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-rw-r--r--Assets/ThirdParty/Demigiant/DOTween/Editor/DOTweenEditor.XML130
1 files changed, 65 insertions, 65 deletions
diff --git a/Assets/ThirdParty/Demigiant/DOTween/Editor/DOTweenEditor.XML b/Assets/ThirdParty/Demigiant/DOTween/Editor/DOTweenEditor.XML
index db17f443..78cbb4db 100644
--- a/Assets/ThirdParty/Demigiant/DOTween/Editor/DOTweenEditor.XML
+++ b/Assets/ThirdParty/Demigiant/DOTween/Editor/DOTweenEditor.XML
@@ -1,65 +1,65 @@
-<?xml version="1.0"?>
-<doc>
- <assembly>
- <name>DOTweenEditor</name>
- </assembly>
- <members>
- <member name="T:DG.DOTweenEditor.DOTweenSetupMenuItem">
- <summary>
- Not used as menu item anymore, but as a utiity function
- </summary>
- </member>
- <member name="M:DG.DOTweenEditor.DOTweenSetupMenuItem.Setup(System.Boolean)">
- <summary>
- Setups DOTween
- </summary>
- <param name="partiallySilent">If TRUE, no warning window appears in case there is no need for setup</param>
- </member>
- <member name="M:DG.DOTweenEditor.Core.EditorUtils.SetEditorTexture(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
- <summary>
- Checks that the given editor texture use the correct import settings,
- and applies them if they're incorrect.
- </summary>
- </member>
- <member name="M:DG.DOTweenEditor.Core.EditorUtils.DOTweenSetupRequired">
- <summary>
- Returns TRUE if addons setup is required.
- </summary>
- </member>
- <member name="M:DG.DOTweenEditor.Core.EditorUtils.AssetExists(System.String)">
- <summary>
- Returns TRUE if the file/directory at the given path exists.
- </summary>
- <param name="adbPath">Path, relative to Unity's project folder</param>
- <returns></returns>
- </member>
- <member name="M:DG.DOTweenEditor.Core.EditorUtils.ADBPathToFullPath(System.String)">
- <summary>
- Converts the given project-relative path to a full path,
- with backward (\) slashes).
- </summary>
- </member>
- <member name="M:DG.DOTweenEditor.Core.EditorUtils.FullPathToADBPath(System.String)">
- <summary>
- Converts the given full path to a path usable with AssetDatabase methods
- (relative to Unity's project folder, and with the correct Unity forward (/) slashes).
- </summary>
- </member>
- <member name="M:DG.DOTweenEditor.Core.EditorUtils.ConnectToSourceAsset``1(System.String,System.Boolean)">
- <summary>
- Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
- If the asset already exists at the given path, loads it and returns it.
- Otherwise, either returns NULL or automatically creates it before loading and returning it
- (depending on the given parameters).
- </summary>
- <typeparam name="T">Asset type</typeparam>
- <param name="adbFilePath">File path (relative to Unity's project folder)</param>
- <param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
- </member>
- <member name="M:DG.DOTweenEditor.Core.EditorUtils.GetAssemblyFilePath(System.Reflection.Assembly)">
- <summary>
- Full path for the given loaded assembly, assembly file included
- </summary>
- </member>
- </members>
-</doc>
+<?xml version="1.0"?>
+<doc>
+ <assembly>
+ <name>DOTweenEditor</name>
+ </assembly>
+ <members>
+ <member name="T:DG.DOTweenEditor.DOTweenSetupMenuItem">
+ <summary>
+ Not used as menu item anymore, but as a utiity function
+ </summary>
+ </member>
+ <member name="M:DG.DOTweenEditor.DOTweenSetupMenuItem.Setup(System.Boolean)">
+ <summary>
+ Setups DOTween
+ </summary>
+ <param name="partiallySilent">If TRUE, no warning window appears in case there is no need for setup</param>
+ </member>
+ <member name="M:DG.DOTweenEditor.Core.EditorUtils.SetEditorTexture(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
+ <summary>
+ Checks that the given editor texture use the correct import settings,
+ and applies them if they're incorrect.
+ </summary>
+ </member>
+ <member name="M:DG.DOTweenEditor.Core.EditorUtils.DOTweenSetupRequired">
+ <summary>
+ Returns TRUE if addons setup is required.
+ </summary>
+ </member>
+ <member name="M:DG.DOTweenEditor.Core.EditorUtils.AssetExists(System.String)">
+ <summary>
+ Returns TRUE if the file/directory at the given path exists.
+ </summary>
+ <param name="adbPath">Path, relative to Unity's project folder</param>
+ <returns></returns>
+ </member>
+ <member name="M:DG.DOTweenEditor.Core.EditorUtils.ADBPathToFullPath(System.String)">
+ <summary>
+ Converts the given project-relative path to a full path,
+ with backward (\) slashes).
+ </summary>
+ </member>
+ <member name="M:DG.DOTweenEditor.Core.EditorUtils.FullPathToADBPath(System.String)">
+ <summary>
+ Converts the given full path to a path usable with AssetDatabase methods
+ (relative to Unity's project folder, and with the correct Unity forward (/) slashes).
+ </summary>
+ </member>
+ <member name="M:DG.DOTweenEditor.Core.EditorUtils.ConnectToSourceAsset``1(System.String,System.Boolean)">
+ <summary>
+ Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
+ If the asset already exists at the given path, loads it and returns it.
+ Otherwise, either returns NULL or automatically creates it before loading and returning it
+ (depending on the given parameters).
+ </summary>
+ <typeparam name="T">Asset type</typeparam>
+ <param name="adbFilePath">File path (relative to Unity's project folder)</param>
+ <param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
+ </member>
+ <member name="M:DG.DOTweenEditor.Core.EditorUtils.GetAssemblyFilePath(System.Reflection.Assembly)">
+ <summary>
+ Full path for the given loaded assembly, assembly file included
+ </summary>
+ </member>
+ </members>
+</doc>