mirror of
https://github.com/tym1116/BH3.git
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2556 lines
140 KiB
XML
2556 lines
140 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>FullInspector-Editor</name>
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</assembly>
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<members>
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<member name="F:FullInspector.BehaviorEditor._editorTypes">
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<summary>
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A list of all types that have a CustomBehaviorEditorAttribute attribute.
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</summary>
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</member>
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<member name="F:FullInspector.BehaviorEditor._cachedBehaviorEditors">
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<summary>
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Cached property editors.
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</summary>
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</member>
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<member name="M:FullInspector.BehaviorEditor.SortByPropertyTypeRelevance(System.Collections.Generic.List{FullInspector.IBehaviorEditor})">
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<summary>
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If there are multiple user-defined property editors that report that they can edit a
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specific type, we sort the applicability of the property editor based on how close it's
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reported edited type is to the actual property type. This allows for, say, the
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IListPropertyEditor to override the ICollectionPropertyEditor.
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</summary>
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</member>
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<member name="M:FullInspector.BehaviorEditor.CreateEditor(System.Type)">
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<summary>
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Returns a set of property editors that can be used to edit the given property type.
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</summary>
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</member>
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<member name="M:FullInspector.BehaviorEditor.Get(System.Type)">
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<summary>
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Returns a behavior editor that can be used to edit the given behavior type.
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</summary>
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<param name="behaviorType">The type of behavior to edit. This should derive from
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BaseBehavior.</param>
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</member>
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<member name="M:FullInspector.Internal.BehaviorEditorTools.CanEdit(System.Type,FullInspector.CustomBehaviorEditorAttribute)">
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<summary>
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Returns true if the given dataType matches the given behaviorType. If the dataType is
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generic and the behaviorType is a generic definition, then the behaviorType will be
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instantiated with the same generic arguments as dataType.
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</summary>
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</member>
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<member name="M:FullInspector.Internal.BehaviorEditorTools.TryCreateInstance(System.Type,System.Type,System.Type,FullInspector.IBehaviorEditor@)">
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<summary>
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Creates a new instance of the given editorType. It is assumed that editorType extends
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IBehaviorEditor.
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</summary>
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</member>
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<member name="M:FullInspector.Internal.BehaviorEditorTools.TryCreateSpecificEditor(System.Type,System.Type,System.Type)">
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<summary>
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Attempt to create a new IBehaviorEditor instance.
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</summary>
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<param name="usedEditedType">The data type that is used for comparison with the behavior
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editor.</param>
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<param name="actualEditedType">The actual data type that that usedEditedType was derived
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from.</param>
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<param name="editorType">The type of editor we are trying to create.</param>
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<returns></returns>
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</member>
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<member name="M:FullInspector.Internal.BehaviorEditorTools.TryCreateEditor(System.Type,System.Type)">
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<summary>
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Attempts to create a behavior editor for the given edited data type from the given
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editor type.
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</summary>
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<param name="editedType">The type that is being edited.</param>
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<param name="editorType">The editor type.</param>
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<returns>A behavior editor that can edit the given edited type.</returns>
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</member>
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<member name="T:FullInspector.CustomAttributePropertyEditorAttribute">
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<summary>
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Allows an IPropertyEditor to be used as an attribute property editor.
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</summary>
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</member>
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<member name="F:FullInspector.CustomAttributePropertyEditorAttribute.AttributeActivator">
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<summary>
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The attribute type that activates this property editor.
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</summary>
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</member>
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<member name="F:FullInspector.CustomAttributePropertyEditorAttribute.ReplaceOthers">
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<summary>
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If true, then this attribute property editor will replace other property editors beneath
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it.
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</summary>
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</member>
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<member name="M:FullInspector.CustomAttributePropertyEditorAttribute.#ctor(System.Type)">
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<summary>
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Construct a new attribute instance.
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</summary>
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<param name="attributeActivator">The attribute type that activates this property
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editor.</param>
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</member>
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<member name="M:FullInspector.CustomAttributePropertyEditorAttribute.#ctor(System.Type,System.Boolean)">
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<summary>
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Construct a new attribute instance.
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</summary>
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<param name="attributeActivator">The attribute type that activates this property
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editor.</param>
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<param name="replaceOthers">If true, then this attribute property editor will replace
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other property editors beneath it.</param>
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</member>
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<member name="T:FullInspector.CustomBehaviorEditorAttribute">
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<summary>
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Mark a type as a custom behavior editor. That editor needs to derive from
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BehaviorEditor{TBehavior} and will be used as the editor for that behavior type.
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</summary>
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</member>
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<member name="F:FullInspector.CustomBehaviorEditorAttribute.BehaviorType">
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<summary>
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The behavior type to edit.
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</summary>
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</member>
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<member name="F:FullInspector.CustomBehaviorEditorAttribute.Inherit">
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<summary>
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True if this should editor should apply to derived types. Defaults to true.
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</summary>
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</member>
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<member name="T:FullInspector.CustomPropertyEditorAttribute">
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<summary>
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An annotation that signals that a class is a property editor for a given property type.
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</summary>
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<remarks>
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If the property editor is editing a generic type, then PropertyType should just be an open
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generic type reflecting the edited type. For example, for a List property editor,
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PropertyType should be typeof(List{}) (where {} are angle brackets).
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</remarks>
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</member>
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<member name="F:FullInspector.CustomPropertyEditorAttribute.PropertyType">
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<summary>
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The type of property that this class is a property editor for. This can be either a
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non-generic type or an open generic type (List{} is an open generic type, but List[int]
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is not).
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</summary>
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</member>
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<member name="F:FullInspector.CustomPropertyEditorAttribute.Inherit">
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<summary>
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Should this editor type be used for inherited PropertyTypes? If Inherit is true, then
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the first generic parameter of your property editor type will be automatically populated
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with the derived type that the property editor is being used to edit.
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</summary>
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</member>
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<member name="F:FullInspector.CustomPropertyEditorAttribute.DisableErrorOnUnityObject">
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<summary>
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Internal bool to prevent a warning emission if this property editor targets UnityObject
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types.
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</summary>
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</member>
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<member name="M:FullInspector.CustomPropertyEditorAttribute.#ctor(System.Type)">
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<summary>
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Mark this type as an IPropertyEditor. It will be instantiated automatically.
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</summary>
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<param name="propertyType">The type of property that this PropertyEditor is
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editing.</param>
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</member>
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<member name="M:FullInspector.CustomPropertyEditorAttribute.#ctor(System.Type,System.Boolean)">
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<summary>
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Mark this type as an IPropertyEditor. It will be instantiated automatically.
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</summary>
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<param name="propertyType">The type of property that this PropertyEditor is
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editing.</param>
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<param name="inherit">If true, then this PropertyEditor will also be used for types that
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derive from propertyType. If true, then this also has implications on the generic
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parameter list. See the documentation on the member variable for more
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information.</param>
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</member>
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<member name="T:FullInspector.DefaultBehaviorEditor">
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<summary>
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The default behavior editor is used whenever there is not a user-defined one that should be
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used instead.
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</summary>
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</member>
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<member name="T:FullInspector.DefaultBehaviorEditor`1">
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<summary>
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If you wish to just extend the default behavior editor by adding a section before/after it, you
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can just extend this class and override the appropriate methods.
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</summary>
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</member>
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<member name="T:FullInspector.FullInspectorCommonSerializedObjectEditor">
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<summary>
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An editor that provides a good inspector experience for types which derive from
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ISerializedObject.
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</summary>
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</member>
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<member name="F:FullInspector.FullInspectorCommonSerializedObjectEditor._editorShowSerializedState">
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<summary>
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This is accessed by the BaseBehaviorEditor (using reflection) to determine if the editor
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should show the value for _serializedState.
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</summary>
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</member>
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<member name="M:FullInspector.FullInspectorCommonSerializedObjectEditor.DrawOpenScriptButton(UnityEngine.Object)">
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<summary>
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Draws an open script button for the given object.
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</summary>
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</member>
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<member name="T:FullInspector.IAttributePropertyEditor">
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<summary>
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An IAttributePropertyEditor is identical to an IPropertyEditor, except that it also
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contains an Attribute parameter.
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</summary>
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</member>
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<member name="P:FullInspector.IAttributePropertyEditor.Attribute">
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<summary>
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The attribute that was used to create this editor.
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</summary>
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</member>
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<member name="T:FullInspector.AttributePropertyEditor`2">
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<summary>
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A property editor is the core editing abstraction used within FI. This allows for
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overriding of the default inspector logic for elements of a custom type. PropertyEditors
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are extremely similar to Unity's PropertyDrawers, except that they support generics and
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are fully type-safe. The AttributePropertyEditor is identical to the PropertyEditor, except
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that it is activated when a user adds an attribute to a type.
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</summary>
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<remarks>
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Recall that to get FI to actually use the property editor, you need to add the
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[CustomAttributePropertyEditor] attribute to the type with appropriate parameters.
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</remarks>
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<typeparam name="TElement">The element type that the editor will edit</typeparam>
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</member>
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<member name="M:FullInspector.IBehaviorEditor.OnEditorActivate(UnityEngine.Object)">
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<summary>
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Notification that the inspector/editor is now active.
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</summary>
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</member>
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<member name="M:FullInspector.IBehaviorEditor.OnEditorDeactivate(UnityEngine.Object)">
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<summary>
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Notification that the inspector/editor is no longer active.
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</summary>
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</member>
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<member name="M:FullInspector.IBehaviorEditorExtensions.EditWithGUILayout``1(FullInspector.IBehaviorEditor,``0)">
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<summary>
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This method makes it easy to use a typical behavior editor as a GUILayout style method,
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where the rect is taken care of.
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</summary>
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<param name="editor">The editor that is being used.</param>
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<param name="element">The element that is being edited.</param>
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</member>
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<member name="T:FullInspector.IPropertyEditor">
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<summary>
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Marks an object as a property editor.
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</summary>
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<remarks>
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This interface is split up into two parts, the core one that user's typically access,
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IPropertyEditor, and one that implements the actual editing API, IPropertyEditorEditAPI.
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<br />
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You almost certainly want to extend PropertyEditor{T} instead of this
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interface. It provides an automatic implementation for all methods and gives type-safety to
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your editor.
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</remarks>
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</member>
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<member name="P:FullInspector.IPropertyEditor.EditorChain">
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<summary>
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The editing chain that this editor is within. This can be used to fetch the next editor
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to use and the like.
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</summary>
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</member>
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<member name="M:FullInspector.IPropertyEditor.CanEdit(System.Type)">
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<summary>
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Can the editor edit the given type?
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</summary>
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</member>
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<member name="T:FullInspector.IPropertyEditorDefaultFoldoutState">
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<summary>
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An optional annotation for a property editor to specify its default foldout state.
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</summary>
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</member>
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<member name="P:FullInspector.IPropertyEditorDefaultFoldoutState.DefaultFoldoutState">
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<summary>
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The default foldout state for the property editor. If set to false, then the editor
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will be collapsed immediately.
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</summary>
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</member>
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<member name="T:FullInspector.PropertyEditor`1">
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<summary>
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A property editor is the core editing abstraction used within FI. This allows for overriding
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of the default inspector logic for elements of a custom type. PropertyEditors are extremely
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similar to Unity's PropertyDrawers, except that they support generics and are fully
|
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type-safe.
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</summary>
|
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<remarks>
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Recall that to get FI to actually use the property editor, you need to add the
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[CustomPropertyEditor] attribute to the type with appropriate parameters.
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</remarks>
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<typeparam name="TElement">The element type that the editor will edit</typeparam>
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</member>
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<member name="T:FullInspector.IPropertyEditorEditAPI">
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<summary>
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This is the core editing API that property editors use. We split the editing API and the
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IPropertyEditor interfaces into two as we define extension methods on IPropertyEditor that
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allows FI to run arbitrary code before/after the actual edit method executes.
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</summary>
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</member>
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<member name="M:FullInspector.IPropertyEditorEditAPI.Edit(UnityEngine.Rect,UnityEngine.GUIContent,System.Object,FullInspector.fiGraphMetadata)">
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<summary>
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Display a Unity inspector GUI that provides an editing interface for the given object.
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</summary>
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<param name="region">The rect on the screen to draw the GUI controls.</param>
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<param name="label">The label to label the controls with.</param>
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<param name="element">The element itself to edit. This can be mutated directly. For
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values which cannot be mutated, such as structs, the return value is used to update the
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stored value.</param>
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<returns>An updated instance of the element.</returns>
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</member>
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<member name="M:FullInspector.IPropertyEditorEditAPI.GetElementHeight(UnityEngine.GUIContent,System.Object,FullInspector.fiGraphMetadata)">
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<summary>
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Returns the height of the region that needs editing.
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</summary>
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<param name="label">The label that will be used when editing.</param>
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<param name="element">The element that will be edited.</param>
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<returns>The height of the region that needs editing.</returns>
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</member>
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<member name="M:FullInspector.IPropertyEditorEditAPI.GetFoldoutHeader(UnityEngine.GUIContent,System.Object)">
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<summary>
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Returns a header that should be used for the foldout. An item is displayed within a
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foldout when this property editor reaches a certain height.
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</summary>
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<param name="label">The current foldout label.</param>
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<param name="element">The current object element.</param>
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<returns>An updated label.</returns>
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</member>
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<member name="M:FullInspector.IPropertyEditorEditAPI.OnSceneGUI(System.Object)">
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<summary>
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Draw an optional scene GUI.
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</summary>
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<param name="element">The object instance to edit using the scene GUI.</param>
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<returns>An updated object instance.</returns>
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</member>
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<member name="P:FullInspector.IPropertyEditorEditAPI.DisplaysStandardLabel">
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<summary>
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Does this editor display a standard label that can instead be rendered with EditorGUI.Foldout?
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</summary>
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</member>
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<member name="T:FullInspector.CachedHeightMedatadata">
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<summary>
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The cached height metadata is used to optimize CPU/execution time for some memory so that
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we don't have to recompute heights multiple times over. In essence, if we call
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GetElementHeight from Edit, then GetElementHeight will short-circuit and just return a
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cached height.
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</summary>
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</member>
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<member name="T:FullInspector.PropertyEditorExtensions.BaseMethodCall">
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<summary>
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We store the current
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</summary>
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</member>
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<member name="F:FullInspector.PropertyEditorExtensions.BaseMethod">
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<summary>
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The current method that we are invoking.
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</summary>
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</member>
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<member name="M:FullInspector.PropertyEditorExtensions.GetEditingAPI(FullInspector.IPropertyEditor)">
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<summary>
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Helper method to fetch the editing API for an IPropertyEditor.
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</summary>
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</member>
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<member name="M:FullInspector.PropertyEditorExtensions.Edit``1(FullInspector.IPropertyEditor,UnityEngine.Rect,UnityEngine.GUIContent,``0,FullInspector.fiGraphMetadataChild)">
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<summary>
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Display a Unity inspector GUI that provides an editing interface for the given object.
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</summary>
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<param name="region">The rect on the screen to draw the GUI controls.</param>
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<param name="label">The label to label the controls with.</param>
|
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<param name="element">The element itself to edit. This can be mutated directly. For
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values which cannot be mutated, such as structs, the return value is used to update the
|
|
stored value.</param>
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<returns>An updated instance of the element.</returns>
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</member>
|
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<member name="M:FullInspector.PropertyEditorExtensions.GetDropdownMetadata(FullInspector.IPropertyEditor,FullInspector.fiGraphMetadata)">
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<summary>
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Fetches the dropdown metadata instance that should be used. This performs any necessary initialization.
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</summary>
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</member>
|
|
<member name="M:FullInspector.PropertyEditorExtensions.GetElementHeight``1(FullInspector.IPropertyEditor,UnityEngine.GUIContent,``0,FullInspector.fiGraphMetadataChild)">
|
|
<summary>
|
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Returns the height of the region that needs editing.
|
|
</summary>
|
|
<param name="label">The label that will be used when editing.</param>
|
|
<param name="element">The element that will be edited.</param>
|
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<returns>The height of the region that needs editing.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.PropertyEditorExtensions.GetFoldoutHeader``1(FullInspector.IPropertyEditor,UnityEngine.GUIContent,``0)">
|
|
<summary>
|
|
Returns a header that should be used for the foldout. An item is displayed within a
|
|
foldout when this property editor reaches a certain height.
|
|
</summary>
|
|
<param name="label">The current foldout label.</param>
|
|
<param name="element">The current object element.</param>
|
|
<returns>An updated label.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.PropertyEditorExtensions.OnSceneGUI``1(FullInspector.IPropertyEditor,``0)">
|
|
<summary>
|
|
Draw an optional scene GUI.
|
|
</summary>
|
|
<param name="element">The object instance to edit using the scene GUI.</param>
|
|
<returns>An updated object instance.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.PropertyEditorExtensions.EditWithGUILayout``1(FullInspector.IPropertyEditor,UnityEngine.GUIContent,``0,FullInspector.fiGraphMetadataChild)">
|
|
<summary>
|
|
This method makes it easy to use a typical property editor as a GUILayout style method,
|
|
where the rect is taken care of.
|
|
</summary>
|
|
<param name="editor">The editor that is being used.</param>
|
|
<param name="label">The label to edit the region with.</param>
|
|
<param name="element">The element that is being edited.</param>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.CompilationDetector">
|
|
<summary>
|
|
Detects when Unity is recompiling code. Before a recompile happens, all state is saved and
|
|
after the recompilation is finished all state is restored.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.CompilationDetector._saved">
|
|
<summary>
|
|
True if we have detected a compile but have already saved. This is set to false by Unity
|
|
after a compilation has finished.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.CompilationDetector._restored">
|
|
<summary>
|
|
True if everything has been restored. This is set to false by Unity after a compilation
|
|
/ reload has occurred.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.PlayModeDetector">
|
|
<summary>
|
|
Detects when the editor has entered or left play mode or has paused.
|
|
</summary>
|
|
<remarks>
|
|
This class is currently disabled / not used, but it remains here because the code is tricky
|
|
to get right and may be useful in the future.
|
|
</remarks>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.PlayModeDetector.EditorTransition">
|
|
<summary>
|
|
A transition that the editor can go through.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.PlayModeDetector.EditorTransition.PreIntoPlay">
|
|
<summary>
|
|
The editor is about to enter play mode but has yet to go through Unity
|
|
serialization.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.PlayModeDetector.EditorTransition.PostIntoPlay">
|
|
<summary>
|
|
The editor is about to enter play mode and has just gone through Unity
|
|
serialization.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.PlayModeDetector.EditorTransition.PostOutPlay">
|
|
<summary>
|
|
The editor is leaving play mode and has just gone through Unity serialization.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.PlayModeDetector.EditorTransition.IntoPause">
|
|
<summary>
|
|
The editor is about to enter pause mode
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.PlayModeDetector.EditorTransition.OutPause">
|
|
<summary>
|
|
The editor is about to leave pause mode
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.PlayModeDetector._lastPlaying">
|
|
<summary>
|
|
The last playing state
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.PlayModeDetector._lastPaused">
|
|
<summary>
|
|
The last paused state
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.PlayModeDetector.OnTransition(FullInspector.Internal.PlayModeDetector.EditorTransition)">
|
|
<summary>
|
|
This function is called when the editor is undergoing a play mode related transition.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.SceneSaveProcessor">
|
|
<summary>
|
|
This processor saves the state of any unsaved BaseBehavior instances when the scene has been
|
|
saved. This type isn't necessary as the BaseBehaviorEditor manages saving everything, but it
|
|
provides some extra data protection.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.PropertyEditor">
|
|
<summary>
|
|
Manages the discovery of PropertyEditor class instances.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.PropertyEditor.CachedType.EditedType">
|
|
<summary>
|
|
The type of the edited object.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.PropertyEditor.CachedType.EditedAttributes">
|
|
<summary>
|
|
The attributes associated with the edited type.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.PropertyEditor._editorTypes">
|
|
<summary>
|
|
A list of all types that have a CustomPropertyEditorAttribute attribute.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.PropertyEditor._cachedPropertyEditors">
|
|
<summary>
|
|
Cached property editors.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.PropertyEditor.SortByPropertyTypeRelevance(System.Collections.Generic.List{FullInspector.IPropertyEditor})">
|
|
<summary>
|
|
If there are multiple user-defined property editors that report that they can edit a
|
|
specific type, we sort the applicability of the property editor based on how close it's
|
|
reported edited type is to the actual property type. This allows for, say, the
|
|
IListPropertyEditor to override the ICollectionPropertyEditor.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.PropertyEditor.GetCachedEditors(System.Type,System.Reflection.ICustomAttributeProvider)">
|
|
<summary>
|
|
Returns a set of property editors that can be used to edit the given property type.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.PropertyEditor.Get(System.Type,System.Reflection.ICustomAttributeProvider)">
|
|
<summary>
|
|
Returns a PropertyEditorChain that can edit the given type. The PropertyEditorChain will
|
|
contain all of the IPropertyEditor instances which reported that they could edit the
|
|
given type (with the associated set of attributes). To get an actual property editor,
|
|
use chain.FirstEditor or a similar method.
|
|
</summary>
|
|
<param name="propertyType">The type of property/field that is being edited.</param>
|
|
<param name="editedAttributes">Provides attributes that may override the default
|
|
property editor. This parameter can safely be set to null.</param>
|
|
<returns>A property editor chain composed of property editors which can edit the given
|
|
property type.</returns>
|
|
</member>
|
|
<member name="T:FullInspector.PropertyEditorChain">
|
|
<summary>
|
|
In Full Inspector, there are typically a large number of property editors that can be used
|
|
for each type, for example, a user defined editor, then the abstract editor, then the
|
|
reflected editor. PropertyEditorChain encapsulates this idea and makes it easy to retrieve
|
|
the next editor that will be used.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.PropertyEditorChain._editors">
|
|
<summary>
|
|
The editing chain. The most applicable editor is at index 0 (followed by the next most
|
|
applicable at index 1, ...).
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.PropertyEditorChain.AddEditor(FullInspector.IPropertyEditor)">
|
|
<summary>
|
|
Adds an editor to the end of this chain.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.PropertyEditorChain.HasNextEditor(FullInspector.IPropertyEditor)">
|
|
<summary>
|
|
Returns true if there is another editor after the given one.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.PropertyEditorChain.GetNextEditor(FullInspector.IPropertyEditor)">
|
|
<summary>
|
|
Returns the next editor that will be used, or null if the given editor is either the
|
|
last one or was not found in the chain.
|
|
</summary>
|
|
<param name="editor">The editor that is currently being used.</param>
|
|
<returns>The next editor, or null if there is no next one.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.PropertyEditorChain.SkipUntilNot(System.Type[])">
|
|
<summary>
|
|
Returns the first property editor in this chain that is not an instance of any of the
|
|
given types.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.PropertyEditorChain.FirstEditor">
|
|
<summary>
|
|
Returns the first property editor in this chain.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.PropertyEditorTools.CanEdit(System.Type,FullInspector.CustomPropertyEditorAttribute)">
|
|
<summary>
|
|
Returns true if the given dataType matches the given propertyType. If the dataType is
|
|
generic and the propertyType is a generic definition, then the propertyType will be
|
|
instantiated with the same generic arguments as dataType.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.PropertyEditorTools.TryCreateInstance(System.Type,System.Type,System.Type,System.Reflection.ICustomAttributeProvider,FullInspector.IPropertyEditor@)">
|
|
<summary>
|
|
Creates a new instance of the given editorType. It is assumed that editorType extends
|
|
IPropertyEditor.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.PropertyEditorTools.TryCreateSpecificEditor(System.Type,System.Type,System.Type,System.Reflection.ICustomAttributeProvider)">
|
|
<summary>
|
|
Attempt to create a new IPropertyEditor instance.
|
|
</summary>
|
|
<param name="usedEditedType">The data type that is used for comparison with the property
|
|
editor.</param>
|
|
<param name="actualEditedType">The actual data type that that usedEditedType was derived
|
|
from.</param>
|
|
<param name="editorType">The type of editor we are trying to create.</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.PropertyEditorTools.TryCreateEditor(System.Type,System.Type,System.Reflection.ICustomAttributeProvider,System.Boolean)">
|
|
<summary>
|
|
Attempts to create a property editor for the given edited data type from the given
|
|
editor type.
|
|
</summary>
|
|
<param name="editedType">The type that is being edited.</param>
|
|
<param name="editorType">The editor type.</param>
|
|
<param name="attributes">The attributes that were specified for the type.</param>
|
|
<param name="forceInherit">Should inheritance behavior be forced? The expected value is false.</param>
|
|
<returns>A property editor that can edit the given edited type.</returns>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.AbstractTypeAnimationMetadata.ChangedTypes">
|
|
<summary>
|
|
We only animate the abstract type height when we have changed types ourselves. If we
|
|
always animate when a height change occurs and the inside is also animating, then we
|
|
will create an "animation lag" which looks awful.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.AbstractTypePropertyEditor">
|
|
<summary>
|
|
Provides a property editor for types which cannot be instantiated directly and require the
|
|
user to select a specific instance to instantiate.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.AttributePropertyEditor._attributeEditorMappings">
|
|
<summary>
|
|
A map of attribute type to the IPropertyEditor type that is associated with that
|
|
attribute (via the CustomAttributePropertyEditorAttribute annotation).
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.AttributePropertyEditor._attributeReplaceMappings">
|
|
<summary>
|
|
A map of attribute type to if that property editor should replace all other editors
|
|
after it.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.EnumPropertyEditor">
|
|
<summary>
|
|
Provides a property editor for enums.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.NullablePropertyEditor">
|
|
<summary>
|
|
A property editor for nullable types.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.ReflectedPropertyEditor">
|
|
<summary>
|
|
The general property editor that takes over when there is no specific override. This uses
|
|
reflection to discover what values to edit.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.ReflectedPropertyEditor.MaximumNestingDepth">
|
|
<summary>
|
|
The maximum depth that the reflected editor will go to for automatic object reference
|
|
instantiation. Beyond this depth, the user will have the manually instantiate
|
|
references. We have a depth limit so that we don't end up in an infinite object
|
|
construction cycle.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.ReflectedPropertyEditor.ShouldAutoInstantiate">
|
|
<summary>
|
|
This returns true if automatic instantiation should be enabled. Automatic instantiation
|
|
gets disabled after the reflected editor has gone a x calls deep into itself in an
|
|
attempt to prevent infinite recursion.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.ReflectedPropertyEditor.ButtonHeight">
|
|
<summary>
|
|
How tall buttons should be.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.ReflectedPropertyEditor.TitleHeight">
|
|
<summary>
|
|
How tall the label element should be.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.ReflectedPropertyEditor.DividerHeight">
|
|
<summary>
|
|
How much space is between each element.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.ReflectedPropertyEditor.CategoryToolbarHeight">
|
|
<summary>
|
|
The height of the category toolbar.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.ReflectedPropertyEditor.HasLabel(UnityEngine.GUIContent)">
|
|
<summary>
|
|
Returns true if the given GUIContent element contains any content.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.ReflectedPropertyEditor.DrawLabel(UnityEngine.Rect,UnityEngine.GUIContent)">
|
|
<summary>
|
|
Draws a label at the given region. Returns an indented rectangle that can be used for
|
|
drawing properties directly under the label.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.ReflectedPropertyEditor.EditProperty(UnityEngine.Rect@,System.Object,FullInspector.InspectedProperty,FullInspector.fiGraphMetadata)">
|
|
<summary>
|
|
A helper method that draws the inspector for a field/property at the given location.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.ReflectedPropertyEditor.EditButton(UnityEngine.Rect@,System.Object,FullInspector.InspectedMethod)">
|
|
<summary>
|
|
A helper method that draws a button at the given region.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.ReflectedPropertyEditor.EditPropertiesButtons(UnityEngine.GUIContent,UnityEngine.Rect,System.Object,FullInspector.fiGraphMetadata)">
|
|
<summary>
|
|
Draws the actual property editors.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.TypeDropdownOptionsManager">
|
|
<summary>
|
|
Manages the options that are displayed to the user in the instance selection drop-down.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.TypeDropdownOptionsManager.#ctor(System.Type,System.Boolean)">
|
|
<summary>
|
|
Setup the instance option manager for the given type.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.TypeDropdownOptionsManager.GetDisplayOptions">
|
|
<summary>
|
|
Returns an array of options that should be displayed.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.TypeDropdownOptionsManager.RemoveExtraneousOptions">
|
|
<summary>
|
|
Remove any options from the set of display options that are not permanently visible.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.TypeDropdownOptionsManager.GetDisplayOptionIndex(System.Object)">
|
|
<summary>
|
|
Returns the index of the option that should be displayed (from GetDisplayOptions())
|
|
based on the current object instance.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.TypeDropdownOptionsManager.UpdateObjectInstance(System.Object,System.Int32,System.Int32)">
|
|
<summary>
|
|
Changes the instance of the given object, if necessary.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.fiCycleDetector">
|
|
<summary>
|
|
This class assists with cycle detection in an object graph.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.fiCycleDetector.Factory">
|
|
<summary>
|
|
Factory we use for allocation HashSets (to minimize GC pressure).
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.fiCycleDetector._parents">
|
|
<summary>
|
|
Cycle detectors that we are depending on / derived from.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.fiCycleDetector._objects">
|
|
<summary>
|
|
The objects we have encountered so far.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.fiCycleDetector._depth">
|
|
<summary>
|
|
The recursion depth level that we're at.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Internal.fiCycleDetector.Depth">
|
|
<summary>
|
|
The current recursion / nesting depth.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiCycleDetector.Enter">
|
|
<summary>
|
|
Increase the recursion / nesting depth.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiCycleDetector.Exit">
|
|
<summary>
|
|
Decrease the recursion / nesting depth.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiCycleDetector.TryMark(System.Object)">
|
|
<summary>
|
|
Tries to mark an object. Returns false if the object is already in the cycle detector,
|
|
ie, it has already been encountered (which implies that it's part of a cycle).
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiCycleDetector.IsCycle(System.Object)">
|
|
<summary>
|
|
Returns true if the object is in the cycle detector, ie, the object is part of a cycle.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.fiGenericPropertyDrawerPropertyEditorManager.TemporaryEditor">
|
|
<summary>
|
|
An editor that is displayed while we are generating the PropertyDrawer bindings.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.Versioning.fiVersionManager.CurrentVersion">
|
|
<summary>
|
|
The current version string.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.Versioning.fiVersionManager.OldVersionMarkers">
|
|
<summary>
|
|
Full Inspector will effectively force the user to do a clean import if any of the following types are found in
|
|
the assembly.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.fiAnimationMetadata">
|
|
<summary>
|
|
A wrapper around AnimFloat that makes it easier to use.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiAnimationMetadata.UpdateHeight(System.Single)">
|
|
<summary>
|
|
Update the height of the editor.
|
|
</summary>
|
|
<param name="height">The new height.</param>
|
|
<param name="allowAnimation">Should animation be allowed? Sometimes animation is not
|
|
desired if a sub-item is animation. If this item animations when a sub-item is
|
|
animating, then there will be visible UX jerk.</param>
|
|
<returns>If true, then a transition is occurring and the animation is rendering.</returns>
|
|
</member>
|
|
<member name="P:FullInspector.Internal.fiAnimationMetadata.IsAnimating">
|
|
<summary>
|
|
Returns true if animation is occurring.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Internal.fiAnimationMetadata.AnimationHeight">
|
|
<summary>
|
|
The current height of the animation.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiEditorGUI.ObjectField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Object,System.Type,System.Boolean)">
|
|
<summary>
|
|
Draws a normal EditorGUI.ObjectField, except it includes the component type.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiEditorGUI.LabeledButton(UnityEngine.Rect,System.String,System.String)">
|
|
<summary>
|
|
Draws a button with a label in front of the button.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiEditorGUI.LabeledButton(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIContent)">
|
|
<summary>
|
|
Draws a button with a label in front of the button.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiEditorGUI.tkControl(UnityEngine.Rect,UnityEngine.GUIContent,System.Object,FullInspector.fiGraphMetadata,FullInspector.tkControlEditor)">
|
|
<summary>
|
|
Draws an editor for the given control at the given rect.
|
|
</summary>
|
|
<param name="rect">The rect to draw the editor within.</param>
|
|
<param name="label">The label for the edited control.</param>
|
|
<param name="element">The element to edit.</param>
|
|
<param name="metadata">The metadata to use when editing.</param>
|
|
<param name="control">The actual control that will be used for the editor.</param>
|
|
<returns>The updated element instance.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiEditorGUI.tkControlHeight(UnityEngine.GUIContent,System.Object,FullInspector.fiGraphMetadata,FullInspector.tkControlEditor)">
|
|
<summary>
|
|
Draws an editor for the given control at the given rect.
|
|
</summary>
|
|
<param name="element">The element to edit.</param>
|
|
<param name="label">The label for the edited control.</param>
|
|
<param name="metadata">The metadata to use when editing.</param>
|
|
<param name="control">The actual control that will be used for the editor.</param>
|
|
<returns>The height that is needed to fully display this control.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiEditorGUI.EditPropertyDirect(UnityEngine.Rect,FullInspector.InspectedProperty,System.Object,FullInspector.fiGraphMetadataChild)">
|
|
<summary>
|
|
Draws a GUI for editing the given property and returns the updated value. This does
|
|
*not* write the updated value to a container.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiEditorGUI.EditPropertyDirect(UnityEngine.Rect,FullInspector.InspectedProperty,System.Object,FullInspector.fiGraphMetadataChild,System.Object)">
|
|
<summary>
|
|
Draws a GUI for editing the given property and returns the updated value. This does
|
|
*not* write the updated value to a container.
|
|
</summary>
|
|
<param name="context">An optional context that the property value came from. If this is not given, then a prefab context menu will not be displayable.</param>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.fiEditorUtilityCache">
|
|
<summary>
|
|
This class is used to cache results for some expensive fiEditorUtility method calls.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiEditorUtility.GetAllScenes">
|
|
<summary>
|
|
Returns the paths of all .scene files in the Unity project.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiEditorUtility.GetAllPrefabsOfType(System.Type)">
|
|
<summary>
|
|
Find all prefabs of a given type, regardless of location.
|
|
</summary>
|
|
<param name="type">The type of object to fetch</param>
|
|
<remarks>Please note that this method can return UnityObject instances that have been deleted.</remarks>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiEditorUtility.GetAllAssetsOfType(System.Type)">
|
|
<summary>
|
|
Find all assets of a given type, regardless of location.
|
|
</summary>
|
|
<param name="type">The (ScriptableObject derived) type of object to fetch</param>
|
|
<remarks>Please note that this method can return UnityObject instances that have been deleted.</remarks>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiEditorUtility.RepaintAllEditors">
|
|
<summary>
|
|
This will sent a repaint request to every active editor.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.fiEditorUtility.RepaintableEditorWindows">
|
|
<summary>
|
|
Add to this list if the editor should be repainted upon a general repaint request.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.fiEditorUtility.ShouldInspectorRedraw">
|
|
<summary>
|
|
If enabled, then the inspector should be constantly redrawn. This is used to work around
|
|
some rendering issues within Unity.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiEditorUtility.TryGetMonoScript(System.Object,UnityEditor.MonoScript@)">
|
|
<summary>
|
|
Attempts to fetch a MonoScript that is associated with the given obj.
|
|
</summary>
|
|
<param name="obj">The object to fetch the script for.</param>
|
|
<param name="script">The script, if found.</param>
|
|
<returns>True if there was a script, false otherwise.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiEditorUtility.HasMonoScript(System.Object)">
|
|
<summary>
|
|
Returns true if the given obj has a MonoScript associated with it.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.fiGlobalMetadata">
|
|
<summary>
|
|
Returns an associated object for another object.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.fiGlobalMetadata._items">
|
|
<summary>
|
|
A mapping from the objects that contain metadata to their metadata.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiGlobalMetadata.Has(System.Object)">
|
|
<summary>
|
|
Returns true if there is metadata for the given item.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiGlobalMetadata.Set``1(System.Object,``0)">
|
|
<summary>
|
|
Sets the metadata instance for the given item and type.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiGlobalMetadata.Get``1(System.Object)">
|
|
<summary>
|
|
Fetch a metadata instance for the given item.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.fiPrefabTools">
|
|
<summary>
|
|
Utility functions for working with prefab overrides.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiPrefabTools.ContainsPropertyName(System.String,System.String)">
|
|
<summary>
|
|
Returns true if the period separate property path contains the given property name.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiPrefabTools.TryExtractPropertyName(FullInspector.ISerializedObject,UnityEditor.PropertyModification,System.String@)">
|
|
<summary>
|
|
Attempts to extract the name of serialized key for the given property modification.
|
|
</summary>
|
|
<param name="obj">The object that that modification is applied to.</param>
|
|
<param name="mod">The modification.</param>
|
|
<param name="keyName">An output parameter containing the name of the key that the
|
|
modification maps to.</param>
|
|
<returns>True if the key was found, false otherwise.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiPrefabTools.RevertValue(System.Object,FullInspector.InspectedProperty)">
|
|
<summary>
|
|
Reverts the given property on the instance to the prefab value.
|
|
</summary>
|
|
<param name="instance">The prefab instance to revert the value on.</param>
|
|
<param name="property">The property to revert.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiPrefabTools.HasPrefabDiff(System.Object,FullInspector.InspectedProperty)">
|
|
<summary>
|
|
Returns true if the given property on the given object instance has a prefab override.
|
|
</summary>
|
|
<param name="instance">The object instance.</param>
|
|
<param name="property">The property to check.</param>
|
|
<returns>True if the property is prefab override, false otherwise.</returns>
|
|
<remarks>
|
|
Currently, this method only works for MonoBehavior targets.
|
|
</remarks>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.fiReflectionUtility._creatableTypeCache">
|
|
<summary>
|
|
A cache of all types that derive the key type in the AppDomain. The cache is
|
|
automatically destroyed upon assembly loads.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiReflectionUtility.GetCreatableTypesDeriving(System.Type)">
|
|
<summary>
|
|
Returns all types that derive from the base type. This includes generic type
|
|
definitions, which when returned will have appropriate constructor values injected.
|
|
</summary>
|
|
<param name="baseType">The base parent type.</param>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.fiReflectionUtility.GenericParameterCandidate">
|
|
<summary>
|
|
A candidate type that can potentially be used as a generic parameter argument.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.fiReflectionUtility.GenericParameterCandidate.Type">
|
|
<summary>
|
|
The actual type that will be the generic parameter.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.fiReflectionUtility.GenericParameterCandidate.SourceParameterName">
|
|
<summary>
|
|
The name of the generic parameter that this type came from.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiReflectionUtility.GetIndexOfName(System.Type[],System.String)">
|
|
<summary>
|
|
Helper method to return the index of the Type in the array that has the given Name (or
|
|
- 1 if the item is not in the array).
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiReflectionUtility.SelectBestTypeParameters(System.Collections.Generic.List{FullInspector.Internal.fiReflectionUtility.GenericParameterCandidate},System.Type)">
|
|
<summary>
|
|
Orders the given types parameter array so that the order most closely matches the given
|
|
genericArguments array
|
|
</summary>
|
|
<param name="candidateTypes">The types that have been collected as potential candidates
|
|
for generic parameter arguments</param>
|
|
<param name="openGenericType">The type that we are going to use the candidateTypes for
|
|
constructing a closed generic type on</param>
|
|
<returns>An array of types that can (hopefully) be used to construct a closed generic
|
|
type from the given openGenericType.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiReflectionUtility.TryConstructAssignableGenericType(System.Type,System.Type,System.Type,System.Type[],System.Type@)">
|
|
<summary>
|
|
Attempts to create an instance of openGenericType such that it is can be assigned to
|
|
baseType.
|
|
</summary>
|
|
<param name="openGenericType">An open generic type that derives baseType</param>
|
|
<param name="baseType">A generic type with fully populated type parameters.</param>
|
|
<param name="baseTypeGenericDefinition">Just baseType.GetGenericTypeDefinition()</param>
|
|
<param name="baseTypeGenericArguments">Just baseType.GetGenericArguments()</param>
|
|
<param name="constructedType">If this function returns true, then this value is set to
|
|
the created type that is assignable to baseType and an instance of
|
|
openGenericType.</param>
|
|
<returns>True if a type was constructed, false otherwise.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiReflectionUtility.GetExactImplementation(System.Type,System.Type)">
|
|
<summary>
|
|
Searches for a particular implementation of the given parent type inside of the type.
|
|
This is particularly useful if the interface type is an open type, ie, typeof(IFace{}),
|
|
because this method will then return IFace{} but with appropriate type parameters
|
|
inserted.
|
|
</summary>
|
|
<param name="type">The base type to search for interface</param>
|
|
<param name="parentType">The parent type to search for. Can be an open generic
|
|
type.</param>
|
|
<returns>The actual interface type that the type contains, or null if there is no
|
|
implementation of the given interfaceType on type.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiReflectionUtility.GetObjectTypeNameSafe(System.Object)">
|
|
<summary>
|
|
Tries to fetch the given CSharpName of the given object type, or null if the object is
|
|
null.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiReflectionUtility.GetBooleanReflectedMember(System.Type,System.Object,System.String,System.Boolean)">
|
|
<summary>
|
|
Returns the value of a boolean, field, or property.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.fiSaveManager">
|
|
<summary>
|
|
A few APIs to forcibly call SaveState and RestoreState on every type
|
|
that implements ISerializedObject.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.fiSaveManager.SaveAll">
|
|
<summary>
|
|
Forcibly save the state of all objects which derive from ISerializedObject.
|
|
ISerializedObject saving is managed automatically when you use the editor (and can be
|
|
customized in fiSettings).
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.fiSaveManager.RestoreAll">
|
|
<summary>
|
|
Forcibly restore the state of all objects which derive from ISerializedObject.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.fiSaveManager.RemoveAllSerializedData">
|
|
<summary>
|
|
This will clean all of the FI data from the scene.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiSerializedPropertyUtility.GetTarget(UnityEditor.SerializedProperty)">
|
|
<summary>
|
|
Returns the object that this serialized property is currently storing.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.fiUnityInternalReflection">
|
|
<summary>
|
|
This class contains methods that do not use public Unity API. These are subject to
|
|
break/change per update.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiUnityInternalReflection.SetBoldDefaultFont(System.Boolean)">
|
|
<summary>
|
|
Attempts to enable/disable the bold font that is used by Unity when an object has a
|
|
value different from its prefab.
|
|
</summary>
|
|
<param name="enabled">True if the bold font is set, false if it is not.</param>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.fiDefaultSerializerRewriter">
|
|
<summary>
|
|
Helper to write the C# file containing the selected serializer information.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.BackupService.fiBackupEditorGUILayout">
|
|
<summary>
|
|
Contains editing logic common to the backup window and the inline backup viewer.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.BackupService.fiBackupEditorWindow">
|
|
<summary>
|
|
The backup editor window.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.BackupService.fiBackupManager">
|
|
<summary>
|
|
The central API that end-users might be interested in. Provides key functions such as
|
|
creating a new backup and restoring an old one.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.BackupService.fiBackupManager.GetBackupsFor(FullInspector.Internal.CommonBaseBehavior)">
|
|
<summary>
|
|
Returns all backups for the given object.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.BackupService.fiBackupManager.CreateBackup(UnityEngine.Component)">
|
|
<summary>
|
|
Creates a new backup of the given component. Only guaranteed to work for types that
|
|
derive from CommonBaseBehavior, but there is a good chance it'll work for most/all
|
|
types derived from Component.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.BackupService.fiBackupManager.ShouldIgnoreForPersist(FullInspector.InspectedProperty)">
|
|
<summary>
|
|
Helper function that just ignores a few FI internal types for serialization since the
|
|
backup solution serializes all inspected properties, not just those that are serialized
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.BackupService.fiBackupManager.RestoreBackup(FullInspector.BackupService.fiSerializedObject)">
|
|
<summary>
|
|
Restores a backup that was previously created.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.BackupService.fiBackupManager.Serialize(UnityEngine.Component)">
|
|
<summary>
|
|
Creates a serialized object from the given component.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.BackupService.fiPrefabManager">
|
|
<summary>
|
|
Manages backups stored in prefab storage container. The prefab container stores backups
|
|
when Unity is in play-mode and when the backup target does not live in the scene (an
|
|
example would be a backup targeting another prefab).
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.BackupService.fiSceneManager">
|
|
<summary>
|
|
Manages the backup storage that lives in the scene.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.BackupService.fiStorageManager">
|
|
<summary>
|
|
This class provides a unified API for accessing backups across scene and prefab storage.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.BackupService.fiStorageManager.PersistentStorage">
|
|
<summary>
|
|
Returns the storage component that is currently best suited for use.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.BackupService.fiStorageManager.RemoveBackup(FullInspector.BackupService.fiSerializedObject)">
|
|
<summary>
|
|
Removes the given backup instance.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.BackupService.fiStorageManager.RemoveInvalidBackups">
|
|
<summary>
|
|
Removes backups that are no longer valid (their target got destroyed, etc).
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.BackupService.fiStorageManager.MigrateStorage">
|
|
<summary>
|
|
Attempts to migrate prefab storage into scene storage.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.BackupService.fiStorageManager.HasBackups(FullInspector.Internal.CommonBaseBehavior)">
|
|
<summary>
|
|
Returns true if there is a backup for the given behavior.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.BackupService.fiStorageManager.SerializedObjects">
|
|
<summary>
|
|
Returns every serialized object.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.ArrayAdaptor`1">
|
|
<summary>
|
|
Reorderable list adapter for arrays.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.CollectionAdaptor`1">
|
|
<summary>
|
|
Reorderable list adapter for ICollection types
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.CollectionAdaptor`1._height">
|
|
<summary>
|
|
Returns the height of the given element.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.CollectionAdaptor`1._drawer">
|
|
<summary>
|
|
Provides an editor for the given element.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.CollectionAdaptor`1._metadata">
|
|
<summary>
|
|
Metadata we use for the callbacks.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.CollectionAdaptor`1._collection">
|
|
<summary>
|
|
Stores all of the elements
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.CollectionAdaptor`1._collectionCache">
|
|
<summary>
|
|
A cached version of the collection optimized for item lookup.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.CollectionAdaptor`1.InvalidateCache(System.Boolean)">
|
|
<summary>
|
|
For performance reasons, the CollectionAdaptor stores an array version of the
|
|
collection. If the adapted collection has been structurally modified, for example, an
|
|
item has been added, then the local cache is invalid. Calling this method updates the
|
|
cache, which will restore proper adapter semantics.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.ListAdaptor`1">
|
|
<summary>
|
|
Reorderable list adapter for generic list.
|
|
</summary>
|
|
<remarks>
|
|
<para>This adapter can be subclassed to add special logic to item height calculation. You
|
|
may want to implement a custom adapter class where specialized functionality is
|
|
needed.</para>
|
|
</remarks>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.ListAdaptor`1.#ctor(System.Collections.Generic.IList{`0},FullInspector.Internal.ListAdaptor{`0}.ItemDrawer,FullInspector.Internal.ListAdaptor{`0}.ItemHeight,FullInspector.fiGraphMetadata)">
|
|
<param name="list">The list which can be reordered.</param>
|
|
<param name="itemDrawer">Callback to draw list item.</param>
|
|
<param name="itemHeight">Height of list item in pixels.</param>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.BaseCollectionPropertyEditor`4">
|
|
<summary>
|
|
This is the base collection property editor with a set of extension points for the other
|
|
property editors. All Rotorz-style collection editors use this as the base editor. It
|
|
provides automatic support for paging.
|
|
</summary>
|
|
<typeparam name="TActual">The actual type of the collection, ie, List{T}. This is used for instance creation.</typeparam>
|
|
<typeparam name="TCollection">The collection interface, ie, IList{T}, or List{T}. The property editor
|
|
selection logic will choose the most associated editor using this type.</typeparam>
|
|
<typeparam name="TItem">The type of items stored inside of the collection, ie, {T} in List{T}.</typeparam>
|
|
<typeparam name="TAddItem">The type of item that is added to a collection, ie,
|
|
TAddItem = {K} in TActual = Dictionary{K, V} where TItem = KeyValuePair{K, V}</typeparam>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.BaseCollectionPropertyEditor`4.GetAdaptor(`1,FullInspector.fiGraphMetadata)">
|
|
<summary>
|
|
Fetch an adaptor for the collection.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.BaseCollectionPropertyEditor`4.OnPostEdit(`1@,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
<summary>
|
|
Called after an edit cycle is done if the collection needs to be updated from the adaptor.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.BaseCollectionPropertyEditor`4.AddItemToCollection(`3,`1@,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
<summary>
|
|
An item has been added to the collection.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Internal.BaseCollectionPropertyEditor`4.DisplayAddItemPreview">
|
|
<summary>
|
|
Should the item added to the collection be customized *before* adding it?
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Internal.BaseCollectionPropertyEditor`4.AllowReordering">
|
|
<summary>
|
|
Can we reorder elements inside of the collection?
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Modules.Collections.InspectorDatabaseEditorAttributeEditor`2">
|
|
<summary>
|
|
Provides a relatively simple editor for IList{T} types that only views one element at a
|
|
time. This is useful if the list is massive, or perhaps to just reduce information overload
|
|
when editing.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Modules.Collections.InspectorDatabaseEditorAttributeEditor`2.HasEditableItem(FullInspector.Modules.Collections.tkDatabaseContext)">
|
|
<summary>
|
|
Returns true if there is currently an item that is being edited.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Modules.Collections.InspectorDatabaseEditorAttributeEditor`2.TryEnsureValidIndex(FullInspector.Modules.Collections.tkDatabaseContext)">
|
|
<summary>
|
|
Attempts to ensure that the current editing index is not out of range. However, if the
|
|
edited list is empty, then the index will always be out of range.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Modules.Collections.InspectorDatabaseEditorAttributeEditor`2.InspectorDatabaseEditorMetadata">
|
|
<summary>
|
|
The metadata we store on each item that we edit so that we know what the active editing
|
|
item is.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor">
|
|
<summary>
|
|
Adaptor allowing reorderable list control to interface with list data.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor.Count">
|
|
<summary>
|
|
Gets count of elements in list.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor.CanDrag(System.Int32)">
|
|
<summary>
|
|
Determines whether an item can be reordered by dragging mouse.
|
|
</summary>
|
|
<remarks>
|
|
<para>This should be a light-weight method since it will be used to determine whether
|
|
grab handle should be included for each item in a reorderable list.</para> <para>Please
|
|
note that returning a value of <c>false</c> does not prevent movement on list item since
|
|
other draggable items can be moved around it.</para>
|
|
</remarks>
|
|
<param name="index">Zero-based index for list element.</param>
|
|
<returns>A value of <c>true</c> if item can be dragged; otherwise /c>.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor.CanRemove(System.Int32)">
|
|
<summary>
|
|
Determines whether an item can be removed from list.
|
|
</summary>
|
|
<remarks>
|
|
<para>This should be a light-weight method since it will be used to determine whether
|
|
remove button should be included for each item in list.</para> <para>This is redundant
|
|
when <see cref="F:FullInspector.Rotorz.ReorderableList.ReorderableListFlags.HideRemoveButtons" /> is specified.</para>
|
|
</remarks>
|
|
<param name="index">Zero-based index for list element.</param>
|
|
<returns>A value of <c>true</c> if item can be removed; otherwise /c>.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor.Add">
|
|
<summary>
|
|
Add new element at end of list.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor.Insert(System.Int32)">
|
|
<summary>
|
|
Insert new element at specified index.
|
|
</summary>
|
|
<param name="index">Zero-based index for list element.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor.Duplicate(System.Int32)">
|
|
<summary>
|
|
Duplicate existing element.
|
|
</summary>
|
|
<param name="index">Zero-based index of list element.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor.Remove(System.Int32)">
|
|
<summary>
|
|
Remove element at specified index.
|
|
</summary>
|
|
<param name="index">Zero-based index of list element.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor.Move(System.Int32,System.Int32)">
|
|
<summary>
|
|
Move element from source index to destination index.
|
|
</summary>
|
|
<param name="sourceIndex">Zero-based index of source element.</param>
|
|
<param name="destIndex">Zero-based index of destination element.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor.Clear">
|
|
<summary>
|
|
Clear all elements from list.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor.DrawItem(UnityEngine.Rect,System.Int32)">
|
|
<summary>
|
|
Draw interface for list element.
|
|
</summary>
|
|
<param name="position">Position in GUI.</param>
|
|
<param name="index">Zero-based index of array element.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor.GetItemHeight(System.Int32)">
|
|
<summary>
|
|
Gets height of list item in pixels.
|
|
</summary>
|
|
<param name="index">Zero-based index of array element.</param>
|
|
<returns>Measurement in pixels.</returns>
|
|
</member>
|
|
<member name="T:FullInspector.Rotorz.ReorderableList.Internal.ReorderableListResources">
|
|
<summary>
|
|
Resources to assist with reorderable list control.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.Internal.ReorderableListResources.s_LightSkin">
|
|
<summary>
|
|
Resource assets for light skin.
|
|
</summary>
|
|
<remarks>
|
|
<para>Resource assets are PNG images which have been encoded using a base-64 string so
|
|
that actual asset files are not necessary.</para>
|
|
</remarks>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.Internal.ReorderableListResources.s_DarkSkin">
|
|
<summary>
|
|
Resource assets for dark skin.
|
|
</summary>
|
|
<remarks>
|
|
<para>Resource assets are PNG images which have been encoded using a base-64 string so
|
|
that actual asset files are not necessary.</para>
|
|
</remarks>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.Internal.ReorderableListResources.texAddButton">
|
|
<summary>
|
|
Gets light or dark texture "add_button.png".
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.Internal.ReorderableListResources.texAddButtonActive">
|
|
<summary>
|
|
Gets light or dark texture "add_button_active.png".
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.Internal.ReorderableListResources.texContainerBackground">
|
|
<summary>
|
|
Gets light or dark texture "container_background.png".
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.Internal.ReorderableListResources.texGrabHandle">
|
|
<summary>
|
|
Gets light or dark texture "grab_handle.png".
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.Internal.ReorderableListResources.texRemoveButton">
|
|
<summary>
|
|
Gets light or dark texture "remove_button.png".
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.Internal.ReorderableListResources.texRemoveButtonActive">
|
|
<summary>
|
|
Gets light or dark texture "remove_button_active.png".
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.Internal.ReorderableListResources.texTitleBackground">
|
|
<summary>
|
|
Gets light or dark texture "title_background.png".
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.Internal.ReorderableListResources.GenerateSpecialTextures">
|
|
<summary>
|
|
Generate special textures.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.Internal.ReorderableListResources.CreatePixelTexture(System.String,UnityEngine.Color)">
|
|
<summary>
|
|
Create 1x1 pixel texture of specified color.
|
|
</summary>
|
|
<param name="name">Name for texture object.</param>
|
|
<param name="color">Pixel color.</param>
|
|
<returns>The new <c>Texture2D</c> instance.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.Internal.ReorderableListResources.LoadResourceAssets">
|
|
<summary>
|
|
Read textures from base-64 encoded strings. Automatically selects assets based upon
|
|
whether the light or dark (pro) skin is active.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.Internal.ReorderableListResources.GetImageSize(System.Byte[],System.Int32@,System.Int32@)">
|
|
<summary>
|
|
Read width and height if PNG file in pixels.
|
|
</summary>
|
|
<param name="imageData">PNG image data.</param>
|
|
<param name="width">Width of image in pixels.</param>
|
|
<param name="height">Height of image in pixels.</param>
|
|
</member>
|
|
<member name="T:FullInspector.Rotorz.ReorderableList.Internal.RotorzGUIHelper">
|
|
<summary>
|
|
Utility functions to assist with GUIs.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.Internal.RotorzGUIHelper.VisibleRect">
|
|
<summary>
|
|
Gets visible rectangle within GUI.
|
|
</summary>
|
|
<remarks>
|
|
<para>VisibleRect = TopmostRect + scrollViewOffsets</para>
|
|
</remarks>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.Internal.RotorzGUIHelper.FocusTextInControl">
|
|
<summary>
|
|
Focus control and text editor where applicable.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Rotorz.ReorderableList.ItemInsertedEventArgs">
|
|
<summary>
|
|
Arguments which are passed to <see cref="T:FullInspector.Rotorz.ReorderableList.ItemInsertedEventHandler" />.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.ItemInsertedEventArgs.adaptor">
|
|
<summary>
|
|
Gets adaptor to reorderable list container which contains element.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.ItemInsertedEventArgs.itemIndex">
|
|
<summary>
|
|
Gets zero-based index of item which was inserted.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.ItemInsertedEventArgs.wasDuplicated">
|
|
<summary>
|
|
Indicates if inserted item was duplicated from another item.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ItemInsertedEventArgs.#ctor(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,System.Int32,System.Boolean)">
|
|
<summary>
|
|
Initializes a new instance of <see cref="T:FullInspector.Rotorz.ReorderableList.ItemInsertedEventArgs" />.
|
|
</summary>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<param name="itemIndex">Zero-based index of item.</param>
|
|
<param name="wasDuplicated">Indicates if inserted item was duplicated from another
|
|
item.</param>
|
|
</member>
|
|
<member name="T:FullInspector.Rotorz.ReorderableList.ItemInsertedEventHandler">
|
|
<summary>
|
|
An event handler which is invoked after new list item is inserted.
|
|
</summary>
|
|
<param name="sender">Object which raised event.</param>
|
|
<param name="args">Event arguments.</param>
|
|
</member>
|
|
<member name="T:FullInspector.Rotorz.ReorderableList.ItemRemovingEventArgs">
|
|
<summary>
|
|
Arguments which are passed to <see cref="T:FullInspector.Rotorz.ReorderableList.ItemRemovingEventHandler" />.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.ItemRemovingEventArgs.adaptor">
|
|
<summary>
|
|
Gets adaptor to reorderable list container which contains element.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.ItemRemovingEventArgs.itemIndex">
|
|
<summary>
|
|
Gets zero-based index of item which was inserted.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ItemRemovingEventArgs.#ctor(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,System.Int32)">
|
|
<summary>
|
|
Initializes a new instance of <see cref="T:FullInspector.Rotorz.ReorderableList.ItemInsertedEventArgs" />.
|
|
</summary>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<param name="itemIndex">Zero-based index of item.</param>
|
|
</member>
|
|
<member name="T:FullInspector.Rotorz.ReorderableList.ItemRemovingEventHandler">
|
|
<summary>
|
|
An event handler which is invoked before a list item is removed.
|
|
</summary>
|
|
<remarks>
|
|
<para>Item removal can be cancelled by setting <see cref="P:System.ComponentModel.CancelEventArgs.Cancel" /> to
|
|
<c>true</c>.</para>
|
|
</remarks>
|
|
<param name="sender">Object which raised event.</param>
|
|
<param name="args">Event arguments.</param>
|
|
</member>
|
|
<member name="T:FullInspector.Rotorz.ReorderableList.ReorderableListControl">
|
|
<summary>
|
|
Base class for custom reorderable list control.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Rotorz.ReorderableList.ReorderableListControl.ItemDrawer`1">
|
|
<summary>
|
|
Invoked to draw list item.
|
|
</summary>
|
|
<remarks>
|
|
<para>GUI controls must be positioned absolutely within the given rectangle since list
|
|
items must be sized consistently.</para>
|
|
</remarks>
|
|
<example>
|
|
<para>The following listing presents a text field for each list item:</para>
|
|
<code language="csharp"><![CDATA[ using UnityEngine; using UnityEditor;
|
|
|
|
using System.Collections.Generic;
|
|
|
|
public class ExampleWindow : EditorWindow { public List<string> wishlist = new
|
|
List<string>();
|
|
|
|
private void OnGUI() { ReorderableListGUI.ListField(wishlist, DrawListItem); }
|
|
|
|
private string DrawListItem(Rect position, string value) { // Text fields do not like
|
|
`null` values! if (value == null) value = ""; return EditorGUI.TextField(position,
|
|
value) ; } } ]]></code> <code language="unityscript"><![CDATA[ import
|
|
System.Collections.Generic;
|
|
|
|
class ExampleWindow extends EditorWindow { var wishlist:List.<String>;
|
|
|
|
function OnGUI() { ReorderableListGUI.ListField(wishlist, DrawListItem); }
|
|
|
|
function DrawListItem(position:Rect, value:String):String { // Text fields do not like
|
|
`null` values! if (value == null) value = ''; return EditorGUI.TextField(position,
|
|
value) ; } } ]]></code>
|
|
</example>
|
|
<typeparam name="T">Type of item list.</typeparam>
|
|
<param name="position">Position of list item.</param>
|
|
<param name="item">The list item.</param>
|
|
<returns>The modified value.</returns>
|
|
</member>
|
|
<member name="T:FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawEmpty">
|
|
<summary>
|
|
Invoked to draw content for empty list.
|
|
</summary>
|
|
<remarks>
|
|
<para>Callback should make use of <c>GUILayout</c> to present controls.</para>
|
|
</remarks>
|
|
<example>
|
|
<para>The following listing displays a label for empty list control:</para>
|
|
<code language="csharp"><![CDATA[ using UnityEngine; using UnityEditor;
|
|
|
|
using System.Collections.Generic;
|
|
|
|
public class ExampleWindow : EditorWindow { private List<string> _list;
|
|
|
|
private void OnEnable() { _list = new List<string>(); } private void OnGUI() {
|
|
ReorderableListGUI.ListField(_list, ReorderableListGUI.TextFieldItemDrawer,
|
|
DrawEmptyMessage) ; }
|
|
|
|
private string DrawEmptyMessage() { GUILayout.Label("List is empty!",
|
|
EditorStyles.miniLabel); } } ]]></code> <code language="unityscript"><![CDATA[ import
|
|
System.Collections.Generic;
|
|
|
|
class ExampleWindow extends EditorWindow { private var _list:List.<String>;
|
|
|
|
function OnEnable() { _list = new List.<String>(); } function OnGUI() {
|
|
ReorderableListGUI.ListField(_list, ReorderableListGUI.TextFieldItemDrawer,
|
|
DrawEmptyMessage) ; }
|
|
|
|
function DrawEmptyMessage() { GUILayout.Label('List is empty!', EditorStyles.miniLabel);
|
|
} } ]]></code>
|
|
</example>
|
|
</member>
|
|
<member name="T:FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawEmptyAbsolute">
|
|
<summary>
|
|
Invoked to draw content for empty list with absolute positioning.
|
|
</summary>
|
|
<param name="position">Position of empty content.</param>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl.AnchorBackgroundColor">
|
|
<summary>
|
|
Background color of anchor list item.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl.TargetBackgroundColor">
|
|
<summary>
|
|
Background color of target slot when dragging list item.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl.s_RightAlignedLabelStyle">
|
|
<summary>
|
|
Style for right-aligned label for element number prefix.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawControlFromState(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawEmpty,FullInspector.Rotorz.ReorderableList.ReorderableListFlags)">
|
|
<summary>
|
|
Generate and draw control from state object.
|
|
</summary>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<param name="drawEmpty">Delegate for drawing empty list.</param>
|
|
<param name="flags">Optional flags to pass into list field.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawControlFromState(UnityEngine.Rect,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,FullInspector.Rotorz.ReorderableList.ReorderableListFlags)">
|
|
<summary>
|
|
Generate and draw control from state object.
|
|
</summary>
|
|
<param name="position">Position of control.</param>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<param name="drawEmpty">Delegate for drawing empty list.</param>
|
|
<param name="flags">Optional flags to pass into list field.</param>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl.s_AnchorMouseOffset">
|
|
<summary>
|
|
Position of mouse upon anchoring item for drag.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl.s_AnchorIndex">
|
|
<summary>
|
|
Zero-based index of anchored list item.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl.s_TargetIndex">
|
|
<summary>
|
|
Zero-based index of target list item for reordering.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl.s_AutoFocusControlID">
|
|
<summary>
|
|
Unique ID of list control which should be automatically focused. A value of zero
|
|
indicates that no control is to be focused.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl.s_AutoFocusIndex">
|
|
<summary>
|
|
Zero-based index of item which should be focused.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl.s_CurrentItemIndex">
|
|
<summary>
|
|
Zero-based index of list item which is currently being drawn.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.ReorderableListControl.currentItemIndex">
|
|
<summary>
|
|
Gets zero-based index of list item which is currently being drawn; or a value of -1 if
|
|
no item is currently being drawn.
|
|
</summary>
|
|
<remarks>
|
|
<para>Use <see cref="P:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.currentItemIndex" /> instead.</para>
|
|
</remarks>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.ReorderableListControl.flags">
|
|
<summary>
|
|
Gets or sets flags which affect behavior of control.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.ReorderableListControl.hasAddButton">
|
|
<summary>
|
|
Gets a value indicating whether add button is shown.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.ReorderableListControl.hasRemoveButtons">
|
|
<summary>
|
|
Gets a value indicating whether remove buttons are shown.
|
|
</summary>
|
|
</member>
|
|
<member name="E:FullInspector.Rotorz.ReorderableList.ReorderableListControl.ItemInserted">
|
|
<summary>
|
|
Occurs after list item is inserted or duplicated.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.OnItemInserted(FullInspector.Rotorz.ReorderableList.ItemInsertedEventArgs)">
|
|
<summary>
|
|
Raises event after list item is inserted or duplicated.
|
|
</summary>
|
|
<param name="args">Event arguments.</param>
|
|
</member>
|
|
<member name="E:FullInspector.Rotorz.ReorderableList.ReorderableListControl.ItemRemoving">
|
|
<summary>
|
|
Occurs before list item is removed and allows removal to be cancelled.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.OnItemRemoving(FullInspector.Rotorz.ReorderableList.ItemRemovingEventArgs)">
|
|
<summary>
|
|
Raises event before list item is removed and provides oppertunity to cancel.
|
|
</summary>
|
|
<param name="args">Event arguments.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.#ctor">
|
|
<summary>
|
|
Initializes a new instance of <see cref="T:FullInspector.Rotorz.ReorderableList.ReorderableListControl" />.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.#ctor(FullInspector.Rotorz.ReorderableList.ReorderableListFlags)">
|
|
<summary>
|
|
Initializes a new instance of <see cref="T:FullInspector.Rotorz.ReorderableList.ReorderableListControl" />.
|
|
</summary>
|
|
<param name="flags">Optional flags which affect behavior of control.</param>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl._controlID">
|
|
<summary>
|
|
Unique Id of control.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl._visibleRect">
|
|
<summary>
|
|
Visible rectangle of control.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl._indexLabelWidth">
|
|
<summary>
|
|
Width of index label in pixels (zero indicates no label).
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl._tracking">
|
|
<summary>
|
|
Indicates whether item is currently being dragged within control.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl._allowReordering">
|
|
<summary>
|
|
Indicates if reordering is allowed.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.PrepareState(System.Int32,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
<summary>
|
|
Prepare initial state for list control.
|
|
</summary>
|
|
<param name="controlID">Unique ID of list control.</param>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.AutoFocusItem(System.Int32,System.Int32)">
|
|
<summary>
|
|
Indicate that first control of list item should be automatically focused if possible.
|
|
</summary>
|
|
<param name="controlID">Unique ID of list control.</param>
|
|
<param name="itemIndex">Zero-based index of list item.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.DoAddButton(UnityEngine.Rect,System.Int32,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
<summary>
|
|
Draw add item button.
|
|
</summary>
|
|
<param name="position">Position of button.</param>
|
|
<param name="controlID">Unique ID of list control.</param>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.DoRemoveButton(UnityEngine.Rect,System.Boolean)">
|
|
<summary>
|
|
Draw remove button.
|
|
</summary>
|
|
<param name="position">Position of button.</param>
|
|
<param name="visible">Indicates if control is visible within GUI.</param>
|
|
<returns>A value of <c>true</c> if clicked; otherwise /c>.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.BeginTrackingReorderDrag(System.Int32,System.Int32)">
|
|
<summary>
|
|
Begin tracking drag and drop within list.
|
|
</summary>
|
|
<param name="controlID">Unique ID of list control.</param>
|
|
<param name="itemIndex">Zero-based index of item which is going to be dragged.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.StopTrackingReorderDrag">
|
|
<summary>
|
|
Stop tracking drag and drop.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.IsTrackingControl(System.Int32)">
|
|
<summary>
|
|
Gets a value indicating whether item in current list is currently being tracked.
|
|
</summary>
|
|
<param name="controlID">Unique ID of list control.</param>
|
|
<returns>A value of <c>true</c> if item is being tracked; otherwise /c>.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.AcceptReorderDrag(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
<summary>
|
|
Accept reordering.
|
|
</summary>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawListContainerAndItems(UnityEngine.Rect,System.Int32,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
<summary>
|
|
Draw list container and items.
|
|
</summary>
|
|
<param name="position">Position of list control in GUI.</param>
|
|
<param name="controlID">Unique ID of list control.</param>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.CheckForAutoFocusControl(System.Int32)">
|
|
<summary>
|
|
Checks to see if list control needs to be automatically focused.
|
|
</summary>
|
|
<param name="controlID">Unique ID of list control.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawFooterControls(UnityEngine.Rect,System.Int32,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
<summary>
|
|
Draw additional controls below list control and highlight drop target.
|
|
</summary>
|
|
<param name="position">Position of list control in GUI.</param>
|
|
<param name="controlID">Unique ID of list control.</param>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl.s_ContainerHeightCache">
|
|
<summary>
|
|
Cache of container heights mapped by control ID.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawLayoutListField(System.Int32,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
<summary>
|
|
Do layout version of list field.
|
|
</summary>
|
|
<param name="controlID">Unique ID of list control.</param>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<returns>Position of list container area in GUI (excludes footer area).</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawLayoutEmptyList(FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawEmpty)">
|
|
<summary>
|
|
Draw content for empty list (layout version).
|
|
</summary>
|
|
<param name="drawEmpty">Callback to draw empty content.</param>
|
|
<returns>Position of list container area in GUI (excludes footer area).</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawEmptyListControl(UnityEngine.Rect,FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawEmptyAbsolute)">
|
|
<summary>
|
|
Draw content for empty list (layout version).
|
|
</summary>
|
|
<param name="position">Position of list control in GUI.</param>
|
|
<param name="drawEmpty">Callback to draw empty content.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.FixStyles">
|
|
<summary>
|
|
Correct if for some reason one or more styles are missing!
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.Draw(System.Int32,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawEmpty)">
|
|
<summary>
|
|
Draw layout version of list control.
|
|
</summary>
|
|
<param name="controlID">Unique ID of list control.</param>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<param name="drawEmpty">Delegate for drawing empty list.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.Draw(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawEmpty)">
|
|
<inheritdoc cref="Draw(int, IReorderableListAdaptor, DrawEmpty)" />
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.Draw(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
<inheritdoc cref="Draw(int, IReorderableListAdaptor, DrawEmpty)" />
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.Draw(UnityEngine.Rect,System.Int32,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawEmptyAbsolute)">
|
|
<summary>
|
|
Draw list control with absolute positioning.
|
|
</summary>
|
|
<param name="position">Position of list control in GUI.</param>
|
|
<param name="controlID">Unique ID of list control.</param>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<param name="drawEmpty">Delegate for drawing empty list.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.Draw(UnityEngine.Rect,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawEmptyAbsolute)">
|
|
<summary>
|
|
Draw list control with absolute positioning.
|
|
</summary>
|
|
<param name="position">Position of list control in GUI.</param>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<param name="drawEmpty">Delegate for drawing empty list.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.Draw(UnityEngine.Rect,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
<inheritdoc cref="Draw(Rect, IReorderableListAdaptor, DrawEmptyAbsolute)" />
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl.commandMoveToTop">
|
|
<summary>
|
|
Content for "Move to Top" command.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl.commandMoveToBottom">
|
|
<summary>
|
|
Content for "Move to Bottom" command.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl.commandInsertAbove">
|
|
<summary>
|
|
Content for "Insert Above" command.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl.commandInsertBelow">
|
|
<summary>
|
|
Content for "Insert Below" command.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl.commandDuplicate">
|
|
<summary>
|
|
Content for "Duplicate" command.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl.commandRemove">
|
|
<summary>
|
|
Content for "Remove" command.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl.commandClearAll">
|
|
<summary>
|
|
Content for "Clear All" command.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListControl.defaultContextHandler">
|
|
<summary>
|
|
Default functionality to handle context command.
|
|
</summary>
|
|
<example>
|
|
<para>Can be used when adding custom items to the context menu:</para> <code language="csharp"><![CDATA[ protected override void AddItemsToMenu(GenericMenu menu, int itemIndex, IReorderableListAdaptor adaptor) { var specialCommand = new GUIContent("Special Command"); menu.AddItem(specialCommand, false, defaultContextHandler, specialCommand); } ]]></code> <code language="unityscript"><![CDATA[ function AddItemsToMenu(menu:GenericMenu, itemIndex:int, list:IReorderableListAdaptor) { var specialCommand = new GUIContent('Special Command'); menu.AddItem(specialCommand, false, defaultContextHandler, specialCommand); } ]]></code>
|
|
</example>
|
|
<seealso cref="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.AddItemsToMenu(UnityEditor.GenericMenu,System.Int32,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)" />
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.AddItemsToMenu(UnityEditor.GenericMenu,System.Int32,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
<summary>
|
|
Invoked to generate context menu for list item.
|
|
</summary>
|
|
<param name="menu">Menu which can be populated.</param>
|
|
<param name="itemIndex">Zero-based index of item which was right-clicked.</param>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.HandleCommand(System.String,System.Int32,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
<summary>
|
|
Invoked to handle context command.
|
|
</summary>
|
|
<remarks>
|
|
<para>It is important to set the value of <c>GUI.changed</c> to <c>true</c> if any
|
|
changes are made by command handler.</para> <para>Default command handling functionality
|
|
can be inherited:</para> <code language="csharp"><![CDATA[ protected override bool HandleCommand(string commandName, int itemIndex, IReorderableListAdaptor adaptor) { if (base.HandleCommand(itemIndex, adaptor)) return true;
|
|
|
|
// Place custom command handling code here... switch (commandName) { case "Your
|
|
Command": return true; }
|
|
|
|
return false; } ]]></code> <code language="unityscript"><![CDATA[ function
|
|
HandleCommand(commandName:String, itemIndex:int,
|
|
adaptor: IReorderableListAdaptor):boolean { if (base.HandleCommand(itemIndex, adaptor))
|
|
return true;
|
|
|
|
// Place custom command handling code here... switch (commandName) { case 'Your
|
|
Command': return true; }
|
|
|
|
return false; } ]]></code>
|
|
</remarks>
|
|
<param name="commandName">Name of command. This is the text shown in the context
|
|
menu.</param>
|
|
<param name="itemIndex">Zero-based index of item which was right-clicked.</param>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<returns>A value of <c>true</c> if command was known; otherwise /c>.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.DoCommand(System.String,System.Int32,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
<summary>
|
|
Call to manually perform command.
|
|
</summary>
|
|
<remarks>
|
|
<para>Warning message is logged to console if attempted to execute unknown
|
|
command.</para>
|
|
</remarks>
|
|
<param name="commandName">Name of command. This is the text shown in the context
|
|
menu.</param>
|
|
<param name="itemIndex">Zero-based index of item which was right-clicked.</param>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<returns>A value of <c>true</c> if command was known; otherwise /c>.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.DoCommand(UnityEngine.GUIContent,System.Int32,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
<summary>
|
|
Call to manually perform command.
|
|
</summary>
|
|
<remarks>
|
|
<para>Warning message is logged to console if attempted to execute unknown
|
|
command.</para>
|
|
</remarks>
|
|
<param name="command">Content representing command.</param>
|
|
<param name="itemIndex">Zero-based index of item which was right-clicked.</param>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<returns>A value of <c>true</c> if command was known; otherwise /c>.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.CalculateListHeight(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
<summary>
|
|
Calculate height of list control in pixels.
|
|
</summary>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<returns>Required list height in pixels.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.CalculateListHeight(System.Int32,System.Single)">
|
|
<summary>
|
|
Calculate height of list control in pixels.
|
|
</summary>
|
|
<param name="itemCount">Count of items in list.</param>
|
|
<param name="itemHeight">Fixed height of list item.</param>
|
|
<returns>Required list height in pixels.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.MoveItem(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,System.Int32,System.Int32)">
|
|
<summary>
|
|
Move item from source index to destination index.
|
|
</summary>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<param name="sourceIndex">Zero-based index of source item.</param>
|
|
<param name="destIndex">Zero-based index of destination index.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.AddItem(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
<summary>
|
|
Add item at end of list and raises the event <see cref="E:FullInspector.Rotorz.ReorderableList.ReorderableListControl.ItemInserted" />.
|
|
</summary>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.InsertItem(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,System.Int32)">
|
|
<summary>
|
|
Insert item at specified index and raises the event <see cref="E:FullInspector.Rotorz.ReorderableList.ReorderableListControl.ItemInserted" />.
|
|
</summary>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<param name="itemIndex">Zero-based index of item.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.DuplicateItem(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,System.Int32)">
|
|
<summary>
|
|
Duplicate specified item and raises the event <see cref="E:FullInspector.Rotorz.ReorderableList.ReorderableListControl.ItemInserted" />.
|
|
</summary>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<param name="itemIndex">Zero-based index of item.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.RemoveItem(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,System.Int32)">
|
|
<summary>
|
|
Remove specified item.
|
|
</summary>
|
|
<remarks>
|
|
<para>The event <see cref="E:FullInspector.Rotorz.ReorderableList.ReorderableListControl.ItemRemoving" /> is raised prior to removing item and allows
|
|
removal to be cancelled.</para>
|
|
</remarks>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<param name="itemIndex">Zero-based index of item.</param>
|
|
<returns>Returns a value of <c>false</c> if operation was cancelled.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListControl.ClearAll(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
<summary>
|
|
Remove all items from list.
|
|
</summary>
|
|
<remarks>
|
|
<para>The event <see cref="E:FullInspector.Rotorz.ReorderableList.ReorderableListControl.ItemRemoving" /> is raised for each item prior to clearing
|
|
array and allows entire operation to be cancelled.</para>
|
|
</remarks>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<returns>Returns a value of <c>false</c> if operation was cancelled.</returns>
|
|
</member>
|
|
<member name="T:FullInspector.Rotorz.ReorderableList.ReorderableListGUI">
|
|
<summary>
|
|
Utility class for drawing reorderable lists.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.DefaultItemHeight">
|
|
<summary>
|
|
Default list item height.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.indexOfChangedItem">
|
|
<summary>
|
|
Gets or sets zero-based index of last item which was changed. A value of -1 indicates
|
|
that no item was changed by list.
|
|
</summary>
|
|
<remarks>
|
|
<para>This property should not be set when items are added or removed.</para>
|
|
</remarks>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.currentItemIndex">
|
|
<summary>
|
|
Gets zero-based index of list item which is currently being drawn; or a value of -1 if
|
|
no item is currently being drawn.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.defaultListControl">
|
|
<summary>
|
|
Gets the default list control implementation.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.defaultTitleStyle">
|
|
<summary>
|
|
Gets default style for title header.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.defaultContainerStyle">
|
|
<summary>
|
|
Gets default style for background of list control.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.defaultAddButtonStyle">
|
|
<summary>
|
|
Gets default style for add item button.
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.defaultRemoveButtonStyle">
|
|
<summary>
|
|
Gets default style for remove item button.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.Title(UnityEngine.GUIContent)">
|
|
<summary>
|
|
Draw title control for list field.
|
|
</summary>
|
|
<remarks>
|
|
<para>When needed, should be shown immediately before list field.</para>
|
|
</remarks>
|
|
<example>
|
|
<code language="csharp"><![CDATA[ ReorderableListGUI.Title(titleContent); ReorderableListGUI.ListField(list, DynamicListGU.TextFieldItemDrawer); ]]></code> <code language="unityscript"><![CDATA[ ReorderableListGUI.Title(titleContent); ReorderableListGUI.ListField(list, DynamicListGU.TextFieldItemDrawer); ]]></code>
|
|
</example>
|
|
<param name="title">Content for title control.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.Title(System.String)">
|
|
<summary>
|
|
Draw title control for list field.
|
|
</summary>
|
|
<remarks>
|
|
<para>When needed, should be shown immediately before list field.</para>
|
|
</remarks>
|
|
<example>
|
|
<code language="csharp"><![CDATA[ ReorderableListGUI.Title("Your Title"); ReorderableListGUI.ListField(list, DynamicListGU.TextFieldItemDrawer); ]]></code> <code language="unityscript"><![CDATA[ ReorderableListGUI.Title('Your Title'); ReorderableListGUI.ListField(list, DynamicListGU.TextFieldItemDrawer); ]]></code>
|
|
</example>
|
|
<param name="title">Text for title control.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.Title(UnityEngine.Rect,UnityEngine.GUIContent)">
|
|
<summary>
|
|
Draw title control for list field with absolute positioning.
|
|
</summary>
|
|
<param name="position">Position of control.</param>
|
|
<param name="title">Content for title control.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.Title(UnityEngine.Rect,System.String)">
|
|
<summary>
|
|
Draw title control for list field with absolute positioning.
|
|
</summary>
|
|
<param name="position">Position of control.</param>
|
|
<param name="text">Text for title control.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.DoListField(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawEmpty,FullInspector.Rotorz.ReorderableList.ReorderableListFlags)">
|
|
<summary>
|
|
Draw list field control for adapted collection.
|
|
</summary>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<param name="drawEmpty">Callback to draw custom content for empty list
|
|
(optional).</param>
|
|
<param name="flags">Optional flags to pass into list field.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.DoListFieldAbsolute(UnityEngine.Rect,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,FullInspector.Rotorz.ReorderableList.ReorderableListFlags)">
|
|
<summary>
|
|
Draw list field control for adapted collection.
|
|
</summary>
|
|
<param name="position">Position of control.</param>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<param name="drawEmpty">Callback to draw custom content for empty list
|
|
(optional).</param>
|
|
<param name="flags">Optional flags to pass into list field.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.ListField(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawEmpty,FullInspector.Rotorz.ReorderableList.ReorderableListFlags)">
|
|
<inheritdoc cref="DoListField(IReorderableListAdaptor, ReorderableListControl.DrawEmpty, ReorderableListFlags)" />
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.ListFieldAbsolute(UnityEngine.Rect,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,FullInspector.Rotorz.ReorderableList.ReorderableListFlags)">
|
|
<inheritdoc cref="DoListFieldAbsolute(Rect, IReorderableListAdaptor, ReorderableListControl.DrawEmptyAbsolute, ReorderableListFlags)" />
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.ListField(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawEmpty)">
|
|
<inheritdoc cref="DoListField(IReorderableListAdaptor, ReorderableListControl.DrawEmpty, ReorderableListFlags)" />
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.ListFieldAbsolute(UnityEngine.Rect,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,FullInspector.Rotorz.ReorderableList.ReorderableListControl.DrawEmptyAbsolute)">
|
|
<inheritdoc cref="DoListFieldAbsolute(Rect, IReorderableListAdaptor, ReorderableListControl.DrawEmptyAbsolute, ReorderableListFlags)" />
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.ListField(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,FullInspector.Rotorz.ReorderableList.ReorderableListFlags)">
|
|
<inheritdoc cref="DoListField(IReorderableListAdaptor, ReorderableListControl.DrawEmpty, ReorderableListFlags)" />
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.ListFieldAbsolute(UnityEngine.Rect,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,FullInspector.Rotorz.ReorderableList.ReorderableListFlags)">
|
|
<inheritdoc cref="DoListFieldAbsolute(Rect, IReorderableListAdaptor, ReorderableListControl.DrawEmptyAbsolute, ReorderableListFlags)" />
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.ListField(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
<inheritdoc cref="DoListField(IReorderableListAdaptor, ReorderableListControl.DrawEmpty, ReorderableListFlags)" />
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.ListFieldAbsolute(UnityEngine.Rect,FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
<inheritdoc cref="DoListFieldAbsolute(Rect, IReorderableListAdaptor, ReorderableListControl.DrawEmptyAbsolute, ReorderableListFlags)" />
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.CalculateListFieldHeight(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor,FullInspector.Rotorz.ReorderableList.ReorderableListFlags)">
|
|
<summary>
|
|
Calculate height of list field for adapted collection.
|
|
</summary>
|
|
<param name="adaptor">Reorderable list adaptor.</param>
|
|
<param name="flags">Optional flags to pass into list field.</param>
|
|
<returns>Required list height in pixels.</returns>
|
|
</member>
|
|
<member name="M:FullInspector.Rotorz.ReorderableList.ReorderableListGUI.CalculateListFieldHeight(FullInspector.Rotorz.ReorderableList.IReorderableListAdaptor)">
|
|
|
|
|
|
<inheritdoc cref="CalculateListFieldHeight(IReorderableListAdaptor, ReorderableListFlags)" />
|
|
</member>
|
|
<member name="T:FullInspector.Modules.NumericTypeEditorHelper">
|
|
<summary>
|
|
Provides an Edit field that uses a string so that types of varying bit width (greater than
|
|
32 bits, which is what IntField/FloatField is limited to) can be represented properly in the
|
|
editor without losing data.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Modules.NumericTypeEditorHelper.Edit``1(UnityEngine.Rect,UnityEngine.GUIContent,``0)">
|
|
<summary>
|
|
Edit the given type using a TextField. Convert.ChangeType will be used to convert the
|
|
given type T to and from a string.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Modules.KeyValuePairPropertyEditor`2.SplitRect(UnityEngine.Rect,System.Single,System.Single,UnityEngine.Rect@,UnityEngine.Rect@)">
|
|
<summary>
|
|
Splits the given rect into two rects that are divided horizontally.
|
|
</summary>
|
|
<param name="rect">The rect to split</param>
|
|
<param name="percentage">The horizontal percentage that the rects are split at</param>
|
|
<param name="margin">How much space that should be between the two rects</param>
|
|
<param name="left">The output left-hand side rect</param>
|
|
<param name="right">The output right-hand side rect</param>
|
|
</member>
|
|
<member name="P:FullInspector.Modules.ObjectFoldoutStateGraphMetadata.IsActive">
|
|
<summary>
|
|
Is the foldout currently active, ie, is the rendered item being displayed or is the
|
|
short-form foldout being displayed?
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Modules.ObjectFoldoutStateGraphMetadata.AnimPercentage">
|
|
<summary>
|
|
What percentage are we at in the animation between active states?
|
|
</summary>
|
|
</member>
|
|
<member name="P:FullInspector.Modules.ObjectFoldoutStateGraphMetadata.IsAnimating">
|
|
<summary>
|
|
Are we currently animating between different states?
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Modules.IObjectPropertyEditor">
|
|
<summary>
|
|
Used to remove the generic arguments from ObjectPropertyEditor so that it can be used as a
|
|
"banned" argument for PropertyEditor.Get
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Modules.ObjectPropertyEditor`1">
|
|
<summary>
|
|
Provides an ObjectField for every type which derives from Object.
|
|
</summary>
|
|
<typeparam name="ObjectType">The actual type of the derived parameter</typeparam>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.ObjectDataPath">
|
|
<summary>
|
|
Provides a route to read/write data inside of an object. That data can be
|
|
(recursively) stored within a field, property, or collection.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.ObjectDataPath.#ctor(FullInspector.Internal.ObjectDataPath[])">
|
|
<summary>
|
|
The data path stores the type of the object.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.ObjectDataPath.#ctor(FullInspector.InspectedProperty)">
|
|
<summary>
|
|
The data path accesses the given property.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.ObjectDataPath.#ctor(FullInspector.InspectedProperty,System.Int32)">
|
|
<summary>
|
|
The data path accesses an element inside of an IList instance
|
|
(including arrays). The list instance resides at |property|.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.ObjectDataPath.#ctor(FullInspector.InspectedProperty,System.Object)">
|
|
<summary>
|
|
The data path accesses an element inside of an IDictionary instance.
|
|
The dictionary instance resides at |property|.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Internal.ObjectDataPath.s_RemoveObject">
|
|
<summary>
|
|
Special marker object used to notify Write to write the default/null value.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.SavedObject.IsPrimitiveValue(System.Object)">
|
|
<summary>
|
|
Returns true if the given object should be saved directly inside of
|
|
the state dictionary.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiImageUtility.GetImageSize(System.Byte[],System.Int32@,System.Int32@)">
|
|
<summary>
|
|
Read width and height of PNG file in pixels.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.FacadeTypeManager">
|
|
<summary>
|
|
Manages the type selection drop-down for a facade.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.FacadeTypeManager.#ctor(System.Type)">
|
|
<summary>
|
|
Creates a new type manager.
|
|
</summary>
|
|
<param name="baseType">The base facade type.</param>
|
|
</member>
|
|
<member name="M:FullInspector.FacadeTypeManager.GetDisplayOptionIndex(System.Type)">
|
|
<summary>
|
|
Finds the active display option index for the given type, or -1 if it isn't found.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.FacadeTypeManager.Types">
|
|
<summary>
|
|
The available types. This will always have at least one element.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.FacadeTypeManager.DisplayedOptions">
|
|
<summary>
|
|
A displayable variant of the type array. This will always have at least one element.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.FacadeEditor`1.GetDefault(System.Type)">
|
|
<summary>
|
|
Returns the default value for the given type. Notably, this will return a zeroed out
|
|
value type if the type is a value type, not null.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.FacadeEditor`1.DeserializeProperty(FullInspector.BaseSerializer,FullInspector.ISerializationOperator,FullInspector.InspectedProperty,FullInspector.Facade{`0})">
|
|
<summary>
|
|
Deserializes a property on the facade.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.FacadeEditor`1.TrySerializeProperty(FullInspector.BaseSerializer,FullInspector.ISerializationOperator,FullInspector.InspectedProperty,System.Object,System.String@)">
|
|
<summary>
|
|
Serializes a property that will be stored on the facade.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.fiScriptableObjectManagerWindow">
|
|
<summary>
|
|
Provides a nice interface for interacting with and managing scriptable object instances
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Modules.BaseSerialiationInvokableEditor`1.DividerHeight">
|
|
<summary>
|
|
The amount of space between the object selector and the method selection popup.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Modules.BaseSerialiationInvokableEditor`1.EndSeparatorHeight">
|
|
<summary>
|
|
Amount of space after the method selection popup that will separate this element from
|
|
the next one.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Modules.BaseSerialiationInvokableEditor`1.IsValidMethod(System.Reflection.MethodInfo)">
|
|
<summary>
|
|
Adaptor method to determine if the given method should be shown in the method dropdown.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Modules.BaseSerialiationInvokableEditor`1.EnsureInstance(`0@)">
|
|
<summary>
|
|
Ensures that action is not null.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Modules.BaseSerialiationInvokableEditor`1.SplitRects(UnityEngine.Rect,UnityEngine.Rect@,UnityEngine.Rect@)">
|
|
<summary>
|
|
Splits the general region rect into the two object and popup rects.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Modules.BaseSerialiationInvokableEditor`1.GetMethodOptions(`0,System.Int32@,System.String[]@)">
|
|
<summary>
|
|
Returns the methods that should be shown in the dropdown, and returns the active method
|
|
in that list.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Modules.BaseSerialiationInvokableEditor`1.GetContainerTypeOrUnityObject(`0)">
|
|
<summary>
|
|
Returns either the container type, or if the contaier is null, then typeof(UnityObject).
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Modules.fiSerializerMigrationUtility.MigrateUnityObject(UnityEngine.Object,System.Type,System.Type)">
|
|
<summary>
|
|
Changes the serialization data for the given GameObject.
|
|
</summary>
|
|
<param name="go">The UnityObject to migrate (either a ScriptableObject, GameObject, or Component). If it is a GameObject, then all child components will also be scanned.</param>
|
|
<param name="fromSerializer">The current serializer</param>
|
|
<param name="toSerializer">The new serializer</param>
|
|
</member>
|
|
<member name="M:FullInspector.Modules.fiSerializerMigrationUtility.GetSceneObjects">
|
|
<summary>
|
|
Returns all scene specific objects that use Full Inspector.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:FullInspector.Modules.fiSerializerMigrationUtility.GetPersistentObjects">
|
|
<summary>
|
|
Returns all persistent objects that use Full Inspector.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Modules.fiSerializerMigrationUtilityEditorWindow.UnityObjectSelectionGroup">
|
|
<summary>
|
|
This is a utility class that wraps the UX that lets the user pick which UnityObjects they
|
|
want to process.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Modules.fiSharedInstanceScriptGenerator">
|
|
<summary>
|
|
Generates derived types for SharedInstance{T}.
|
|
</summary>
|
|
</member>
|
|
<member name="M:FullInspector.Modules.fiSharedInstanceScriptGenerator.Emit(System.String,System.String,System.String,System.String)">
|
|
<param name="fileName">The name of the file to emit. This should be the normalized class name.</param>
|
|
<param name="className">The name of the class in the file, ie, class {className} {}</param>
|
|
<param name="genericType">The value for the generic type, ie, class foo : parent{genericType} {}</param>
|
|
<param name="serializerName">The value for the serializer type, optional. It will also go in a generic type argument.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Modules.fiSharedInstanceSelectorWindow.Show(System.Type,System.Type,System.Action{UnityEngine.Object})">
|
|
<summary>
|
|
Shows a new selection window for a SharedInstance type.
|
|
</summary>
|
|
<param name="instanceType">The generic SharedInstance parameter; that actual instance type.</param>
|
|
<param name="sharedInstanceType">The generic SharedInstance type itself.</param>
|
|
<param name="onSelected">Method to invoke when a new SharedInstance has been selected.</param>
|
|
</member>
|
|
<member name="M:FullInspector.Internal.fiSharedInstanceUtility.GetSerializableType(System.Type)">
|
|
<summary>
|
|
Returns a SharedInstance type that Unity can serialize for the given generic SharedInstance type.
|
|
This returns null if the type is not yet created. Create it with
|
|
SharedInstanceScriptGenerator.GenerateScript(instanceType);
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Modules.StaticInspectorWindow._inspectorScrollPosition">
|
|
<summary>
|
|
The current scrolling position for the static inspector.
|
|
</summary>
|
|
</member>
|
|
<member name="F:FullInspector.Modules.StaticInspectorWindow._serializedInspectedType">
|
|
<summary>
|
|
The type that we are currently viewing the statics for. Unfortunately, we have to store
|
|
this type as a string so that Unity can serialize it. It would be awesome to have FI
|
|
serialization on EditorWindows, but oh well :P.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Modules.fiToggleDLL">
|
|
<summary>
|
|
This class enables a menu item that allows the developer to toggle between DLL or non-dll versions of Full Inspector. Toggling
|
|
is done by switching file extensions.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.tkControlPropertyEditor`1">
|
|
<summary>
|
|
A standard tkControlPropertyEditor except with some more appropriate values popualted.
|
|
</summary>
|
|
</member>
|
|
<member name="T:FullInspector.Internal.tkControlPropertyEditor">
|
|
<summary>
|
|
Derive from this class if you wish to write a custom property editor that is rendered
|
|
from a tkControl.
|
|
</summary>
|
|
<remarks>You probably want to derive from tkControlPropertyEditor{TEdited}</remarks>
|
|
</member>
|
|
<member name="T:FullInspector.tkCustomBehaviorEditor`1">
|
|
<summary>
|
|
Helper class you can derive from to write a custom tk control for a behavior. This wraps
|
|
some of the boilerplate.
|
|
</summary>
|
|
</member>
|
|
</members>
|
|
</doc>
|