架构大更

This commit is contained in:
SoulliesOfficial
2026-03-20 11:56:50 -04:00
parent e60ef64d01
commit d09b58fd80
3663 changed files with 15232012 additions and 105579 deletions

View File

@@ -6,42 +6,47 @@
<members>
<member name="T:DG.DemiLib.Attributes.DeScriptExecutionOrderAttribute">
<summary>
<code>Class attribute</code><para/>
Sets the script execution order index
<code>Class attribute</code>
<para/>
Sets the script execution order index
</summary>
</member>
<member name="M:DG.DemiLib.Attributes.DeScriptExecutionOrderAttribute.#ctor(System.Int32)">
<summary>
Sets the script execution order for this class
Sets the script execution order for this class
</summary>
<param name="order">Script execution order index</param>
</member>
<member name="F:DG.DemiLib.Core.GUIUtils.isProSkin">
<summary>
Set when calling <code>DeGUI.BeginGUI</code>
Set when calling
<code>DeGUI.BeginGUI</code>
</summary>
</member>
<member name="T:DG.DemiLib.DeColorPalette">
<summary>
Stores a color palette, which can be passed to default DeGUI layouts when calling <code>DeGUI.BeginGUI</code>,
and changed at any time by calling <code>DeGUI.ChangePalette</code>.
You can inherit from this class to create custom color palettes with more hColor options.
Stores a color palette, which can be passed to default DeGUI layouts when calling <code>
DeGUI.BeginGUI</code>,
and changed at any time by calling <code>DeGUI.ChangePalette</code>.
You can inherit from this class to create custom color palettes with more hColor options.
</summary>
</member>
<member name="M:DG.DemiLib.DeColorPalette.HexToColor(System.String)">
<summary>
Converts a HEX color to a Unity Color and returns it
Converts a HEX color to a Unity Color and returns it
</summary>
<param name="hex">The HEX color, either with or without the initial # (accepts both regular and short format)</param>
<param name="hex">The HEX color, either with or without the initial # (accepts both regular and short
format)
</param>
</member>
<member name="T:DG.DemiLib.DeColorGlobal">
<summary>
Global colors
Global colors
</summary>
</member>
<member name="T:DG.DemiLib.DeColorBG">
<summary>
Background colors
Background colors
</summary>
</member>
<member name="F:DG.DemiLib.DeColorBG.editor">
@@ -49,98 +54,102 @@
</member>
<member name="T:DG.DemiLib.DeColorContent">
<summary>
Content colors
Content colors
</summary>
</member>
<member name="T:DG.DemiLib.DeToggleColors">
<summary>
Toggle button specific colors
Toggle button specific colors
</summary>
</member>
<member name="T:DG.DemiLib.DeInputUtils">
<summary>
Various Input utils
Various Input utils
</summary>
</member>
<member name="M:DG.DemiLib.DeInputUtils.IsNumKeyDown">
<summary>
Returns a number key int if a number key was pressed in this frame, or -1 otherwise
Returns a number key int if a number key was pressed in this frame, or -1 otherwise
</summary>
<returns></returns>
</member>
<member name="T:DG.DemiLib.DeScope">
<summary>
Extend this to replicate Unity's Scope system with any Unity version.
Thanks to Dmitriy Yukhanov for pointing this out and creating an initial version.
Expand this class to create scopes.<para/>
Example:
<code>public class VBoxScope : DeScope
{
public VBoxScope(GUIStyle style)
{
BeginVBox(style);
}
protected override void CloseScope()
{
EndVBox();
}
}</code>
Usage:
<code>using (new VBoxScope(myStyle) {
// Do something
}</code>
</summary>
<summary>
Extend this to replicate Unity's Scope system with any Unity version.
Thanks to Dmitriy Yukhanov for pointing this out and creating an initial version.
Expand this class to create scopes.
<para/>
Example:
<code>public class VBoxScope : DeScope
{
public VBoxScope(GUIStyle style)
{
BeginVBox(style);
}
protected override void CloseScope()
{
EndVBox();
}
}
</code>
Usage:
<code>using (new VBoxScope(myStyle) {
// Do something
}
</code>
</summary>
</member>
<member name="T:DG.DemiLib.DeSkinColor">
<summary>
Contains both free and pro skins color variations,
and automatically returns the correct one when converted to Color
Contains both free and pro skins color variations,
and automatically returns the correct one when converted to Color
</summary>
</member>
<member name="T:DG.DemiLib.External.DeHierarchyComponent">
<summary>
Used by DeHierarchy
Used by DeHierarchy
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.MissingItemsIndexes">
<summary>
Returns a list of all items whose gameObject is NULL, or NULL if there's no missing gameObjects.
Returns a list of all items whose gameObject is NULL, or NULL if there's no missing gameObjects.
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.StoreItemColor(UnityEngine.GameObject,DG.DemiLib.External.DeHierarchyComponent.HColor)">
<summary>
If the item exists sets it, otherwise first creates it and then sets it
If the item exists sets it, otherwise first creates it and then sets it
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.StoreItemIcon(UnityEngine.GameObject,DG.DemiLib.External.DeHierarchyComponent.IcoType)">
<summary>
If the item exists sets it, otherwise first creates it and then sets it
If the item exists sets it, otherwise first creates it and then sets it
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.StoreItemSeparator(UnityEngine.GameObject,System.Nullable{DG.DemiLib.External.DeHierarchyComponent.SeparatorType},System.Nullable{DG.DemiLib.External.DeHierarchyComponent.HColor})">
<summary>
If the item exists sets it, otherwise first creates it and then sets it
If the item exists sets it, otherwise first creates it and then sets it
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.RemoveItemData(UnityEngine.GameObject)">
<summary>
Returns TRUE if the item existed and was removed.
Returns TRUE if the item existed and was removed.
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.ResetSeparator(UnityEngine.GameObject)">
<summary>
Returns TRUE if the item existed and was changed.
Returns TRUE if the item existed and was changed.
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.GetItem(UnityEngine.GameObject)">
<summary>
Returns the customizedItem for the given gameObject, or NULL if none was found
Returns the customizedItem for the given gameObject, or NULL if none was found
</summary>
</member>
<member name="M:DG.DemiLib.External.DeHierarchyComponent.GetColor(DG.DemiLib.External.DeHierarchyComponent.HColor)">
<summary>
Returns the color corresponding to the given <see cref="T:DG.DemiLib.External.DeHierarchyComponent.HColor"/>
Returns the color corresponding to the given
<see cref="T:DG.DemiLib.External.DeHierarchyComponent.HColor"/>
</summary>
</member>
<member name="P:DG.DemiLib.IEditorGUINode.id">
@@ -151,11 +160,12 @@
</member>
<member name="P:DG.DemiLib.IEditorGUINode.connectedNodesIds">
<summary>Ids of all forward connected nodes. Length indicates how many forward connections are allowed.
Min length represents available connections from node.</summary>
Min length represents available connections from node.
</summary>
</member>
<member name="T:DG.DemiLib.IntRange">
<summary>
A serializable struct including a min and a max int value
A serializable struct including a min and a max int value
</summary>
</member>
<member name="F:DG.DemiLib.IntRange.min">
@@ -166,20 +176,20 @@
</member>
<member name="M:DG.DemiLib.IntRange.#ctor(System.Int32,System.Int32)">
<summary>
Creates a new Range
Creates a new Range
</summary>
</member>
<member name="M:DG.DemiLib.IntRange.RandomWithin">
<summary>
Returns a random value within this range (min/max included)
Returns a random value within this range (min/max included)
</summary>
</member>
<member name="M:DG.DemiLib.IntRange.ToString">
<inheritdoc />
<inheritdoc/>
</member>
<member name="T:DG.DemiLib.Range">
<summary>
A serializable struct including a min and a max float value
A serializable struct including a min and a max float value
</summary>
</member>
<member name="F:DG.DemiLib.Range.min">
@@ -190,42 +200,44 @@
</member>
<member name="M:DG.DemiLib.Range.#ctor(System.Single,System.Single)">
<summary>
Creates a new Range
Creates a new Range
</summary>
</member>
<member name="M:DG.DemiLib.Range.RandomWithin">
<summary>
Returns a random value within this range (min/max included)
Returns a random value within this range (min/max included)
</summary>
</member>
<member name="M:DG.DemiLib.Range.ToString">
<inheritdoc />
<inheritdoc/>
</member>
<member name="M:DG.DemiLib.Utils.DeRuntimeUtils.GetOnlyComponentsInChildren``1(UnityEngine.GameObject,System.Boolean)">
<summary>
Returns ONLY the Components in the children, and ignores the parent.
Returns ONLY the Components in the children, and ignores the parent.
</summary>
<param name="includeInactive">If TRUE also includes inactive children</param>
</member>
<member name="M:DG.DemiLib.Utils.DeRuntimeUtils.GetOnlyComponentInChildren``1(UnityEngine.GameObject,System.Boolean)">
<summary>
Returns the Component only if it's in a child, and ignores the parent.
Returns the Component only if it's in a child, and ignores the parent.
</summary>
<param name="includeInactive">If TRUE also searches inactive children</param>
</member>
<member name="M:DG.DemiLib.Utils.DeRuntimeUtils.ToHex(UnityEngine.Color32,System.Boolean)">
<summary>
Returns a HEX version of the given Unity Color, without the initial #
Returns a HEX version of the given Unity Color, without the initial #
</summary>
<param name="includeAlpha">If TRUE, also converts the alpha value and returns a hex of 8 characters,
otherwise doesn't and returns a hex of 6 characters</param>
otherwise doesn't and returns a hex of 6 characters
</param>
</member>
<member name="M:DG.DemiLib.Utils.DeRuntimeUtils.ToHex(UnityEngine.Color,System.Boolean)">
<summary>
Returns a HEX version of the given Unity Color, without the initial #
Returns a HEX version of the given Unity Color, without the initial #
</summary>
<param name="includeAlpha">If TRUE, also converts the alpha value and returns a hex of 8 characters,
otherwise doesn't and returns a hex of 6 characters</param>
otherwise doesn't and returns a hex of 6 characters
</param>
</member>
</members>
</doc>

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