279 lines
14 KiB
XML
279 lines
14 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>UMod-BuildTools</name>
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</assembly>
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<members>
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<member name="T:UMod.BuildTools.BuildContext">
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<summary>
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Build context passed to processors and major build tasks.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.BuildContext.OutputFile">
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<summary>
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The target export folder where the mod tools package should be created or null if export in project was true.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.BuildContext.ModToolsName">
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<summary>
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The name of the mod tools package.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.BuildContext.ToolSettings">
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<summary>
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The tools settings for the mod tools package.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.BuildContext.ToolContent">
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<summary>
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The tools user content for the mod tools package.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.BuildContext.ToolSharedContent">
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<summary>
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The tools shared game content for the mod tools package.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.BuildContext.ProjectSettings">
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<summary>
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The tools project settings that should be included in the tools package.
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</summary>
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</member>
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<member name="T:UMod.BuildTools.BuildToolsContent">
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<summary>
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Used to register user specified content to be included in a mod tools package.
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</summary>
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</member>
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<member name="T:UMod.BuildTools.BuildToolsContent.IncludeExecutableType">
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<summary>
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Used to specify whether the content is runtime or editor only.
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</summary>
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</member>
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<member name="F:UMod.BuildTools.BuildToolsContent.IncludeExecutableType.Runtime">
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<summary>
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The content is for runeim use.
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</summary>
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</member>
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<member name="F:UMod.BuildTools.BuildToolsContent.IncludeExecutableType.Editor">
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<summary>
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The content is editor only and must be placed inside an editor folder.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.BuildToolsContent.CollectScriptDependencies">
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<summary>
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Should the tools builder search for script dependencies.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.BuildToolsContent.CollectAssemblyDependencies">
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<summary>
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Should the tools builder search for assembly dependencies.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.BuildToolsContent.ModIncludeScripts">
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<summary>
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Get a list of included CSharp scripts that will be automatically referenced by all mods created with the built tools package.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.BuildToolsContent.AdditionalScripts">
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<summary>
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Get a list of included CSharp script assets.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.BuildToolsContent.AdditionalEditorScripts">
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<summary>
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Get a list of included CSharp editor script assets.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.BuildToolsContent.AdditionalAssemblies">
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<summary>
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Get a list of included managed assembly assets.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.BuildToolsContent.AdditionalEditorAssemblies">
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<summary>
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Get a list of included managed editor assembly assets.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.BuildToolsContent.AdditionalContents">
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<summary>
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Get a list of included extra asset content.
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</summary>
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</member>
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<member name="M:UMod.BuildTools.BuildToolsContent.AddIncludeScript(System.String)">
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<summary>
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Add a CSharp source script to the tools build.
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The specified source file will be added to the mod tools package and will then be automatically referenced by all mods created with the tools package.
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</summary>
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<param name="cSharpSourceFile">The path to the C# source file</param>
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<returns>True if the source file was added or false if not</returns>
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</member>
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<member name="M:UMod.BuildTools.BuildToolsContent.AddAdditionalScript(UMod.BuildTools.BuildToolsContent.IncludeExecutableType,System.String)">
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<summary>
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Add a CSharp script to the toold build.
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</summary>
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<param name="scriptType">The type of script</param>
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<param name="cSharpSourceFile">The script file path</param>
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<returns>True if the script was added or false if not</returns>
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</member>
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<member name="M:UMod.BuildTools.BuildToolsContent.AddAdditionalScripts(UMod.BuildTools.BuildToolsContent.IncludeExecutableType,System.String[])">
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<summary>
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Add a collection of CSharp script files to the tools build.
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</summary>
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<param name="scriptType">The type of script</param>
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<param name="cSharpSourceFiles">An array fo script file paths</param>
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<returns>The number of scripts that were successfully added to the build</returns>
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</member>
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<member name="M:UMod.BuildTools.BuildToolsContent.AddAdditionalAssembly(UMod.BuildTools.BuildToolsContent.IncludeExecutableType,System.String)">
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<summary>
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Add a managed assembly to the tools build.
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</summary>
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<param name="assemblyType">The type of assembly</param>
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<param name="managedAssemblyFile">The assembly file path</param>
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<returns>True if the assembly was added or false if not</returns>
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</member>
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<member name="M:UMod.BuildTools.BuildToolsContent.AddAdditionalAssemblies(UMod.BuildTools.BuildToolsContent.IncludeExecutableType,System.String[])">
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<summary>
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Add a collection of managed assemblies to the tools build.
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</summary>
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<param name="assemblyType">The assembly types</param>
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<param name="managedAssemblyFiles">An array of managed assembly file paths</param>
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<returns>The number of assemblies that were added to the build</returns>
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</member>
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<member name="M:UMod.BuildTools.BuildToolsContent.AddAdditonalContent(System.String)">
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<summary>
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Add an additional asset to the tools build.
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</summary>
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<param name="contentFile">The asset file path</param>
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<returns>True if the asset was added or false if not</returns>
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</member>
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<member name="T:UMod.BuildTools.BuildToolsService">
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<summary>
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The main uMod service for building a mod tools package.
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</summary>
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</member>
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<member name="M:UMod.BuildTools.BuildToolsService.BuildModTools(System.String,UMod.ModTools.ModToolsSettings,UMod.BuildTools.BuildToolsContent,UMod.BuildTools.BuildToolsSharedContent,UMod.BuildTools.BuildToolsProjectSettings)">
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<summary>
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Build a mod tools package using the specified tool settings and content.
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This will generate a .unitypackage that can be used to create mods for your game.
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</summary>
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<param name="outputFile">The path to create the package at</param>
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<param name="toolsSettings">The tool settings that will be used to build the package</param>
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<param name="additionalContent">The additional content that should be included in the package</param>
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<param name="sharedContent">The shared game content that will be built into asset bundles and distributed with the tools paths</param>
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<param name="projectSettings">The project settings which determines which project assets will be included in the package</param>
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</member>
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<member name="M:UMod.BuildTools.BuildToolsService.RunProcessors">
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<summary>
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Override implementation of <see cref="M:UMod.BuildPipeline.BuildPipelineService`2.RunProcessors"/>.
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Not implemented by this build service.
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</summary>
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</member>
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<member name="M:UMod.BuildTools.BuildToolsService.RunPipelineBuild">
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<summary>
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Override implementation of <see cref="M:UMod.BuildPipeline.BuildPipelineService`2.RunPipelineBuild"/>.
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Builds the mod tools package using the specified settings.
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</summary>
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</member>
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<member name="M:UMod.BuildTools.BuildToolsService.RunPipelineCleanup">
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<summary>
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Override implementation of <see cref="M:UMod.BuildPipeline.BuildPipelineService`2.RunPipelineCleanup"/>.
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Cleans the project of any assets that were created or copied in order to create the mod tools package.
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</summary>
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</member>
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<member name="T:UMod.BuildTools.Build.AssetDependencies">
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<summary>
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Holds a main asset and a collection of assets which are referenced by the main asset.
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</summary>
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</member>
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<member name="F:UMod.BuildTools.Build.AssetDependencies.assetPath">
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<summary>
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The path of the main asset relative to the project folder.
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</summary>
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</member>
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<member name="F:UMod.BuildTools.Build.AssetDependencies.assetDependencies">
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<summary>
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A list of asset paths which are referenced by the main asset.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.Build.AssetDependencies.IsEditorOnly">
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<summary>
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Returns a value indicating whether the main asset is located inside an editor folder.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.Build.AssetDependencies.HasDependenciesOnOtherAssets">
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<summary>
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Returns a value indicating whether the main asset has one or more dependencies on other assets.
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</summary>
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</member>
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<member name="M:UMod.BuildTools.Build.AssetDependencies.#ctor(System.String)">
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<summary>
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Create a new instance.
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</summary>
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<param name="assetPath">The path of the main asset</param>
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</member>
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<member name="M:UMod.BuildTools.Build.AssetDependencies.CollectDependencies">
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<summary>
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Causes the dependencies of the main asset to be discovered and stored in the dependencies list.
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</summary>
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</member>
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<member name="M:UMod.BuildTools.Build.AssetDependencies.AddAssetsToBuild(UMod.BuildTools.BuildContext)">
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<summary>
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Attempts to add the main asset and all dependencies to the specified build context if thy have not already been added.
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</summary>
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<param name="context">The build context to add the assets to</param>
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</member>
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<member name="T:UMod.BuildTools.BuildToolsProjectSettings">
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<summary>
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Sub category of the build tools settings asset.
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Contains settings information about the UNity prject settings assets.
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</summary>
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</member>
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<member name="T:UMod.BuildTools.BuildToolsProjectSettings.ProjectSettingsAsset">
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<summary>
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Represents a single project settings asset.
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</summary>
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</member>
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<member name="F:UMod.BuildTools.BuildToolsProjectSettings.ProjectSettingsAsset.assetName">
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<summary>
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The name of the project settings asset including file extension.
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</summary>
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</member>
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<member name="F:UMod.BuildTools.BuildToolsProjectSettings.ProjectSettingsAsset.assetPath">
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<summary>
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The path to the project settings asset.
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</summary>
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</member>
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<member name="F:UMod.BuildTools.BuildToolsProjectSettings.ProjectSettingsAsset.included">
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<summary>
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Is the asset included in the build tools package.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.BuildToolsProjectSettings.SettingsAssets">
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<summary>
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Get a list of <see cref="T:UMod.BuildTools.BuildToolsProjectSettings.ProjectSettingsAsset"/> containing each asset in the project.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.BuildToolsProjectSettings.AvailableCount">
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<summary>
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Get the number of project assets that are in the project.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.BuildToolsProjectSettings.IncludedCount">
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<summary>
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Get the number of project assets that will be included in the build tools package.
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</summary>
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</member>
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<member name="P:UMod.BuildTools.BuildToolsProjectSettings.IncludeProjectSettings">
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<summary>
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A value indicating whether project settings will be included in the build.
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This value will override per-project asset include settings.
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</summary>
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</member>
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<member name="M:UMod.BuildTools.BuildToolsProjectSettings.GatherProjectSettings">
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<summary>
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Rebuild the list of project settings assets found in the project.
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</summary>
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</member>
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</members>
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</doc>
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