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<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
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<doc> |
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<members> |
||||
<assembly> |
||||
<name>UnityEngine.ARModule</name> |
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</assembly> |
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<member name="T:UnityEngine.XR.ARBackgroundRenderer"> |
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<summary> |
||||
<para>Class used to override a camera's default background rendering path to instead render a given Texture and/or Material. This will typically be used with images from the color camera for rendering the AR background on mobile devices.</para> |
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</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.XR.ARBackgroundRenderer.backgroundMaterial"> |
||||
<summary> |
||||
<para>The Material used for AR rendering.</para> |
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</summary> |
||||
</member> |
||||
<member name="?:UnityEngine.XR.ARBackgroundRenderer.backgroundRendererChanged(System.Action)"> |
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<summary> |
||||
<para>Called when any of the public properties of this class have been changed.</para> |
||||
</summary> |
||||
<param name="value"></param> |
||||
</member> |
||||
<member name="P:UnityEngine.XR.ARBackgroundRenderer.backgroundTexture"> |
||||
<summary> |
||||
<para>An optional Texture used for AR rendering. If this property is not set then the texture set in XR.ARBackgroundRenderer._backgroundMaterial as "_MainTex" is used.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.XR.ARBackgroundRenderer.camera"> |
||||
<summary> |
||||
<para>An optional Camera whose background rendering will be overridden by this class. If this property is not set then the main Camera in the Scene is used.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.XR.ARBackgroundRenderer.mode"> |
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<summary> |
||||
<para>When set to XR.ARRenderMode.StandardBackground (default) the camera is not overridden to display the background image. Setting this property to XR.ARRenderMode.MaterialAsBackground will render the texture specified by XR.ARBackgroundRenderer._backgroundMaterial and or XR.ARBackgroundRenderer._backgroundTexture as the background.</para> |
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</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.XR.ARBackgroundRenderer.DisableARBackgroundRendering"> |
||||
<summary> |
||||
<para>Disables AR background rendering. This method is called internally but can be overridden by users who wish to subclass XR.ARBackgroundRenderer to customize handling of AR background rendering.</para> |
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</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.XR.ARRenderMode"> |
||||
<summary> |
||||
<para>Enumeration describing the AR rendering mode used with XR.ARBackgroundRenderer.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.XR.ARRenderMode.MaterialAsBackground"> |
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<summary> |
||||
<para>The material associated with XR.ARBackgroundRenderer is being rendered as the background.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.XR.ARRenderMode.StandardBackground"> |
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<summary> |
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<para>The standard background is rendered. (Skybox, Solid Color, etc.)</para> |
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</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
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<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.AccessibilityModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.Accessibility.VisionUtility"> |
||||
<summary> |
||||
<para>A class containing methods to assist with accessibility for users with different vision capabilities.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Accessibility.VisionUtility.GetColorBlindSafePalette(UnityEngine.Color[],System.Single,System.Single)"> |
||||
<summary> |
||||
<para>Gets a palette of colors that should be distinguishable for normal vision, deuteranopia, protanopia, and tritanopia.</para> |
||||
</summary> |
||||
<param name="palette">An array of colors to populate with a palette.</param> |
||||
<param name="minimumLuminance">Minimum allowable perceived luminance from 0 to 1. A value of 0.2 or greater is recommended for dark backgrounds.</param> |
||||
<param name="maximumLuminance">Maximum allowable perceived luminance from 0 to 1. A value of 0.8 or less is recommended for light backgrounds.</param> |
||||
<returns> |
||||
<para>The number of unambiguous colors in the palette.</para> |
||||
</returns> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
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<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.AssetBundleModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.AssetBundle"> |
||||
<summary> |
||||
<para>AssetBundles let you stream additional assets via the UnityWebRequest class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.AssetBundle.isStreamedSceneAssetBundle"> |
||||
<summary> |
||||
<para>Return true if the AssetBundle is a streamed Scene AssetBundle.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.Contains(System.String)"> |
||||
<summary> |
||||
<para>Check if an AssetBundle contains a specific object.</para> |
||||
</summary> |
||||
<param name="name"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.GetAllAssetNames"> |
||||
<summary> |
||||
<para>Return all asset names in the AssetBundle.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.GetAllLoadedAssetBundles"> |
||||
<summary> |
||||
<para>To use when you need to get a list of all the currently loaded Asset Bundles.</para> |
||||
</summary> |
||||
<returns> |
||||
<para>Returns IEnumerable<AssetBundle> of all currently loaded Asset Bundles.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.GetAllScenePaths"> |
||||
<summary> |
||||
<para>Return all the Scene asset paths (paths to *.unity assets) in the AssetBundle.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadAllAssets(System.Type)"> |
||||
<summary> |
||||
<para>Loads all assets contained in the asset bundle that inherit from type.</para> |
||||
</summary> |
||||
<param name="type"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadAllAssets"> |
||||
<summary> |
||||
<para>Loads all assets contained in the asset bundle.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadAllAssets"> |
||||
<summary> |
||||
<para>Loads all assets contained in the asset bundle that inherit from type T.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadAllAssetsAsync"> |
||||
<summary> |
||||
<para>Loads all assets contained in the asset bundle asynchronously.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadAllAssetsAsync"> |
||||
<summary> |
||||
<para>Loads all assets contained in the asset bundle that inherit from T asynchronously.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadAllAssetsAsync(System.Type)"> |
||||
<summary> |
||||
<para>Loads all assets contained in the asset bundle that inherit from type asynchronously.</para> |
||||
</summary> |
||||
<param name="type"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadAsset(System.String)"> |
||||
<summary> |
||||
<para>Loads asset with name from the bundle.</para> |
||||
</summary> |
||||
<param name="name"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadAsset(System.String,System.Type)"> |
||||
<summary> |
||||
<para>Loads asset with name of a given type from the bundle.</para> |
||||
</summary> |
||||
<param name="name"></param> |
||||
<param name="type"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadAsset(System.String)"> |
||||
<summary> |
||||
<para>Loads asset with name of type T from the bundle.</para> |
||||
</summary> |
||||
<param name="name"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadAssetAsync(System.String)"> |
||||
<summary> |
||||
<para>Asynchronously loads asset with name from the bundle.</para> |
||||
</summary> |
||||
<param name="name"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadAssetAsync(System.String)"> |
||||
<summary> |
||||
<para>Asynchronously loads asset with name of a given T from the bundle.</para> |
||||
</summary> |
||||
<param name="name"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadAssetAsync(System.String,System.Type)"> |
||||
<summary> |
||||
<para>Asynchronously loads asset with name of a given type from the bundle.</para> |
||||
</summary> |
||||
<param name="name"></param> |
||||
<param name="type"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssets(System.String)"> |
||||
<summary> |
||||
<para>Loads asset and sub assets with name from the bundle.</para> |
||||
</summary> |
||||
<param name="name"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssets(System.String,System.Type)"> |
||||
<summary> |
||||
<para>Loads asset and sub assets with name of a given type from the bundle.</para> |
||||
</summary> |
||||
<param name="name"></param> |
||||
<param name="type"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssets(System.String)"> |
||||
<summary> |
||||
<para>Loads asset and sub assets with name of type T from the bundle.</para> |
||||
</summary> |
||||
<param name="name"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssetsAsync(System.String)"> |
||||
<summary> |
||||
<para>Loads asset with sub assets with name from the bundle asynchronously.</para> |
||||
</summary> |
||||
<param name="name"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssetsAsync(System.String)"> |
||||
<summary> |
||||
<para>Loads asset with sub assets with name of type T from the bundle asynchronously.</para> |
||||
</summary> |
||||
<param name="name"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssetsAsync(System.String,System.Type)"> |
||||
<summary> |
||||
<para>Loads asset with sub assets with name of a given type from the bundle asynchronously.</para> |
||||
</summary> |
||||
<param name="name"></param> |
||||
<param name="type"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadFromFile(System.String,System.UInt32,System.UInt64)"> |
||||
<summary> |
||||
<para>Synchronously loads an AssetBundle from a file on disk.</para> |
||||
</summary> |
||||
<param name="path">Path of the file on disk.</param> |
||||
<param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param> |
||||
<param name="offset">An optional byte offset. This value specifies where to start reading the AssetBundle from.</param> |
||||
<returns> |
||||
<para>Loaded AssetBundle object or null if failed.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadFromFile"> |
||||
<summary> |
||||
<para>Synchronously loads an AssetBundle from a file on disk.</para> |
||||
</summary> |
||||
<param name="path">Path of the file on disk.</param> |
||||
<param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param> |
||||
<param name="offset">An optional byte offset. This value specifies where to start reading the AssetBundle from.</param> |
||||
<returns> |
||||
<para>Loaded AssetBundle object or null if failed.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadFromFileAsync(System.String,System.UInt32,System.UInt64)"> |
||||
<summary> |
||||
<para>Asynchronously loads an AssetBundle from a file on disk.</para> |
||||
</summary> |
||||
<param name="path">Path of the file on disk.</param> |
||||
<param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param> |
||||
<param name="offset">An optional byte offset. This value specifies where to start reading the AssetBundle from.</param> |
||||
<returns> |
||||
<para>Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadFromMemory(System.Byte[],System.UInt32)"> |
||||
<summary> |
||||
<para>Synchronously create an AssetBundle from a memory region.</para> |
||||
</summary> |
||||
<param name="binary">Array of bytes with the AssetBundle data.</param> |
||||
<param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param> |
||||
<returns> |
||||
<para>Loaded AssetBundle object or null if failed.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadFromMemoryAsync(System.Byte[],System.UInt32)"> |
||||
<summary> |
||||
<para>Asynchronously create an AssetBundle from a memory region.</para> |
||||
</summary> |
||||
<param name="binary">Array of bytes with the AssetBundle data.</param> |
||||
<param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param> |
||||
<returns> |
||||
<para>Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadFromStream(System.IO.Stream,System.UInt32,System.UInt32)"> |
||||
<summary> |
||||
<para>Synchronously loads an AssetBundle from a managed Stream.</para> |
||||
</summary> |
||||
<param name="stream">The managed Stream object. Unity calls Read(), Seek() and the Length property on this object to load the AssetBundle data.</param> |
||||
<param name="crc">An optional CRC-32 checksum of the uncompressed content.</param> |
||||
<param name="managedReadBufferSize">You can use this to override the size of the read buffer Unity uses while loading data. The default size is 32KB.</param> |
||||
<returns> |
||||
<para>The loaded AssetBundle object or null when the object fails to load.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.LoadFromStreamAsync(System.IO.Stream,System.UInt32,System.UInt32)"> |
||||
<summary> |
||||
<para>Asynchronously loads an AssetBundle from a managed Stream.</para> |
||||
</summary> |
||||
<param name="stream">The managed Stream object. Unity calls Read(), Seek() and the Length property on this object to load the AssetBundle data.</param> |
||||
<param name="crc">An optional CRC-32 checksum of the uncompressed content.</param> |
||||
<param name="managedReadBufferSize">You can use this to override the size of the read buffer Unity uses while loading data. The default size is 32KB.</param> |
||||
<returns> |
||||
<para>Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.RecompressAssetBundleAsync(System.String,System.String,UnityEngine.BuildCompression,System.UInt32,UnityEngine.ThreadPriority)"> |
||||
<summary> |
||||
<para>Asynchronously recompress a downloaded/stored AssetBundle from one BuildCompression to another.</para> |
||||
</summary> |
||||
<param name="inputPath">Path to the AssetBundle to recompress.</param> |
||||
<param name="outputPath">Path to the recompressed AssetBundle to be generated. Can be the same as inputPath.</param> |
||||
<param name="method">The compression method, level and blocksize to use during recompression. Only some BuildCompression types are supported (see note).</param> |
||||
<param name="expectedCRC">CRC of the AssetBundle to test against. Testing this requires additional file reading and computation. Pass in 0 to skip this check.</param> |
||||
<param name="priority">The priority at which the recompression operation should run. This sets thread priority during the operation and does not effect the order in which operations are performed. Recompression operations run on a background worker thread.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.Unload(System.Boolean)"> |
||||
<summary> |
||||
<para>Unloads all assets in the bundle.</para> |
||||
</summary> |
||||
<param name="unloadAllLoadedObjects"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundle.UnloadAllAssetBundles(System.Boolean)"> |
||||
<summary> |
||||
<para>Unloads all currently loaded Asset Bundles.</para> |
||||
</summary> |
||||
<param name="unloadAllObjects">Determines whether the current instances of objects loaded from Asset Bundles will also be unloaded.</param> |
||||
</member> |
||||
<member name="T:UnityEngine.AssetBundleCreateRequest"> |
||||
<summary> |
||||
<para>Asynchronous create request for an AssetBundle.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.AssetBundleCreateRequest.assetBundle"> |
||||
<summary> |
||||
<para>Asset object being loaded (Read Only).</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.AssetBundleLoadResult"> |
||||
<summary> |
||||
<para>The result of an Asset Bundle Load or Recompress Operation.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.AssetBundleLoadResult.AlreadyLoaded"> |
||||
<summary> |
||||
<para>The Asset Bundle is already loaded.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.AssetBundleLoadResult.Cancelled"> |
||||
<summary> |
||||
<para>The operation was cancelled.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.AssetBundleLoadResult.FailedCache"> |
||||
<summary> |
||||
<para>The Asset Bundle was not successfully cached.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.AssetBundleLoadResult.FailedDecompression"> |
||||
<summary> |
||||
<para>Failed to decompress the Asset Bundle.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.AssetBundleLoadResult.FailedDeleteRecompressionTarget"> |
||||
<summary> |
||||
<para>The target path given for the Recompression operation could not be deleted for swap with recompressed bundle file.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.AssetBundleLoadResult.FailedRead"> |
||||
<summary> |
||||
<para>Failed to read the Asset Bundle file.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.AssetBundleLoadResult.FailedWrite"> |
||||
<summary> |
||||
<para>Failed to write to the file system.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.AssetBundleLoadResult.NoSerializedData"> |
||||
<summary> |
||||
<para>The Asset Bundle does not contain any serialized data. It may be empty, or corrupt.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.AssetBundleLoadResult.NotCompatible"> |
||||
<summary> |
||||
<para>The AssetBundle is incompatible with this version of Unity.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.AssetBundleLoadResult.NotMatchingCrc"> |
||||
<summary> |
||||
<para>The decompressed Asset data did not match the precomputed CRC. This may suggest that the AssetBundle did not download correctly.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.AssetBundleLoadResult.NotValidAssetBundle"> |
||||
<summary> |
||||
<para>This does not appear to be a valid Asset Bundle.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.AssetBundleLoadResult.RecompressionTargetExistsButNotArchive"> |
||||
<summary> |
||||
<para>The target path given for the Recompression operation exists but is not an Archive container.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.AssetBundleLoadResult.RecompressionTargetIsLoaded"> |
||||
<summary> |
||||
<para>The target path given for the Recompression operation is an Archive that is currently loaded.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.AssetBundleLoadResult.Success"> |
||||
<summary> |
||||
<para>The operation completed successfully.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.AssetBundleManifest"> |
||||
<summary> |
||||
<para>Manifest for all the AssetBundles in the build.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundleManifest.GetAllAssetBundles"> |
||||
<summary> |
||||
<para>Get all the AssetBundles in the manifest.</para> |
||||
</summary> |
||||
<returns> |
||||
<para>An array of asset bundle names.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundleManifest.GetAllAssetBundlesWithVariant"> |
||||
<summary> |
||||
<para>Get all the AssetBundles with variant in the manifest.</para> |
||||
</summary> |
||||
<returns> |
||||
<para>An array of asset bundle names.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundleManifest.GetAllDependencies(System.String)"> |
||||
<summary> |
||||
<para>Get all the dependent AssetBundles for the given AssetBundle.</para> |
||||
</summary> |
||||
<param name="assetBundleName">Name of the asset bundle.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundleManifest.GetAssetBundleHash(System.String)"> |
||||
<summary> |
||||
<para>Get the hash for the given AssetBundle.</para> |
||||
</summary> |
||||
<param name="assetBundleName">Name of the asset bundle.</param> |
||||
<returns> |
||||
<para>The 128-bit hash for the asset bundle.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.AssetBundleManifest.GetDirectDependencies(System.String)"> |
||||
<summary> |
||||
<para>Get the direct dependent AssetBundles for the given AssetBundle.</para> |
||||
</summary> |
||||
<param name="assetBundleName">Name of the asset bundle.</param> |
||||
<returns> |
||||
<para>Array of asset bundle names this asset bundle depends on.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="T:UnityEngine.AssetBundleRecompressOperation"> |
||||
<summary> |
||||
<para>Asynchronous AssetBundle recompression from one compression method and level to another.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.AssetBundleRecompressOperation.humanReadableResult"> |
||||
<summary> |
||||
<para>A string describing the recompression operation result (Read Only).</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.AssetBundleRecompressOperation.inputPath"> |
||||
<summary> |
||||
<para>Path of the AssetBundle being recompressed (Read Only).</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.AssetBundleRecompressOperation.outputPath"> |
||||
<summary> |
||||
<para>Path of the resulting recompressed AssetBundle (Read Only).</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.AssetBundleRecompressOperation.result"> |
||||
<summary> |
||||
<para>Result of the recompression operation.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.AssetBundleRecompressOperation.success"> |
||||
<summary> |
||||
<para>True if the recompress operation is complete and was successful, otherwise false (Read Only).</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.AssetBundleRequest"> |
||||
<summary> |
||||
<para>Asynchronous load request from an AssetBundle.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.AssetBundleRequest.allAssets"> |
||||
<summary> |
||||
<para>Asset objects with sub assets being loaded. (Read Only)</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.AssetBundleRequest.asset"> |
||||
<summary> |
||||
<para>Asset object being loaded (Read Only).</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.BuildCompression"> |
||||
<summary> |
||||
<para>Contains information about compression methods, compression levels and block sizes that are supported by Asset Bundle compression at build time and recompression at runtime.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.BuildCompression.LZ4"> |
||||
<summary> |
||||
<para>LZ4HC "Chunk Based" Compression.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.BuildCompression.LZ4Runtime"> |
||||
<summary> |
||||
<para>LZ4 Compression for runtime recompression.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.BuildCompression.LZMA"> |
||||
<summary> |
||||
<para>LZMA Compression.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.BuildCompression.Uncompressed"> |
||||
<summary> |
||||
<para>Uncompressed Asset Bundle.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.BuildCompression.UncompressedRuntime"> |
||||
<summary> |
||||
<para>Uncompressed Asset Bundle.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.CompressionLevel"> |
||||
<summary> |
||||
<para>Compression Levels relate to how much time should be spent compressing Assets into an Asset Bundle.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.CompressionLevel.None"> |
||||
<summary> |
||||
<para>No compression.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.CompressionType"> |
||||
<summary> |
||||
<para>Compression Method for Asset Bundles.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.CompressionType.Lz4"> |
||||
<summary> |
||||
<para>LZ4 compression results in larger compressed files than LZMA, but does not require the entire bundle to be decompressed before use.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.CompressionType.Lz4HC"> |
||||
<summary> |
||||
<para>LZ4HC is a high compression variant of LZ4. LZ4HC compression results in larger compressed files than LZMA, but does not require the entire bundle to be decompressed before use.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.CompressionType.Lzma"> |
||||
<summary> |
||||
<para>LZMA compression results in smaller compressed Asset Bundles but they must be entirely decompressed before use.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.CompressionType.None"> |
||||
<summary> |
||||
<para>Uncompressed Asset Bundles are larger than compressed Asset Bundles, but they are the fastest to access once downloaded.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="A:UnityEngine.AssetBundleModule"> |
||||
<summary> |
||||
<para>The AssetBundle module implements the AssetBundle class and related APIs to load data from AssetBundles.</para> |
||||
</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.BaselibModule</name> |
||||
</assembly> |
||||
<member name="A:UnityEngine.BaselibModule"> |
||||
<summary> |
||||
<para>Baselib is a module used internally to provide low-level functionality needed by other modules.</para> |
||||
</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.ClothModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.Cloth"> |
||||
<summary> |
||||
<para>The Cloth class provides an interface to cloth simulation physics.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.bendingStiffness"> |
||||
<summary> |
||||
<para>Bending stiffness of the cloth.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.capsuleColliders"> |
||||
<summary> |
||||
<para>An array of CapsuleColliders which this Cloth instance should collide with.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.clothSolverFrequency"> |
||||
<summary> |
||||
<para>Number of cloth solver iterations per second.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.coefficients"> |
||||
<summary> |
||||
<para>The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.collisionMassScale"> |
||||
<summary> |
||||
<para>How much to increase mass of colliding particles.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.damping"> |
||||
<summary> |
||||
<para>Damp cloth motion.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.enableContinuousCollision"> |
||||
<summary> |
||||
<para>Enable continuous collision to improve collision stability.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.enabled"> |
||||
<summary> |
||||
<para>Is this cloth enabled?</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.externalAcceleration"> |
||||
<summary> |
||||
<para>A constant, external acceleration applied to the cloth.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.friction"> |
||||
<summary> |
||||
<para>The friction of the cloth when colliding with the character.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.normals"> |
||||
<summary> |
||||
<para>The current normals of the cloth object.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.randomAcceleration"> |
||||
<summary> |
||||
<para>A random, external acceleration applied to the cloth.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.selfCollisionDistance"> |
||||
<summary> |
||||
<para>Minimum distance at which two cloth particles repel each other (default: 0.0).</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.selfCollisionStiffness"> |
||||
<summary> |
||||
<para>Self-collision stiffness defines how strong the separating impulse should be for colliding particles.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.sleepThreshold"> |
||||
<summary> |
||||
<para>Cloth's sleep threshold.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.sphereColliders"> |
||||
<summary> |
||||
<para>An array of ClothSphereColliderPairs which this Cloth instance should collide with.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.stiffnessFrequency"> |
||||
<summary> |
||||
<para>Sets the stiffness frequency parameter.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.stretchingStiffness"> |
||||
<summary> |
||||
<para>Stretching stiffness of the cloth.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.useGravity"> |
||||
<summary> |
||||
<para>Should gravity affect the cloth simulation?</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.useTethers"> |
||||
<summary> |
||||
<para>Use Tether Anchors.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.useVirtualParticles"> |
||||
<summary> |
||||
<para>Add one virtual particle per triangle to improve collision stability.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.vertices"> |
||||
<summary> |
||||
<para>The current vertex positions of the cloth object.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.worldAccelerationScale"> |
||||
<summary> |
||||
<para>How much world-space acceleration of the character will affect cloth vertices.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Cloth.worldVelocityScale"> |
||||
<summary> |
||||
<para>How much world-space movement of the character will affect cloth vertices.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Cloth.ClearTransformMotion"> |
||||
<summary> |
||||
<para>Clear the pending transform changes from affecting the cloth simulation.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Cloth.GetSelfAndInterCollisionIndices(System.Collections.Generic.List`1<System.UInt32>)"> |
||||
<summary> |
||||
<para>Get list of particles to be used for self and inter collision.</para> |
||||
</summary> |
||||
<param name="indices">List to be populated with cloth particle indices that are used for self and/or inter collision.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Cloth.GetVirtualParticleIndices(System.Collections.Generic.List`1<System.UInt32>)"> |
||||
<summary> |
||||
<para>Get list of indices to be used when generating virtual particles.</para> |
||||
</summary> |
||||
<param name="indices">List to be populated with virtual particle indices.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Cloth.GetVirtualParticleWeights(System.Collections.Generic.List`1<UnityEngine.Vector3>)"> |
||||
<summary> |
||||
<para>Get weights to be used when generating virtual particles for cloth.</para> |
||||
</summary> |
||||
<param name="weights">List to populate with virtual particle weights.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Cloth.SetEnabledFading(System.Boolean,System.Single)"> |
||||
<summary> |
||||
<para>Fade the cloth simulation in or out.</para> |
||||
</summary> |
||||
<param name="enabled">Fading enabled or not.</param> |
||||
<param name="interpolationTime"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.Cloth.SetSelfAndInterCollisionIndices(System.Collections.Generic.List`1<System.UInt32>)"> |
||||
<summary> |
||||
<para>This allows you to set the cloth indices used for self and inter collision.</para> |
||||
</summary> |
||||
<param name="indices">List of cloth particles indices to use for cloth self and/or inter collision.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Cloth.SetVirtualParticleIndices(System.Collections.Generic.List`1<System.UInt32>)"> |
||||
<summary> |
||||
<para>Set indices to use when generating virtual particles.</para> |
||||
</summary> |
||||
<param name="indices">List of cloth particle indices to use when generating virtual particles.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Cloth.SetVirtualParticleWeights(System.Collections.Generic.List`1<UnityEngine.Vector3>)"> |
||||
<summary> |
||||
<para>Sets weights to be used when generating virtual particles for cloth.</para> |
||||
</summary> |
||||
<param name="weights">List of weights to be used when setting virutal particles for cloth.</param> |
||||
</member> |
||||
<member name="T:UnityEngine.ClothSkinningCoefficient"> |
||||
<summary> |
||||
<para>The ClothSkinningCoefficient struct is used to set up how a Cloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ClothSkinningCoefficient.collisionSphereDistance"> |
||||
<summary> |
||||
<para>Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ClothSkinningCoefficient.maxDistance"> |
||||
<summary> |
||||
<para>Distance a vertex is allowed to travel from the skinned mesh vertex position.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.ClothSphereColliderPair"> |
||||
<summary> |
||||
<para>A pair of SphereColliders used to define shapes for Cloth objects to collide against.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.ClothSphereColliderPair.first"> |
||||
<summary> |
||||
<para>The first SphereCollider of a ClothSphereColliderPair.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.ClothSphereColliderPair.second"> |
||||
<summary> |
||||
<para>The second SphereCollider of a ClothSphereColliderPair.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider)"> |
||||
<summary> |
||||
<para>Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.</para> |
||||
</summary> |
||||
<param name="a">The first SphereCollider of a ClothSphereColliderPair.</param> |
||||
<param name="b">The second SphereCollider of a ClothSphereColliderPair.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider,UnityEngine.SphereCollider)"> |
||||
<summary> |
||||
<para>Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.</para> |
||||
</summary> |
||||
<param name="a">The first SphereCollider of a ClothSphereColliderPair.</param> |
||||
<param name="b">The second SphereCollider of a ClothSphereColliderPair.</param> |
||||
</member> |
||||
<member name="A:UnityEngine.ClothModule"> |
||||
<summary> |
||||
<para>The Cloth module implements cloth physics simulation through the Cloth component.</para> |
||||
</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
Binary file not shown.
@ -0,0 +1,119 @@ |
||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.ClusterInputModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.ClusterInput"> |
||||
<summary> |
||||
<para>Interface for reading and writing inputs in a Unity Cluster.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.ClusterInput.AddInput(System.String,System.String,System.String,System.Int32,UnityEngine.ClusterInputType)"> |
||||
<summary> |
||||
<para>Add a new VRPN input entry.</para> |
||||
</summary> |
||||
<param name="name">Name of the input entry. This has to be unique.</param> |
||||
<param name="deviceName">Device name registered to VRPN server.</param> |
||||
<param name="serverUrl">URL to the vrpn server.</param> |
||||
<param name="index">Index of the Input entry, refer to vrpn.cfg if unsure.</param> |
||||
<param name="type">Type of the input.</param> |
||||
<returns> |
||||
<para>True if the operation succeed.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.ClusterInput.CheckConnectionToServer(System.String)"> |
||||
<summary> |
||||
<para>Check the connection status of the device to the VRPN server it connected to.</para> |
||||
</summary> |
||||
<param name="name">Name of the input entry.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.ClusterInput.EditInput(System.String,System.String,System.String,System.Int32,UnityEngine.ClusterInputType)"> |
||||
<summary> |
||||
<para>Edit an input entry which added via ClusterInput.AddInput.</para> |
||||
</summary> |
||||
<param name="name">Name of the input entry. This has to be unique.</param> |
||||
<param name="deviceName">Device name registered to VRPN server.</param> |
||||
<param name="serverUrl">URL to the vrpn server.</param> |
||||
<param name="index">Index of the Input entry, refer to vrpn.cfg if unsure.</param> |
||||
<param name="type">Type of the ClusterInputType as follow.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.ClusterInput.GetAxis(System.String)"> |
||||
<summary> |
||||
<para>Returns the axis value as a continous float.</para> |
||||
</summary> |
||||
<param name="name">Name of input to poll.c.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.ClusterInput.GetButton(System.String)"> |
||||
<summary> |
||||
<para>Returns the binary value of a button.</para> |
||||
</summary> |
||||
<param name="name">Name of input to poll.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.ClusterInput.GetTrackerPosition(System.String)"> |
||||
<summary> |
||||
<para>Return the position of a tracker as a Vector3.</para> |
||||
</summary> |
||||
<param name="name">Name of input to poll.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.ClusterInput.GetTrackerRotation(System.String)"> |
||||
<summary> |
||||
<para>Returns the rotation of a tracker as a Quaternion.</para> |
||||
</summary> |
||||
<param name="name">Name of input to poll.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.ClusterInput.SetAxis(System.String,System.Single)"> |
||||
<summary> |
||||
<para>Sets the axis value for this input. Only works for input typed Custom.</para> |
||||
</summary> |
||||
<param name="name">Name of input to modify.</param> |
||||
<param name="value">Value to set.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.ClusterInput.SetButton(System.String,System.Boolean)"> |
||||
<summary> |
||||
<para>Sets the button value for this input. Only works for input typed Custom.</para> |
||||
</summary> |
||||
<param name="name">Name of input to modify.</param> |
||||
<param name="value">Value to set.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.ClusterInput.SetTrackerPosition(System.String,UnityEngine.Vector3)"> |
||||
<summary> |
||||
<para>Sets the tracker position for this input. Only works for input typed Custom.</para> |
||||
</summary> |
||||
<param name="name">Name of input to modify.</param> |
||||
<param name="value">Value to set.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.ClusterInput.SetTrackerRotation(System.String,UnityEngine.Quaternion)"> |
||||
<summary> |
||||
<para>Sets the tracker rotation for this input. Only works for input typed Custom.</para> |
||||
</summary> |
||||
<param name="name">Name of input to modify.</param> |
||||
<param name="value">Value to set.</param> |
||||
</member> |
||||
<member name="T:UnityEngine.ClusterInputType"> |
||||
<summary> |
||||
<para>Values to determine the type of input value to be expect from one entry of ClusterInput.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ClusterInputType.Axis"> |
||||
<summary> |
||||
<para>Device is an analog axis that provides continuous value represented by a float.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ClusterInputType.Button"> |
||||
<summary> |
||||
<para>Device that return a binary result of pressed or not pressed.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ClusterInputType.CustomProvidedInput"> |
||||
<summary> |
||||
<para>A user customized input.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ClusterInputType.Tracker"> |
||||
<summary> |
||||
<para>Device that provide position and orientation values.</para> |
||||
</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.ClusterRendererModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.ClusterNetwork"> |
||||
<summary> |
||||
<para>A helper class that contains static method to inquire status of Unity Cluster.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.ClusterNetwork.isDisconnected"> |
||||
<summary> |
||||
<para>Check whether the current instance is disconnected from the cluster network.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.ClusterNetwork.isMasterOfCluster"> |
||||
<summary> |
||||
<para>Check whether the current instance is a master node in the cluster network.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.ClusterNetwork.nodeIndex"> |
||||
<summary> |
||||
<para>To acquire or set the node index of the current machine from the cluster network.</para> |
||||
</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.CrashReportingModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.CrashReportHandler.CrashReportHandler"> |
||||
<summary> |
||||
<para>Engine API for CrashReporting Service.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.CrashReportHandler.CrashReportHandler.enableCaptureExceptions"> |
||||
<summary> |
||||
<para>This Boolean field will cause CrashReportHandler to capture exceptions when set to true. By default enable capture exceptions is true.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.CrashReportHandler.CrashReportHandler.logBufferSize"> |
||||
<summary> |
||||
<para>The Performance Reporting service will keep a buffer of up to the last X log messages (Debug.Log, etc) to send along with crash reports. The default is 10 log messages, the max is 50. Set this to 0 to disable capture of logs with your crash reports.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.CrashReportHandler.CrashReportHandler.GetUserMetadata(System.String)"> |
||||
<summary> |
||||
<para>Get a custom crash report metadata field that has been set.</para> |
||||
</summary> |
||||
<param name="key"></param> |
||||
<returns> |
||||
<para>Value that was previously set for the key, or null if no value was found.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.CrashReportHandler.CrashReportHandler.SetUserMetadata(System.String,System.String)"> |
||||
<summary> |
||||
<para>Set a custom metadata key-value pair to be included with crash reports.</para> |
||||
</summary> |
||||
<param name="key"></param> |
||||
<param name="value"></param> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.DirectorModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.Playables.PlayableDirector"> |
||||
<summary> |
||||
<para>Instantiates a PlayableAsset and controls playback of Playable objects.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Playables.PlayableDirector.duration"> |
||||
<summary> |
||||
<para>The duration of the Playable in seconds.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Playables.PlayableDirector.extrapolationMode"> |
||||
<summary> |
||||
<para>Controls how the time is incremented when it goes beyond the duration of the playable.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Playables.PlayableDirector.initialTime"> |
||||
<summary> |
||||
<para>The time at which the Playable should start when first played.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="?:UnityEngine.Playables.PlayableDirector.paused(System.Action`1<UnityEngine.Playables.PlayableDirector>)"> |
||||
<summary> |
||||
<para>Event that is raised when a PlayableDirector component has paused.</para> |
||||
</summary> |
||||
<param name="value"></param> |
||||
</member> |
||||
<member name="P:UnityEngine.Playables.PlayableDirector.playableAsset"> |
||||
<summary> |
||||
<para>The PlayableAsset that is used to instantiate a playable for playback.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Playables.PlayableDirector.playableGraph"> |
||||
<summary> |
||||
<para>The PlayableGraph created by the PlayableDirector.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="?:UnityEngine.Playables.PlayableDirector.played(System.Action`1<UnityEngine.Playables.PlayableDirector>)"> |
||||
<summary> |
||||
<para>Event that is raised when a PlayableDirector component has begun playing.</para> |
||||
</summary> |
||||
<param name="value"></param> |
||||
</member> |
||||
<member name="P:UnityEngine.Playables.PlayableDirector.playOnAwake"> |
||||
<summary> |
||||
<para>Whether the playable asset will start playing back as soon as the component awakes.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Playables.PlayableDirector.state"> |
||||
<summary> |
||||
<para>The current playing state of the component. (Read Only)</para> |
||||
</summary> |
||||
</member> |
||||
<member name="?:UnityEngine.Playables.PlayableDirector.stopped(System.Action`1<UnityEngine.Playables.PlayableDirector>)"> |
||||
<summary> |
||||
<para>Event that is raised when a PlayableDirector component has stopped.</para> |
||||
</summary> |
||||
<param name="value"></param> |
||||
</member> |
||||
<member name="P:UnityEngine.Playables.PlayableDirector.time"> |
||||
<summary> |
||||
<para>The component's current time. This value is incremented according to the PlayableDirector.timeUpdateMode when it is playing. You can also change this value manually.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Playables.PlayableDirector.timeUpdateMode"> |
||||
<summary> |
||||
<para>Controls how time is incremented when playing back.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Playables.PlayableDirector.ClearGenericBinding(UnityEngine.Object)"> |
||||
<summary> |
||||
<para>Clears the binding of a reference object.</para> |
||||
</summary> |
||||
<param name="key">The source object in the PlayableBinding.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Playables.PlayableDirector.ClearReferenceValue(UnityEngine.PropertyName)"> |
||||
<summary> |
||||
<para>Clears an exposed reference value.</para> |
||||
</summary> |
||||
<param name="id">Identifier of the ExposedReference.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Playables.PlayableDirector.DeferredEvaluate"> |
||||
<summary> |
||||
<para>Tells the PlayableDirector to evaluate it's PlayableGraph on the next update.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Playables.PlayableDirector.Evaluate"> |
||||
<summary> |
||||
<para>Evaluates the currently playing Playable at the current time.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Playables.PlayableDirector.GetGenericBinding(UnityEngine.Object)"> |
||||
<summary> |
||||
<para>Returns a binding to a reference object.</para> |
||||
</summary> |
||||
<param name="key">The object that acts as a key.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Playables.PlayableDirector.GetReferenceValue(UnityEngine.PropertyName,System.Boolean&)"> |
||||
<summary> |
||||
<para>Retreives an ExposedReference binding.</para> |
||||
</summary> |
||||
<param name="id">Identifier of the ExposedReference.</param> |
||||
<param name="idValid">Whether the reference was found.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Playables.PlayableDirector.Pause"> |
||||
<summary> |
||||
<para>Pauses playback of the currently running playable.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Playables.PlayableDirector.Play(UnityEngine.Playables.PlayableAsset,UnityEngine.Playables.DirectorWrapMode)"> |
||||
<summary> |
||||
<para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para> |
||||
</summary> |
||||
<param name="asset">An asset to instantiate a playable from.</param> |
||||
<param name="mode">What to do when the time passes the duration of the playable.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Playables.PlayableDirector.Play(UnityEngine.Playables.PlayableAsset)"> |
||||
<summary> |
||||
<para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para> |
||||
</summary> |
||||
<param name="asset">An asset to instantiate a playable from.</param> |
||||
<param name="mode">What to do when the time passes the duration of the playable.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Playables.PlayableDirector.Play"> |
||||
<summary> |
||||
<para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para> |
||||
</summary> |
||||
<param name="asset">An asset to instantiate a playable from.</param> |
||||
<param name="mode">What to do when the time passes the duration of the playable.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Playables.PlayableDirector.RebindPlayableGraphOutputs"> |
||||
<summary> |
||||
<para>Rebinds each PlayableOutput of the PlayableGraph.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Playables.PlayableDirector.RebuildGraph"> |
||||
<summary> |
||||
<para>Discards the existing PlayableGraph and creates a new instance.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Playables.PlayableDirector.Resume"> |
||||
<summary> |
||||
<para>Resume playing a paused playable.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Playables.PlayableDirector.SetGenericBinding(UnityEngine.Object,UnityEngine.Object)"> |
||||
<summary> |
||||
<para>Sets the binding of a reference object from a PlayableBinding.</para> |
||||
</summary> |
||||
<param name="key">The source object in the PlayableBinding.</param> |
||||
<param name="value">The object to bind to the key.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Playables.PlayableDirector.SetReferenceValue(UnityEngine.PropertyName,UnityEngine.Object)"> |
||||
<summary> |
||||
<para>Sets an ExposedReference value.</para> |
||||
</summary> |
||||
<param name="id">Identifier of the ExposedReference.</param> |
||||
<param name="value">The object to bind to set the reference value to.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Playables.PlayableDirector.Stop"> |
||||
<summary> |
||||
<para>Stops playback of the current Playable and destroys the corresponding graph.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="A:UnityEngine.DirectorModule"> |
||||
<summary> |
||||
<para>The Director module implements the PlayableDirector class.</para> |
||||
</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.FileSystemHttpModule</name> |
||||
</assembly> |
||||
<member name="A:UnityEngine.FileSystemHttpModule"> |
||||
<summary> |
||||
<para>HTTP Virtual File System. Allows file I/O over HTTP</para> |
||||
</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
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@ -0,0 +1,480 @@ |
||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.GameCenterModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.Social"> |
||||
<summary> |
||||
<para>Generic access to the Social API.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Social.localUser"> |
||||
<summary> |
||||
<para>The local user (potentially not logged in).</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Social.Active"> |
||||
<summary> |
||||
<para>This is the currently active social platform. </para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Social.CreateAchievement"> |
||||
<summary> |
||||
<para>Create an IAchievement instance.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Social.CreateLeaderboard"> |
||||
<summary> |
||||
<para>Create an ILeaderboard instance.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Social.LoadAchievementDescriptions(System.Action`1<UnityEngine.SocialPlatforms.IAchievementDescription[]>)"> |
||||
<summary> |
||||
<para>Loads the achievement descriptions accociated with this application.</para> |
||||
</summary> |
||||
<param name="callback"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.Social.LoadAchievements(System.Action`1<UnityEngine.SocialPlatforms.IAchievement[]>)"> |
||||
<summary> |
||||
<para>Load the achievements the logged in user has already achieved or reported progress on.</para> |
||||
</summary> |
||||
<param name="callback"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.Social.LoadScores(System.String,System.Action`1<UnityEngine.SocialPlatforms.IScore[]>)"> |
||||
<summary> |
||||
<para>Load a default set of scores from the given leaderboard.</para> |
||||
</summary> |
||||
<param name="leaderboardID"></param> |
||||
<param name="callback"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.Social.LoadUsers(System.String[],System.Action`1<UnityEngine.SocialPlatforms.IUserProfile[]>)"> |
||||
<summary> |
||||
<para>Load the user profiles accociated with the given array of user IDs.</para> |
||||
</summary> |
||||
<param name="userIDs"></param> |
||||
<param name="callback"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.Social.ReportProgress(System.String,System.Double,System.Action`1<System.Boolean>)"> |
||||
<summary> |
||||
<para>Reports the progress of an achievement.</para> |
||||
</summary> |
||||
<param name="achievementID"></param> |
||||
<param name="progress"></param> |
||||
<param name="callback"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.Social.ReportScore(System.Int64,System.String,System.Action`1<System.Boolean>)"> |
||||
<summary> |
||||
<para>Report a score to a specific leaderboard.</para> |
||||
</summary> |
||||
<param name="score"></param> |
||||
<param name="board"></param> |
||||
<param name="callback"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.Social.ShowAchievementsUI"> |
||||
<summary> |
||||
<para>Show a default/system view of the games achievements.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Social.ShowLeaderboardUI"> |
||||
<summary> |
||||
<para>Show a default/system view of the games leaderboards.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="?:UnityEngine.SocialPlatforms.IAchievement"> |
||||
<summary> |
||||
<para>Information for a user's achievement.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IAchievement.completed"> |
||||
<summary> |
||||
<para>Set to true when percentCompleted is 100.0.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IAchievement.hidden"> |
||||
<summary> |
||||
<para>This achievement is currently hidden from the user.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IAchievement.id"> |
||||
<summary> |
||||
<para>The unique identifier of this achievement.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IAchievement.lastReportedDate"> |
||||
<summary> |
||||
<para>Set by server when percentCompleted is updated.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IAchievement.percentCompleted"> |
||||
<summary> |
||||
<para>Progress for this achievement.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.SocialPlatforms.IAchievement.ReportProgress(System.Action`1<System.Boolean>)"> |
||||
<summary> |
||||
<para>Send notification about progress on this achievement.</para> |
||||
</summary> |
||||
<param name="callback"></param> |
||||
</member> |
||||
<member name="?:UnityEngine.SocialPlatforms.IAchievementDescription"> |
||||
<summary> |
||||
<para>Static data describing an achievement.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.achievedDescription"> |
||||
<summary> |
||||
<para>Description when the achivement is completed.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.hidden"> |
||||
<summary> |
||||
<para>Hidden achievement are not shown in the list until the percentCompleted has been touched (even if it's 0.0).</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.id"> |
||||
<summary> |
||||
<para>Unique identifier for this achievement description.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.image"> |
||||
<summary> |
||||
<para>Image representation of the achievement.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.points"> |
||||
<summary> |
||||
<para>Point value of this achievement.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.title"> |
||||
<summary> |
||||
<para>Human readable title.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.unachievedDescription"> |
||||
<summary> |
||||
<para>Description when the achivement has not been completed.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="?:UnityEngine.SocialPlatforms.ILeaderboard"> |
||||
<summary> |
||||
<para>The leaderboard contains the scores of all players for a particular game.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.id"> |
||||
<summary> |
||||
<para>Unique identifier for this leaderboard.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.loading"> |
||||
<summary> |
||||
<para>The leaderboad is in the process of loading scores.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.localUserScore"> |
||||
<summary> |
||||
<para>The leaderboard score of the logged in user.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.maxRange"> |
||||
<summary> |
||||
<para>The total amount of scores the leaderboard contains.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.range"> |
||||
<summary> |
||||
<para>The rank range this leaderboard returns.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.scores"> |
||||
<summary> |
||||
<para>The leaderboard scores returned by a query.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.timeScope"> |
||||
<summary> |
||||
<para>The time period/scope searched by this leaderboard.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.title"> |
||||
<summary> |
||||
<para>The human readable title of this leaderboard.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.userScope"> |
||||
<summary> |
||||
<para>The users scope searched by this leaderboard.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.SocialPlatforms.ILeaderboard.LoadScores(System.Action`1<System.Boolean>)"> |
||||
<summary> |
||||
<para>Load scores according to the filters set on this leaderboard.</para> |
||||
</summary> |
||||
<param name="callback"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.SocialPlatforms.ILeaderboard.SetUserFilter(System.String[])"> |
||||
<summary> |
||||
<para>Only search for these user IDs.</para> |
||||
</summary> |
||||
<param name="userIDs">List of user ids.</param> |
||||
</member> |
||||
<member name="?:UnityEngine.SocialPlatforms.ILocalUser"> |
||||
<summary> |
||||
<para>Represents the local or currently logged in user.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.ILocalUser.authenticated"> |
||||
<summary> |
||||
<para>Checks if the current user has been authenticated.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.ILocalUser.friends"> |
||||
<summary> |
||||
<para>The users friends list.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.ILocalUser.underage"> |
||||
<summary> |
||||
<para>Is the user underage?</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.SocialPlatforms.ILocalUser.Authenticate(System.Action`1<System.Boolean>)"> |
||||
<summary> |
||||
<para>Authenticate the local user to the current active Social API implementation and fetch his profile data.</para> |
||||
</summary> |
||||
<param name="callback">Callback that is called whenever the authentication operation is finished. The first parameter is a Boolean identifying whether the authentication operation was successful. The optional second argument contains a string identifying any errors (if available) if the operation was unsuccessful.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.SocialPlatforms.ILocalUser.Authenticate(System.Action`2<System.Boolean,System.String>)"> |
||||
<summary> |
||||
<para>Authenticate the local user to the current active Social API implementation and fetch his profile data.</para> |
||||
</summary> |
||||
<param name="callback">Callback that is called whenever the authentication operation is finished. The first parameter is a Boolean identifying whether the authentication operation was successful. The optional second argument contains a string identifying any errors (if available) if the operation was unsuccessful.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.SocialPlatforms.ILocalUser.LoadFriends(System.Action`1<System.Boolean>)"> |
||||
<summary> |
||||
<para>Fetches the friends list of the logged in user. The friends list on the ISocialPlatform.localUser|Social.localUser instance is populated if this call succeeds.</para> |
||||
</summary> |
||||
<param name="callback"></param> |
||||
</member> |
||||
<member name="?:UnityEngine.SocialPlatforms.IScore"> |
||||
<summary> |
||||
<para>A game score.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IScore.date"> |
||||
<summary> |
||||
<para>The date the score was achieved.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IScore.formattedValue"> |
||||
<summary> |
||||
<para>The correctly formatted value of the score, like X points or X kills.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IScore.leaderboardID"> |
||||
<summary> |
||||
<para>The ID of the leaderboard this score belongs to.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IScore.rank"> |
||||
<summary> |
||||
<para>The rank or position of the score in the leaderboard. </para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IScore.userID"> |
||||
<summary> |
||||
<para>The user who owns this score.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IScore.value"> |
||||
<summary> |
||||
<para>The score value achieved.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.SocialPlatforms.IScore.ReportScore(System.Action`1<System.Boolean>)"> |
||||
<summary> |
||||
<para>Report this score instance.</para> |
||||
</summary> |
||||
<param name="callback"></param> |
||||
</member> |
||||
<member name="?:UnityEngine.SocialPlatforms.ISocialPlatform"> |
||||
<summary> |
||||
<para>The generic Social API interface which implementations must inherit.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.ISocialPlatform.localUser"> |
||||
<summary> |
||||
<para>See Social.localUser.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.CreateAchievement"> |
||||
<summary> |
||||
<para>See Social.CreateAchievement..</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.CreateLeaderboard"> |
||||
<summary> |
||||
<para>See Social.CreateLeaderboard.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadAchievementDescriptions(System.Action`1<UnityEngine.SocialPlatforms.IAchievementDescription[]>)"> |
||||
<summary> |
||||
<para>See Social.LoadAchievementDescriptions.</para> |
||||
</summary> |
||||
<param name="callback"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadAchievements(System.Action`1<UnityEngine.SocialPlatforms.IAchievement[]>)"> |
||||
<summary> |
||||
<para>See Social.LoadAchievements.</para> |
||||
</summary> |
||||
<param name="callback"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadScores(System.String,System.Action`1<UnityEngine.SocialPlatforms.IScore[]>)"> |
||||
<summary> |
||||
<para>See Social.LoadScores.</para> |
||||
</summary> |
||||
<param name="leaderboardID"></param> |
||||
<param name="callback"></param> |
||||
<param name="board"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadScores(UnityEngine.SocialPlatforms.ILeaderboard,System.Action`1<System.Boolean>)"> |
||||
<summary> |
||||
<para>See Social.LoadScores.</para> |
||||
</summary> |
||||
<param name="leaderboardID"></param> |
||||
<param name="callback"></param> |
||||
<param name="board"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadUsers(System.String[],System.Action`1<UnityEngine.SocialPlatforms.IUserProfile[]>)"> |
||||
<summary> |
||||
<para>See Social.LoadUsers.</para> |
||||
</summary> |
||||
<param name="userIDs"></param> |
||||
<param name="callback"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ReportProgress(System.String,System.Double,System.Action`1<System.Boolean>)"> |
||||
<summary> |
||||
<para>See Social.ReportProgress.</para> |
||||
</summary> |
||||
<param name="achievementID"></param> |
||||
<param name="progress"></param> |
||||
<param name="callback"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ReportScore(System.Int64,System.String,System.Action`1<System.Boolean>)"> |
||||
<summary> |
||||
<para>See Social.ReportScore.</para> |
||||
</summary> |
||||
<param name="score"></param> |
||||
<param name="board"></param> |
||||
<param name="callback"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ShowAchievementsUI"> |
||||
<summary> |
||||
<para>See Social.ShowAchievementsUI.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ShowLeaderboardUI"> |
||||
<summary> |
||||
<para>See Social.ShowLeaderboardUI.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="?:UnityEngine.SocialPlatforms.IUserProfile"> |
||||
<summary> |
||||
<para>Represents generic user instances, like friends of the local user.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IUserProfile.id"> |
||||
<summary> |
||||
<para>This users unique identifier.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IUserProfile.image"> |
||||
<summary> |
||||
<para>Avatar image of the user.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IUserProfile.isFriend"> |
||||
<summary> |
||||
<para>Is this user a friend of the current logged in user?</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IUserProfile.state"> |
||||
<summary> |
||||
<para>Presence state of the user.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SocialPlatforms.IUserProfile.userName"> |
||||
<summary> |
||||
<para>This user's username or alias.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.SocialPlatforms.Range"> |
||||
<summary> |
||||
<para>The score range a leaderboard query should include.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.SocialPlatforms.Range.count"> |
||||
<summary> |
||||
<para>The total amount of scores retreived.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.SocialPlatforms.Range.from"> |
||||
<summary> |
||||
<para>The rank of the first score which is returned.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.SocialPlatforms.Range.#ctor(System.Int32,System.Int32)"> |
||||
<summary> |
||||
<para>Constructor for a score range, the range starts from a specific value and contains a maxium score count.</para> |
||||
</summary> |
||||
<param name="fromValue">The minimum allowed value.</param> |
||||
<param name="valueCount">The number of possible values.</param> |
||||
</member> |
||||
<member name="T:UnityEngine.SocialPlatforms.TimeScope"> |
||||
<summary> |
||||
<para>The scope of time searched through when querying the leaderboard.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.SocialPlatforms.UserScope"> |
||||
<summary> |
||||
<para>The scope of the users searched through when querying the leaderboard.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.SocialPlatforms.UserState"> |
||||
<summary> |
||||
<para>User presence state.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.SocialPlatforms.UserState.Offline"> |
||||
<summary> |
||||
<para>The user is offline.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.SocialPlatforms.UserState.Online"> |
||||
<summary> |
||||
<para>The user is online.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.SocialPlatforms.UserState.OnlineAndAway"> |
||||
<summary> |
||||
<para>The user is online but away from their computer.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.SocialPlatforms.UserState.OnlineAndBusy"> |
||||
<summary> |
||||
<para>The user is online but set their status to busy.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.SocialPlatforms.UserState.Playing"> |
||||
<summary> |
||||
<para>The user is playing a game.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="A:UnityEngine.GameCenterModule"> |
||||
<summary> |
||||
<para>The GameCenter module provides APIs to use Apple's GameCenter service.</para> |
||||
</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
Binary file not shown.
@ -0,0 +1,255 @@ |
||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.GridModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.Grid"> |
||||
<summary> |
||||
<para>Grid is the base class for plotting a layout of uniformly spaced points and lines.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Grid.cellGap"> |
||||
<summary> |
||||
<para>The size of the gap between each cell in the Grid.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Grid.cellLayout"> |
||||
<summary> |
||||
<para>The layout of the cells in the Grid.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Grid.cellSize"> |
||||
<summary> |
||||
<para>The size of each cell in the Grid.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Grid.cellSwizzle"> |
||||
<summary> |
||||
<para>The cell swizzle for the Grid.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Grid.GetCellCenterLocal(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Get the logical center coordinate of a grid cell in local space.</para> |
||||
</summary> |
||||
<param name="position">Grid cell position.</param> |
||||
<returns> |
||||
<para>Center of the cell transformed into local space coordinates.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Grid.GetCellCenterWorld(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Get the logical center coordinate of a grid cell in world space.</para> |
||||
</summary> |
||||
<param name="position">Grid cell position.</param> |
||||
<returns> |
||||
<para>Center of the cell transformed into world space coordinates.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Grid.InverseSwizzle(UnityEngine.GridLayout/CellSwizzle,UnityEngine.Vector3)"> |
||||
<summary> |
||||
<para>Does the inverse swizzle of the given position for given swizzle order.</para> |
||||
</summary> |
||||
<param name="swizzle">Determines the rearrangement order for the inverse swizzle.</param> |
||||
<param name="position">Position to inverse swizzle.</param> |
||||
<returns> |
||||
<para>The inversed swizzled position.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Grid.Swizzle(UnityEngine.GridLayout/CellSwizzle,UnityEngine.Vector3)"> |
||||
<summary> |
||||
<para>Swizzles the given position with the given swizzle order.</para> |
||||
</summary> |
||||
<param name="swizzle">Determines the rearrangement order for the swizzle.</param> |
||||
<param name="position">Position to swizzle.</param> |
||||
<returns> |
||||
<para>The swizzled position.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="T:UnityEngine.GridLayout"> |
||||
<summary> |
||||
<para>An abstract class that defines a grid layout.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.GridLayout.cellGap"> |
||||
<summary> |
||||
<para>The size of the gap between each cell in the layout.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.GridLayout.cellLayout"> |
||||
<summary> |
||||
<para>The layout of the cells.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.GridLayout.cellSize"> |
||||
<summary> |
||||
<para>The size of each cell in the layout.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.GridLayout.cellSwizzle"> |
||||
<summary> |
||||
<para>The cell swizzle for the layout.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.GridLayout.CellLayout"> |
||||
<summary> |
||||
<para>The layout of the GridLayout.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridLayout.CellLayout.Hexagon"> |
||||
<summary> |
||||
<para>Hexagonal layout for cells in the GridLayout.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridLayout.CellLayout.Isometric"> |
||||
<summary> |
||||
<para>Isometric layout for cells in the GridLayout.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridLayout.CellLayout.IsometricZAsY"> |
||||
<summary> |
||||
<para>Isometric layout for cells in the GridLayout where any Z cell value set will be added as a Y value.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridLayout.CellLayout.Rectangle"> |
||||
<summary> |
||||
<para>Rectangular layout for cells in the GridLayout.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.GridLayout.CellSwizzle"> |
||||
<summary> |
||||
<para>Swizzles cell positions to other positions.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridLayout.CellSwizzle.XYZ"> |
||||
<summary> |
||||
<para>Keeps the cell positions at XYZ.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridLayout.CellSwizzle.XZY"> |
||||
<summary> |
||||
<para>Swizzles the cell positions from XYZ to XZY.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridLayout.CellSwizzle.YXZ"> |
||||
<summary> |
||||
<para>Swizzles the cell positions from XYZ to YXZ.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridLayout.CellSwizzle.YZX"> |
||||
<summary> |
||||
<para>Swizzles the cell positions from XYZ to YZX.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridLayout.CellSwizzle.ZXY"> |
||||
<summary> |
||||
<para>Swizzles the cell positions from XYZ to ZXY.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridLayout.CellSwizzle.ZYX"> |
||||
<summary> |
||||
<para>Swizzles the cell positions from XYZ to ZYX.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.GridLayout.CellToLocal(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Converts a cell position to local position space.</para> |
||||
</summary> |
||||
<param name="cellPosition">Cell position to convert.</param> |
||||
<returns> |
||||
<para>Local position of the cell position.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.GridLayout.CellToLocalInterpolated(UnityEngine.Vector3)"> |
||||
<summary> |
||||
<para>Converts an interpolated cell position in floats to local position space.</para> |
||||
</summary> |
||||
<param name="cellPosition">Interpolated cell position to convert.</param> |
||||
<returns> |
||||
<para>Local position of the cell position.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.GridLayout.CellToWorld(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Converts a cell position to world position space.</para> |
||||
</summary> |
||||
<param name="cellPosition">Cell position to convert.</param> |
||||
<returns> |
||||
<para>World position of the cell position.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.GridLayout.GetBoundsLocal(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Returns the local bounds for a cell at the location.</para> |
||||
</summary> |
||||
<param name="cellPosition">Location of the cell.</param> |
||||
<returns> |
||||
<para>Local bounds of cell at the location.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.GridLayout.GetBoundsLocal(UnityEngine.Vector3,UnityEngine.Vector3)"> |
||||
<summary> |
||||
<para>Returns the local bounds for the groups of cells at the location.</para> |
||||
</summary> |
||||
<param name="origin">Origin of the group of cells.</param> |
||||
<param name="size">Size of the group of cells.</param> |
||||
<returns> |
||||
<para>Local bounds of the group of cells at the location.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.GridLayout.GetLayoutCellCenter"> |
||||
<summary> |
||||
<para>Get the default center coordinate of a cell for the set layout of the Grid.</para> |
||||
</summary> |
||||
<returns> |
||||
<para>Cell Center coordinate.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.GridLayout.LocalToCell(UnityEngine.Vector3)"> |
||||
<summary> |
||||
<para>Converts a local position to cell position.</para> |
||||
</summary> |
||||
<param name="localPosition">Local Position to convert.</param> |
||||
<returns> |
||||
<para>Cell position of the local position.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.GridLayout.LocalToCellInterpolated(UnityEngine.Vector3)"> |
||||
<summary> |
||||
<para>Converts a local position to cell position.</para> |
||||
</summary> |
||||
<param name="localPosition">Local Position to convert.</param> |
||||
<returns> |
||||
<para>Interpolated cell position of the local position.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.GridLayout.LocalToWorld(UnityEngine.Vector3)"> |
||||
<summary> |
||||
<para>Converts a local position to world position.</para> |
||||
</summary> |
||||
<param name="localPosition">Local Position to convert.</param> |
||||
<returns> |
||||
<para>World position of the local position.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.GridLayout.WorldToCell(UnityEngine.Vector3)"> |
||||
<summary> |
||||
<para>Converts a world position to cell position.</para> |
||||
</summary> |
||||
<param name="worldPosition">World Position to convert.</param> |
||||
<returns> |
||||
<para>Cell position of the world position.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.GridLayout.WorldToLocal(UnityEngine.Vector3)"> |
||||
<summary> |
||||
<para>Converts a world position to local position.</para> |
||||
</summary> |
||||
<param name="worldPosition">World Position to convert.</param> |
||||
<returns> |
||||
<para>Local position of the world position.</para> |
||||
</returns> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.HotReloadModule</name> |
||||
</assembly> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.ImageConversionModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.ImageConversion"> |
||||
<summary> |
||||
<para>This class provides utility and extension methods to convert image data from or to PNG, EXR, TGA, and JPEG formats.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.ImageConversion.EncodeToEXR(UnityEngine.Texture2D,UnityEngine.Texture2D/EXRFlags)"> |
||||
<summary> |
||||
<para>Encodes this texture into the EXR format.</para> |
||||
</summary> |
||||
<param name="tex">The texture to convert.</param> |
||||
<param name="flags">Flags used to control compression and the output format.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.ImageConversion.EncodeToJPG(UnityEngine.Texture2D,System.Int32)"> |
||||
<summary> |
||||
<para>Encodes this texture into JPG format.</para> |
||||
</summary> |
||||
<param name="tex">Text texture to convert.</param> |
||||
<param name="quality">JPG quality to encode with, 1..100 (default 75).</param> |
||||
</member> |
||||
<member name="M:UnityEngine.ImageConversion.EncodeToJPG(UnityEngine.Texture2D)"> |
||||
<summary> |
||||
<para>Encodes this texture into JPG format.</para> |
||||
</summary> |
||||
<param name="tex">Text texture to convert.</param> |
||||
<param name="quality">JPG quality to encode with, 1..100 (default 75).</param> |
||||
</member> |
||||
<member name="M:UnityEngine.ImageConversion.EncodeToPNG(UnityEngine.Texture2D)"> |
||||
<summary> |
||||
<para>Encodes this texture into PNG format.</para> |
||||
</summary> |
||||
<param name="tex">The texture to convert.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.ImageConversion.EncodeToTGA(UnityEngine.Texture2D)"> |
||||
<summary> |
||||
<para>Encodes the specified texture in TGA format.</para> |
||||
</summary> |
||||
<param name="tex">The texture to encode.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.ImageConversion.LoadImage(UnityEngine.Texture2D,System.Byte[],System.Boolean)"> |
||||
<summary> |
||||
<para>Loads PNG/JPG image byte array into a texture.</para> |
||||
</summary> |
||||
<param name="data">The byte array containing the image data to load.</param> |
||||
<param name="markNonReadable">Set to false by default, pass true to optionally mark the texture as non-readable.</param> |
||||
<param name="tex">The texture to load the image into.</param> |
||||
<returns> |
||||
<para>Returns true if the data can be loaded, false otherwise.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="A:UnityEngine.ImageConversionModule"> |
||||
<summary> |
||||
<para>The ImageConversion module implements the ImageConversion class which provides helper methods to convert images from and to PNG, JPEG or EXR formats.</para> |
||||
</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.InputModule</name> |
||||
</assembly> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.JSONSerializeModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.JsonUtility"> |
||||
<summary> |
||||
<para>Utility functions for working with JSON data.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.JsonUtility.FromJson(System.String)"> |
||||
<summary> |
||||
<para>Create an object from its JSON representation.</para> |
||||
</summary> |
||||
<param name="json">The JSON representation of the object.</param> |
||||
<returns> |
||||
<para>An instance of the object.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.JsonUtility.FromJson(System.String,System.Type)"> |
||||
<summary> |
||||
<para>Create an object from its JSON representation.</para> |
||||
</summary> |
||||
<param name="json">The JSON representation of the object.</param> |
||||
<param name="type">The type of object represented by the Json.</param> |
||||
<returns> |
||||
<para>An instance of the object.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.JsonUtility.FromJsonOverwrite(System.String,System.Object)"> |
||||
<summary> |
||||
<para>Overwrite data in an object by reading from its JSON representation.</para> |
||||
</summary> |
||||
<param name="json">The JSON representation of the object.</param> |
||||
<param name="objectToOverwrite">The object that should be overwritten.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.JsonUtility.ToJson(System.Object)"> |
||||
<summary> |
||||
<para>Generate a JSON representation of the public fields of an object.</para> |
||||
</summary> |
||||
<param name="obj">The object to convert to JSON form.</param> |
||||
<param name="prettyPrint">If true, format the output for readability. If false, format the output for minimum size. Default is false.</param> |
||||
<returns> |
||||
<para>The object's data in JSON format.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.JsonUtility.ToJson(System.Object,System.Boolean)"> |
||||
<summary> |
||||
<para>Generate a JSON representation of the public fields of an object.</para> |
||||
</summary> |
||||
<param name="obj">The object to convert to JSON form.</param> |
||||
<param name="prettyPrint">If true, format the output for readability. If false, format the output for minimum size. Default is false.</param> |
||||
<returns> |
||||
<para>The object's data in JSON format.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="A:UnityEngine.JSONSerializeModule"> |
||||
<summary> |
||||
<para>The JSONSerialize module provides the JsonUtility class which lets you serialize Unity Objects to JSON format.</para> |
||||
</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.LocalizationModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.LocalizationAsset"> |
||||
<summary> |
||||
<para>An asset to represent a table of localized strings for one specific locale.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.LocalizationAsset.isEditorAsset"> |
||||
<summary> |
||||
<para>Is this asset used to localize UI components of the Unity Editor</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.LocalizationAsset.localeIsoCode"> |
||||
<summary> |
||||
<para>ISO Code used to identify the locale. ex: en-uk, zh-hans, ja</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.LocalizationAsset.#ctor"> |
||||
<summary> |
||||
<para>Creates a new empty LocalizationAsset object.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.LocalizationAsset.GetLocalizedString(System.String)"> |
||||
<summary> |
||||
<para>Get the localized string for the specified key.</para> |
||||
</summary> |
||||
<param name="original">Original string acting as key.</param> |
||||
<returns> |
||||
<para>Localized string matching the original in the LocalizationAsset locale</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.LocalizationAsset.SetLocalizedString(System.String,System.String)"> |
||||
<summary> |
||||
<para>Set the localized string for the specified key</para> |
||||
</summary> |
||||
<param name="original">Original string acting as key.</param> |
||||
<param name="localized">Localized string matching the original in the LocalizationAsset locale</param> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.PerformanceReportingModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.Analytics.PerformanceReporting"> |
||||
<summary> |
||||
<para>Unity Performace provides insight into your game performace.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Analytics.PerformanceReporting.enabled"> |
||||
<summary> |
||||
<para>Controls whether the Performance Reporting service is enabled at runtime.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Analytics.PerformanceReporting.graphicsInitializationFinishTime"> |
||||
<summary> |
||||
<para>Time taken to initialize graphics in microseconds, measured from application startup.</para> |
||||
</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.ProfilerModule</name> |
||||
</assembly> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.ScreenCaptureModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.ScreenCapture"> |
||||
<summary> |
||||
<para>Functionality to take Screenshots.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.ScreenCapture.CaptureScreenshot(System.String,System.Int32)"> |
||||
<summary> |
||||
<para>Captures a screenshot at path filename as a PNG file.</para> |
||||
</summary> |
||||
<param name="filename">Pathname to save the screenshot file to.</param> |
||||
<param name="superSize">Factor by which to increase resolution.</param> |
||||
<param name="stereoCaptureMode">Specifies the eye texture to capture when stereo rendering is enabled.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.ScreenCapture.CaptureScreenshot(System.String,UnityEngine.ScreenCapture/StereoScreenCaptureMode)"> |
||||
<summary> |
||||
<para>Captures a screenshot at path filename as a PNG file.</para> |
||||
</summary> |
||||
<param name="filename">Pathname to save the screenshot file to.</param> |
||||
<param name="superSize">Factor by which to increase resolution.</param> |
||||
<param name="stereoCaptureMode">Specifies the eye texture to capture when stereo rendering is enabled.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.ScreenCapture.CaptureScreenshotAsTexture(System.Int32)"> |
||||
<summary> |
||||
<para>Captures a screenshot of the game view into a Texture2D object.</para> |
||||
</summary> |
||||
<param name="superSize">Factor by which to increase resolution.</param> |
||||
<param name="stereoCaptureMode">Specifies the eye texture to capture when stereo rendering is enabled.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.ScreenCapture.CaptureScreenshotAsTexture(UnityEngine.ScreenCapture/StereoScreenCaptureMode)"> |
||||
<summary> |
||||
<para>Captures a screenshot of the game view into a Texture2D object.</para> |
||||
</summary> |
||||
<param name="superSize">Factor by which to increase resolution.</param> |
||||
<param name="stereoCaptureMode">Specifies the eye texture to capture when stereo rendering is enabled.</param> |
||||
</member> |
||||
<member name="T:UnityEngine.ScreenCapture.StereoScreenCaptureMode"> |
||||
<summary> |
||||
<para>Enumeration specifying the eye texture to capture when using ScreenCapture.CaptureScreenshot and when stereo rendering is enabled.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ScreenCapture.StereoScreenCaptureMode.BothEyes"> |
||||
<summary> |
||||
<para>Both the left and right eyes are captured and composited into one image.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ScreenCapture.StereoScreenCaptureMode.LeftEye"> |
||||
<summary> |
||||
<para>The Left Eye is captured. This is the default setting for the CaptureScreenshot method.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ScreenCapture.StereoScreenCaptureMode.RightEye"> |
||||
<summary> |
||||
<para>The Right Eye is captured.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="A:UnityEngine.ScreenCaptureModule"> |
||||
<summary> |
||||
<para>The ScreenCapture module provides functionality to take screen shots using the ScreenCapture class.</para> |
||||
</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.SharedInternalsModule</name> |
||||
</assembly> |
||||
<member name="A:UnityEngine.SharedInternalsModule"> |
||||
<summary> |
||||
<para>SharedInternals is a module used internally to provide low-level functionality needed by other modules.</para> |
||||
</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.SpriteMaskModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.SpriteMask"> |
||||
<summary> |
||||
<para>A component for masking Sprites and Particles.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SpriteMask.alphaCutoff"> |
||||
<summary> |
||||
<para>The minimum alpha value used by the mask to select the area of influence defined over the mask's sprite.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SpriteMask.backSortingLayerID"> |
||||
<summary> |
||||
<para>Unique ID of the sorting layer defining the end of the custom range.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SpriteMask.backSortingOrder"> |
||||
<summary> |
||||
<para>Order within the back sorting layer defining the end of the custom range.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SpriteMask.frontSortingLayerID"> |
||||
<summary> |
||||
<para>Unique ID of the sorting layer defining the start of the custom range.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SpriteMask.frontSortingOrder"> |
||||
<summary> |
||||
<para>Order within the front sorting layer defining the start of the custom range.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SpriteMask.isCustomRangeActive"> |
||||
<summary> |
||||
<para>Mask sprites from front to back sorting values only.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SpriteMask.sprite"> |
||||
<summary> |
||||
<para>The Sprite used to define the mask.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.SpriteMask.spriteSortPoint"> |
||||
<summary> |
||||
<para>Determines the position of the Sprite used for sorting the SpriteMask.</para> |
||||
</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.SpriteShapeModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.Experimental.U2D.AngleRangeInfo"> |
||||
<summary> |
||||
<para>Describes the information about the edge and how to tessellate it.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.end"> |
||||
<summary> |
||||
<para>The maximum angle to be considered within this range.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.order"> |
||||
<summary> |
||||
<para>The render order of the edges that belong in this range.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.sprites"> |
||||
<summary> |
||||
<para>The list of Sprites that are associated with this range.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.start"> |
||||
<summary> |
||||
<para>The minimum angle to be considered within this range.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.Experimental.U2D.ShapeControlPoint"> |
||||
<summary> |
||||
<para>Data that describes the important points of the shape.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.leftTangent"> |
||||
<summary> |
||||
<para>The position of the left tangent in local space.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.mode"> |
||||
<summary> |
||||
<para>The various modes of the tangent handles. They could be continuous or broken.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.position"> |
||||
<summary> |
||||
<para>The position of this point in the object's local space.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.rightTangent"> |
||||
<summary> |
||||
<para>The position of the right tangent point in the local space.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.Experimental.U2D.SpriteShapeMetaData"> |
||||
<summary> |
||||
<para>Additional data about the shape's control point. This is useful during tessellation of the shape.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.bevelCutoff"> |
||||
<summary> |
||||
<para>The threshold of the angle that decides if it should be tessellated as a curve or a corner.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.bevelSize"> |
||||
<summary> |
||||
<para>The radius of the curve to be tessellated.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.corner"> |
||||
<summary> |
||||
<para>True will indicate that this point should be tessellated as a corner or a continuous line otherwise.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.height"> |
||||
<summary> |
||||
<para>The height of the tessellated edge.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.spriteIndex"> |
||||
<summary> |
||||
<para>The Sprite to be used for a particular edge.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.Experimental.U2D.SpriteShapeParameters"> |
||||
<summary> |
||||
<para>Input parameters for the SpriteShape tessellator.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.adaptiveUV"> |
||||
<summary> |
||||
<para>If enabled, the tessellator will adapt the size of the quads based on the height of the edge.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.angleThreshold"> |
||||
<summary> |
||||
<para>The threshold of the angle that indicates whether it is a corner or not.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.bevelCutoff"> |
||||
<summary> |
||||
<para>The threshold of the angle that decides if it should be tessellated as a curve or a corner.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.bevelSize"> |
||||
<summary> |
||||
<para>The radius of the curve to be tessellated.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.borderPivot"> |
||||
<summary> |
||||
<para>The local displacement of the Sprite when tessellated.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.carpet"> |
||||
<summary> |
||||
<para>If true, the Shape will be tessellated as a closed form.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.fillScale"> |
||||
<summary> |
||||
<para>The scale to be used to calculate the UVs of the fill texture.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.fillTexture"> |
||||
<summary> |
||||
<para>The texture to be used for the fill of the SpriteShape.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.smartSprite"> |
||||
<summary> |
||||
<para>If enabled the tessellator will consider creating corners based on the various input parameters.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.splineDetail"> |
||||
<summary> |
||||
<para>The tessellation quality of the input Spline that determines the complexity of the mesh.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.spriteBorders"> |
||||
<summary> |
||||
<para>The borders to be used for calculating the uv of the edges based on the border info found in Sprites.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.transform"> |
||||
<summary> |
||||
<para>The world space transform of the game object used for calculating the UVs of the fill texture.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.Experimental.U2D.SpriteShapeRenderer"> |
||||
<summary> |
||||
<para>Renders SpriteShapes defined through the SpriteShapeUtility.GenerateSpriteShape API.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.Experimental.U2D.SpriteShapeUtility"> |
||||
<summary> |
||||
<para>A static class that helps tessellate a SpriteShape mesh.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Experimental.U2D.SpriteShapeUtility.Generate(UnityEngine.Mesh,UnityEngine.Experimental.U2D.SpriteShapeParameters,UnityEngine.Experimental.U2D.ShapeControlPoint[],UnityEngine.Experimental.U2D.SpriteShapeMetaData[],UnityEngine.Experimental.U2D.AngleRangeInfo[],UnityEngine.Sprite[],UnityEngine.Sprite[])"> |
||||
<summary> |
||||
<para>Generate a mesh based on input parameters.</para> |
||||
</summary> |
||||
<param name="mesh">The output mesh.</param> |
||||
<param name="shapeParams">Input parameters for the SpriteShape tessellator.</param> |
||||
<param name="points">A list of control points that describes the shape.</param> |
||||
<param name="metaData">Additional data about the shape's control point. This is useful during tessellation of the shape.</param> |
||||
<param name="sprites">The list of Sprites that could be used for the edges.</param> |
||||
<param name="corners">The list of Sprites that could be used for the corners.</param> |
||||
<param name="angleRange">A parameter that determins how to tessellate each of the edge.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Experimental.U2D.SpriteShapeUtility.GenerateSpriteShape(UnityEngine.Experimental.U2D.SpriteShapeRenderer,UnityEngine.Experimental.U2D.SpriteShapeParameters,UnityEngine.Experimental.U2D.ShapeControlPoint[],UnityEngine.Experimental.U2D.SpriteShapeMetaData[],UnityEngine.Experimental.U2D.AngleRangeInfo[],UnityEngine.Sprite[],UnityEngine.Sprite[])"> |
||||
<summary> |
||||
<para>Generate a mesh based on input parameters.</para> |
||||
</summary> |
||||
<param name="renderer">SpriteShapeRenderer to which the generated geometry is fed to.</param> |
||||
<param name="shapeParams">Input parameters for the SpriteShape tessellator.</param> |
||||
<param name="points">A list of control points that describes the shape.</param> |
||||
<param name="metaData">Additional data about the shape's control point. This is useful during tessellation of the shape.</param> |
||||
<param name="sprites">The list of Sprites that could be used for the edges.</param> |
||||
<param name="corners">The list of Sprites that could be used for the corners.</param> |
||||
<param name="angleRange">A parameter that determins how to tessellate each of the edge.</param> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
Binary file not shown.
@ -0,0 +1,39 @@ |
||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.StreamingModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.StreamingController"> |
||||
<summary> |
||||
<para>A StreamingController controls the streaming settings for an individual camera location.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.StreamingController.streamingMipmapBias"> |
||||
<summary> |
||||
<para>Offset applied to the mipmap level chosen by the texture streaming system for any textures visible from this camera. This Offset can take either a positive or negative value.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.StreamingController.CancelPreloading"> |
||||
<summary> |
||||
<para>Abort preloading.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.StreamingController.IsPreloading"> |
||||
<summary> |
||||
<para>Used to find out whether the StreamingController is currently preloading texture mipmaps.</para> |
||||
</summary> |
||||
<returns> |
||||
<para>True if in a preloading state, otherwise False.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.StreamingController.SetPreloading(System.Single,System.Boolean,UnityEngine.Camera)"> |
||||
<summary> |
||||
<para>Initiate preloading of streaming data for this camera.</para> |
||||
</summary> |
||||
<param name="timeoutSeconds">Optional timeout before stopping preloading. Set to 0.0f when no timeout is required.</param> |
||||
<param name="activateCameraOnTimeout">Set to True to activate the connected Camera component when timeout expires.</param> |
||||
<param name="disableCameraCuttingFrom">Camera to deactivate on timeout (if Camera.activateCameraOnTime is True). This parameter can be null.</param> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
Binary file not shown.
@ -0,0 +1,8 @@ |
||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.StyleSheetsModule</name> |
||||
</assembly> |
||||
</members> |
||||
</doc> |
||||
Binary file not shown.
@ -0,0 +1,519 @@ |
||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.SubstanceModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.ProceduralCacheSize"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralCacheSize.Heavy"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralCacheSize.Medium"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralCacheSize.NoLimit"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralCacheSize.None"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralCacheSize.Tiny"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.ProceduralLoadingBehavior"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralLoadingBehavior.BakeAndDiscard"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralLoadingBehavior.BakeAndKeep"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralLoadingBehavior.Cache"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralLoadingBehavior.DoNothing"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralLoadingBehavior.DoNothingAndCache"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralLoadingBehavior.Generate"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.ProceduralMaterial"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.ProceduralMaterial.animationUpdateRate"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.ProceduralMaterial.cacheSize"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.ProceduralMaterial.isCachedDataAvailable"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.ProceduralMaterial.isFrozen"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.ProceduralMaterial.isLoadTimeGenerated"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.ProceduralMaterial.isProcessing"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.ProceduralMaterial.isReadable"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.ProceduralMaterial.isSupported"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.ProceduralMaterial.loadingBehavior"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.ProceduralMaterial.preset"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.ProceduralMaterial.substanceProcessorUsage"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.CacheProceduralProperty(System.String,System.Boolean)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="inputName"></param> |
||||
<param name="value"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.ClearCache"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.FreezeAndReleaseSourceData"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.GetGeneratedTexture(System.String)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="textureName"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.GetGeneratedTextures"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.GetProceduralBoolean(System.String)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="inputName"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.GetProceduralColor(System.String)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="inputName"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.GetProceduralEnum(System.String)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="inputName"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.GetProceduralFloat(System.String)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="inputName"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.GetProceduralPropertyDescriptions"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.GetProceduralString(System.String)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="inputName"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.GetProceduralTexture(System.String)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="inputName"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.GetProceduralVector(System.String)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="inputName"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.HasProceduralProperty(System.String)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="inputName"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.IsProceduralPropertyCached(System.String)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="inputName"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.IsProceduralPropertyVisible(System.String)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="inputName"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.RebuildTextures"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.RebuildTexturesImmediately"> |
||||
<summary> |
||||
<para>Triggers an immediate (synchronous) rebuild of this ProceduralMaterial's dirty textures.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.SetProceduralBoolean(System.String,System.Boolean)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="inputName"></param> |
||||
<param name="value"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.SetProceduralColor(System.String,UnityEngine.Color)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="inputName"></param> |
||||
<param name="value"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.SetProceduralEnum(System.String,System.Int32)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="inputName"></param> |
||||
<param name="value"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.SetProceduralFloat(System.String,System.Single)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="inputName"></param> |
||||
<param name="value"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.SetProceduralString(System.String,System.String)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="inputName"></param> |
||||
<param name="value"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.SetProceduralTexture(System.String,UnityEngine.Texture2D)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="inputName"></param> |
||||
<param name="value"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.SetProceduralVector(System.String,UnityEngine.Vector4)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="inputName"></param> |
||||
<param name="value"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralMaterial.StopRebuilds"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.ProceduralOutputType"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralOutputType.AmbientOcclusion"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralOutputType.DetailMask"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralOutputType.Diffuse"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralOutputType.Emissive"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralOutputType.Height"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralOutputType.Metallic"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralOutputType.Normal"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralOutputType.Opacity"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralOutputType.Roughness"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralOutputType.Smoothness"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralOutputType.Specular"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralOutputType.Unknown"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.ProceduralProcessorUsage"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralProcessorUsage.All"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralProcessorUsage.Half"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralProcessorUsage.One"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralProcessorUsage.Unsupported"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.ProceduralPropertyDescription"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyDescription.componentLabels"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyDescription.enumOptions"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyDescription.group"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyDescription.hasRange"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyDescription.label"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyDescription.maximum"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyDescription.minimum"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyDescription.name"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyDescription.step"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyDescription.type"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.ProceduralPropertyType"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyType.Boolean"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyType.Color3"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyType.Color4"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyType.Enum"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyType.Float"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyType.String"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyType.Texture"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyType.Vector2"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyType.Vector3"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.ProceduralPropertyType.Vector4"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.ProceduralTexture"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.ProceduralTexture.format"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.ProceduralTexture.hasAlpha"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralTexture.GetPixels32(System.Int32,System.Int32,System.Int32,System.Int32)"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
<param name="x"></param> |
||||
<param name="y"></param> |
||||
<param name="blockWidth"></param> |
||||
<param name="blockHeight"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.ProceduralTexture.GetProceduralOutputType"> |
||||
<summary> |
||||
<para>Deprecated feature, no longer available</para> |
||||
</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.TLSModule</name> |
||||
</assembly> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.TerrainPhysicsModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.TerrainCollider"> |
||||
<summary> |
||||
<para>A heightmap based collider.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TerrainCollider.terrainData"> |
||||
<summary> |
||||
<para>The terrain that stores the heightmap.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="A:UnityEngine.TerrainPhysicsModule"> |
||||
<summary> |
||||
<para>The TerrainPhysics module connects the Terrain and Physics modules by implementing the TerrainCollider component.</para> |
||||
</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
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||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.TextCoreModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.TextCore.FaceInfo"> |
||||
<summary> |
||||
<para>A structure that contains information about a given typeface and for a specific point size.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.FaceInfo.ascentLine"> |
||||
<summary> |
||||
<para>The Ascent line is typically located at the top of the tallest glyph in the typeface.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.FaceInfo.baseline"> |
||||
<summary> |
||||
<para>The Baseline is an imaginary line upon which all glyphs appear to rest on.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.FaceInfo.capLine"> |
||||
<summary> |
||||
<para>The Cap line is typically located at the top of capital letters.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.FaceInfo.descentLine"> |
||||
<summary> |
||||
<para>The Descent line is typically located at the bottom of the glyph with the lowest descender in the typeface.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.FaceInfo.familyName"> |
||||
<summary> |
||||
<para>The name of the font typeface also known as family name.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.FaceInfo.lineHeight"> |
||||
<summary> |
||||
<para>The line height represents the distance between consecutive lines of text.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.FaceInfo.meanLine"> |
||||
<summary> |
||||
<para>The Mean line is typically located at the top of lowercase letters.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.FaceInfo.pointSize"> |
||||
<summary> |
||||
<para>The point size used for sampling the typeface.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.FaceInfo.scale"> |
||||
<summary> |
||||
<para>The relative scale of the typeface.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.FaceInfo.strikethroughOffset"> |
||||
<summary> |
||||
<para>The position of the strikethrough.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.FaceInfo.strikethroughThickness"> |
||||
<summary> |
||||
<para>The thickness of the strikethrough.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.FaceInfo.styleName"> |
||||
<summary> |
||||
<para>The style name of the typeface which defines both the visual style and weight of the typeface.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.FaceInfo.subscriptOffset"> |
||||
<summary> |
||||
<para>The position of characters using subscript.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.FaceInfo.subscriptSize"> |
||||
<summary> |
||||
<para>The relative size / scale of subscript characters.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.FaceInfo.superscriptOffset"> |
||||
<summary> |
||||
<para>The position of characters using superscript.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.FaceInfo.superscriptSize"> |
||||
<summary> |
||||
<para>The relative size / scale of superscript characters.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.FaceInfo.tabWidth"> |
||||
<summary> |
||||
<para>The width of the tab character.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.FaceInfo.underlineOffset"> |
||||
<summary> |
||||
<para>The position of the underline.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.FaceInfo.underlineThickness"> |
||||
<summary> |
||||
<para>The thickness of the underline.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.FaceInfo.Compare(UnityEngine.TextCore.FaceInfo)"> |
||||
<summary> |
||||
<para>Compares the information in this FaceInfo structure with the information in the given FaceInfo structure to determine whether they have the same values.</para> |
||||
</summary> |
||||
<param name="other">The FaceInfo structure to compare this FaceInfo structure with.</param> |
||||
<returns> |
||||
<para>Returns true if the FaceInfo structures have the same values. False if not.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="T:UnityEngine.TextCore.Glyph"> |
||||
<summary> |
||||
<para>A Glyph is the visual representation of a text element or character.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.Glyph.atlasIndex"> |
||||
<summary> |
||||
<para>The index of the atlas texture that contains this glyph.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.Glyph.glyphRect"> |
||||
<summary> |
||||
<para>A rectangle that defines the position of a glyph within an atlas texture.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.Glyph.index"> |
||||
<summary> |
||||
<para>The index of the glyph in the source font file.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.Glyph.metrics"> |
||||
<summary> |
||||
<para>The metrics that define the size, position and spacing of a glyph when performing text layout.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.Glyph.scale"> |
||||
<summary> |
||||
<para>The relative scale of the glyph. The default value is 1.0.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.Glyph.Compare(UnityEngine.TextCore.Glyph)"> |
||||
<summary> |
||||
<para>Compares two glyphs to determine if they have the same values.</para> |
||||
</summary> |
||||
<param name="other">The glyph to compare with.</param> |
||||
<returns> |
||||
<para>Returns true if the glyphs have the same values. False if not.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.Glyph.#ctor"> |
||||
<summary> |
||||
<para>Constructor for a new glyph.</para> |
||||
</summary> |
||||
<param name="glyph">Glyph used as a reference for the new glyph.</param> |
||||
<param name="index">The index of the glyph in the font file.</param> |
||||
<param name="metrics">The metrics of the glyph.</param> |
||||
<param name="glyphRect">The GlyphRect defining the position of the glyph in the atlas texture.</param> |
||||
<param name="scale">The relative scale of the glyph.</param> |
||||
<param name="atlasIndex">The index of the atlas texture that contains the glyph.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.Glyph.#ctor(UnityEngine.TextCore.Glyph)"> |
||||
<summary> |
||||
<para>Constructor for a new glyph.</para> |
||||
</summary> |
||||
<param name="glyph">Glyph used as a reference for the new glyph.</param> |
||||
<param name="index">The index of the glyph in the font file.</param> |
||||
<param name="metrics">The metrics of the glyph.</param> |
||||
<param name="glyphRect">The GlyphRect defining the position of the glyph in the atlas texture.</param> |
||||
<param name="scale">The relative scale of the glyph.</param> |
||||
<param name="atlasIndex">The index of the atlas texture that contains the glyph.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.Glyph.#ctor(System.UInt32,UnityEngine.TextCore.GlyphMetrics,UnityEngine.TextCore.GlyphRect)"> |
||||
<summary> |
||||
<para>Constructor for a new glyph.</para> |
||||
</summary> |
||||
<param name="glyph">Glyph used as a reference for the new glyph.</param> |
||||
<param name="index">The index of the glyph in the font file.</param> |
||||
<param name="metrics">The metrics of the glyph.</param> |
||||
<param name="glyphRect">The GlyphRect defining the position of the glyph in the atlas texture.</param> |
||||
<param name="scale">The relative scale of the glyph.</param> |
||||
<param name="atlasIndex">The index of the atlas texture that contains the glyph.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.Glyph.#ctor(System.UInt32,UnityEngine.TextCore.GlyphMetrics,UnityEngine.TextCore.GlyphRect,System.Single,System.Int32)"> |
||||
<summary> |
||||
<para>Constructor for a new glyph.</para> |
||||
</summary> |
||||
<param name="glyph">Glyph used as a reference for the new glyph.</param> |
||||
<param name="index">The index of the glyph in the font file.</param> |
||||
<param name="metrics">The metrics of the glyph.</param> |
||||
<param name="glyphRect">The GlyphRect defining the position of the glyph in the atlas texture.</param> |
||||
<param name="scale">The relative scale of the glyph.</param> |
||||
<param name="atlasIndex">The index of the atlas texture that contains the glyph.</param> |
||||
</member> |
||||
<member name="T:UnityEngine.TextCore.GlyphMetrics"> |
||||
<summary> |
||||
<para>A set of values that define the size, position and spacing of a glyph when performing text layout.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.GlyphMetrics.height"> |
||||
<summary> |
||||
<para>The height of the glyph.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.GlyphMetrics.horizontalAdvance"> |
||||
<summary> |
||||
<para>The horizontal distance to increase (left to right) or decrease (right to left) the drawing position relative to the origin of the text element.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.GlyphMetrics.horizontalBearingX"> |
||||
<summary> |
||||
<para>The horizontal distance from the current drawing position (origin) relative to the element's left bounding box edge (bbox).</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.GlyphMetrics.horizontalBearingY"> |
||||
<summary> |
||||
<para>The vertical distance from the current baseline relative to the element's top bounding box edge (bbox).</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.GlyphMetrics.width"> |
||||
<summary> |
||||
<para>The width of the glyph.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.GlyphMetrics.#ctor(System.Single,System.Single,System.Single,System.Single,System.Single)"> |
||||
<summary> |
||||
<para>Constructs a new GlyphMetrics structure.</para> |
||||
</summary> |
||||
<param name="width">The width of the glyph.</param> |
||||
<param name="height">The height of the glyph.</param> |
||||
<param name="bearingX">The horizontal bearingX.</param> |
||||
<param name="bearingY">The horizontal bearingY.</param> |
||||
<param name="advance">The horizontal advance.</param> |
||||
</member> |
||||
<member name="T:UnityEngine.TextCore.GlyphRect"> |
||||
<summary> |
||||
<para>A rectangle that defines the position of a glyph within an atlas texture.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.GlyphRect.height"> |
||||
<summary> |
||||
<para>The height of the glyph.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.GlyphRect.width"> |
||||
<summary> |
||||
<para>The width of the glyph.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.GlyphRect.x"> |
||||
<summary> |
||||
<para>The x position of the glyph in the font atlas texture.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.GlyphRect.y"> |
||||
<summary> |
||||
<para>The y position of the glyph in the font atlas texture.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextCore.GlyphRect.zero"> |
||||
<summary> |
||||
<para>A GlyphRect with all values set to zero. Shorthand for writing GlyphRect(0, 0, 0, 0).</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.GlyphRect.#ctor(System.Int32,System.Int32,System.Int32,System.Int32)"> |
||||
<summary> |
||||
<para>Constructor for a new GlyphRect.</para> |
||||
</summary> |
||||
<param name="x">The x position of the glyph in the atlas texture.</param> |
||||
<param name="y">The y position of the glyph in the atlas texture.</param> |
||||
<param name="width">The width of the glyph.</param> |
||||
<param name="height">The height of the glyph.</param> |
||||
<param name="rect">The Rect used to construct the new GlyphRect.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.GlyphRect.#ctor(UnityEngine.Rect)"> |
||||
<summary> |
||||
<para>Constructor for a new GlyphRect.</para> |
||||
</summary> |
||||
<param name="x">The x position of the glyph in the atlas texture.</param> |
||||
<param name="y">The y position of the glyph in the atlas texture.</param> |
||||
<param name="width">The width of the glyph.</param> |
||||
<param name="height">The height of the glyph.</param> |
||||
<param name="rect">The Rect used to construct the new GlyphRect.</param> |
||||
</member> |
||||
<member name="T:UnityEngine.TextCore.LowLevel.FontEngine"> |
||||
<summary> |
||||
<para>The FontEngine is used to access data from source font files. This includes information about individual characters, glyphs and relevant metrics typically used in the process of text parsing, layout and rendering. |
||||
|
||||
The types of font files supported are TrueType (.ttf, .ttc) and OpenType (.otf). |
||||
|
||||
The FontEngine is also used to raster the visual representation of characters known as glyphs in a given font atlas texture.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.LowLevel.FontEngine.DestroyFontEngine"> |
||||
<summary> |
||||
<para>Destroy and unload resources used by the Font Engine.</para> |
||||
</summary> |
||||
<returns> |
||||
<para>A value of zero (0) if the Font Engine and used resources were successfully released.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.LowLevel.FontEngine.GetFaceInfo"> |
||||
<summary> |
||||
<para>Get the FaceInfo for the currently loaded and sized typeface.</para> |
||||
</summary> |
||||
<returns> |
||||
<para>Returns the FaceInfo of the currently loaded typeface.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.LowLevel.FontEngine.InitializeFontEngine"> |
||||
<summary> |
||||
<para>Initialize the Font Engine and required resources.</para> |
||||
</summary> |
||||
<returns> |
||||
<para>A value of zero (0) if the initialization of the Font Engine was successful.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.LowLevel.FontEngine.LoadFontFace(UnityEngine.Font)"> |
||||
<summary> |
||||
<para>Load a source font file.</para> |
||||
</summary> |
||||
<param name="filePath">The path of the source font file relative to the project.</param> |
||||
<param name="pointSize">The point size used to scale the font face.</param> |
||||
<param name="sourceFontFile">An array that contains the font file.</param> |
||||
<param name="font">The font to load the data from. The Unity font must be set to Dynamic mode with Include Font Data selected.</param> |
||||
<returns> |
||||
<para>A value of zero (0) if the font face was loaded successfully.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.LowLevel.FontEngine.LoadFontFace(UnityEngine.Font,System.Int32)"> |
||||
<summary> |
||||
<para>Load a source font file.</para> |
||||
</summary> |
||||
<param name="filePath">The path of the source font file relative to the project.</param> |
||||
<param name="pointSize">The point size used to scale the font face.</param> |
||||
<param name="sourceFontFile">An array that contains the font file.</param> |
||||
<param name="font">The font to load the data from. The Unity font must be set to Dynamic mode with Include Font Data selected.</param> |
||||
<returns> |
||||
<para>A value of zero (0) if the font face was loaded successfully.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.LowLevel.FontEngine.LoadFontFace(System.String)"> |
||||
<summary> |
||||
<para>Load a source font file.</para> |
||||
</summary> |
||||
<param name="filePath">The path of the source font file relative to the project.</param> |
||||
<param name="pointSize">The point size used to scale the font face.</param> |
||||
<param name="sourceFontFile">An array that contains the font file.</param> |
||||
<param name="font">The font to load the data from. The Unity font must be set to Dynamic mode with Include Font Data selected.</param> |
||||
<returns> |
||||
<para>A value of zero (0) if the font face was loaded successfully.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.LowLevel.FontEngine.LoadFontFace(System.String,System.Int32)"> |
||||
<summary> |
||||
<para>Load a source font file.</para> |
||||
</summary> |
||||
<param name="filePath">The path of the source font file relative to the project.</param> |
||||
<param name="pointSize">The point size used to scale the font face.</param> |
||||
<param name="sourceFontFile">An array that contains the font file.</param> |
||||
<param name="font">The font to load the data from. The Unity font must be set to Dynamic mode with Include Font Data selected.</param> |
||||
<returns> |
||||
<para>A value of zero (0) if the font face was loaded successfully.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.LowLevel.FontEngine.LoadFontFace(System.Byte[])"> |
||||
<summary> |
||||
<para>Load a source font file.</para> |
||||
</summary> |
||||
<param name="filePath">The path of the source font file relative to the project.</param> |
||||
<param name="pointSize">The point size used to scale the font face.</param> |
||||
<param name="sourceFontFile">An array that contains the font file.</param> |
||||
<param name="font">The font to load the data from. The Unity font must be set to Dynamic mode with Include Font Data selected.</param> |
||||
<returns> |
||||
<para>A value of zero (0) if the font face was loaded successfully.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.LowLevel.FontEngine.LoadFontFace(System.Byte[],System.Int32)"> |
||||
<summary> |
||||
<para>Load a source font file.</para> |
||||
</summary> |
||||
<param name="filePath">The path of the source font file relative to the project.</param> |
||||
<param name="pointSize">The point size used to scale the font face.</param> |
||||
<param name="sourceFontFile">An array that contains the font file.</param> |
||||
<param name="font">The font to load the data from. The Unity font must be set to Dynamic mode with Include Font Data selected.</param> |
||||
<returns> |
||||
<para>A value of zero (0) if the font face was loaded successfully.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.LowLevel.FontEngine.SetFaceSize(System.Int32)"> |
||||
<summary> |
||||
<para>Set the size of the currently loaded font face.</para> |
||||
</summary> |
||||
<param name="pointSize">The point size used to scale the font face.</param> |
||||
<returns> |
||||
<para>A value of zero (0) if the font face was successfully scaled to the given point size.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.LowLevel.FontEngine.TryGetGlyphIndex(System.UInt32,System.UInt32&)"> |
||||
<summary> |
||||
<para>Try to get the glyph index for the character at the given Unicode value.</para> |
||||
</summary> |
||||
<param name="unicode">The unicode value of the character for which to lookup the glyph index.</param> |
||||
<param name="glyphIndex">The index of the glyph for the given unicode character or the .notdef glyph (index 0) if no glyph is available for the given Unicode value.</param> |
||||
<returns> |
||||
<para>Returns true if the given unicode has a glyph index.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.LowLevel.FontEngine.TryGetGlyphWithIndexValue(System.UInt32,UnityEngine.TextCore.LowLevel.GlyphLoadFlags,UnityEngine.TextCore.Glyph&)"> |
||||
<summary> |
||||
<para>Try loading the glyph for the given index value and if available populate the glyph.</para> |
||||
</summary> |
||||
<param name="glyphIndex">The index of the glyph that should be loaded.</param> |
||||
<param name="flags">The glyph loading flag that should be used to load the glyph.</param> |
||||
<param name="glyph">The glyph using the provided index or the .notdef glyph (index 0) if no glyph was found at that index.</param> |
||||
<returns> |
||||
<para>Returns true if a glyph exists at the given index. Otherwise returns false.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.TextCore.LowLevel.FontEngine.TryGetGlyphWithUnicodeValue(System.UInt32,UnityEngine.TextCore.LowLevel.GlyphLoadFlags,UnityEngine.TextCore.Glyph&)"> |
||||
<summary> |
||||
<para>Try loading a glyph for the given unicode value. If available, populates the glyph and returns true. Otherwise returns false and populates the glyph with the .notdef / missing glyph data.</para> |
||||
</summary> |
||||
<param name="flags">The glyph loading flag that should be used to load the glyph.</param> |
||||
<param name="glyph">The glyph using the provided index or the .notdef glyph (index 0) if no glyph was found at that index.</param> |
||||
<param name="unicode">The Unicode value of the character whose glyph should be loaded.</param> |
||||
<returns> |
||||
<para>Returns true if a glyph exists for the given unicode value. Otherwise returns false.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="T:UnityEngine.TextCore.LowLevel.FontEngineError"> |
||||
<summary> |
||||
<para>Error code returned by the various FontEngine functions.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.FontEngineError.Atlas_Generation_Cancelled"> |
||||
<summary> |
||||
<para>Error code returned when the FontEngine glyph packing or rendering process has been cancelled.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.FontEngineError.Invalid_Character_Code"> |
||||
<summary> |
||||
<para>Error code returned by the LoadGlyph function when referencing an invalid Unicode character value.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.FontEngineError.Invalid_Face"> |
||||
<summary> |
||||
<para>Error code indicating an invalid font face.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.FontEngineError.Invalid_File"> |
||||
<summary> |
||||
<para>Error code indicating an invalid font file.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.FontEngineError.Invalid_File_Format"> |
||||
<summary> |
||||
<para>Error code returned by the LoadFontFace function when the source font file is of an unknown or invalid format.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.FontEngineError.Invalid_File_Path"> |
||||
<summary> |
||||
<para>Error code returned by the LoadFontFace function when the file path to the source font file appears invalid.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.FontEngineError.Invalid_File_Structure"> |
||||
<summary> |
||||
<para>Error code returned by the LoadFontFace function when the source font file appears invalid or improperly formatted.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.FontEngineError.Invalid_Glyph_Index"> |
||||
<summary> |
||||
<para>Error code returned by the LoadGlyph function when referencing an invalid or out of range glyph index value.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.FontEngineError.Invalid_Library"> |
||||
<summary> |
||||
<para>Error code indicating failure to initialize the font engine library.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.FontEngineError.Invalid_Library_or_Face"> |
||||
<summary> |
||||
<para>Error code indicating failure to initialize the font engine library and / or successfully load a font face.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.FontEngineError.Invalid_Pixel_Size"> |
||||
<summary> |
||||
<para>Error code returned by the LoadGlyph or SetFaceSize functions using an invalid pointSize value.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.FontEngineError.Invalid_Table"> |
||||
<summary> |
||||
<para>Error code indicating failure to load one of the tables of the font file.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.FontEngineError.Success"> |
||||
<summary> |
||||
<para>Error code returned when the function was successfully executed.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.TextCore.LowLevel.GlyphLoadFlags"> |
||||
<summary> |
||||
<para>The various options (flags) used by the FontEngine when loading glyphs from a font face.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphLoadFlags.LOAD_BITMAP_METRICS_ONLY"> |
||||
<summary> |
||||
<para>Load glyph metrics without allocating and loading the bitmap data.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphLoadFlags.LOAD_COMPUTE_METRICS"> |
||||
<summary> |
||||
<para>Load glyph metrics without using the 'hdmx' table. This flag is mostly used to validate font data.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphLoadFlags.LOAD_DEFAULT"> |
||||
<summary> |
||||
<para>Load glyph metrics and bitmap representation if available for the current face size.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphLoadFlags.LOAD_FORCE_AUTOHINT"> |
||||
<summary> |
||||
<para>Load glyphs using the auto hinter instead of the font's native hinter.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphLoadFlags.LOAD_MONOCHROME"> |
||||
<summary> |
||||
<para>Load glyph metrics and render outline using 1-bit monochrome.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphLoadFlags.LOAD_NO_AUTOHINT"> |
||||
<summary> |
||||
<para>Load glyphs using the font's native hinter.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphLoadFlags.LOAD_NO_BITMAP"> |
||||
<summary> |
||||
<para>Load glyphs and ignore embedded bitmap strikes.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphLoadFlags.LOAD_NO_HINTING"> |
||||
<summary> |
||||
<para>Load glyphs without hinting.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphLoadFlags.LOAD_NO_SCALE"> |
||||
<summary> |
||||
<para>Load glyphs at default font units without scaling. This flag implies LOAD_NO_HINTING and LOAD_NO_BITMAP and unsets LOAD_RENDER.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphLoadFlags.LOAD_RENDER"> |
||||
<summary> |
||||
<para>Load glyph metrics and render outline using 8-bit or antialiased image of the glyph.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.TextCore.LowLevel.GlyphPackingMode"> |
||||
<summary> |
||||
<para>The modes available when packing glyphs into an atlas texture.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphPackingMode.BestAreaFit"> |
||||
<summary> |
||||
<para>Place the glyph into the smallest free space available in which it can fit.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphPackingMode.BestLongSideFit"> |
||||
<summary> |
||||
<para>Place the glyph against the longer side of a free space to minimize the length of the longer leftover side.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphPackingMode.BestShortSideFit"> |
||||
<summary> |
||||
<para>Place the glyph against the short side of a free space to minimize the length of the shorter leftover side.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphPackingMode.BottomLeftRule"> |
||||
<summary> |
||||
<para>Place the glyph into available free space in a Tetris like fashion.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphPackingMode.ContactPointRule"> |
||||
<summary> |
||||
<para>Place the glyph into the available free space by trying to maximize the contact point between it and other glyphs.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.TextCore.LowLevel.GlyphRenderMode"> |
||||
<summary> |
||||
<para>The rendering modes used by the Font Engine to render glyphs.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphRenderMode.RASTER"> |
||||
<summary> |
||||
<para>Renders a bitmap representation of the glyph from a binary (1-bit monochrome) image of the glyph outline with no hinting.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphRenderMode.RASTER_HINTED"> |
||||
<summary> |
||||
<para>Renders a bitmap representation of the glyph from a binary (1-bit monochrome) image of the glyph outline with hinting.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphRenderMode.SDF"> |
||||
<summary> |
||||
<para>Renders a signed distance field (SDF) representation of the glyph from a binary (1-bit monochrome) image of the glyph outline with no hinting.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphRenderMode.SDF16"> |
||||
<summary> |
||||
<para>Renders a signed distance field (SDF) representation of the glyph from a binary (1-bit monochrome) image of the glyph outline with no hinting.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphRenderMode.SDF32"> |
||||
<summary> |
||||
<para>Renders a signed distance field (SDF) representation of the glyph from a binary (1-bit monochrome) image of the glyph outline with no hinting.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphRenderMode.SDF8"> |
||||
<summary> |
||||
<para>Renders a signed distance field (SDF) representation of the glyph from a binary (1-bit monochrome) image of the glyph outline with no hinting.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphRenderMode.SDFAA"> |
||||
<summary> |
||||
<para>Renders a signed distance field (SDF) representation of the glyph from an 8-bit or antialiased image of the glyph outline with no hinting.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphRenderMode.SDFAA_HINTED"> |
||||
<summary> |
||||
<para>Renders a signed distance field (SDF) representation of the glyph from an 8-bit or antialiased image of the glyph outline with hinting.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphRenderMode.SMOOTH"> |
||||
<summary> |
||||
<para>Renders a bitmap representation of the glyph from an 8-bit or antialiased image of the glyph outline with no hinting.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextCore.LowLevel.GlyphRenderMode.SMOOTH_HINTED"> |
||||
<summary> |
||||
<para>Renders a bitmap representation of the glyph from an 8-bit or antialiased image of the glyph outline with hinting.</para> |
||||
</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
Binary file not shown.
@ -0,0 +1,833 @@ |
||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.TextRenderingModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.CharacterInfo"> |
||||
<summary> |
||||
<para>Specification for how to render a character from the font texture. See Font.characterInfo.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.CharacterInfo.advance"> |
||||
<summary> |
||||
<para>The horizontal distance, rounded to the nearest integer, from the origin of this character to the origin of the next character.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.CharacterInfo.bearing"> |
||||
<summary> |
||||
<para>The horizontal distance from the origin of this glyph to the begining of the glyph image.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.CharacterInfo.flipped"> |
||||
<summary> |
||||
<para>Is the character flipped?</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.CharacterInfo.glyphHeight"> |
||||
<summary> |
||||
<para>The height of the glyph image.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.CharacterInfo.glyphWidth"> |
||||
<summary> |
||||
<para>The width of the glyph image.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.CharacterInfo.index"> |
||||
<summary> |
||||
<para>Unicode value of the character.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.CharacterInfo.maxX"> |
||||
<summary> |
||||
<para>The maximum extend of the glyph image in the x-axis.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.CharacterInfo.maxY"> |
||||
<summary> |
||||
<para>The maximum extend of the glyph image in the y-axis.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.CharacterInfo.minX"> |
||||
<summary> |
||||
<para>The minium extend of the glyph image in the x-axis.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.CharacterInfo.minY"> |
||||
<summary> |
||||
<para>The minimum extend of the glyph image in the y-axis.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.CharacterInfo.size"> |
||||
<summary> |
||||
<para>The size of the character or 0 if it is the default font size.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.CharacterInfo.style"> |
||||
<summary> |
||||
<para>The style of the character.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.CharacterInfo.uv"> |
||||
<summary> |
||||
<para>UV coordinates for the character in the texture.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.CharacterInfo.uvBottomLeft"> |
||||
<summary> |
||||
<para>The uv coordinate matching the bottom left of the glyph image in the font texture.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.CharacterInfo.uvBottomRight"> |
||||
<summary> |
||||
<para>The uv coordinate matching the bottom right of the glyph image in the font texture.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.CharacterInfo.uvTopLeft"> |
||||
<summary> |
||||
<para>The uv coordinate matching the top left of the glyph image in the font texture.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.CharacterInfo.uvTopRight"> |
||||
<summary> |
||||
<para>The uv coordinate matching the top right of the glyph image in the font texture.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.CharacterInfo.vert"> |
||||
<summary> |
||||
<para>Screen coordinates for the character in generated text meshes.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.CharacterInfo.width"> |
||||
<summary> |
||||
<para>How far to advance between the beginning of this charcater and the next.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.Font"> |
||||
<summary> |
||||
<para>Script interface for.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Font.ascent"> |
||||
<summary> |
||||
<para>The ascent of the font.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Font.characterInfo"> |
||||
<summary> |
||||
<para>Access an array of all characters contained in the font texture.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Font.dynamic"> |
||||
<summary> |
||||
<para>Is the font a dynamic font.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Font.fontSize"> |
||||
<summary> |
||||
<para>The default size of the font.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Font.lineHeight"> |
||||
<summary> |
||||
<para>The line height of the font.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Font.material"> |
||||
<summary> |
||||
<para>The material used for the font display.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="?:UnityEngine.Font.textureRebuilt(System.Action`1<UnityEngine.Font>)"> |
||||
<summary> |
||||
<para>Set a function to be called when the dynamic font texture is rebuilt.</para> |
||||
</summary> |
||||
<param name="value"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.Font.CreateDynamicFontFromOSFont(System.String,System.Int32)"> |
||||
<summary> |
||||
<para>Creates a Font object which lets you render a font installed on the user machine.</para> |
||||
</summary> |
||||
<param name="fontname">The name of the OS font to use for this font object.</param> |
||||
<param name="size">The default character size of the generated font.</param> |
||||
<param name="fontnames">Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used.</param> |
||||
<returns> |
||||
<para>The generate Font object.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Font.CreateDynamicFontFromOSFont(System.String[],System.Int32)"> |
||||
<summary> |
||||
<para>Creates a Font object which lets you render a font installed on the user machine.</para> |
||||
</summary> |
||||
<param name="fontname">The name of the OS font to use for this font object.</param> |
||||
<param name="size">The default character size of the generated font.</param> |
||||
<param name="fontnames">Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used.</param> |
||||
<returns> |
||||
<para>The generate Font object.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Font.#ctor"> |
||||
<summary> |
||||
<para>Create a new Font.</para> |
||||
</summary> |
||||
<param name="name">The name of the created Font object.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Font.#ctor(System.String)"> |
||||
<summary> |
||||
<para>Create a new Font.</para> |
||||
</summary> |
||||
<param name="name">The name of the created Font object.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Font.GetCharacterInfo(System.Char,UnityEngine.CharacterInfo&)"> |
||||
<summary> |
||||
<para>Get rendering info for a specific character.</para> |
||||
</summary> |
||||
<param name="ch">The character you need rendering information for.</param> |
||||
<param name="info">Returns the CharacterInfo struct with the rendering information for the character (if available).</param> |
||||
<param name="size">The size of the character (default value of zero will use font default size).</param> |
||||
<param name="style">The style of the character.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Font.GetCharacterInfo(System.Char,UnityEngine.CharacterInfo&,System.Int32)"> |
||||
<summary> |
||||
<para>Get rendering info for a specific character.</para> |
||||
</summary> |
||||
<param name="ch">The character you need rendering information for.</param> |
||||
<param name="info">Returns the CharacterInfo struct with the rendering information for the character (if available).</param> |
||||
<param name="size">The size of the character (default value of zero will use font default size).</param> |
||||
<param name="style">The style of the character.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Font.GetCharacterInfo(System.Char,UnityEngine.CharacterInfo&,System.Int32,UnityEngine.FontStyle)"> |
||||
<summary> |
||||
<para>Get rendering info for a specific character.</para> |
||||
</summary> |
||||
<param name="ch">The character you need rendering information for.</param> |
||||
<param name="info">Returns the CharacterInfo struct with the rendering information for the character (if available).</param> |
||||
<param name="size">The size of the character (default value of zero will use font default size).</param> |
||||
<param name="style">The style of the character.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Font.GetMaxVertsForString(System.String)"> |
||||
<summary> |
||||
<para>Returns the maximum number of verts that the text generator may return for a given string.</para> |
||||
</summary> |
||||
<param name="str">Input string.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Font.GetOSInstalledFontNames"> |
||||
<summary> |
||||
<para>Get names of fonts installed on the machine.</para> |
||||
</summary> |
||||
<returns> |
||||
<para>An array of the names of all fonts installed on the machine.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Font.HasCharacter(System.Char)"> |
||||
<summary> |
||||
<para>Does this font have a specific character?</para> |
||||
</summary> |
||||
<param name="c">The character to check for.</param> |
||||
<returns> |
||||
<para>Whether or not the font has the character specified.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Font.RequestCharactersInTexture(System.String,System.Int32,UnityEngine.FontStyle)"> |
||||
<summary> |
||||
<para>Request characters to be added to the font texture (dynamic fonts only).</para> |
||||
</summary> |
||||
<param name="characters">The characters which are needed to be in the font texture.</param> |
||||
<param name="size">The size of the requested characters (the default value of zero will use the font's default size).</param> |
||||
<param name="style">The style of the requested characters.</param> |
||||
</member> |
||||
<member name="T:UnityEngine.FontStyle"> |
||||
<summary> |
||||
<para>Font Style applied to GUI Texts, Text Meshes or GUIStyles.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.FontStyle.Bold"> |
||||
<summary> |
||||
<para>Bold style applied to your texts.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.FontStyle.BoldAndItalic"> |
||||
<summary> |
||||
<para>Bold and Italic styles applied to your texts.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.FontStyle.Italic"> |
||||
<summary> |
||||
<para>Italic style applied to your texts.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.FontStyle.Normal"> |
||||
<summary> |
||||
<para>No special style is applied.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.GUIText"> |
||||
<summary> |
||||
<para>A text string displayed in a GUI.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.GUIText.alignment"> |
||||
<summary> |
||||
<para>The alignment of the text.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.GUIText.anchor"> |
||||
<summary> |
||||
<para>The anchor of the text.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.GUIText.color"> |
||||
<summary> |
||||
<para>The color used to render the text.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.GUIText.font"> |
||||
<summary> |
||||
<para>The font used for the text.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.GUIText.fontSize"> |
||||
<summary> |
||||
<para>The font size to use (for dynamic fonts).</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.GUIText.fontStyle"> |
||||
<summary> |
||||
<para>The font style to use (for dynamic fonts).</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.GUIText.lineSpacing"> |
||||
<summary> |
||||
<para>The line spacing multiplier.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.GUIText.material"> |
||||
<summary> |
||||
<para>The Material to use for rendering.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.GUIText.pixelOffset"> |
||||
<summary> |
||||
<para>The pixel offset of the text.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.GUIText.richText"> |
||||
<summary> |
||||
<para>Enable HTML-style tags for Text Formatting Markup.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.GUIText.tabSize"> |
||||
<summary> |
||||
<para>The tab width multiplier.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.GUIText.text"> |
||||
<summary> |
||||
<para>The text to display.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.HorizontalWrapMode"> |
||||
<summary> |
||||
<para>Wrapping modes for text that reaches the horizontal boundary.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.HorizontalWrapMode.Overflow"> |
||||
<summary> |
||||
<para>Text can exceed the horizontal boundary.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.HorizontalWrapMode.Wrap"> |
||||
<summary> |
||||
<para>Text will word-wrap when reaching the horizontal boundary.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.TextAlignment"> |
||||
<summary> |
||||
<para>How multiline text should be aligned.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextAlignment.Center"> |
||||
<summary> |
||||
<para>Text lines are centered.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextAlignment.Left"> |
||||
<summary> |
||||
<para>Text lines are aligned on the left side.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextAlignment.Right"> |
||||
<summary> |
||||
<para>Text lines are aligned on the right side.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.TextAnchor"> |
||||
<summary> |
||||
<para>Where the anchor of the text is placed.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextAnchor.LowerCenter"> |
||||
<summary> |
||||
<para>Text is anchored in lower side, centered horizontally.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextAnchor.LowerLeft"> |
||||
<summary> |
||||
<para>Text is anchored in lower left corner.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextAnchor.LowerRight"> |
||||
<summary> |
||||
<para>Text is anchored in lower right corner.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextAnchor.MiddleCenter"> |
||||
<summary> |
||||
<para>Text is centered both horizontally and vertically.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextAnchor.MiddleLeft"> |
||||
<summary> |
||||
<para>Text is anchored in left side, centered vertically.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextAnchor.MiddleRight"> |
||||
<summary> |
||||
<para>Text is anchored in right side, centered vertically.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextAnchor.UpperCenter"> |
||||
<summary> |
||||
<para>Text is anchored in upper side, centered horizontally.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextAnchor.UpperLeft"> |
||||
<summary> |
||||
<para>Text is anchored in upper left corner.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextAnchor.UpperRight"> |
||||
<summary> |
||||
<para>Text is anchored in upper right corner.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.TextGenerationSettings"> |
||||
<summary> |
||||
<para>A struct that stores the settings for TextGeneration.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextGenerationSettings.alignByGeometry"> |
||||
<summary> |
||||
<para>Use the extents of glyph geometry to perform horizontal alignment rather than glyph metrics.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextGenerationSettings.color"> |
||||
<summary> |
||||
<para>The base color for the text generation.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextGenerationSettings.font"> |
||||
<summary> |
||||
<para>Font to use for generation.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextGenerationSettings.fontSize"> |
||||
<summary> |
||||
<para>Font size.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextGenerationSettings.fontStyle"> |
||||
<summary> |
||||
<para>Font style.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextGenerationSettings.generateOutOfBounds"> |
||||
<summary> |
||||
<para>Continue to generate characters even if the text runs out of bounds.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextGenerationSettings.generationExtents"> |
||||
<summary> |
||||
<para>Extents that the generator will attempt to fit the text in.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextGenerationSettings.horizontalOverflow"> |
||||
<summary> |
||||
<para>What happens to text when it reaches the horizontal generation bounds.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextGenerationSettings.lineSpacing"> |
||||
<summary> |
||||
<para>The line spacing multiplier.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextGenerationSettings.pivot"> |
||||
<summary> |
||||
<para>Generated vertices are offset by the pivot.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextGenerationSettings.resizeTextForBestFit"> |
||||
<summary> |
||||
<para>Should the text be resized to fit the configured bounds?</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextGenerationSettings.resizeTextMaxSize"> |
||||
<summary> |
||||
<para>Maximum size for resized text.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextGenerationSettings.resizeTextMinSize"> |
||||
<summary> |
||||
<para>Minimum size for resized text.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextGenerationSettings.richText"> |
||||
<summary> |
||||
<para>Allow rich text markup in generation.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextGenerationSettings.scaleFactor"> |
||||
<summary> |
||||
<para>A scale factor for the text. This is useful if the Text is on a Canvas and the canvas is scaled.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextGenerationSettings.textAnchor"> |
||||
<summary> |
||||
<para>How is the generated text anchored.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextGenerationSettings.updateBounds"> |
||||
<summary> |
||||
<para>Should the text generator update the bounds from the generated text.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.TextGenerationSettings.verticalOverflow"> |
||||
<summary> |
||||
<para>What happens to text when it reaches the bottom generation bounds.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.TextGenerator"> |
||||
<summary> |
||||
<para>Class that can be used to generate text for rendering.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextGenerator.characterCount"> |
||||
<summary> |
||||
<para>The number of characters that have been generated.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextGenerator.characterCountVisible"> |
||||
<summary> |
||||
<para>The number of characters that have been generated and are included in the visible lines.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextGenerator.characters"> |
||||
<summary> |
||||
<para>Array of generated characters.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextGenerator.fontSizeUsedForBestFit"> |
||||
<summary> |
||||
<para>The size of the font that was found if using best fit mode.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextGenerator.lineCount"> |
||||
<summary> |
||||
<para>Number of text lines generated.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextGenerator.lines"> |
||||
<summary> |
||||
<para>Information about each generated text line.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextGenerator.rectExtents"> |
||||
<summary> |
||||
<para>Extents of the generated text in rect format.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextGenerator.vertexCount"> |
||||
<summary> |
||||
<para>Number of vertices generated.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextGenerator.verts"> |
||||
<summary> |
||||
<para>Array of generated vertices.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.TextGenerator.#ctor"> |
||||
<summary> |
||||
<para>Create a TextGenerator.</para> |
||||
</summary> |
||||
<param name="initialCapacity"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.TextGenerator.#ctor(System.Int32)"> |
||||
<summary> |
||||
<para>Create a TextGenerator.</para> |
||||
</summary> |
||||
<param name="initialCapacity"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.TextGenerator.GetCharacters(System.Collections.Generic.List`1<UnityEngine.UICharInfo>)"> |
||||
<summary> |
||||
<para>Populate the given List with UICharInfo.</para> |
||||
</summary> |
||||
<param name="characters">List to populate.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.TextGenerator.GetCharactersArray"> |
||||
<summary> |
||||
<para>Returns the current UICharInfo.</para> |
||||
</summary> |
||||
<returns> |
||||
<para>Character information.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.TextGenerator.GetLines(System.Collections.Generic.List`1<UnityEngine.UILineInfo>)"> |
||||
<summary> |
||||
<para>Populate the given list with UILineInfo.</para> |
||||
</summary> |
||||
<param name="lines">List to populate.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.TextGenerator.GetLinesArray"> |
||||
<summary> |
||||
<para>Returns the current UILineInfo.</para> |
||||
</summary> |
||||
<returns> |
||||
<para>Line information.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.TextGenerator.GetPreferredHeight(System.String,UnityEngine.TextGenerationSettings)"> |
||||
<summary> |
||||
<para>Given a string and settings, returns the preferred height for a container that would hold this text.</para> |
||||
</summary> |
||||
<param name="str">Generation text.</param> |
||||
<param name="settings">Settings for generation.</param> |
||||
<returns> |
||||
<para>Preferred height.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.TextGenerator.GetPreferredWidth(System.String,UnityEngine.TextGenerationSettings)"> |
||||
<summary> |
||||
<para>Given a string and settings, returns the preferred width for a container that would hold this text.</para> |
||||
</summary> |
||||
<param name="str">Generation text.</param> |
||||
<param name="settings">Settings for generation.</param> |
||||
<returns> |
||||
<para>Preferred width.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.TextGenerator.GetVertices(System.Collections.Generic.List`1<UnityEngine.UIVertex>)"> |
||||
<summary> |
||||
<para>Populate the given list with generated Vertices.</para> |
||||
</summary> |
||||
<param name="vertices">List to populate.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.TextGenerator.GetVerticesArray"> |
||||
<summary> |
||||
<para>Returns the current UIVertex array.</para> |
||||
</summary> |
||||
<returns> |
||||
<para>Vertices.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.TextGenerator.Invalidate"> |
||||
<summary> |
||||
<para>Mark the text generator as invalid. This will force a full text generation the next time Populate is called.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.TextGenerator.Populate(System.String,UnityEngine.TextGenerationSettings)"> |
||||
<summary> |
||||
<para>Will generate the vertices and other data for the given string with the given settings.</para> |
||||
</summary> |
||||
<param name="str">String to generate.</param> |
||||
<param name="settings">Settings.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.TextGenerator.PopulateWithErrors(System.String,UnityEngine.TextGenerationSettings,UnityEngine.GameObject)"> |
||||
<summary> |
||||
<para>Will generate the vertices and other data for the given string with the given settings.</para> |
||||
</summary> |
||||
<param name="str">String to generate.</param> |
||||
<param name="settings">Generation settings.</param> |
||||
<param name="context">The object used as context of the error log message, if necessary.</param> |
||||
<returns> |
||||
<para>True if the generation is a success, false otherwise.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="T:UnityEngine.TextMesh"> |
||||
<summary> |
||||
<para>A script interface for the.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextMesh.alignment"> |
||||
<summary> |
||||
<para>How lines of text are aligned (Left, Right, Center).</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextMesh.anchor"> |
||||
<summary> |
||||
<para>Which point of the text shares the position of the Transform.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextMesh.characterSize"> |
||||
<summary> |
||||
<para>The size of each character (This scales the whole text).</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextMesh.color"> |
||||
<summary> |
||||
<para>The color used to render the text.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextMesh.font"> |
||||
<summary> |
||||
<para>The Font used.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextMesh.fontSize"> |
||||
<summary> |
||||
<para>The font size to use (for dynamic fonts).</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextMesh.fontStyle"> |
||||
<summary> |
||||
<para>The font style to use (for dynamic fonts).</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextMesh.lineSpacing"> |
||||
<summary> |
||||
<para>How much space will be in-between lines of text.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextMesh.offsetZ"> |
||||
<summary> |
||||
<para>How far should the text be offset from the transform.position.z when drawing.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextMesh.richText"> |
||||
<summary> |
||||
<para>Enable HTML-style tags for Text Formatting Markup.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextMesh.tabSize"> |
||||
<summary> |
||||
<para>How much space will be inserted for a tab '\t' character. This is a multiplum of the 'spacebar' character offset.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.TextMesh.text"> |
||||
<summary> |
||||
<para>The text that is displayed.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.UICharInfo"> |
||||
<summary> |
||||
<para>Class that specifies some information about a renderable character.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.UICharInfo.charWidth"> |
||||
<summary> |
||||
<para>Character width.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.UICharInfo.cursorPos"> |
||||
<summary> |
||||
<para>Position of the character cursor in local (text generated) space.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.UILineInfo"> |
||||
<summary> |
||||
<para>Information about a generated line of text.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.UILineInfo.height"> |
||||
<summary> |
||||
<para>Height of the line.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.UILineInfo.leading"> |
||||
<summary> |
||||
<para>Space in pixels between this line and the next line.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.UILineInfo.startCharIdx"> |
||||
<summary> |
||||
<para>Index of the first character in the line.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.UILineInfo.topY"> |
||||
<summary> |
||||
<para>The upper Y position of the line in pixels. This is used for text annotation such as the caret and selection box in the InputField.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.UIVertex"> |
||||
<summary> |
||||
<para>Vertex class used by a Canvas for managing vertices.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.UIVertex.color"> |
||||
<summary> |
||||
<para>Vertex color.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.UIVertex.normal"> |
||||
<summary> |
||||
<para>Normal.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.UIVertex.position"> |
||||
<summary> |
||||
<para>Vertex position.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.UIVertex.simpleVert"> |
||||
<summary> |
||||
<para>Simple UIVertex with sensible settings for use in the UI system.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.UIVertex.tangent"> |
||||
<summary> |
||||
<para>Tangent.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.UIVertex.uv0"> |
||||
<summary> |
||||
<para>The first texture coordinate set of the mesh. Used by UI elements by default.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.UIVertex.uv1"> |
||||
<summary> |
||||
<para>The second texture coordinate set of the mesh, if present.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.UIVertex.uv2"> |
||||
<summary> |
||||
<para>The Third texture coordinate set of the mesh, if present.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.UIVertex.uv3"> |
||||
<summary> |
||||
<para>The forth texture coordinate set of the mesh, if present.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="A:UnityEngine.TextRenderingModule"> |
||||
<summary> |
||||
<para>The TextRendering module provides access to Unity's text rendering system.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.VerticalWrapMode"> |
||||
<summary> |
||||
<para>Wrapping modes for text that reaches the vertical boundary.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.VerticalWrapMode.Overflow"> |
||||
<summary> |
||||
<para>Text well continue to generate when reaching vertical boundary.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.VerticalWrapMode.Truncate"> |
||||
<summary> |
||||
<para>Text will be clipped when reaching the vertical boundary.</para> |
||||
</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
Binary file not shown.
@ -0,0 +1,981 @@ |
||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.TilemapModule</name> |
||||
</assembly> |
||||
<member name="T:UnityEngine.CustomGridBrushAttribute"> |
||||
<summary> |
||||
<para>Attribute to define the class as a grid brush and to make it available in the palette window.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.CustomGridBrushAttribute.defaultBrush"> |
||||
<summary> |
||||
<para>If set to true, brush will replace Unity built-in brush as the default brush in palette window. |
||||
|
||||
Only one class at any one time should set defaultBrush to true.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.CustomGridBrushAttribute.defaultName"> |
||||
<summary> |
||||
<para>Name of the default instance of this brush.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.CustomGridBrushAttribute.hideAssetInstances"> |
||||
<summary> |
||||
<para>Hide all asset instances of this brush in the tile palette window.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.CustomGridBrushAttribute.hideDefaultInstance"> |
||||
<summary> |
||||
<para>Hide the default instance of brush in the tile palette window.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.CustomGridBrushAttribute.#ctor"> |
||||
<summary> |
||||
<para>Attribute to define the class as a grid brush and to make it available in the palette window.</para> |
||||
</summary> |
||||
<param name="defaultBrush">If set to true, brush will replace Unity built-in brush as the default brush in palette window.</param> |
||||
<param name="defaultName">Name of the default instance of this brush.</param> |
||||
<param name="hideAssetInstanes">Hide all asset instances of this brush in the tile palette window.</param> |
||||
<param name="hideDefaultInstance">Hide the default instance of brush in the tile palette window.</param> |
||||
<param name="hideAssetInstances"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.CustomGridBrushAttribute.#ctor(System.Boolean,System.Boolean,System.Boolean,System.String)"> |
||||
<summary> |
||||
<para>Attribute to define the class as a grid brush and to make it available in the palette window.</para> |
||||
</summary> |
||||
<param name="defaultBrush">If set to true, brush will replace Unity built-in brush as the default brush in palette window.</param> |
||||
<param name="defaultName">Name of the default instance of this brush.</param> |
||||
<param name="hideAssetInstanes">Hide all asset instances of this brush in the tile palette window.</param> |
||||
<param name="hideDefaultInstance">Hide the default instance of brush in the tile palette window.</param> |
||||
<param name="hideAssetInstances"></param> |
||||
</member> |
||||
<member name="T:UnityEngine.GridBrushBase"> |
||||
<summary> |
||||
<para>Base class for authoring data on a grid with grid painting tools like paint, erase, pick, select and fill.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.GridBrushBase.BoxErase(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)"> |
||||
<summary> |
||||
<para>Erases data on a grid within the given bounds.</para> |
||||
</summary> |
||||
<param name="gridLayout">Grid used for layout.</param> |
||||
<param name="brushTarget">Target of the erase operation. By default the currently selected GameObject.</param> |
||||
<param name="position">The bounds to erase data from.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.GridBrushBase.BoxFill(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)"> |
||||
<summary> |
||||
<para>Box fills tiles and GameObjects into given bounds within the selected layers.</para> |
||||
</summary> |
||||
<param name="gridLayout">Grid used for layout.</param> |
||||
<param name="brushTarget">Target of box fill operation. By default the currently selected GameObject.</param> |
||||
<param name="position">The bounds to box fill data to.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.GridBrushBase.ChangeZPosition(System.Int32)"> |
||||
<summary> |
||||
<para>Changes the Z position of the GridBrushBase.</para> |
||||
</summary> |
||||
<param name="change">Modify the Z position of GridBrushBase by this value.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.GridBrushBase.Erase(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Erases data on a grid within the given bounds.</para> |
||||
</summary> |
||||
<param name="grid">Grid used for layout.</param> |
||||
<param name="brushTarget">Target of the erase operation. By default the currently selected GameObject.</param> |
||||
<param name="position">The coordinates of the cell to erase data from.</param> |
||||
<param name="gridLayout"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.GridBrushBase.Flip(UnityEngine.GridBrushBase/FlipAxis,UnityEngine.GridLayout/CellLayout)"> |
||||
<summary> |
||||
<para>Flips the grid brush in the given FlipAxis.</para> |
||||
</summary> |
||||
<param name="flip">Axis to flip by.</param> |
||||
<param name="layout">CellLayout for flipping.</param> |
||||
</member> |
||||
<member name="T:UnityEngine.GridBrushBase.FlipAxis"> |
||||
<summary> |
||||
<para>Axis to flip tiles in the GridBrushBase by.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridBrushBase.FlipAxis.X"> |
||||
<summary> |
||||
<para>Flip the brush in the X Axis.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridBrushBase.FlipAxis.Y"> |
||||
<summary> |
||||
<para>Flip the brush in the Y Axis.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.GridBrushBase.FloodFill(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Flood fills data onto a grid given the starting coordinates of the cell.</para> |
||||
</summary> |
||||
<param name="gridLayout">Grid used for layout.</param> |
||||
<param name="brushTarget">Targets of flood fill operation. By default the currently selected GameObject.</param> |
||||
<param name="position">Starting position of the flood fill.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.GridBrushBase.Move(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt,UnityEngine.BoundsInt)"> |
||||
<summary> |
||||
<para>Move is called when user moves the area previously selected with the selection marquee.</para> |
||||
</summary> |
||||
<param name="grid">Grid used for layout.</param> |
||||
<param name="brushTarget">Target of the move operation. By default the currently selected GameObject.</param> |
||||
<param name="from">Source bounds of the move.</param> |
||||
<param name="to">Target bounds of the move.</param> |
||||
<param name="gridLayout"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.GridBrushBase.MoveEnd(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)"> |
||||
<summary> |
||||
<para>MoveEnd is called when user has ended the move of the area previously selected with the selection marquee.</para> |
||||
</summary> |
||||
<param name="position">Layers affected by the move operation.</param> |
||||
<param name="brushTarget">Target of the move operation. By default the currently selected GameObject.</param> |
||||
<param name="grid">Grid used for layout.</param> |
||||
<param name="gridLayout"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.GridBrushBase.MoveStart(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)"> |
||||
<summary> |
||||
<para>MoveEnd is called when user starts moving the area previously selected with the selection marquee.</para> |
||||
</summary> |
||||
<param name="grid">Grid used for layout.</param> |
||||
<param name="brushTarget">Target of the move operation. By default the currently selected GameObject.</param> |
||||
<param name="position">Position where the move operation has started.</param> |
||||
<param name="gridLayout"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.GridBrushBase.Paint(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Paints data into a grid within the given bounds.</para> |
||||
</summary> |
||||
<param name="grid">Grid used for layout.</param> |
||||
<param name="brushTarget">Target of the paint operation. By default the currently selected GameObject.</param> |
||||
<param name="position">The coordinates of the cell to paint data to.</param> |
||||
<param name="gridLayout"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.GridBrushBase.Pick(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt,UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Picks data from a grid given the coordinates of the cells.</para> |
||||
</summary> |
||||
<param name="grid">Grid used for layout.</param> |
||||
<param name="brushTarget">Target of the paint operation. By default the currently selected GameObject.</param> |
||||
<param name="position">The coordinates of the cells to paint data from.</param> |
||||
<param name="pivot">Pivot of the picking brush.</param> |
||||
<param name="gridLayout"></param> |
||||
</member> |
||||
<member name="M:UnityEngine.GridBrushBase.ResetZPosition"> |
||||
<summary> |
||||
<para>Resets Z position changes of the GridBrushBase.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.GridBrushBase.Rotate(UnityEngine.GridBrushBase/RotationDirection,UnityEngine.GridLayout/CellLayout)"> |
||||
<summary> |
||||
<para>Rotates all tiles on the grid brush with the given RotationDirection.</para> |
||||
</summary> |
||||
<param name="direction">Direction to rotate by.</param> |
||||
<param name="layout">CellLayout for rotating.</param> |
||||
</member> |
||||
<member name="T:UnityEngine.GridBrushBase.RotationDirection"> |
||||
<summary> |
||||
<para>Rotate tiles in the GridBrushBase in this direction.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridBrushBase.RotationDirection.Clockwise"> |
||||
<summary> |
||||
<para>Rotates tiles clockwise.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridBrushBase.RotationDirection.CounterClockwise"> |
||||
<summary> |
||||
<para>Rotates tiles counter-clockwise.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.GridBrushBase.Select(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)"> |
||||
<summary> |
||||
<para>Select an area of a grid.</para> |
||||
</summary> |
||||
<param name="grid">Grid used for layout.</param> |
||||
<param name="brushTarget">Targets of paint operation. By default the currently selected GameObject.</param> |
||||
<param name="position">Area to get selected.</param> |
||||
<param name="gridLayout"></param> |
||||
</member> |
||||
<member name="T:UnityEngine.GridBrushBase.Tool"> |
||||
<summary> |
||||
<para>Tool mode for the GridBrushBase.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridBrushBase.Tool.Box"> |
||||
<summary> |
||||
<para>Box Fill.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridBrushBase.Tool.Erase"> |
||||
<summary> |
||||
<para>Erase.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridBrushBase.Tool.FloodFill"> |
||||
<summary> |
||||
<para>Flood Fill.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridBrushBase.Tool.Move"> |
||||
<summary> |
||||
<para>Move.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridBrushBase.Tool.Paint"> |
||||
<summary> |
||||
<para>Paint.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridBrushBase.Tool.Pick"> |
||||
<summary> |
||||
<para>Pick.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.GridBrushBase.Tool.Select"> |
||||
<summary> |
||||
<para>Select.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.Tilemaps.ITilemap"> |
||||
<summary> |
||||
<para>Class passed onto when information is queried from the tiles.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.ITilemap.cellBounds"> |
||||
<summary> |
||||
<para>Returns the boundaries of the Tilemap in cell size.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.ITilemap.localBounds"> |
||||
<summary> |
||||
<para>Returns the boundaries of the Tilemap in local space size.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.ITilemap.origin"> |
||||
<summary> |
||||
<para>The origin of the Tilemap in cell position.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.ITilemap.size"> |
||||
<summary> |
||||
<para>The size of the Tilemap in cells.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.ITilemap.GetColor(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Gets the color of a.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<returns> |
||||
<para>Color of the at the XY coordinate.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.ITilemap.GetComponent"> |
||||
<summary> |
||||
<para>Returns the component of type T if the GameObject of the tile map has one attached, null if it doesn't.</para> |
||||
</summary> |
||||
<returns> |
||||
<para>The Component of type T to retrieve.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.ITilemap.GetSprite(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Gets the.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<returns> |
||||
<para>Sprite at the XY coordinate.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.ITilemap.GetTile(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Gets the.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<returns> |
||||
<para> placed at the cell.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.ITilemap.GetTile(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Gets the.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<returns> |
||||
<para> placed at the cell.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.ITilemap.GetTileFlags(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Gets the TileFlags of the Tile at the given position.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<returns> |
||||
<para>TileFlags from the Tile.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.ITilemap.GetTransformMatrix(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Gets the transform matrix of a.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<returns> |
||||
<para>The transform matrix.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.ITilemap.RefreshTile(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Refreshes a.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
</member> |
||||
<member name="T:UnityEngine.Tilemaps.Tile"> |
||||
<summary> |
||||
<para>Class for a default tile in the Tilemap.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.Tile.color"> |
||||
<summary> |
||||
<para>Color of the Tile.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.Tile.flags"> |
||||
<summary> |
||||
<para>TileFlags of the Tile.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.Tile.gameObject"> |
||||
<summary> |
||||
<para>GameObject of the Tile.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.Tile.sprite"> |
||||
<summary> |
||||
<para>Sprite to be rendered at the Tile.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.Tile.transform"> |
||||
<summary> |
||||
<para>Matrix4x4|Transform matrix of the Tile.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.Tilemaps.Tile.ColliderType"> |
||||
<summary> |
||||
<para>Enum for determining what collider shape is generated for this Tile by the TilemapCollider2D.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.Tile.ColliderType.Grid"> |
||||
<summary> |
||||
<para>The grid layout boundary outline is used as the collider shape for the Tile by the TilemapCollider2D.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.Tile.ColliderType.None"> |
||||
<summary> |
||||
<para>No collider shape is generated for the Tile by the TilemapCollider2D.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.Tile.ColliderType.Sprite"> |
||||
<summary> |
||||
<para>The Sprite outline is used as the collider shape for the Tile by the TilemapCollider2D.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tile.GetTileData(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.Tilemaps.TileData&)"> |
||||
<summary> |
||||
<para>Retrieves the tile rendering data for the Tile.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<param name="tilemap">The Tilemap the tile is present on.</param> |
||||
<param name="tileData">Data to render the tile. This is filled with Tile, Tile.color and Tile.transform.</param> |
||||
<returns> |
||||
<para>Whether the call was successful. This returns true for Tile.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="T:UnityEngine.Tilemaps.TileAnimationData"> |
||||
<summary> |
||||
<para>A Struct for the required data for animating a Tile.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.TileAnimationData.animatedSprites"> |
||||
<summary> |
||||
<para>The array of that are ordered by appearance in the animation.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.TileAnimationData.animationSpeed"> |
||||
<summary> |
||||
<para>The animation speed.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.TileAnimationData.animationStartTime"> |
||||
<summary> |
||||
<para>The start time of the animation. The animation will begin at this time offset.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.Tilemaps.TileBase"> |
||||
<summary> |
||||
<para>Base class for a tile in the Tilemap.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.TileBase.GetTileAnimationData(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.Tilemaps.TileAnimationData&)"> |
||||
<summary> |
||||
<para>Retrieves any tile animation data from the scripted tile.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<param name="tilemap">The Tilemap the tile is present on.</param> |
||||
<param name="tileAnimationData">Data to run an animation on the tile.</param> |
||||
<returns> |
||||
<para>Whether the call was successful.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.TileBase.GetTileData(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.Tilemaps.TileData&)"> |
||||
<summary> |
||||
<para>Retrieves any tile rendering data from the scripted tile.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<param name="tilemap">The Tilemap the tile is present on.</param> |
||||
<param name="tileData">Data to render the tile.</param> |
||||
<returns> |
||||
<para>Whether the call was successful.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.TileBase.RefreshTile(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap)"> |
||||
<summary> |
||||
<para>This method is called when the tile is refreshed.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<param name="tilemap">The Tilemap the tile is present on.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.TileBase.StartUp(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.GameObject)"> |
||||
<summary> |
||||
<para>StartUp is called on the first frame of the running Scene.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<param name="tilemap">The Tilemap the tile is present on.</param> |
||||
<param name="go">The GameObject instantiated for the Tile.</param> |
||||
<returns> |
||||
<para>Whether the call was successful.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="T:UnityEngine.Tilemaps.TileData"> |
||||
<summary> |
||||
<para>A Struct for the required data for rendering a Tile.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.TileData.color"> |
||||
<summary> |
||||
<para>Color of the Tile.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.TileData.flags"> |
||||
<summary> |
||||
<para>TileFlags of the Tile.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.TileData.gameObject"> |
||||
<summary> |
||||
<para>GameObject of the Tile.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.TileData.sprite"> |
||||
<summary> |
||||
<para>Sprite to be rendered at the Tile.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.TileData.transform"> |
||||
<summary> |
||||
<para>Matrix4x4|Transform matrix of the Tile.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.Tilemaps.TileFlags"> |
||||
<summary> |
||||
<para>Flags controlling behavior for the TileBase.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.TileFlags.InstantiateGameObjectRuntimeOnly"> |
||||
<summary> |
||||
<para>TileBase does not instantiate its associated GameObject in editor mode and instantiates it only during play mode.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.TileFlags.LockAll"> |
||||
<summary> |
||||
<para>All lock flags.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.TileFlags.LockColor"> |
||||
<summary> |
||||
<para>TileBase locks any color set by brushes or the user.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.TileFlags.LockTransform"> |
||||
<summary> |
||||
<para>TileBase locks any transform matrix set by brushes or the user.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.TileFlags.None"> |
||||
<summary> |
||||
<para>No TileFlags are set.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.Tilemaps.Tilemap"> |
||||
<summary> |
||||
<para>The tile map stores component.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.Tilemap.animationFrameRate"> |
||||
<summary> |
||||
<para>The frame rate for all tile animations in the tile map.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.Tilemap.cellBounds"> |
||||
<summary> |
||||
<para>Returns the boundaries of the Tilemap in cell size.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.Tilemap.color"> |
||||
<summary> |
||||
<para>The color of the tile map layer.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.Tilemap.layoutGrid"> |
||||
<summary> |
||||
<para>Gets the Grid associated with this tile map.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.Tilemap.layoutGrid"> |
||||
<summary> |
||||
<para>Gets the Grid associated with this tile map.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.Tilemap.localBounds"> |
||||
<summary> |
||||
<para>Returns the boundaries of the Tilemap in local space size.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.Tilemap.orientation"> |
||||
<summary> |
||||
<para>Orientation of the tiles in the Tilemap.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.Tilemap.orientationMatrix"> |
||||
<summary> |
||||
<para>Orientation Matrix of the orientation of the tiles in the Tilemap.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.Tilemap.origin"> |
||||
<summary> |
||||
<para>The origin of the Tilemap in cell position.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.Tilemap.size"> |
||||
<summary> |
||||
<para>The size of the Tilemap in cells.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.Tilemap.tileAnchor"> |
||||
<summary> |
||||
<para>Gets the anchor point of tiles in the Tilemap.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.AddTileFlags(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileFlags)"> |
||||
<summary> |
||||
<para>Adds the TileFlags onto the Tile at the given position.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<param name="flags">TileFlags to add (with bitwise or) onto the flags provided by Tile.TileBase.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.BoxFill(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileBase,System.Int32,System.Int32,System.Int32,System.Int32)"> |
||||
<summary> |
||||
<para>Does a box fill with the given. Starts from given coordinates and fills the limits from start to end (inclusive).</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<param name="tile"> to place.</param> |
||||
<param name="startX">The minimum X coordinate limit to fill to.</param> |
||||
<param name="startY">The minimum Y coordinate limit to fill to.</param> |
||||
<param name="endX">The maximum X coordinate limit to fill to.</param> |
||||
<param name="endY">The maximum Y coordinate limit to fill to.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.ClearAllTiles"> |
||||
<summary> |
||||
<para>Clears all tiles that are placed in the Tilemap.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.CompressBounds"> |
||||
<summary> |
||||
<para>Compresses the origin and size of the Tilemap to bounds where tiles exist.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.ContainsTile(UnityEngine.Tilemaps.TileBase)"> |
||||
<summary> |
||||
<para>Returns true if the Tilemap contains the given. Returns false if not.</para> |
||||
</summary> |
||||
<param name="tileAsset">Tile to check.</param> |
||||
<returns> |
||||
<para>Whether the Tilemap contains the tile.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.FloodFill(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileBase)"> |
||||
<summary> |
||||
<para>Does a flood fill with the given starting from the given coordinates.</para> |
||||
</summary> |
||||
<param name="position">Start position of the flood fill on the Tilemap.</param> |
||||
<param name="tile"> to place.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.GetCellCenterLocal(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Get the logical center coordinate of a grid cell in local space.</para> |
||||
</summary> |
||||
<param name="position">Grid cell position.</param> |
||||
<returns> |
||||
<para>Center of the cell transformed into local space coordinates.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.GetCellCenterWorld(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Get the logical center coordinate of a grid cell in world space.</para> |
||||
</summary> |
||||
<param name="position">Grid cell position.</param> |
||||
<returns> |
||||
<para>Center of the cell transformed into world space coordinates.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.GetColliderType(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Gets the collider type of a.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<returns> |
||||
<para>Collider type of the at the XY coordinate.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.GetColor(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Gets the color of a.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<returns> |
||||
<para>Color of the at the XY coordinate.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.GetInstantiatedObject(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Gets the.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<returns> |
||||
<para>GameObject instantiated by the Tile at the position.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.GetSprite(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Gets the.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<returns> |
||||
<para>Sprite at the XY coordinate.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.GetTile(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Gets the.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<returns> |
||||
<para>Tilemaps.TileBase placed at the cell.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.GetTile(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Gets the.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<returns> |
||||
<para>Tilemaps.TileBase|Tile of type T placed at the cell.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.GetTileFlags(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Gets the TileFlags of the Tile at the given position.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<returns> |
||||
<para>TileFlags from the Tile.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.GetTilesBlock(UnityEngine.BoundsInt)"> |
||||
<summary> |
||||
<para>Retrieves an array of tiles with the given bounds.</para> |
||||
</summary> |
||||
<param name="bounds">Bounds to retrieve from.</param> |
||||
<returns> |
||||
<para>An array of at the given bounds.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.GetTransformMatrix(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Gets the transform matrix of a.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<returns> |
||||
<para>The transform matrix.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.GetUsedTilesCount"> |
||||
<summary> |
||||
<para>Get the total number of different.</para> |
||||
</summary> |
||||
<returns> |
||||
<para>The total number of different.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.GetUsedTilesNonAlloc(UnityEngine.Tilemaps.TileBase[])"> |
||||
<summary> |
||||
<para>Fills the given array with the total number of different and returns the number of tiles filled.</para> |
||||
</summary> |
||||
<param name="usedTiles">The array to be filled.</param> |
||||
<returns> |
||||
<para>The number of tiles filled.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.HasTile(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Returns whether there is a tile at the position.</para> |
||||
</summary> |
||||
<param name="position">Position to check.</param> |
||||
<returns> |
||||
<para>True if there is a tile at the position. False if not.</para> |
||||
</returns> |
||||
</member> |
||||
<member name="T:UnityEngine.Tilemaps.Tilemap.Orientation"> |
||||
<summary> |
||||
<para>Determines the orientation of.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.Custom"> |
||||
<summary> |
||||
<para>Use a custom orientation to all tiles in the tile map.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.XY"> |
||||
<summary> |
||||
<para>Orients tiles in the XY plane.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.XZ"> |
||||
<summary> |
||||
<para>Orients tiles in the XZ plane.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.YX"> |
||||
<summary> |
||||
<para>Orients tiles in the YX plane.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.YZ"> |
||||
<summary> |
||||
<para>Orients tiles in the YZ plane.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.ZX"> |
||||
<summary> |
||||
<para>Orients tiles in the ZX plane.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.ZY"> |
||||
<summary> |
||||
<para>Orients tiles in the ZY plane.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.RefreshAllTiles"> |
||||
<summary> |
||||
<para>Refreshes all. The tile map will retrieve the rendering data, animation data and other data for all tiles and update all relevant components.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.RefreshTile(UnityEngine.Vector3Int)"> |
||||
<summary> |
||||
<para>Refreshes a.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.RemoveTileFlags(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileFlags)"> |
||||
<summary> |
||||
<para>Removes the TileFlags onto the Tile at the given position.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<param name="flags">TileFlags to remove from the Tile.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.ResizeBounds"> |
||||
<summary> |
||||
<para>Resizes tiles in the Tilemap to bounds defined by origin and size.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.SetColliderType(UnityEngine.Vector3Int,UnityEngine.Tilemaps.Tile/ColliderType)"> |
||||
<summary> |
||||
<para>Sets the collider type of a.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<param name="colliderType">Collider type to set the to at the XYZ coordinate.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.SetColor(UnityEngine.Vector3Int,UnityEngine.Color)"> |
||||
<summary> |
||||
<para>Sets the color of a.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<param name="color">Color to set the to at the XY coordinate.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.SetTile(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileBase)"> |
||||
<summary> |
||||
<para>Sets a.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<param name="tile"> to be placed the cell.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.SetTileFlags(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileFlags)"> |
||||
<summary> |
||||
<para>Sets the TileFlags onto the Tile at the given position.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<param name="flags">TileFlags to add onto the Tile.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.SetTiles(UnityEngine.Vector3Int[],UnityEngine.Tilemaps.TileBase[])"> |
||||
<summary> |
||||
<para>Sets an array of.</para> |
||||
</summary> |
||||
<param name="positionArray">An array of positions of Tiles on the Tilemap.</param> |
||||
<param name="tileArray">An array of to be placed.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.SetTilesBlock(UnityEngine.BoundsInt,UnityEngine.Tilemaps.TileBase[])"> |
||||
<summary> |
||||
<para>Fills bounds with array of tiles.</para> |
||||
</summary> |
||||
<param name="position">Bounds to be filled.</param> |
||||
<param name="tileArray">An array of to be placed.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.SetTransformMatrix(UnityEngine.Vector3Int,UnityEngine.Matrix4x4)"> |
||||
<summary> |
||||
<para>Sets the transform matrix of a tile given the XYZ coordinates of a cell in the.</para> |
||||
</summary> |
||||
<param name="position">Position of the Tile on the Tilemap.</param> |
||||
<param name="transform">The transform matrix.</param> |
||||
</member> |
||||
<member name="M:UnityEngine.Tilemaps.Tilemap.SwapTile(UnityEngine.Tilemaps.TileBase,UnityEngine.Tilemaps.TileBase)"> |
||||
<summary> |
||||
<para>Swaps all existing tiles of changeTile to newTile and refreshes all the swapped tiles.</para> |
||||
</summary> |
||||
<param name="changeTile">Tile to swap.</param> |
||||
<param name="newTile">Tile to swap to.</param> |
||||
</member> |
||||
<member name="T:UnityEngine.Tilemaps.TilemapCollider2D"> |
||||
<summary> |
||||
<para>Collider for 2D physics representing shapes defined by the corresponding Tilemap.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.Tilemaps.TilemapRenderer"> |
||||
<summary> |
||||
<para>The tile map renderer is used to render the tile map marked out by a component.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.TilemapRenderer.chunkCullingBounds"> |
||||
<summary> |
||||
<para>Bounds used for culling of Tilemap chunks.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.TilemapRenderer.chunkSize"> |
||||
<summary> |
||||
<para>Size in number of tiles of each chunk created by the TilemapRenderer.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.TilemapRenderer.detectChunkCullingBounds"> |
||||
<summary> |
||||
<para>Returns whether the TilemapRenderer automatically detects the bounds to extend chunk culling by.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.TilemapRenderer.maskInteraction"> |
||||
<summary> |
||||
<para>Specifies how the Tilemap interacts with the masks.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.TilemapRenderer.maxChunkCount"> |
||||
<summary> |
||||
<para>Maximum number of chunks the TilemapRenderer caches in memory.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.TilemapRenderer.maxFrameAge"> |
||||
<summary> |
||||
<para>Maximum number of frames the TilemapRenderer keeps unused chunks in memory.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.TilemapRenderer.mode"> |
||||
<summary> |
||||
<para>The mode in which the TileMapRenderer batches the for rendering.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="P:UnityEngine.Tilemaps.TilemapRenderer.sortOrder"> |
||||
<summary> |
||||
<para>Active sort order for the TilemapRenderer.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.Tilemaps.TilemapRenderer.DetectChunkCullingBounds"> |
||||
<summary> |
||||
<para>Returns whether the TilemapRenderer automatically detects the bounds to extend chunk culling by.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.TilemapRenderer.DetectChunkCullingBounds.Auto"> |
||||
<summary> |
||||
<para>The TilemapRenderer will automatically detect the bounds of extension by inspecting the Sprite/s used in the Tilemap.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.TilemapRenderer.DetectChunkCullingBounds.Manual"> |
||||
<summary> |
||||
<para>The user adds in the values used for extend the bounds for culling of Tilemap chunks.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.Tilemaps.TilemapRenderer.Mode"> |
||||
<summary> |
||||
<para>Determines how the TilemapRenderer should batch the for rendering.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.TilemapRenderer.Mode.Chunk"> |
||||
<summary> |
||||
<para>Batches each Sprite from the Tilemap into grouped chunks to be rendered.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.TilemapRenderer.Mode.Individual"> |
||||
<summary> |
||||
<para>Sends each Sprite from the Tilemap to be rendered individually.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="T:UnityEngine.Tilemaps.TilemapRenderer.SortOrder"> |
||||
<summary> |
||||
<para>Sort order for all tiles rendered by the TilemapRenderer.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.BottomLeft"> |
||||
<summary> |
||||
<para>Sorts tiles for rendering starting from the tile with the lowest X and the lowest Y cell positions.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.BottomRight"> |
||||
<summary> |
||||
<para>Sorts tiles for rendering starting from the tile with the highest X and the lowest Y cell positions.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.TopLeft"> |
||||
<summary> |
||||
<para>Sorts tiles for rendering starting from the tile with the lowest X and the highest Y cell positions.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.TopRight"> |
||||
<summary> |
||||
<para>Sorts tiles for rendering starting from the tile with the highest X and the lowest Y cell positions.</para> |
||||
</summary> |
||||
</member> |
||||
<member name="A:UnityEngine.TilemapModule"> |
||||
<summary> |
||||
<para>The Tilemap module implements the Tilemap class.</para> |
||||
</summary> |
||||
</member> |
||||
</members> |
||||
</doc> |
||||
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@ -0,0 +1,8 @@ |
||||
<?xml version="1.0" encoding="utf-8" standalone="yes"?> |
||||
<doc> |
||||
<members> |
||||
<assembly> |
||||
<name>UnityEngine.TimelineModule</name> |
||||
</assembly> |
||||
</members> |
||||
</doc> |
||||
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Reference in new issue