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

539 lines
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XML

<?xml version="1.0"?>
<doc>
<assembly>
<name>UMod-ModTools</name>
</assembly>
<members>
<member name="T:UMod.ModTools.Export.ExportProfileSettings">
<summary>
Represents an export profile for a mod containing all settings relative to that mod.
</summary>
</member>
<member name="P:UMod.ModTools.Export.ExportProfileSettings.ReferencedMods">
<summary>
An enumerable collection fo referenced mod paths.
</summary>
</member>
<member name="P:UMod.ModTools.Export.ExportProfileSettings.ModName">
<summary>
The name of the mod.
</summary>
</member>
<member name="P:UMod.ModTools.Export.ExportProfileSettings.ModAuthor">
<summary>
The creator of the mod.
</summary>
</member>
<member name="P:UMod.ModTools.Export.ExportProfileSettings.ModVersion">
<summary>
The version of the mod in the format 'x.x.x'.
</summary>
</member>
<member name="P:UMod.ModTools.Export.ExportProfileSettings.ModDescription">
<summary>
The description for the mod.
</summary>
</member>
<member name="P:UMod.ModTools.Export.ExportProfileSettings.ModAssetsPath">
<summary>
The path pointing the the 'ModDirectory' containing all the mod assets that should be exported.
This value cannot be set to the root 'Assets' folder or to the 'UModExporter' folder otherwise the build will fail.
</summary>
</member>
<member name="P:UMod.ModTools.Export.ExportProfileSettings.ModExportPath">
<summary>
The path pointing to the export directory for the mod.
The mod will be created as a subfolder of this directory with the <see cref="F:UMod.ModTools.Export.ExportProfileSettings.modName"/>.
</summary>
</member>
<member name="M:UMod.ModTools.Export.ExportProfileSettings.AddReferencedMod(System.String)">
<summary>
Adds a mod reference to the export profile.
</summary>
<param name="referencePath">The path of the referenced mod</param>
</member>
<member name="M:UMod.ModTools.Export.ExportProfileSettings.RemoveReferencedMod(System.String)">
<summary>
Removes a mod reference from the export profile.
</summary>
<param name="referencePath">The path of the referenced mod</param>
</member>
<member name="T:UMod.ModTools.Export.BuildOptimizeMode">
<summary>
How should the build engine optimize the content of the mod.
</summary>
</member>
<member name="F:UMod.ModTools.Export.BuildOptimizeMode.BuildTime">
<summary>
The mod will be optimized for faster build times and load times but may result in much larger file sizes.
</summary>
</member>
<member name="F:UMod.ModTools.Export.BuildOptimizeMode.FileSize">
<summary>
The mod will be optimized for smallest filesize but build times and load times may increase.
</summary>
</member>
<member name="T:UMod.ModTools.Export.ExportSettings">
<summary>
The settings used by the build engine when exporing a mod.
</summary>
</member>
<member name="P:UMod.ModTools.Export.ExportSettings.ExportProfiles">
<summary>
Represents all export profiles in the exporter project.
</summary>
</member>
<member name="P:UMod.ModTools.Export.ExportSettings.LogLevel">
<summary>
The log level used by the build engine during export.
By default, only warnings and errors are displayed to keep the console clear.
</summary>
</member>
<member name="P:UMod.ModTools.Export.ExportSettings.OptimizeMode">
<summary>
The mode used for optimizing the mod.
During development you will want to optimize for <see cref="F:UMod.ModTools.Export.BuildOptimizeMode.BuildTime"/> to get the fastest build times.
</summary>
</member>
<member name="P:UMod.ModTools.Export.ExportSettings.ClearConsoleOnBuild">
<summary>
Should the console window be cleared before a build starts (Just like enterning game mode).
</summary>
</member>
<member name="P:UMod.ModTools.Export.ExportSettings.ShowOutputDirectory">
<summary>
Should the exporter open the output directory when a build has successfully completed.
</summary>
</member>
<member name="P:UMod.ModTools.Export.ExportSettings.CommandLineExecutable">
<summary>
The full path to the game executable that you are building a mod for.
This is used to launch the game when build and run is used.
</summary>
</member>
<member name="M:UMod.ModTools.Export.ExportSettings.#ctor">
<summary>
Converted to internal use only.
</summary>
</member>
<member name="P:UMod.ModTools.Export.ExportSettings.ActiveExportProfileIndex">
<summary>
Get the index of the active export profile or -1 if there are no export profiles.
</summary>
</member>
<member name="P:UMod.ModTools.Export.ExportSettings.ActiveExportProfile">
<summary>
Get the <see cref="T:UMod.ModTools.Export.ExportProfileSettings"/> for the active export profile.
</summary>
</member>
<member name="P:UMod.ModTools.Export.ExportSettings.ExportProfileCount">
<summary>
Get the number of profiles that are in this project.
</summary>
</member>
<member name="M:UMod.ModTools.Export.ExportSettings.SetActiveExportProfile(System.Int32)">
<summary>
Set the active export profile to the specified profile index.
</summary>
<param name="index">The index of the export profile</param>
</member>
<member name="M:UMod.ModTools.Export.ExportSettings.SetActiveExportProfile(UMod.ModTools.Export.ExportProfileSettings)">
<summary>
Set the specified <see cref="T:UMod.ModTools.Export.ExportProfileSettings"/> as the active export profile.
</summary>
<param name="exportSettings">The profile to make active</param>
</member>
<member name="M:UMod.ModTools.Export.ExportSettings.CreateNewExportProfile(System.Boolean)">
<summary>
Create a new export profile.
</summary>
<param name="makeActive">Should the new profile be set as the active export profile</param>
<returns>A new <see cref="T:UMod.ModTools.Export.ExportProfileSettings"/> that has been added to the export settings</returns>
</member>
<member name="M:UMod.ModTools.Export.ExportSettings.DeleteExportProfile(System.Int32)">
<summary>
Delete the export profile at the specified index.
</summary>
<param name="index">The index of the export profile to delete</param>
</member>
<member name="M:UMod.ModTools.Export.ExportSettings.DeleteExportProfile(UMod.ModTools.Export.ExportProfileSettings)">
<summary>
Delete the specified export profile.
</summary>
<param name="exportSettings">The <see cref="T:UMod.ModTools.Export.ExportProfileSettings"/> to delete</param>
</member>
<member name="M:UMod.ModTools.Export.ExportSettings.RemoveDuplicateProfiles">
<summary>
Attempts to remove any profiles that share the same name so that only unique profile names remain.
</summary>
</member>
<member name="M:UMod.ModTools.Export.ExportSettings.ValidateRequiredValues">
<summary>
Checks whether all required settings have been assigned with a valid value.
</summary>
<returns>True if all required fields are valid or false if one or more required fields are not valid</returns>
</member>
<member name="M:UMod.ModTools.Export.ExportSettings.ValidateName">
<summary>
Checks whether the <see cref="F:UMod.ModTools.Export.ExportProfileSettings.modName"/> value is a valid name.
</summary>
<returns>True if the name is valid or false if it is not</returns>
</member>
<member name="M:UMod.ModTools.Export.ExportSettings.ValidateAssetPath">
<summary>
Checks whether the <see cref="F:UMod.ModTools.Export.ExportProfileSettings.modAssetPath"/> is a valid asset path.
</summary>
<returns>true if the path is valid or false if it is not</returns>
</member>
<member name="M:UMod.ModTools.Export.ExportSettings.ValidateVersion">
<summary>
Checks whether the <see cref="F:UMod.ModTools.Export.ExportProfileSettings.modVersion"/> is a valid version string.
The string must be formatted like : 'x.x.x' where an 'x' represents a whole number.
</summary>
<returns>True if the version is valid or false if it is not</returns>
</member>
<member name="M:UMod.ModTools.Export.ExportSettings.ValidateBuildAndRun">
<summary>
Checks whether the <see cref="F:UMod.ModTools.Export.ExportSettings.commandLineExecutable"/> is a valid path.
</summary>
<returns>True if the exe path is valid or false if it is not</returns>
</member>
<member name="T:UMod.ModTools.Export.ModExportVersion">
<summary>
Helper version class used only to verify version strings in the exporter window
</summary>
</member>
<member name="T:UMod.ModTools.ModToolsGameLock">
<summary>
Represents the mod tools game lock properties.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsGameLock.AllowGameLocking">
<summary>
Should game locking be allowed.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsGameLock.AllowGameVersionLocking">
<summary>
Should game version locking be used.
Requires <see cref="P:UMod.ModTools.ModToolsGameLock.AllowGameLocking"/> to also be enabled.
</summary>
</member>
<member name="T:UMod.ModTools.ModToolsOptions">
<summary>
Represents all the mod tools properties.
</summary>
</member>
<member name="T:UMod.ModTools.ModToolsOptions.ModToolsMenuAction">
<summary>
Represents a mod tools menu action that indicates what should happen when a menu entry item is clicked.
</summary>
</member>
<member name="F:UMod.ModTools.ModToolsOptions.ModToolsMenuAction.CreateNewMod">
<summary>
Create a new mod with default properties.
</summary>
</member>
<member name="F:UMod.ModTools.ModToolsOptions.ModToolsMenuAction.CreatePrefabNode">
<summary>
Create a scene prefab node object.
</summary>
</member>
<member name="F:UMod.ModTools.ModToolsOptions.ModToolsMenuAction.CreateMaterialNode">
<summary>
Create a scene material node object.
</summary>
</member>
<member name="F:UMod.ModTools.ModToolsOptions.ModToolsMenuAction.Build">
<summary>
Start building the active mod export profile.
</summary>
</member>
<member name="F:UMod.ModTools.ModToolsOptions.ModToolsMenuAction.BuildAndRun">
<summary>
Start building the active mod export profile and launch the mod in game upon successful build.
</summary>
</member>
<member name="F:UMod.ModTools.ModToolsOptions.ModToolsMenuAction.ShowWindow">
<summary>
Show an editor window marked with the <see cref="!:UModToolsWindowAttribute"/> attribute.
</summary>
</member>
<member name="F:UMod.ModTools.ModToolsOptions.ModToolsMenuAction.RebuildReferenceCache">
<summary>
Forces uMod to rebuild the assembly reference cache that is generated when a mod references another pre-build mod to allow access to types.
</summary>
</member>
<member name="T:UMod.ModTools.ModToolsOptions.ModToolsMenuEntry">
<summary>
Represents a single menu item entry.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsOptions.ModToolsMenuEntry.MenuEntryName">
<summary>
The name of the menu item.
Forward slashes '/' can be used to create sub menu items.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsOptions.ModToolsMenuEntry.MenuAction">
<summary>
The <see cref="T:UMod.ModTools.ModToolsOptions.ModToolsMenuAction"/> that is performed when this menu item is clicked.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsOptions.ModToolsMenuEntry.Enabled">
<summary>
Is this menu item enabled.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsOptions.ModToolsMenuEntry.IsSeparator">
<summary>
Is this menu item a separator.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsOptions.ModToolsMenuEntry.WindowType">
<summary>
The serialized window type that is used when <see cref="P:UMod.ModTools.ModToolsOptions.ModToolsMenuEntry.MenuAction"/> is set to <see cref="F:UMod.ModTools.ModToolsOptions.ModToolsMenuAction.ShowWindow"/>.
</summary>
</member>
<member name="M:UMod.ModTools.ModToolsOptions.ModToolsMenuEntry.#ctor">
<summary>
Create a new instance.
</summary>
</member>
<member name="M:UMod.ModTools.ModToolsOptions.ModToolsMenuEntry.#ctor(System.String,UMod.ModTools.ModToolsOptions.ModToolsMenuAction,System.Boolean,System.Boolean)">
<summary>
Create a new instance.
</summary>
<param name="menuName">The menu item name</param>
<param name="action">The menu action to perform when clicked</param>
<param name="enabled">Is this menu item enabled</param>
<param name="separatorAfter">Is this menu item a separator</param>
</member>
<member name="M:UMod.ModTools.ModToolsOptions.ModToolsMenuEntry.#ctor(System.String,UMod.ModTools.ModToolsOptions.ModToolsMenuAction,System.Boolean,System.Boolean,UMod.Shared.ModSerializedType)">
<summary>
Create a new instance.
</summary>
<param name="menuName">The menu item name</param>
<param name="action">The menu action to perform when clicked</param>
<param name="enabled">The menu action to perform when clicked</param>
<param name="separatorAfter">Is this menu item a separator</param>
<param name="windowType">The window type to show</param>
</member>
<member name="P:UMod.ModTools.ModToolsOptions.AllowAssetsInMods">
<summary>
Are mods allowed to include shared assets.
Shared assets are defined as assets that are not scene or scripts/assembly assets.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsOptions.AllowScenesInMods">
<summary>
Are mods allowed to include scene assets.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsOptions.AllowScriptsInMods">
<summary>
Are mods allowed to include script assets.
Managed assemblies are also considered script assets.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsOptions.AllowMultipleModsPerProject">
<summary>
Does the mod tools package support multiple mod export profiles per Unity project.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsOptions.AllowModReferences">
<summary>
Does the mod tools support referencing other mods.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsOptions.AllowDotNet4X">
<summary>
Does the mod tools allow .Net 4.x to be used for script assets.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsOptions.IncludeMenu">
<summary>
Does the mod tools package include a menu.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsOptions.MenuRoot">
<summary>
The menu root path of the mod tools package menu.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsOptions.MenuEntries">
<summary>
Get all menu entries for the mod tools package.
</summary>
</member>
<member name="T:UMod.ModTools.ModToolsSecurityInfo">
<summary>
Represents the mod tools secuirty properties.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSecurityInfo.PerformBuildSecurityChecks">
<summary>
Should the build engine perform code security checks when building a mod.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSecurityInfo.AllowScriptsInMods">
<summary>
Should the build engine allow CSharp script assets to be compiled and included in mods.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSecurityInfo.AllowAssembliesInMods">
<summary>
Should the build engine allow managed assemblies to be included in mods.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSecurityInfo.SecurityRestrictions">
<summary>
The security restrictions asset that contains the code valdiation rules.
</summary>
</member>
<member name="T:UMod.ModTools.ModToolsSettings">
<summary>
Represent the main mod tools properties.
</summary>
</member>
<member name="T:UMod.ModTools.ModToolsSettings.ValidateSetting">
<summary>
A value used to specify which setting to validate.
</summary>
</member>
<member name="F:UMod.ModTools.ModToolsSettings.ValidateSetting.ToolsName">
<summary>
Validate the tools name.
</summary>
</member>
<member name="F:UMod.ModTools.ModToolsSettings.ValidateSetting.ToolsVersion">
<summary>
Validate the tools version.
</summary>
</member>
<member name="F:UMod.ModTools.ModToolsSettings.ValidateSetting.DeveloperName">
<summary>
Validate the developer name.
</summary>
</member>
<member name="F:UMod.ModTools.ModToolsSettings.ValidateSetting.GameName">
<summary>
Valdiate the game name.
</summary>
</member>
<member name="F:UMod.ModTools.ModToolsSettings.ValidateSetting.GameVersion">
<summary>
Validate the game version.
</summary>
</member>
<member name="F:UMod.ModTools.ModToolsSettings.ValidateSetting.ModFileExtension">
<summary>
Validate the target file extension.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSettings.ToolsIconSmall">
<summary>
The mod tools small icon.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSettings.ToolsIconLarge">
<summary>
The mod tools large icon.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSettings.ToolsName">
<summary>
The mod tools package name.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSettings.ToolsVersion">
<summary>
The mod tools package version formatted as 'x.x.x'.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSettings.FirstRunWindow">
<summary>
The mod tools window type that is shown when the package is first imported.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSettings.DeveloperName">
<summary>
The name of the game developer.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSettings.GameName">
<summary>
The name of the game that this mod tools package targets.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSettings.GameVersion">
<summary>
The version of the game that this mod tools package targets.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSettings.ModFileExtension">
<summary>
The file extension used by this mod tools package.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSettings.CommandLineLaunchFormat">
<summary>
The command line launching convention of the game.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSettings.TargetUnityVersion">
<summary>
The Unity version required by this tools package.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSettings.DeveloperWebsiteURL">
<summary>
A URL link to the developers website.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSettings.OnlineDocumentationURL">
<summary>
A URL link to the online modding documentation.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSettings.OnlineScriptingReferenceURL">
<summary>
A URL link to the online modding scripting reference.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSettings.Options">
<summary>
The mod tools build engine options.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSettings.Security">
<summary>
The mod tools security options.
</summary>
</member>
<member name="P:UMod.ModTools.ModToolsSettings.GameLocking">
<summary>
The mod tools game locking options.
</summary>
</member>
<member name="M:UMod.ModTools.ModToolsSettings.SetupDefaults">
<summary>
Reset values to defaults.
</summary>
</member>
<member name="M:UMod.ModTools.ModToolsSettings.AllSettingsValid">
<summary>
Check whether all required settings are valid.
</summary>
<returns>True if all settings are valid or false if not</returns>
</member>
<member name="M:UMod.ModTools.ModToolsSettings.IsSettingValid(UMod.ModTools.ModToolsSettings.ValidateSetting)">
<summary>
Check whether the specified setting is valid.
</summary>
<param name="setting">The target setting to check</param>
<returns>True if the setting is valid or false if not</returns>
</member>
</members>
</doc>