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Diffstat (limited to 'Assets/Plugins/Editor/AdvancedInspector/AdvancedInspector.XML')
-rw-r--r-- | Assets/Plugins/Editor/AdvancedInspector/AdvancedInspector.XML | 1630 |
1 files changed, 1630 insertions, 0 deletions
diff --git a/Assets/Plugins/Editor/AdvancedInspector/AdvancedInspector.XML b/Assets/Plugins/Editor/AdvancedInspector/AdvancedInspector.XML new file mode 100644 index 00000000..a2386fed --- /dev/null +++ b/Assets/Plugins/Editor/AdvancedInspector/AdvancedInspector.XML @@ -0,0 +1,1630 @@ +<?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> |