Files
BH3/Assets/Editor/FullInspector-Editor.xml
2025-09-11 15:00:19 +08:00

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XML

<?xml version="1.0"?>
<doc>
<assembly>
<name>FullInspector-Editor</name>
</assembly>
<members>
<member name="F:FullInspector.BehaviorEditor._editorTypes">
<summary>
A list of all types that have a CustomBehaviorEditorAttribute attribute.
</summary>
</member>
<member name="F:FullInspector.BehaviorEditor._cachedBehaviorEditors">
<summary>
Cached property editors.
</summary>
</member>
<member name="M:FullInspector.BehaviorEditor.SortByPropertyTypeRelevance(System.Collections.Generic.List{FullInspector.IBehaviorEditor})">
<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.BehaviorEditor.CreateEditor(System.Type)">
<summary>
Returns a set of property editors that can be used to edit the given property type.
</summary>
</member>
<member name="M:FullInspector.BehaviorEditor.Get(System.Type)">
<summary>
Returns a behavior editor that can be used to edit the given behavior type.
</summary>
<param name="behaviorType">The type of behavior to edit. This should derive from
BaseBehavior.</param>
</member>
<member name="M:FullInspector.Internal.BehaviorEditorTools.CanEdit(System.Type,FullInspector.CustomBehaviorEditorAttribute)">
<summary>
Returns true if the given dataType matches the given behaviorType. If the dataType is
generic and the behaviorType is a generic definition, then the behaviorType will be
instantiated with the same generic arguments as dataType.
</summary>
</member>
<member name="M:FullInspector.Internal.BehaviorEditorTools.TryCreateInstance(System.Type,System.Type,System.Type,FullInspector.IBehaviorEditor@)">
<summary>
Creates a new instance of the given editorType. It is assumed that editorType extends
IBehaviorEditor.
</summary>
</member>
<member name="M:FullInspector.Internal.BehaviorEditorTools.TryCreateSpecificEditor(System.Type,System.Type,System.Type)">
<summary>
Attempt to create a new IBehaviorEditor instance.
</summary>
<param name="usedEditedType">The data type that is used for comparison with the behavior
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.BehaviorEditorTools.TryCreateEditor(System.Type,System.Type)">
<summary>
Attempts to create a behavior 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>
<returns>A behavior editor that can edit the given edited type.</returns>
</member>
<member name="T:FullInspector.CustomAttributePropertyEditorAttribute">
<summary>
Allows an IPropertyEditor to be used as an attribute property editor.
</summary>
</member>
<member name="F:FullInspector.CustomAttributePropertyEditorAttribute.AttributeActivator">
<summary>
The attribute type that activates this property editor.
</summary>
</member>
<member name="F:FullInspector.CustomAttributePropertyEditorAttribute.ReplaceOthers">
<summary>
If true, then this attribute property editor will replace other property editors beneath
it.
</summary>
</member>
<member name="M:FullInspector.CustomAttributePropertyEditorAttribute.#ctor(System.Type)">
<summary>
Construct a new attribute instance.
</summary>
<param name="attributeActivator">The attribute type that activates this property
editor.</param>
</member>
<member name="M:FullInspector.CustomAttributePropertyEditorAttribute.#ctor(System.Type,System.Boolean)">
<summary>
Construct a new attribute instance.
</summary>
<param name="attributeActivator">The attribute type that activates this property
editor.</param>
<param name="replaceOthers">If true, then this attribute property editor will replace
other property editors beneath it.</param>
</member>
<member name="T:FullInspector.CustomBehaviorEditorAttribute">
<summary>
Mark a type as a custom behavior editor. That editor needs to derive from
BehaviorEditor{TBehavior} and will be used as the editor for that behavior type.
</summary>
</member>
<member name="F:FullInspector.CustomBehaviorEditorAttribute.BehaviorType">
<summary>
The behavior type to edit.
</summary>
</member>
<member name="F:FullInspector.CustomBehaviorEditorAttribute.Inherit">
<summary>
True if this should editor should apply to derived types. Defaults to true.
</summary>
</member>
<member name="T:FullInspector.CustomPropertyEditorAttribute">
<summary>
An annotation that signals that a class is a property editor for a given property type.
</summary>
<remarks>
If the property editor is editing a generic type, then PropertyType should just be an open
generic type reflecting the edited type. For example, for a List property editor,
PropertyType should be typeof(List{}) (where {} are angle brackets).
</remarks>
</member>
<member name="F:FullInspector.CustomPropertyEditorAttribute.PropertyType">
<summary>
The type of property that this class is a property editor for. This can be either a
non-generic type or an open generic type (List{} is an open generic type, but List[int]
is not).
</summary>
</member>
<member name="F:FullInspector.CustomPropertyEditorAttribute.Inherit">
<summary>
Should this editor type be used for inherited PropertyTypes? If Inherit is true, then
the first generic parameter of your property editor type will be automatically populated
with the derived type that the property editor is being used to edit.
</summary>
</member>
<member name="F:FullInspector.CustomPropertyEditorAttribute.DisableErrorOnUnityObject">
<summary>
Internal bool to prevent a warning emission if this property editor targets UnityObject
types.
</summary>
</member>
<member name="M:FullInspector.CustomPropertyEditorAttribute.#ctor(System.Type)">
<summary>
Mark this type as an IPropertyEditor. It will be instantiated automatically.
</summary>
<param name="propertyType">The type of property that this PropertyEditor is
editing.</param>
</member>
<member name="M:FullInspector.CustomPropertyEditorAttribute.#ctor(System.Type,System.Boolean)">
<summary>
Mark this type as an IPropertyEditor. It will be instantiated automatically.
</summary>
<param name="propertyType">The type of property that this PropertyEditor is
editing.</param>
<param name="inherit">If true, then this PropertyEditor will also be used for types that
derive from propertyType. If true, then this also has implications on the generic
parameter list. See the documentation on the member variable for more
information.</param>
</member>
<member name="T:FullInspector.DefaultBehaviorEditor">
<summary>
The default behavior editor is used whenever there is not a user-defined one that should be
used instead.
</summary>
</member>
<member name="T:FullInspector.DefaultBehaviorEditor`1">
<summary>
If you wish to just extend the default behavior editor by adding a section before/after it, you
can just extend this class and override the appropriate methods.
</summary>
</member>
<member name="T:FullInspector.FullInspectorCommonSerializedObjectEditor">
<summary>
An editor that provides a good inspector experience for types which derive from
ISerializedObject.
</summary>
</member>
<member name="F:FullInspector.FullInspectorCommonSerializedObjectEditor._editorShowSerializedState">
<summary>
This is accessed by the BaseBehaviorEditor (using reflection) to determine if the editor
should show the value for _serializedState.
</summary>
</member>
<member name="M:FullInspector.FullInspectorCommonSerializedObjectEditor.DrawOpenScriptButton(UnityEngine.Object)">
<summary>
Draws an open script button for the given object.
</summary>
</member>
<member name="T:FullInspector.IAttributePropertyEditor">
<summary>
An IAttributePropertyEditor is identical to an IPropertyEditor, except that it also
contains an Attribute parameter.
</summary>
</member>
<member name="P:FullInspector.IAttributePropertyEditor.Attribute">
<summary>
The attribute that was used to create this editor.
</summary>
</member>
<member name="T:FullInspector.AttributePropertyEditor`2">
<summary>
A property editor is the core editing abstraction used within FI. This allows for
overriding of the default inspector logic for elements of a custom type. PropertyEditors
are extremely similar to Unity's PropertyDrawers, except that they support generics and
are fully type-safe. The AttributePropertyEditor is identical to the PropertyEditor, except
that it is activated when a user adds an attribute to a type.
</summary>
<remarks>
Recall that to get FI to actually use the property editor, you need to add the
[CustomAttributePropertyEditor] attribute to the type with appropriate parameters.
</remarks>
<typeparam name="TElement">The element type that the editor will edit</typeparam>
</member>
<member name="M:FullInspector.IBehaviorEditor.OnEditorActivate(UnityEngine.Object)">
<summary>
Notification that the inspector/editor is now active.
</summary>
</member>
<member name="M:FullInspector.IBehaviorEditor.OnEditorDeactivate(UnityEngine.Object)">
<summary>
Notification that the inspector/editor is no longer active.
</summary>
</member>
<member name="M:FullInspector.IBehaviorEditorExtensions.EditWithGUILayout``1(FullInspector.IBehaviorEditor,``0)">
<summary>
This method makes it easy to use a typical behavior 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="element">The element that is being edited.</param>
</member>
<member name="T:FullInspector.IPropertyEditor">
<summary>
Marks an object as a property editor.
</summary>
<remarks>
This interface is split up into two parts, the core one that user's typically access,
IPropertyEditor, and one that implements the actual editing API, IPropertyEditorEditAPI.
<br />
You almost certainly want to extend PropertyEditor{T} instead of this
interface. It provides an automatic implementation for all methods and gives type-safety to
your editor.
</remarks>
</member>
<member name="P:FullInspector.IPropertyEditor.EditorChain">
<summary>
The editing chain that this editor is within. This can be used to fetch the next editor
to use and the like.
</summary>
</member>
<member name="M:FullInspector.IPropertyEditor.CanEdit(System.Type)">
<summary>
Can the editor edit the given type?
</summary>
</member>
<member name="T:FullInspector.IPropertyEditorDefaultFoldoutState">
<summary>
An optional annotation for a property editor to specify its default foldout state.
</summary>
</member>
<member name="P:FullInspector.IPropertyEditorDefaultFoldoutState.DefaultFoldoutState">
<summary>
The default foldout state for the property editor. If set to false, then the editor
will be collapsed immediately.
</summary>
</member>
<member name="T:FullInspector.PropertyEditor`1">
<summary>
A property editor is the core editing abstraction used within FI. This allows for overriding
of the default inspector logic for elements of a custom type. PropertyEditors are extremely
similar to Unity's PropertyDrawers, except that they support generics and are fully
type-safe.
</summary>
<remarks>
Recall that to get FI to actually use the property editor, you need to add the
[CustomPropertyEditor] attribute to the type with appropriate parameters.
</remarks>
<typeparam name="TElement">The element type that the editor will edit</typeparam>
</member>
<member name="T:FullInspector.IPropertyEditorEditAPI">
<summary>
This is the core editing API that property editors use. We split the editing API and the
IPropertyEditor interfaces into two as we define extension methods on IPropertyEditor that
allows FI to run arbitrary code before/after the actual edit method executes.
</summary>
</member>
<member name="M:FullInspector.IPropertyEditorEditAPI.Edit(UnityEngine.Rect,UnityEngine.GUIContent,System.Object,FullInspector.fiGraphMetadata)">
<summary>
Display a Unity inspector GUI that provides an editing interface for the given object.
</summary>
<param name="region">The rect on the screen to draw the GUI controls.</param>
<param name="label">The label to label the controls with.</param>
<param name="element">The element itself to edit. This can be mutated directly. For
values which cannot be mutated, such as structs, the return value is used to update the
stored value.</param>
<returns>An updated instance of the element.</returns>
</member>
<member name="M:FullInspector.IPropertyEditorEditAPI.GetElementHeight(UnityEngine.GUIContent,System.Object,FullInspector.fiGraphMetadata)">
<summary>
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>
<returns>The height of the region that needs editing.</returns>
</member>
<member name="M:FullInspector.IPropertyEditorEditAPI.GetFoldoutHeader(UnityEngine.GUIContent,System.Object)">
<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.IPropertyEditorEditAPI.OnSceneGUI(System.Object)">
<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="P:FullInspector.IPropertyEditorEditAPI.DisplaysStandardLabel">
<summary>
Does this editor display a standard label that can instead be rendered with EditorGUI.Foldout?
</summary>
</member>
<member name="T:FullInspector.CachedHeightMedatadata">
<summary>
The cached height metadata is used to optimize CPU/execution time for some memory so that
we don't have to recompute heights multiple times over. In essence, if we call
GetElementHeight from Edit, then GetElementHeight will short-circuit and just return a
cached height.
</summary>
</member>
<member name="T:FullInspector.PropertyEditorExtensions.BaseMethodCall">
<summary>
We store the current
</summary>
</member>
<member name="F:FullInspector.PropertyEditorExtensions.BaseMethod">
<summary>
The current method that we are invoking.
</summary>
</member>
<member name="M:FullInspector.PropertyEditorExtensions.GetEditingAPI(FullInspector.IPropertyEditor)">
<summary>
Helper method to fetch the editing API for an IPropertyEditor.
</summary>
</member>
<member name="M:FullInspector.PropertyEditorExtensions.Edit``1(FullInspector.IPropertyEditor,UnityEngine.Rect,UnityEngine.GUIContent,``0,FullInspector.fiGraphMetadataChild)">
<summary>
Display a Unity inspector GUI that provides an editing interface for the given object.
</summary>
<param name="region">The rect on the screen to draw the GUI controls.</param>
<param name="label">The label to label the controls with.</param>
<param name="element">The element itself to edit. This can be mutated directly. For
values which cannot be mutated, such as structs, the return value is used to update the
stored value.</param>
<returns>An updated instance of the element.</returns>
</member>
<member name="M:FullInspector.PropertyEditorExtensions.GetDropdownMetadata(FullInspector.IPropertyEditor,FullInspector.fiGraphMetadata)">
<summary>
Fetches the dropdown metadata instance that should be used. This performs any necessary initialization.
</summary>
</member>
<member name="M:FullInspector.PropertyEditorExtensions.GetElementHeight``1(FullInspector.IPropertyEditor,UnityEngine.GUIContent,``0,FullInspector.fiGraphMetadataChild)">
<summary>
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>
<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&gt;.</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&gt;.</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&gt;.</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&gt;.</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&gt;.</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&gt;.</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&gt;.</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>