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