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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>
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