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

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XML

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