Orb effects
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231
Assets/Plugins/Demigiant/DemiLib/Core/DemiLib.xml
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231
Assets/Plugins/Demigiant/DemiLib/Core/DemiLib.xml
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<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>DemiLib</name>
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</assembly>
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<members>
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<member name="T:DG.DemiLib.Attributes.DeScriptExecutionOrderAttribute">
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<summary>
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<code>Class attribute</code><para/>
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Sets the script execution order index
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</summary>
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</member>
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<member name="M:DG.DemiLib.Attributes.DeScriptExecutionOrderAttribute.#ctor(System.Int32)">
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<summary>
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Sets the script execution order for this class
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</summary>
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<param name="order">Script execution order index</param>
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</member>
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<member name="F:DG.DemiLib.Core.GUIUtils.isProSkin">
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<summary>
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Set when calling <code>DeGUI.BeginGUI</code>
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</summary>
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</member>
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<member name="T:DG.DemiLib.DeColorPalette">
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<summary>
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Stores a color palette, which can be passed to default DeGUI layouts when calling <code>DeGUI.BeginGUI</code>,
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and changed at any time by calling <code>DeGUI.ChangePalette</code>.
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You can inherit from this class to create custom color palettes with more hColor options.
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</summary>
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</member>
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<member name="M:DG.DemiLib.DeColorPalette.HexToColor(System.String)">
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<summary>
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Converts a HEX color to a Unity Color and returns it
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</summary>
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<param name="hex">The HEX color, either with or without the initial # (accepts both regular and short format)</param>
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</member>
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<member name="T:DG.DemiLib.DeColorGlobal">
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<summary>
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Global colors
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</summary>
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</member>
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<member name="T:DG.DemiLib.DeColorBG">
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<summary>
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Background colors
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</summary>
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</member>
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<member name="F:DG.DemiLib.DeColorBG.editor">
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<summary>Editor background color</summary>
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</member>
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<member name="T:DG.DemiLib.DeColorContent">
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<summary>
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Content colors
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</summary>
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</member>
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<member name="T:DG.DemiLib.DeToggleColors">
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<summary>
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Toggle button specific colors
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</summary>
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</member>
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<member name="T:DG.DemiLib.DeInputUtils">
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<summary>
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Various Input utils
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</summary>
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</member>
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<member name="M:DG.DemiLib.DeInputUtils.IsNumKeyDown">
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<summary>
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Returns a number key int if a number key was pressed in this frame, or -1 otherwise
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</summary>
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<returns></returns>
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</member>
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<member name="T:DG.DemiLib.DeScope">
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<summary>
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Extend this to replicate Unity's Scope system with any Unity version.
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Thanks to Dmitriy Yukhanov for pointing this out and creating an initial version.
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Expand this class to create scopes.<para/>
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Example:
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<code>public class VBoxScope : DeScope
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{
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public VBoxScope(GUIStyle style)
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{
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BeginVBox(style);
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}
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protected override void CloseScope()
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{
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EndVBox();
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}
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}</code>
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Usage:
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<code>using (new VBoxScope(myStyle) {
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// Do something
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}</code>
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</summary>
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</member>
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<member name="T:DG.DemiLib.DeSkinColor">
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<summary>
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Contains both free and pro skins color variations,
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and automatically returns the correct one when converted to Color
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</summary>
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</member>
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<member name="T:DG.DemiLib.External.DeHierarchyComponent">
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<summary>
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Used by DeHierarchy
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</summary>
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</member>
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<member name="M:DG.DemiLib.External.DeHierarchyComponent.MissingItemsIndexes">
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<summary>
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Returns a list of all items whose gameObject is NULL, or NULL if there's no missing gameObjects.
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</summary>
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</member>
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<member name="M:DG.DemiLib.External.DeHierarchyComponent.StoreItemColor(UnityEngine.GameObject,DG.DemiLib.External.DeHierarchyComponent.HColor)">
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<summary>
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If the item exists sets it, otherwise first creates it and then sets it
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</summary>
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</member>
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<member name="M:DG.DemiLib.External.DeHierarchyComponent.StoreItemIcon(UnityEngine.GameObject,DG.DemiLib.External.DeHierarchyComponent.IcoType)">
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<summary>
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If the item exists sets it, otherwise first creates it and then sets it
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</summary>
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</member>
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<member name="M:DG.DemiLib.External.DeHierarchyComponent.StoreItemSeparator(UnityEngine.GameObject,System.Nullable{DG.DemiLib.External.DeHierarchyComponent.SeparatorType},System.Nullable{DG.DemiLib.External.DeHierarchyComponent.HColor})">
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<summary>
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If the item exists sets it, otherwise first creates it and then sets it
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</summary>
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</member>
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<member name="M:DG.DemiLib.External.DeHierarchyComponent.RemoveItemData(UnityEngine.GameObject)">
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<summary>
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Returns TRUE if the item existed and was removed.
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</summary>
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</member>
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<member name="M:DG.DemiLib.External.DeHierarchyComponent.ResetSeparator(UnityEngine.GameObject)">
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<summary>
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Returns TRUE if the item existed and was changed.
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</summary>
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</member>
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<member name="M:DG.DemiLib.External.DeHierarchyComponent.GetItem(UnityEngine.GameObject)">
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<summary>
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Returns the customizedItem for the given gameObject, or NULL if none was found
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</summary>
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</member>
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<member name="M:DG.DemiLib.External.DeHierarchyComponent.GetColor(DG.DemiLib.External.DeHierarchyComponent.HColor)">
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<summary>
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Returns the color corresponding to the given <see cref="T:DG.DemiLib.External.DeHierarchyComponent.HColor"/>
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</summary>
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</member>
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<member name="P:DG.DemiLib.IEditorGUINode.id">
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<summary>Must be univocal</summary>
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</member>
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<member name="P:DG.DemiLib.IEditorGUINode.guiPosition">
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<summary>Node position in editor GUI</summary>
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</member>
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<member name="P:DG.DemiLib.IEditorGUINode.connectedNodesIds">
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<summary>Ids of all forward connected nodes. Length indicates how many forward connections are allowed.
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Min length represents available connections from node.</summary>
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</member>
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<member name="T:DG.DemiLib.IntRange">
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<summary>
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A serializable struct including a min and a max int value
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</summary>
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</member>
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<member name="F:DG.DemiLib.IntRange.min">
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<summary>Min value</summary>
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</member>
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<member name="F:DG.DemiLib.IntRange.max">
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<summary>Max value</summary>
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</member>
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<member name="M:DG.DemiLib.IntRange.#ctor(System.Int32,System.Int32)">
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<summary>
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Creates a new Range
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</summary>
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</member>
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<member name="M:DG.DemiLib.IntRange.RandomWithin">
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<summary>
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Returns a random value within this range (min/max included)
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</summary>
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</member>
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<member name="M:DG.DemiLib.IntRange.ToString">
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<inheritdoc />
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</member>
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<member name="T:DG.DemiLib.Range">
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<summary>
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A serializable struct including a min and a max float value
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</summary>
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</member>
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<member name="F:DG.DemiLib.Range.min">
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<summary>Min value</summary>
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</member>
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<member name="F:DG.DemiLib.Range.max">
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<summary>Max value</summary>
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</member>
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<member name="M:DG.DemiLib.Range.#ctor(System.Single,System.Single)">
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<summary>
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Creates a new Range
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</summary>
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</member>
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<member name="M:DG.DemiLib.Range.RandomWithin">
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<summary>
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Returns a random value within this range (min/max included)
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</summary>
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</member>
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<member name="M:DG.DemiLib.Range.ToString">
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<inheritdoc />
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</member>
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<member name="M:DG.DemiLib.Utils.DeRuntimeUtils.GetOnlyComponentsInChildren``1(UnityEngine.GameObject,System.Boolean)">
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<summary>
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Returns ONLY the Components in the children, and ignores the parent.
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</summary>
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<param name="includeInactive">If TRUE also includes inactive children</param>
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</member>
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<member name="M:DG.DemiLib.Utils.DeRuntimeUtils.GetOnlyComponentInChildren``1(UnityEngine.GameObject,System.Boolean)">
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<summary>
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Returns the Component only if it's in a child, and ignores the parent.
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</summary>
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<param name="includeInactive">If TRUE also searches inactive children</param>
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</member>
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<member name="M:DG.DemiLib.Utils.DeRuntimeUtils.ToHex(UnityEngine.Color32,System.Boolean)">
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<summary>
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Returns a HEX version of the given Unity Color, without the initial #
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</summary>
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<param name="includeAlpha">If TRUE, also converts the alpha value and returns a hex of 8 characters,
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otherwise doesn't and returns a hex of 6 characters</param>
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</member>
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<member name="M:DG.DemiLib.Utils.DeRuntimeUtils.ToHex(UnityEngine.Color,System.Boolean)">
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<summary>
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Returns a HEX version of the given Unity Color, without the initial #
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</summary>
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<param name="includeAlpha">If TRUE, also converts the alpha value and returns a hex of 8 characters,
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otherwise doesn't and returns a hex of 6 characters</param>
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</member>
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</members>
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</doc>
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