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- <?xml version="1.0"?>
- <doc>
- <assembly>
- <name>DOTweenEditor</name>
- </assembly>
- <members>
- <member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Start(System.Action)">
- <summary>
- Starts the update loop of tween in the editor. Has no effect during playMode.
- </summary>
- <param name="onPreviewUpdated">Eventual callback to call after every update</param>
- </member>
- <member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Stop(System.Boolean,System.Boolean)">
- <summary>
- Stops the update loop and clears the onPreviewUpdated callback.
- </summary>
- <param name="resetTweenTargets">If TRUE also resets the tweened objects to their original state.
- Note that this works by calling Rewind on all tweens, so it will work correctly
- only if you have a single tween type per object and it wasn't killed</param>
- <param name="clearTweens">If TRUE also kills any cached tween</param>
- </member>
- <member name="M:DG.DOTweenEditor.DOTweenEditorPreview.PrepareTweenForPreview(DG.Tweening.Tween,System.Boolean,System.Boolean,System.Boolean)">
- <summary>
- Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings.
- </summary>
- <param name="t">The tween to ready</param>
- <param name="clearCallbacks">If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc)</param>
- <param name="preventAutoKill">If TRUE prevents the tween from being auto-killed at completion</param>
- <param name="andPlay">If TRUE starts playing the tween immediately</param>
- </member>
- <member name="F:DG.DOTweenEditor.EditorVersion.Version">
- <summary>Full major version + first minor version (ex: 2018.1f)</summary>
- </member>
- <member name="F:DG.DOTweenEditor.EditorVersion.MajorVersion">
- <summary>Major version</summary>
- </member>
- <member name="F:DG.DOTweenEditor.EditorVersion.MinorVersion">
- <summary>First minor version (ex: in 2018.1 it would be 1)</summary>
- </member>
- <member name="M:DG.DOTweenEditor.EditorUtils.SetEditorTexture(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
- <summary>
- Checks that the given editor texture use the correct import settings,
- and applies them if they're incorrect.
- </summary>
- </member>
- <member name="M:DG.DOTweenEditor.EditorUtils.DOTweenSetupRequired">
- <summary>
- Returns TRUE if setup is required
- </summary>
- </member>
- <member name="M:DG.DOTweenEditor.EditorUtils.AssetExists(System.String)">
- <summary>
- Returns TRUE if the file/directory at the given path exists.
- </summary>
- <param name="adbPath">Path, relative to Unity's project folder</param>
- <returns></returns>
- </member>
- <member name="M:DG.DOTweenEditor.EditorUtils.ADBPathToFullPath(System.String)">
- <summary>
- Converts the given project-relative path to a full path,
- with backward (\) slashes).
- </summary>
- </member>
- <member name="M:DG.DOTweenEditor.EditorUtils.FullPathToADBPath(System.String)">
- <summary>
- Converts the given full path to a path usable with AssetDatabase methods
- (relative to Unity's project folder, and with the correct Unity forward (/) slashes).
- </summary>
- </member>
- <member name="M:DG.DOTweenEditor.EditorUtils.ConnectToSourceAsset``1(System.String,System.Boolean)">
- <summary>
- Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
- If the asset already exists at the given path, loads it and returns it.
- Otherwise, either returns NULL or automatically creates it before loading and returning it
- (depending on the given parameters).
- </summary>
- <typeparam name="T">Asset type</typeparam>
- <param name="adbFilePath">File path (relative to Unity's project folder)</param>
- <param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
- </member>
- <member name="M:DG.DOTweenEditor.EditorUtils.GetAssemblyFilePath(System.Reflection.Assembly)">
- <summary>
- Full path for the given loaded assembly, assembly file included
- </summary>
- </member>
- <member name="M:DG.DOTweenEditor.EditorUtils.AddGlobalDefine(System.String)">
- <summary>
- Adds the given global define if it's not already present
- </summary>
- </member>
- <member name="M:DG.DOTweenEditor.EditorUtils.RemoveGlobalDefine(System.String)">
- <summary>
- Removes the given global define if it's present
- </summary>
- </member>
- <member name="M:DG.DOTweenEditor.EditorUtils.HasGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
- <summary>
- Returns TRUE if the given global define is present in all the <see cref="T:UnityEditor.BuildTargetGroup"/>
- or only in the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters.<para/>
- </summary>
- <param name="id"></param>
- <param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param>
- </member>
- <member name="T:DG.DOTweenEditor.DOTweenDefines">
- <summary>
- Not used as menu item anymore, but as a utiity function
- </summary>
- </member>
- </members>
- </doc>
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