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