Files
Continentis/Assets/UMod/Plugin/Editor/UMod-BuildEngine.xml
SoulliesOfficial 9b1b5ca93f initial
2025-10-03 00:02:43 -04:00

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41 KiB
XML

<?xml version="1.0"?>
<doc>
<assembly>
<name>UMod-BuildEngine</name>
</assembly>
<members>
<member name="T:UMod.BuildEngine.BuildContext">
<summary>
Build engine context passed to build processors.
</summary>
</member>
<member name="P:UMod.BuildEngine.BuildContext.ModAssetsPath">
<summary>
The mod asset path pointing to the folder to export relative to the Unity project.
</summary>
</member>
<member name="P:UMod.BuildEngine.BuildContext.ToolSettings">
<summary>
The mod tools settings used for the build.
</summary>
</member>
<member name="P:UMod.BuildEngine.BuildContext.ExportSettings">
<summary>
The user export settings used for the build.
</summary>
</member>
<member name="P:UMod.BuildEngine.BuildContext.ExportProfile">
<summary>
The target user export profile used to export the mod.
</summary>
</member>
<member name="P:UMod.BuildEngine.BuildContext.ModIdentity">
<summary>
The generated mod identifier.
</summary>
</member>
<member name="P:UMod.BuildEngine.BuildContext.BuildScripts">
<summary>
The registered build scripts.
</summary>
</member>
<member name="P:UMod.BuildEngine.BuildContext.BuildAssemblies">
<summary>
The registered build assemblies.
</summary>
</member>
<member name="P:UMod.BuildEngine.BuildContext.BuildReferences">
<summary>
The target referenced mods for the build.
</summary>
</member>
<member name="P:UMod.BuildEngine.BuildContext.ProcessorStage">
<summary>
The current processor stage.
</summary>
</member>
<member name="T:UMod.BuildEngine.BuildScripts">
<summary>
A collection of CSharp source files registered for the build.
</summary>
</member>
<member name="P:UMod.BuildEngine.BuildScripts.ScriptCount">
<summary>
Get the number of source files registered.
</summary>
</member>
<member name="P:UMod.BuildEngine.BuildScripts.HasScripts">
<summary>
Returns true if there are one or more source files registered.
</summary>
</member>
<member name="P:UMod.BuildEngine.BuildScripts.SourceFiles">
<summary>
Get an array of source file paths.
</summary>
</member>
<member name="M:UMod.BuildEngine.BuildScripts.RegisterScriptForBuild(System.String)">
<summary>
Add the specified source file to the build.
</summary>
<param name="scriptFile">The CSharp source file path</param>
<returns>True if the source file was added or false if not</returns>
</member>
<member name="T:UMod.BuildEngine.Build.Linker.Components.BehaviourComponentLinker">
<summary>
Responsible for ensuring that all custom mono behaviours get serialized into mod format and that the Mod Identiy component is present.
</summary>
</member>
<member name="T:UMod.BuildEngine.Build.Linker.PrefabLinkBehaviour">
<summary>
Responsible for managing all link behavious that are assigned to prefabs.
These scripts need special treatment as their link references need to be serialized as assets before export.
</summary>
</member>
<member name="T:UMod.BuildEngine.Build.Linker.PrefabLinker">
<summary>
Responsible for ensuring that all scripts attached to a specific prefab are linked correctly and that the changes to the prefab are applied.
</summary>
</member>
<member name="T:UMod.BuildEngine.Build.Linker.SceneLinker">
<summary>
Responsible for ensuring that all scripts in a scene are linked correctly.
Scripts attached to prefab instances are not linked by the scene linker.
</summary>
</member>
<member name="T:UMod.BuildEngine.Build.BuildAssemblies">
<summary>
A collection of assemblies that are included in the build.
</summary>
</member>
<member name="P:UMod.BuildEngine.Build.BuildAssemblies.AssemblyCount">
<summary>
Get the number of assemblies registered.
</summary>
</member>
<member name="P:UMod.BuildEngine.Build.BuildAssemblies.HasAssemblies">
<summary>
Returns true if one or more assemblies are registered.
</summary>
</member>
<member name="P:UMod.BuildEngine.Build.BuildAssemblies.Assemblies">
<summary>
Get an array of assembly entries.
</summary>
</member>
<member name="M:UMod.BuildEngine.Build.BuildAssemblies.Clear">
<summary>
Remove all reistered assemblies.
</summary>
</member>
<member name="M:UMod.BuildEngine.Build.BuildAssemblies.RegisterAssemblyForBuild(System.Byte[],System.Boolean)">
<summary>
Add an assembly to the build for export.
</summary>
<param name="assemblyData">The managed assembly data</param>
<param name="isUModCompiled">Is the assembly compiled by uMod</param>
<returns>True if the assembly was added to the build</returns>
</member>
<member name="M:UMod.BuildEngine.Build.BuildAssemblies.RegisterSymbolsForBuild(System.String,System.Byte[])">
<summary>
Add assembly debug symbols to the build.
</summary>
<param name="assemblyName">The name of the assembly</param>
<param name="symbolData">The mdb symbol data image</param>
<returns>True if the symbols were added or false if not</returns>
</member>
<member name="M:UMod.BuildEngine.Build.BuildAssemblies.RegisterMetaDataForBuild(System.String,System.Byte[])">
<summary>
Add assembly meta data to the build.
</summary>
<param name="assemblyName">The name of the assembly</param>
<param name="metaData">The .meta data for the assembly image</param>
<returns>True if the meta dat was added or false if not</returns>
</member>
<member name="M:UMod.BuildEngine.Build.BuildAssemblies.RemoveFromBuild(UMod.Shared.Resources.ModAssemblyEntry)">
<summary>
Remove the specfieid assembly entry.
</summary>
<param name="entry">The entry instance to remove</param>
</member>
<member name="M:UMod.BuildEngine.Build.BuildAssemblies.FindBuildAssemblyForType(System.Type)">
<summary>
Attempt to find the registered assembly that contains the specified type.
</summary>
<param name="type">The type to search for</param>
<returns>An assembly if found or null</returns>
</member>
<member name="T:UMod.BuildEngine.BuildEndStatus">
<summary>
Represents the end status of a build and indicates whether the build was successfuly or not.
</summary>
</member>
<member name="F:UMod.BuildEngine.BuildEndStatus.Unknown">
<summary>
An unknown error occurred while performing the build.
</summary>
</member>
<member name="F:UMod.BuildEngine.BuildEndStatus.Invalid">
<summary>
A build was attempted with an invalid configuration.
</summary>
</member>
<member name="F:UMod.BuildEngine.BuildEndStatus.Success">
<summary>
The build succeeded without error.
</summary>
</member>
<member name="F:UMod.BuildEngine.BuildEndStatus.Failed">
<summary>
The build failed.
</summary>
</member>
<member name="T:UMod.BuildEngine.InvalidModFolderReason">
<summary>
A value indicating why a folder path is an invalid mod assets path.
</summary>
</member>
<member name="F:UMod.BuildEngine.InvalidModFolderReason.None">
<summary>
The path is valid (No error).
</summary>
</member>
<member name="F:UMod.BuildEngine.InvalidModFolderReason.EmptyPath">
<summary>
The specified mod folder path is either null or empty.
</summary>
</member>
<member name="F:UMod.BuildEngine.InvalidModFolderReason.NotFound">
<summary>
The specified mod folder could not be found.
</summary>
</member>
<member name="F:UMod.BuildEngine.InvalidModFolderReason.IsAssets">
<summary>
The specified mod folder is set to the 'Assets' folder. This is not allowed.
</summary>
</member>
<member name="F:UMod.BuildEngine.InvalidModFolderReason.NotChildOfAssets">
<summary>
The specified folder does no point to a valid 'Assets' sub folder.
</summary>
</member>
<member name="T:UMod.BuildEngine.InvalidModOutputReason">
<summary>
An enum value indicating why the specified output is not valid
</summary>
</member>
<member name="F:UMod.BuildEngine.InvalidModOutputReason.None">
<summary>
The ourput is valid (No error).
</summary>
</member>
<member name="F:UMod.BuildEngine.InvalidModOutputReason.EmptyName">
<summary>
The mod name is either null or empty.
</summary>
</member>
<member name="F:UMod.BuildEngine.InvalidModOutputReason.VersionFormat">
<summary>
The mod version is incorrectly formatted.
</summary>
</member>
<member name="T:UMod.BuildEngine.BuildEngineProcessor">
<summary>
Override this class and decorate with the <see cref="T:UMod.BuildPipeline.UModBuildProcessorAttribute"/> in order to create a custom build asset processor.
</summary>
</member>
<member name="T:UMod.BuildEngine.BuildEngineService">
<summary>
The main class for interacting with the uMod build engine.
Use this class to compile a asset directory into mod format for loading at runtime.
</summary>
</member>
<member name="T:UMod.BuildEngine.BuildEngineService.BuildProcessorStage">
<summary>
An enum value representing the current build processor stage
</summary>
</member>
<member name="F:UMod.BuildEngine.BuildEngineService.BuildProcessorStage.BeforeCompile">
<summary>
Build processors are running before scripts have been compiled.
</summary>
</member>
<member name="F:UMod.BuildEngine.BuildEngineService.BuildProcessorStage.AfterCompile">
<summary>
Build processors are running after scripts have been compiled.
</summary>
</member>
<member name="E:UMod.BuildEngine.BuildEngineService.OnGenerateModIdentifier">
<summary>
An event that is triggered when the build engine requires a mod identifier to be created. You can add a listener to this event in order to manually generate mod identifiers.
</summary>
</member>
<member name="P:UMod.BuildEngine.BuildEngineService.LogLocation">
<summary>
Get the build engine log file location.
</summary>
</member>
<member name="M:UMod.BuildEngine.BuildEngineService.BuildMod(UMod.ModTools.Export.ExportSettings)">
<summary>
Start building a mod with the specified export settings.
</summary>
<param name="exportSettings">The export settings to use to build a mod. The settings must incldue atleast one valid and active export profile</param>
<returns>A <see cref="T:UMod.BuildEngine.ModBuildResult"/> containing information about the build</returns>
</member>
<member name="M:UMod.BuildEngine.BuildEngineService.RunProcessors">
<summary>
Run all build engine processors on their target assets.
Should only be called when a build is in progress.
</summary>
</member>
<member name="M:UMod.BuildEngine.BuildEngineService.RunPipelineBuild">
<summary>
The main build engine sequence.
</summary>
</member>
<member name="M:UMod.BuildEngine.BuildEngineService.RunPipelineCleanup">
<summary>
The build engine cleanup sequence.
This will run after a build regardless of the build result to ensure that the project is returned to its prior state.
</summary>
</member>
<member name="M:UMod.BuildEngine.BuildEngineService.ReportException(System.Exception,UMod.BuildPipeline.BuildPipelineService{UMod.BuildEngine.BuildContext,UMod.BuildPipeline.Build.BuildPipelineAsset}.BuildExceptionContext)">
<summary>
Log an exception to the current log output stream.
</summary>
<param name="e">The exception to log</param>
<param name="exceptionContext">The build engine exception context</param>
</member>
<member name="M:UMod.BuildEngine.BuildEngineService.IsValidModFolder(System.String)">
<summary>
Attempts to validate a mod folder path.
The specified folder must be inside the assets folder in order to be valid.
</summary>
<param name="modFolderPath">The folder path to valdiate</param>
<returns>True if the specified path is valid or false if not</returns>
</member>
<member name="M:UMod.BuildEngine.BuildEngineService.IsValidOutput(UMod.ModTools.Export.ExportProfileSettings)">
<summary>
Attempts to valdiate the specified export profile.
</summary>
<param name="exportProfile">The export profile to validate</param>
<returns>True if the specfied export profile is valid or false if not</returns>
</member>
<member name="M:UMod.BuildEngine.BuildEngineService.GetInvalidModFolderReason(System.String)">
<summary>
Get the reason that the specified mod folder is invalid.
</summary>
<param name="modFolderPath">The folder path to get the invalid reason for</param>
<returns>An <see cref="T:UMod.BuildEngine.InvalidModFolderReason"/> indicating why the folder path is not valid</returns>
</member>
<member name="M:UMod.BuildEngine.BuildEngineService.GetInvalidModOutputReason(UMod.ModTools.Export.ExportProfileSettings)">
<summary>
Get the reason that the specified mod export profile is invalid.
</summary>
<param name="exportProfile">The mod export profile to get the invalid reason for</param>
<returns>An <see cref="T:UMod.BuildEngine.InvalidModFolderReason"/> indicating why the export profile is not valid</returns>
</member>
<member name="M:UMod.BuildEngine.BuildEngineService.GetLogFileStream(System.IO.FileMode,System.IO.FileAccess)">
<summary>
Open the build engine log file for reading or writing.
</summary>
<param name="mode">The read or write mod</param>
<param name="access">The file access mode</param>
<returns>The build engine log file stream</returns>
</member>
<member name="T:UMod.BuildEngine.ModBuild">
<summary>
Represents a build mod that can be accessed in memory.
</summary>
</member>
<member name="T:UMod.BuildEngine.ModCreateArgs">
<summary>
Contains information used when generating new mods.
</summary>
</member>
<member name="F:UMod.BuildEngine.ModCreateArgs.exportProfile">
<summary>
The <see cref="T:UMod.ModTools.Export.ExportProfileSettings"/> for the new mod.
</summary>
</member>
<member name="F:UMod.BuildEngine.ModCreateArgs.fullPath">
<summary>
The full path to the newly created mod folder.
</summary>
</member>
<member name="F:UMod.BuildEngine.ModCreateArgs.relativePath">
<summary>
The path relative to the project folder of the newly created mod folder.
</summary>
</member>
<member name="F:UMod.BuildEngine.ModCreateArgs.modName">
<summary>
The name of the newly created mod.
</summary>
</member>
<member name="T:UMod.BuildEngine.ModCreate">
<summary>
Helper class responsible for creating new mod folders.
</summary>
</member>
<member name="F:UMod.BuildEngine.ModCreate.OnModCreated">
<summary>
Called when a new mod has been created in the project folder.
</summary>
</member>
<member name="M:UMod.BuildEngine.ModCreate.CreateNewMod(System.String,System.Boolean,System.Boolean)">
<summary>
Creates a new mod folder in the project folder at the specified path.
</summary>
<param name="modFolderPath">The relative or full path to the mod folder</param>
<param name="makeActiveProfile">Should the mod be made active in the export settings once created</param>
<param name="pingProjectWindow">Should the mod folder be highlighted in the project panel once created</param>
</member>
<member name="M:UMod.BuildEngine.ModToolsUtil.StartBuildAndRun(UMod.ModTools.Export.ExportSettings,System.Action)">
<summary>
Build a mod with the specified export settings and launch the mod in game when finished.
The active mod export profile of the specified settings will be used to build the mod.
You can load the current export settings for the project by calling 'ExportSettings.Load'.
</summary>
<exception cref="T:System.ArgumentNullException">The specified export settings are null</exception>
<exception cref="T:System.ArgumentException">The specified export settings does not have a valid and active export profile</exception>
<exception cref="T:UMod.BuildEngine.ModToolsException">The mod tools package is corrupt</exception>
<exception cref="T:UMod.BuildEngine.ModBuildException">There was a critical error when build the mod and exporting cannot continue. The exception will contain detailed information</exception>
<exception cref="T:UMod.ModNotLoadedException">The build engine failed to load or resolve one or more referenced mods while building the active export profile</exception>
<param name="settings">The export settings that will be used to build the mod</param>
<param name="invalidExportSettingsCallback">A method that will be called when invalid export settings have been provided</param>
<returns>A <see cref="T:UMod.BuildEngine.ModBuildResult"/> generated by the build engine</returns>
</member>
<member name="M:UMod.BuildEngine.ModToolsUtil.ShowToolsWindow(System.Type)">
<summary>
Show a mod tools editor window.
Tools windows must inherit from <see cref="T:UnityEditor.EditorWindow"/>.
</summary>
<exception cref="T:System.ArgumentNullException">The specified type is null</exception>
<exception cref="T:System.InvalidOperationException">The specified type does not inherit from <see cref="T:UnityEditor.EditorWindow"/></exception>
<param name="windowType">The type of the window to show</param>
</member>
<member name="M:UMod.BuildEngine.ModToolsUtil.RebuildReferenceCache">
<summary>
Force the build engine to reimport reference mod assemblies for the active export profile.
</summary>
</member>
<member name="M:UMod.BuildEngine.ModToolsUtil.CreateSharedGameAssetInActiveScene(UnityEngine.GameObject,System.String)">
<summary>
Create an instance of the shared game asset with the specified guid.
You can also specify a target game object which may be required for assets such as materials or textures.
For prefab shared assets the target object will become the parent object.
</summary>
<exception cref="T:UMod.BuildEngine.ModToolsException">The mod tools package is corrupt</exception>
<exception cref="T:UMod.BuildEngine.ModToolsException">The specified asset guid does not exist</exception>
<param name="targetObject">The target game object which will act as the parent or container object depending upon the shared asset type. Specifying null is allowed for shared assets which are of type <see cref="!:GameObject>"/></param>
<param name="assetGUID">The guid of the shared asset to create an instance of</param>
</member>
<member name="M:UMod.BuildEngine.ModToolsUtil.GetSharedAssetWithName(System.String,UMod.ModTools.ModToolsAssetSharing.SharedAsset@)">
<summary>
Attempt to get the shared asset information for an asset with the specified name.
</summary>
<param name="assetName">The name of the asset to search for as displayed in the game assets window</param>
<param name="sharedAsset">The shared asset information if found or an invalid object if not</param>
<returns>True if a matching shared asset was found or false if not</returns>
</member>
<member name="M:UMod.BuildEngine.ModToolsUtil.HasSharedGameAsset(System.String)">
<summary>
Get a value indicating whether a shared game asset with the specified asset guid exists in the mod tools package.
</summary>
<exception cref="T:UMod.BuildEngine.ModToolsException">The mod tools package is corrupt</exception>.
<param name="assetGUID">The unique guid of the shared game asset</param>
<returns>True if the mod tools package contains a shared game asset with the specified guid or false if not</returns>
</member>
<member name="M:UMod.BuildEngine.ModToolsUtil.GetSharedAssetType(System.String)">
<summary>
Get the type of a shared game asset with the specified guid.
Game assets can only be types derived from UnityEngine.Object.
</summary>
<exception cref="T:UMod.BuildEngine.ModToolsException">The mod tools package is corrupt</exception>
<exception cref="T:UMod.BuildEngine.ModToolsException">The specified asset guid does not exist</exception>
<param name="assetGUID">The unique guid of the shared game asset to retrieve the type of</param>
<returns>A <see cref="T:System.Type"/> of the shared game asset with the specified guid</returns>
</member>
<member name="M:UMod.BuildEngine.ModToolsUtil.GetAllSharedGameAssets">
<summary>
Get an array of asset guids which represent all available game assets which are available to the modder.
All shared game assets are referenced via unique guids which are relinked when the mod scene is loaded in game.
</summary>
<exception cref="T:UMod.BuildEngine.ModToolsException">The mod tools package is corrupt</exception>
<returns>An array of shared game asset guids</returns>
</member>
<member name="T:UMod.BuildEngine.ReferenceAssemblyLoader">
<summary>
Responsible for managing reference assemblies for the active export profile.
</summary>
</member>
<member name="M:UMod.BuildEngine.ReferenceAssemblyLoader.LoadReferencedAssemblies(System.Boolean)">
<summary>
Attempts to load all assembly references required by the active export profile.
</summary>
</member>
<member name="T:UMod.BuildEngine.ScriptCompiler.CompiledAssembly">
<summary>
Generated by the compiler and represents the loaded assembly.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.CompiledAssembly.RawAssembly">
<summary>
Gets the raw bytes of the assembly ready for output to the file system.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.CompiledAssembly.Compiled">
<summary>
Gets the loaded assembly ready for reflection.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.CompiledAssembly.AssemblyName">
<summary>
Gets the name of the compiled assembly as specified (Or generated).
</summary>
</member>
<member name="M:UMod.BuildEngine.ScriptCompiler.CompiledAssembly.WriteToFile(System.String)">
<summary>
Attempt to write the compiled assembly to the file system.
</summary>
<param name="filepath">The filepath to save the file to</param>
<returns>True if the write is successful</returns>
</member>
<member name="T:UMod.BuildEngine.ScriptCompiler.ScriptCompileOutputInfo">
<summary>
Allows the user to specify the name and version used when compiling.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.ScriptCompileOutputInfo.OutputName">
<summary>
The name of the ouput assembly.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.ScriptCompileOutputInfo.TargetNetVersion">
<summary>
The .Net framework version to target when compiling, Default is v3.5 (Unity Compatibly).
</summary>
</member>
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompileOutputInfo.#ctor(System.String,System.String)">
<summary>
Create an instance of the output info wusing the specified name and version
</summary>
<param name="outputName">The name of the assembly</param>
<param name="targetNetVersion">The .Net framework version to use when compiling</param>
</member>
<member name="T:UMod.BuildEngine.ScriptCompiler.CompileStatus">
<summary>
The current state of the compiler and compilation task.
</summary>
</member>
<member name="F:UMod.BuildEngine.ScriptCompiler.CompileStatus.Failure">
<summary>
The compile failed. Check the compile output for more details.
</summary>
</member>
<member name="F:UMod.BuildEngine.ScriptCompiler.CompileStatus.Success">
<summary>
The compile was successful.
</summary>
</member>
<member name="F:UMod.BuildEngine.ScriptCompiler.CompileStatus.Idle">
<summary>
The compiler is currently not performing any action and is waiting for a task.
</summary>
</member>
<member name="F:UMod.BuildEngine.ScriptCompiler.CompileStatus.Compiling">
<summary>
The compiler is currently compiling.
</summary>
</member>
<member name="F:UMod.BuildEngine.ScriptCompiler.CompileStatus.NoSourceSupplied">
<summary>
There was no source code provided to the compiler.
</summary>
</member>
<member name="T:UMod.BuildEngine.ScriptCompiler.CompilerContext">
<summary>
Contains contextual data for the build engine compiler.
</summary>
</member>
<member name="F:UMod.BuildEngine.ScriptCompiler.CompilerContext.status">
<summary>
The compile statis of the active compiler service.
</summary>
</member>
<member name="F:UMod.BuildEngine.ScriptCompiler.CompilerContext.report">
<summary>
The compiler report generated by the last compile request.
</summary>
</member>
<member name="F:UMod.BuildEngine.ScriptCompiler.CompilerContext.result">
<summary>
The compiler result generated by the last compile request.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerContext.Status">
<summary>
The compiler status as a result of the last build.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerContext.Report">
<summary>
The compiler log for the last build.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerContext.Result">
<summary>
The compiled assembly generated by the last build.
</summary>
</member>
<member name="T:UMod.BuildEngine.ScriptCompiler.CompilerFiles">
<summary>
Common files and extensions used during builds.
</summary>
</member>
<member name="T:UMod.BuildEngine.ScriptCompiler.CompilerLog">
<summary>
Contains the errors and warnings generated by the compiler duing a build.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerLog.FullLog">
<summary>
Get the compile log as a full string value for easy output.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerLog.Warnings">
<summary>
A string collection representing all of the compile warnings.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerLog.Errors">
<summary>
A string collection representing all of the compile errors.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerLog.WarningCount">
<summary>
The number of warnings this log contains.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerLog.ErrorCount">
<summary>
The number of errors this log contains.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerLog.HasWarnings">
<summary>
Returns true if there are 1 or more warnings in the last compile.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.CompilerLog.HasErrors">
<summary>
Returns true if there are 1 or more errors in the last compile
</summary>
</member>
<member name="M:UMod.BuildEngine.ScriptCompiler.CompilerLog.AddWarning(System.String,System.String)">
<summary>
Adds a compiler warning to the <see cref="T:UMod.BuildEngine.ScriptCompiler.CompilerLog"/>.
</summary>
<param name="warning">The warning message</param>
<param name="warningCode">The warning code</param>
</member>
<member name="M:UMod.BuildEngine.ScriptCompiler.CompilerLog.AddError(System.String,System.String)">
<summary>
Adds a compiler error to the <see cref="T:UMod.BuildEngine.ScriptCompiler.CompilerLog"/>
</summary>
<param name="error">The error message</param>
<param name="errorCode">The error code</param>
</member>
<member name="M:UMod.BuildEngine.ScriptCompiler.CompilerLog.Clear">
<summary>
Clears all errors and warnings from the current log.
</summary>
</member>
<member name="T:UMod.BuildEngine.ScriptCompiler.ScriptCompilerService">
<summary>
The main class used to compile C# assembles using the specified info classes to pass source files and references to the compiler.
</summary>
</member>
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompilerService.Compile(UMod.BuildEngine.ScriptCompiler.ScriptCompileSource,UMod.BuildEngine.ScriptCompiler.ScriptCompileOutputInfo)">
<summary>
Begin compiling using the specified source info.
</summary>
<param name="source">Information that specifies the source files to compile</param>
<param name="output">Information that determines how the assembly will be compiled</param>
<returns></returns>
</member>
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompilerService.Compile(UMod.BuildEngine.ScriptCompiler.Project.ProjectFile,UMod.BuildEngine.ScriptCompiler.ScriptCompileOutputInfo)">
<summary>
Begin compiling the specified project file.
</summary>
<param name="project">The project file containing source and reference information</param>
<param name="output">Information that determines how the assembly will be compiled</param>
<returns></returns>
</member>
<member name="T:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource">
<summary>
Allows the source files and project references to be passed to the compiler without relying on a project file.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.SourceFiles">
<summary>
All the source files for this source info.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.References">
<summary>
All the references for this source info.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.Defines">
<summary>
All the define symbols for the source.
</summary>
</member>
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.#ctor(System.Collections.Generic.IEnumerable{System.String})">
<summary>
Create a new source info from a collection of source file paths.
</summary>
<param name="sourceFiles">A collection of strings representing paths to C# source files</param>
</member>
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.#ctor(System.Collections.Generic.IEnumerable{System.String},System.Collections.Generic.IEnumerable{System.String})">
<summary>
Create a new source info from a collection of source file paths with specified project references.
</summary>
<param name="sourceFiles">A collection of strings representing paths to C# source files</param>
<param name="references">A collection of project references</param>
</member>
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.#ctor(System.IO.DirectoryInfo,System.Boolean)">
<summary>
Create a new source info by searching the specified directory for C# source files.
</summary>
<param name="sourceDirectory">The directory info representing the directory to search</param>
<param name="deepSearch">When true, source files in child directories will also be added</param>
</member>
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.#ctor(System.IO.DirectoryInfo,System.Collections.Generic.IEnumerable{System.String},System.Boolean)">
<summary>
Create a new source info by searching the specified directory for C# source files. also adds the specified project references.
</summary>
<param name="sourceDirectory">The directory info representing the directory to search</param>
<param name="references">A collection of project references</param>
<param name="deepSearch">When true, source files in child directories will also be added</param>
</member>
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.AddSourceFile(System.String)">
<summary>
Add a source file to the collection of filed to be compiled.
</summary>
<param name="file">A full path to the C# source file</param>
</member>
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.AddSourceFile(System.String,System.Boolean)">
<summary>
Add a source file to the collection of files to be compiled.
</summary>
<param name="file">The full path to the C# source file</param>
<param name="validate">When true the compiler will ensure that the file exists</param>
</member>
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.AddReference(System.String)">
<summary>
Add a reference to the collection of project references.
</summary>
<param name="reference">The string path or name representing the reference, For example: 'System'</param>
</member>
<member name="M:UMod.BuildEngine.ScriptCompiler.ScriptCompileSource.AddDefine(System.String)">
<summary>
Adds a project wide define symbol.
</summary>
<param name="define">he define symbol to add. For example, 'DEBUG'.</param>
</member>
<member name="T:UMod.BuildEngine.ScriptCompiler.Project.ProjectFile">
<summary>
Represents a C# project file containing source files and references.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.Project.ProjectFile.AssemblyName">
<summary>
The name of the assembly as specified in the project.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.Project.ProjectFile.SourceFiles">
<summary>
All source files associated with this project file.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.Project.ProjectFile.References">
<summary>
All references associated with the project.
</summary>
</member>
<member name="P:UMod.BuildEngine.ScriptCompiler.Project.ProjectFile.Defines">
<summary>
All the compilation define symbols for the project. For example, 'DEBUG'.
</summary>
</member>
<member name="M:UMod.BuildEngine.ScriptCompiler.Project.ProjectFile.#ctor(System.String)">
<summary>
Create and parse the C# project file located at the specified path.
</summary>
<param name="file">The path to the project file</param>
</member>
<member name="T:UMod.BuildEngine.ScriptCompiler.Project.ProjectLocator">
<summary>
Helper class used to locate project files within a directory.
</summary>
</member>
<member name="M:UMod.BuildEngine.ScriptCompiler.Project.ProjectLocator.FindProject(System.String,System.String[],System.String[])">
<summary>
Attempts to locate a project file that contains the specified key words and does not contain the specified exclusions.
</summary>
<param name="directory">The directory to search for the project file, Top level only</param>
<param name="keyWords">An array of string values that must be present in the file name</param>
<param name="exclusions">An array of string values that cannot be present in the file name</param>
<returns></returns>
</member>
<member name="T:UMod.BuildEngine.ScriptCompiler.Project.ProjectParser">
<summary>
Parses microsoft visual studio project files
</summary>
</member>
<member name="T:UMod.BuildEngine.UModBuildEngineVersion">
<summary>
The version of the core UMod build engine for compatibility with the host.
</summary>
</member>
<member name="P:UMod.BuildEngine.UModBuildEngineVersion.MajorVersion">
<summary>
The major version for the uMod build engine.
</summary>
</member>
<member name="P:UMod.BuildEngine.UModBuildEngineVersion.MinorVersion">
<summary>
The minor version for the uMod build engine.
</summary>
</member>
<member name="P:UMod.BuildEngine.UModBuildEngineVersion.RevisionVersion">
<summary>
The revision version for the uMod build engine.
</summary>
</member>
</members>
</doc>