+ Alt Key
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorPreferences.InspectorModifierControl.Control">
+ <summary>
+ Control Key
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorPreferences.InspectorModifierControl.Shift">
+ <summary>
+ Shift Key
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.InspectorPreview">
+ <summary>
+ This class handles the rendering and input of the Preview zone.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorPreview.Targets">
+ <summary>
+ Object to be previewed
+ Supported type;
+ GameObject
+ Mesh
+ Material
+ Texture
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.InspectorStyle">
+ <summary>
+ The different internal style.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorStyle.Empty">
+ <summary>
+ No boxes, no nothing. Clean, similar to Unity default.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorStyle.Round">
+ <summary>
+ Round boxes.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.InspectorStyle.Flat">
+ <summary>
+ Unity flat style
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.InspectorWrapper">
+ <summary>
+ A wrapper recongnized by the internal inspector so that non-UnityEngine.Object can be inspected.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorWrapper.Select(System.Object)">
+ <summary>
+ Force Unity's "Selection" to use a non-unity object.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorWrapper.IsSelected(System.Object)">
+ <summary>
+ Is this object selected by Unity's Selection?
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.InspectorWrapper.GetSelection``1">
+ <summary>
+ Get currenty Unity's Selection
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.InspectorWrapper.Tag">
+ <summary>
+ Object to Inspector
+ </summary>
+ </member>
+ <member name="T:Clipboard">
+ <summary>
+ A copy/paste buffer.
+ Does not use the System buffer, as it's limited to a string and Unity does not provide a uniformed string serialization.
+ </summary>
+ </member>
+ <member name="M:Clipboard.CreateInstance(System.Type)">
+ <summary>
+ Create an instance of type
+ Works with values, list, array, scriptableObject, string
+ Components are ignored.
+ </summary>
+ </member>
+ <member name="M:Clipboard.CreateInstance(UnityEngine.MonoBehaviour,System.Type)">
+ <summary>
+ Create an instance of type
+ Works with values, list, array, scriptableObject, string
+ Components are ignored.
+
+ The owner MonoBeahviour is used in case of the creation of a ComponentMonoBehaviour for its internal binding.
+ </summary>
+ </member>
+ <member name="M:Clipboard.Copy(System.Object)">
+ <summary>
+ Perform a deep copy if an object.
+ Does not perform copies of Components or GameObject
+ Values are returned as is (ex.: 14)
+ strings are cloned.
+ List/Array are enumerated and copied.
+ Everything else is deep copied by fields.
+ </summary>
+ </member>
+ <member name="M:Clipboard.TryConvertion(System.Type,System.Object@)">
+ <summary>
+ Test if the current clipboard data can be converted into a specific type.
+ Ex.: int to string
+ </summary>
+ </member>
+ <member name="M:Clipboard.TryConvertion``1(``0@)">
+ <summary>
+ Test if the current clipboard data can be converted into a specific type.
+ Ex.: int to string
+ </summary>
+ </member>
+ <member name="M:Clipboard.CanConvert(System.Type,System.Object)">
+ <summary>
+ Return true if an object is convertable to a type.
+ </summary>
+ </member>
+ <member name="P:Clipboard.Data">
+ <summary>
+ In case of any normal object, returns deep copy of that object.
+ In case of a Component, returns the original so you can apply it on a GameObject yourself (sorry)
+ In case of a UnityEngine.Object, create a new one and perforce a Serialization Copy.
+ </summary>
+ </member>
+ <member name="P:Clipboard.Type">
+ <summary>
+ Type of the current data in the clipboard.
+ </summary>
+ </member>
+ <member name="T:Separator">
+ <summary>
+ A separator holds two control side by side and divide them with a draggable line.
+ It can be horizontal or vertical.
+ </summary>
+ </member>
+ <member name="M:Separator.Draw(UnityEngine.Rect)">
+ <summary>
+ Draw the whole region holding the two control and the separator.
+ The separator pass down the proper region to Draw of the sub-controls.
+ Returns true if the window needs to be repainted.
+ </summary>
+ </member>
+ <member name="P:DragEventArgs.Target">
+ <summary>
+ Targeted object
+ </summary>
+ </member>
+ <member name="P:DragEventArgs.InBetween">
+ <summary>
+ Is on top of the target
+ </summary>
+ </member>
+ <member name="P:DragEventArgs.Dragged">
+ <summary>
+ Selecttion dragged
+ </summary>
+ </member>
+ <member name="T:EnumExtension">
+ <summary>
+ Extends Enum with some bitfields related method.
+ </summary>
+ </member>
+ <member name="M:EnumExtension.Append``1(System.Enum,``0)">
+ <summary>
+ Add a value to a bitfield.
+ </summary>
+ </member>
+ <member name="M:EnumExtension.Remove``1(System.Enum,``0)">
+ <summary>
+ Remove a value from a bitfield.
+ </summary>
+ </member>
+ <member name="M:EnumExtension.Has``1(System.Enum,``0)">
+ <summary>
+ Test if a bitfield has a value.
+ </summary>
+ </member>
+ <member name="M:EnumExtension.GetAttribute``1(System.Enum)">
+ <summary>
+ Gets an attribute on an enum field value
+ </summary>
+ <typeparam name="T">The type of the attribute you want to retrieve</typeparam>
+ <param name="enumVal">The enum value</param>
+ <returns>The attribute of type T that exists on the enum value</returns>
+ </member>
+ <member name="T:TypeExtension">
+ <summary>
+ Extends Enum with some bitfields related method.
+ </summary>
+ </member>
+ <member name="M:TypeExtension.GetBaseGenericType(System.Type)">
+ <summary>
+ Returns the nearest parent class that is generic.
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.DateTimeDialog">
+ <summary>
+ The DateTime dialog is a date picker that is day/week accurate.
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.ModalWindow">
+ <summary>
+ Define a popup window that return a result.
+ Base class for IModal implementation.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.ModalWindow.TITLEBAR">
+ <summary>
+ Top title bar height
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.ModalWindow.owner">
+ <summary>
+ The object that invoked this modal.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.ModalWindow.result">
+ <summary>
+ Internal modal result.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.ModalWindow.#ctor">
+ <summary>
+ Default constructor.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.ModalWindow.OnLostFocus">
+ <summary>
+ Invoked by Unity when the user click outside the window.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.ModalWindow.Cancel">
+ <summary>
+ Called when pressing Escape or Cancel.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.ModalWindow.Ok">
+ <summary>
+ Called when pressing Enter or Ok.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.ModalWindow.Exist``1">
+ <summary>
+ Does this specific modal type exist?
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.ModalWindow.OnGUI">
+ <summary>
+ Usually you should not override this.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.ModalWindow.Draw(UnityEngine.Rect)">
+ <summary>
+ Implement your draw items here.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.ModalWindow.Result">
+ <summary>
+ Result of this modal window.
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.DateTimeDialog.HEIGHT">
+ <summary>
+ Height of dialog
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.DateTimeDialog.WIDTH">
+ <summary>
+ Width of dialog
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.DateTimeDialog.Create(AdvancedInspector.IModal,System.DateTime,UnityEngine.Vector2)">
+ <summary>
+ Create this dialog.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.DateTimeDialog.Draw(UnityEngine.Rect)">
+ <summary>
+ Draw the dialog region.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.DateTimeDialog.Time">
+ <summary>
+ Modified DateTime if Result is Ok
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.Toolbox">
+ <summary>
+ The toolbox is a generic way of display a selection to the user.
+ Any EditorWindow that implement IToolbox will call it when CTRL+Q is request it.
+ It is up to the window to fill the content of the Toolbox.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.Toolbox.AddItem(System.Object,System.String,System.String,UnityEngine.Texture)">
+ <summary>
+ Add an item to the toolbox list.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.Toolbox.Create(AdvancedInspector.IModal,System.String,System.Collections.Generic.List{AdvancedInspector.DescriptorPair},UnityEngine.Vector2)">
+ <summary>
+ Create a toolbox for this IModal.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.Toolbox.Create(AdvancedInspector.IModal,System.String,System.Collections.Generic.List{AdvancedInspector.DescriptorPair},UnityEngine.Vector2,System.String)">
+ <summary>
+ Create a toolbox for this IModal.
+ </summary>
+ </member>
+ <member name="M:AdvancedInspector.Toolbox.Draw(UnityEngine.Rect)">
+ <summary>
+ IControl implementation
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.Toolbox.Items">
+ <summary>
+ List of items visible by this toolbox.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.Toolbox.Selection">
+ <summary>
+ The current selection.
+ </summary>
+ </member>
+ <member name="P:AdvancedInspector.Toolbox.Search">
+ <summary>
+ The search term entered in the search field.
+ </summary>
+ </member>
+ <member name="T:AdvancedInspector.WindowResult">
+ <summary>
+ Result returned by a Modal Window
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.WindowResult.None">
+ <summary>
+ No result, no action taken
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.WindowResult.Ok">
+ <summary>
+ Ok or Enter
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.WindowResult.Cancel">
+ <summary>
+ Cancel or Escape
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.WindowResult.Invalid">
+ <summary>
+ An error occured
+ </summary>
+ </member>
+ <member name="F:AdvancedInspector.WindowResult.LostFocus">
+ <summary>
+ User clicked outside the modal
+ </summary>
+ </member>
+ <member name="T:TreeView">
+ <summary>
+ A control that is a list of item that can be nested.
+ Support drag and drop, editing and sorting.
+ </summary>
+ </member>
+ <member name="M:TreeView.BuildVisibility">
+ <summary>
+ Refresh the list of visible item when the items list has changed.
+ </summary>
+ </member>
+ <member name="M:TreeView.BuildVisibility(System.Collections.Generic.List{TreeViewItem},System.Collections.Generic.List{TreeViewItem})">
+ <summary>
+ Refresh the list of visible item when the items list has changed.
+ </summary>
+ </member>
+ <member name="P:TreeView.Selection">
+ <summary>
+ Current selected tags.
+ </summary>
+ </member>
+ <member name="P:TreeView.Count">
+ <summary>
+ Number of visible nodes.
+ </summary>
+ </member>
+ </members>
+</doc>