Browse Source

Fixed some of the list for new uupdate

pull/46/head
Anairkoen Schno 4 years ago
parent
commit
386456672f
18 changed files with 39 additions and 40566 deletions
  1. +0
    -5
      BSIPA-ModList/UI/DownloadProgressCell.cs
  2. +10
    -29
      BSIPA-ModList/UI/ViewControllers/DownloadProgressViewController.cs
  3. +2
    -2
      BSIPA-ModList/UI/ViewControllers/ModListController.cs
  4. +1
    -1
      BuildTools
  5. +20
    -17
      IPA.Loader/Utilities/CriticalSection.cs
  6. BIN
      Refs/BeatSaberCustomUI.dll
  7. BIN
      Refs/Unity.TextMeshPro.dll
  8. +0
    -492
      Refs/UnityEngine.AssetBundleModule.xml
  9. BIN
      Refs/UnityEngine.CoreModule.Net4.dll
  10. +0
    -37605
      Refs/UnityEngine.CoreModule.Net4.xml
  11. BIN
      Refs/UnityEngine.Net4.dll
  12. +0
    -8
      Refs/UnityEngine.Net4.xml
  13. +0
    -833
      Refs/UnityEngine.TextRenderingModule.xml
  14. BIN
      Refs/UnityEngine.UI.dll
  15. +0
    -548
      Refs/UnityEngine.UIModule.xml
  16. BIN
      Refs/UnityEngine.UnityWebRequestModule.Net4.dll
  17. +0
    -1020
      Refs/UnityEngine.UnityWebRequestModule.Net4.xml
  18. +6
    -6
      Refs/refs.txt

+ 0
- 5
BSIPA-ModList/UI/DownloadProgressCell.cs View File

@ -15,11 +15,6 @@ namespace BSIPA_ModList.UI
{
private DownloadObject mod;
protected override void Awake()
{
base.Awake();
}
public void Init(DownloadObject mod)
{
Destroy(GetComponent<LevelListTableCell>());


+ 10
- 29
BSIPA-ModList/UI/ViewControllers/DownloadProgressViewController.cs View File

@ -25,8 +25,6 @@ namespace BSIPA_ModList.UI.ViewControllers
private Button _restartGame;
private TableView _currentlyUpdatingTableView;
private LevelListTableCell _songListTableCellInstance;
private Button _pageUpButton;
private Button _pageDownButton;
private const float TableXOffset = -20f;
private const float ButtonXOffset = 36f;
@ -50,28 +48,6 @@ namespace BSIPA_ModList.UI.ViewControllers
_manualDownloadText.fontSize = 4f;
_manualDownloadText.gameObject.SetActive(false);
_pageUpButton = Instantiate(Resources.FindObjectsOfTypeAll<Button>().Last(x => (x.name == "PageUpButton")), rectTransform, false);
(_pageUpButton.transform as RectTransform).anchorMin = new Vector2(0.5f, 1f);
(_pageUpButton.transform as RectTransform).anchorMax = new Vector2(0.5f, 1f);
(_pageUpButton.transform as RectTransform).anchoredPosition = new Vector2(TableXOffset, -14f);
(_pageUpButton.transform as RectTransform).sizeDelta = new Vector2(40f, 10f);
_pageUpButton.interactable = true;
_pageUpButton.onClick.AddListener(delegate ()
{
_currentlyUpdatingTableView.PageScrollUp();
});
_pageDownButton = Instantiate(Resources.FindObjectsOfTypeAll<Button>().First(x => (x.name == "PageDownButton")), rectTransform, false);
(_pageDownButton.transform as RectTransform).anchorMin = new Vector2(0.5f, 0f);
(_pageDownButton.transform as RectTransform).anchorMax = new Vector2(0.5f, 0f);
(_pageDownButton.transform as RectTransform).anchoredPosition = new Vector2(TableXOffset, 8f);
(_pageDownButton.transform as RectTransform).sizeDelta = new Vector2(40f, 10f);
_pageDownButton.interactable = true;
_pageDownButton.onClick.AddListener(delegate ()
{
_currentlyUpdatingTableView.PageScrollDown();
});
var gobj = new GameObject("DownloadTable");
gobj.SetActive(false);
_currentlyUpdatingTableView = gobj.AddComponent<TableView>();
@ -79,6 +55,11 @@ namespace BSIPA_ModList.UI.ViewControllers
_currentlyUpdatingTableView.SetPrivateField("_isInitialized", false);
_currentlyUpdatingTableView.SetPrivateField("_preallocatedCells", new TableView.CellsGroup[0]);
var viewport = new GameObject("Viewport").AddComponent<RectTransform>();
viewport.SetParent(gobj.GetComponent<RectTransform>(), false);
gobj.GetComponent<ScrollRect>().viewport = viewport;
_currentlyUpdatingTableView.Init();
RectMask2D viewportMask = Instantiate(Resources.FindObjectsOfTypeAll<RectMask2D>().First(), _currentlyUpdatingTableView.transform, false);
@ -90,13 +71,13 @@ namespace BSIPA_ModList.UI.ViewControllers
(_currentlyUpdatingTableView.transform as RectTransform).sizeDelta = new Vector2(0f, 60f);
(_currentlyUpdatingTableView.transform as RectTransform).anchoredPosition = new Vector3(TableXOffset, -3f);
ReflectionUtil.SetPrivateField(_currentlyUpdatingTableView, "_pageUpButton", _pageUpButton);
ReflectionUtil.SetPrivateField(_currentlyUpdatingTableView, "_pageDownButton", _pageDownButton);
_currentlyUpdatingTableView.selectionType = TableViewSelectionType.None;
_currentlyUpdatingTableView.dataSource = this;
_currentlyUpdatingTableView.dataSource = this; // calls Init
gobj.SetActive(true);
_currentlyUpdatingTableView.RefreshScrollButtons();
_checkForUpdates = BeatSaberUI.CreateUIButton(rectTransform, "CreditsButton", new Vector2(ButtonXOffset, -30f), ButtonSize, CheckUpdates, "Check for updates");
_checkForUpdates.interactable = DownloadController.Instance.CanCheck || DownloadController.Instance.CanReset;
_checkForUpdates.ToggleWordWrapping(false);
@ -169,7 +150,7 @@ namespace BSIPA_ModList.UI.ViewControllers
return DownloadController.Instance.Downloads.Count;
}
public TableCell CellForIdx(int row)
public TableCell CellForIdx(TableView view, int row)
{
LevelListTableCell _tableCell = Instantiate(_songListTableCellInstance);
DownloadProgressCell _queueCell = _tableCell.gameObject.AddComponent<DownloadProgressCell>();


+ 2
- 2
BSIPA-ModList/UI/ViewControllers/ModListController.cs View File

@ -17,9 +17,9 @@ namespace BSIPA_ModList.UI
{
internal class ModListController : CustomListViewController
{
public override TableCell CellForIdx(int idx)
public override TableCell CellForIdx(TableView view, int idx)
{
var cell = base.CellForIdx(idx) as LevelListTableCell;
var cell = base.CellForIdx(view, idx) as LevelListTableCell;
var nameText = cell.GetPrivateField<TextMeshProUGUI>("_songNameText");
nameText.overflowMode = TextOverflowModes.Overflow;
var authorText = cell.GetPrivateField<TextMeshProUGUI>("_authorText");


+ 1
- 1
BuildTools

@ -1 +1 @@
Subproject commit 58564132afec01cb4b5fa097e1b104157702416e
Subproject commit 275c55c55995ef3afa48e2dc064f4c963cf0cb18

+ 20
- 17
IPA.Loader/Utilities/CriticalSection.cs View File

@ -23,20 +23,32 @@ namespace IPA.Utilities
#region Execute section
private static readonly EventHandler registeredHandler = HandleExit;
private static readonly Win32.EventHandler registeredHandler = HandleExit;
internal static void ResetExitHandlers()
{
SetConsoleCtrlHandler(registeredHandler, false);
SetConsoleCtrlHandler(registeredHandler, true);
Win32.SetConsoleCtrlHandler(registeredHandler, false);
Win32.SetConsoleCtrlHandler(registeredHandler, true);
}
[DllImport("Kernel32")]
private static extern bool SetConsoleCtrlHandler(EventHandler handler, bool add);
private static partial class Win32 {
[DllImport("Kernel32")]
public static extern bool SetConsoleCtrlHandler(EventHandler handler, bool add);
private delegate bool EventHandler(CtrlType sig);
private static EventHandler _handler = null;
public enum CtrlType
{
CTRL_C_EVENT = 0,
CTRL_BREAK_EVENT = 1,
CTRL_CLOSE_EVENT = 2,
CTRL_LOGOFF_EVENT = 5,
CTRL_SHUTDOWN_EVENT = 6
}
private static bool HandleExit(CtrlType type)
public delegate bool EventHandler(CtrlType sig);
}
private static Win32.EventHandler _handler = null;
private static bool HandleExit(Win32.CtrlType type)
{
if (_handler != null)
return _handler(type);
@ -44,15 +56,6 @@ namespace IPA.Utilities
return false;
}
enum CtrlType
{
CTRL_C_EVENT = 0,
CTRL_BREAK_EVENT = 1,
CTRL_CLOSE_EVENT = 2,
CTRL_LOGOFF_EVENT = 5,
CTRL_SHUTDOWN_EVENT = 6
}
private static volatile bool exitRecieved = false;
/// <summary>


BIN
Refs/BeatSaberCustomUI.dll View File


BIN
Refs/Unity.TextMeshPro.dll View File


+ 0
- 492
Refs/UnityEngine.AssetBundleModule.xml View File

@ -1,492 +0,0 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.AssetBundleModule</name>
</assembly>
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<summary>
<para>AssetBundles let you stream additional assets via the UnityWebRequest class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle.</para>
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<member name="P:UnityEngine.AssetBundle.isStreamedSceneAssetBundle">
<summary>
<para>Return true if the AssetBundle is a streamed Scene AssetBundle.</para>
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<summary>
<para>Check if an AssetBundle contains a specific object.</para>
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<para>Return all asset names in the AssetBundle.</para>
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<para>To use when you need to get a list of all the currently loaded Asset Bundles.</para>
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<para>Returns IEnumerable&lt;AssetBundle&gt; of all currently loaded Asset Bundles.</para>
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<para>Return all the Scene asset paths (paths to *.unity assets) in the AssetBundle.</para>
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<para>Loads all assets contained in the asset bundle that inherit from type.</para>
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<member name="M:UnityEngine.AssetBundle.LoadAllAssets">
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<para>Loads all assets contained in the asset bundle.</para>
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<para>Loads all assets contained in the asset bundle that inherit from type T.</para>
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<para>Loads all assets contained in the asset bundle asynchronously.</para>
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<para>Loads all assets contained in the asset bundle that inherit from T asynchronously.</para>
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<para>Loads all assets contained in the asset bundle that inherit from type asynchronously.</para>
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<para>Loads asset with name of a given type from the bundle.</para>
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<para>Loads asset with name of type T from the bundle.</para>
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<para>Asynchronously loads asset with name from the bundle.</para>
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<para>Asynchronously loads asset with name of a given T from the bundle.</para>
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<para>Asynchronous create request for an AssetBundle.</para>
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<para>Asset object being loaded (Read Only).</para>
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<para>The result of an Asset Bundle Load or Recompress Operation.</para>
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<para>The Asset Bundle is already loaded.</para>
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<para>Path of the resulting recompressed AssetBundle (Read Only).</para>
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<member name="F:UnityEngine.BuildCompression.LZ4Runtime">
<summary>
<para>LZ4 Compression for runtime recompression.</para>
</summary>
</member>
<member name="F:UnityEngine.BuildCompression.LZMA">
<summary>
<para>LZMA Compression.</para>
</summary>
</member>
<member name="F:UnityEngine.BuildCompression.Uncompressed">
<summary>
<para>Uncompressed Asset Bundle.</para>
</summary>
</member>
<member name="F:UnityEngine.BuildCompression.UncompressedRuntime">
<summary>
<para>Uncompressed Asset Bundle.</para>
</summary>
</member>
<member name="T:UnityEngine.CompressionLevel">
<summary>
<para>Compression Levels relate to how much time should be spent compressing Assets into an Asset Bundle.</para>
</summary>
</member>
<member name="F:UnityEngine.CompressionLevel.None">
<summary>
<para>No compression.</para>
</summary>
</member>
<member name="T:UnityEngine.CompressionType">
<summary>
<para>Compression Method for Asset Bundles.</para>
</summary>
</member>
<member name="F:UnityEngine.CompressionType.Lz4">
<summary>
<para>LZ4 compression results in larger compressed files than LZMA, but does not require the entire bundle to be decompressed before use.</para>
</summary>
</member>
<member name="F:UnityEngine.CompressionType.Lz4HC">
<summary>
<para>LZ4HC is a high compression variant of LZ4. LZ4HC compression results in larger compressed files than LZMA, but does not require the entire bundle to be decompressed before use.</para>
</summary>
</member>
<member name="F:UnityEngine.CompressionType.Lzma">
<summary>
<para>LZMA compression results in smaller compressed Asset Bundles but they must be entirely decompressed before use.</para>
</summary>
</member>
<member name="F:UnityEngine.CompressionType.None">
<summary>
<para>Uncompressed Asset Bundles are larger than compressed Asset Bundles, but they are the fastest to access once downloaded.</para>
</summary>
</member>
<member name="A:UnityEngine.AssetBundleModule">
<summary>
<para>The AssetBundle module implements the AssetBundle class and related APIs to load data from AssetBundles.</para>
</summary>
</member>
</members>
</doc>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine</name>
</assembly>
</members>
</doc>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.TextRenderingModule</name>
</assembly>
<member name="T:UnityEngine.CharacterInfo">
<summary>
<para>Specification for how to render a character from the font texture. See Font.characterInfo.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.advance">
<summary>
<para>The horizontal distance, rounded to the nearest integer, from the origin of this character to the origin of the next character.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.bearing">
<summary>
<para>The horizontal distance from the origin of this glyph to the begining of the glyph image.</para>
</summary>
</member>
<member name="F:UnityEngine.CharacterInfo.flipped">
<summary>
<para>Is the character flipped?</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.glyphHeight">
<summary>
<para>The height of the glyph image.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.glyphWidth">
<summary>
<para>The width of the glyph image.</para>
</summary>
</member>
<member name="F:UnityEngine.CharacterInfo.index">
<summary>
<para>Unicode value of the character.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.maxX">
<summary>
<para>The maximum extend of the glyph image in the x-axis.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.maxY">
<summary>
<para>The maximum extend of the glyph image in the y-axis.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.minX">
<summary>
<para>The minium extend of the glyph image in the x-axis.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.minY">
<summary>
<para>The minimum extend of the glyph image in the y-axis.</para>
</summary>
</member>
<member name="F:UnityEngine.CharacterInfo.size">
<summary>
<para>The size of the character or 0 if it is the default font size.</para>
</summary>
</member>
<member name="F:UnityEngine.CharacterInfo.style">
<summary>
<para>The style of the character.</para>
</summary>
</member>
<member name="F:UnityEngine.CharacterInfo.uv">
<summary>
<para>UV coordinates for the character in the texture.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.uvBottomLeft">
<summary>
<para>The uv coordinate matching the bottom left of the glyph image in the font texture.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.uvBottomRight">
<summary>
<para>The uv coordinate matching the bottom right of the glyph image in the font texture.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.uvTopLeft">
<summary>
<para>The uv coordinate matching the top left of the glyph image in the font texture.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.uvTopRight">
<summary>
<para>The uv coordinate matching the top right of the glyph image in the font texture.</para>
</summary>
</member>
<member name="F:UnityEngine.CharacterInfo.vert">
<summary>
<para>Screen coordinates for the character in generated text meshes.</para>
</summary>
</member>
<member name="F:UnityEngine.CharacterInfo.width">
<summary>
<para>How far to advance between the beginning of this charcater and the next.</para>
</summary>
</member>
<member name="T:UnityEngine.Font">
<summary>
<para>Script interface for.</para>
</summary>
</member>
<member name="P:UnityEngine.Font.ascent">
<summary>
<para>The ascent of the font.</para>
</summary>
</member>
<member name="P:UnityEngine.Font.characterInfo">
<summary>
<para>Access an array of all characters contained in the font texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Font.dynamic">
<summary>
<para>Is the font a dynamic font.</para>
</summary>
</member>
<member name="P:UnityEngine.Font.fontSize">
<summary>
<para>The default size of the font.</para>
</summary>
</member>
<member name="P:UnityEngine.Font.lineHeight">
<summary>
<para>The line height of the font.</para>
</summary>
</member>
<member name="P:UnityEngine.Font.material">
<summary>
<para>The material used for the font display.</para>
</summary>
</member>
<member name="?:UnityEngine.Font.textureRebuilt(System.Action`1&lt;UnityEngine.Font&gt;)">
<summary>
<para>Set a function to be called when the dynamic font texture is rebuilt.</para>
</summary>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Font.CreateDynamicFontFromOSFont(System.String,System.Int32)">
<summary>
<para>Creates a Font object which lets you render a font installed on the user machine.</para>
</summary>
<param name="fontname">The name of the OS font to use for this font object.</param>
<param name="size">The default character size of the generated font.</param>
<param name="fontnames">Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used.</param>
<returns>
<para>The generate Font object.</para>
</returns>
</member>
<member name="M:UnityEngine.Font.CreateDynamicFontFromOSFont(System.String[],System.Int32)">
<summary>
<para>Creates a Font object which lets you render a font installed on the user machine.</para>
</summary>
<param name="fontname">The name of the OS font to use for this font object.</param>
<param name="size">The default character size of the generated font.</param>
<param name="fontnames">Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used.</param>
<returns>
<para>The generate Font object.</para>
</returns>
</member>
<member name="M:UnityEngine.Font.#ctor">
<summary>
<para>Create a new Font.</para>
</summary>
<param name="name">The name of the created Font object.</param>
</member>
<member name="M:UnityEngine.Font.#ctor(System.String)">
<summary>
<para>Create a new Font.</para>
</summary>
<param name="name">The name of the created Font object.</param>
</member>
<member name="M:UnityEngine.Font.GetCharacterInfo(System.Char,UnityEngine.CharacterInfo&amp;)">
<summary>
<para>Get rendering info for a specific character.</para>
</summary>
<param name="ch">The character you need rendering information for.</param>
<param name="info">Returns the CharacterInfo struct with the rendering information for the character (if available).</param>
<param name="size">The size of the character (default value of zero will use font default size).</param>
<param name="style">The style of the character.</param>
</member>
<member name="M:UnityEngine.Font.GetCharacterInfo(System.Char,UnityEngine.CharacterInfo&amp;,System.Int32)">
<summary>
<para>Get rendering info for a specific character.</para>
</summary>
<param name="ch">The character you need rendering information for.</param>
<param name="info">Returns the CharacterInfo struct with the rendering information for the character (if available).</param>
<param name="size">The size of the character (default value of zero will use font default size).</param>
<param name="style">The style of the character.</param>
</member>
<member name="M:UnityEngine.Font.GetCharacterInfo(System.Char,UnityEngine.CharacterInfo&amp;,System.Int32,UnityEngine.FontStyle)">
<summary>
<para>Get rendering info for a specific character.</para>
</summary>
<param name="ch">The character you need rendering information for.</param>
<param name="info">Returns the CharacterInfo struct with the rendering information for the character (if available).</param>
<param name="size">The size of the character (default value of zero will use font default size).</param>
<param name="style">The style of the character.</param>
</member>
<member name="M:UnityEngine.Font.GetMaxVertsForString(System.String)">
<summary>
<para>Returns the maximum number of verts that the text generator may return for a given string.</para>
</summary>
<param name="str">Input string.</param>
</member>
<member name="M:UnityEngine.Font.GetOSInstalledFontNames">
<summary>
<para>Get names of fonts installed on the machine.</para>
</summary>
<returns>
<para>An array of the names of all fonts installed on the machine.</para>
</returns>
</member>
<member name="M:UnityEngine.Font.HasCharacter(System.Char)">
<summary>
<para>Does this font have a specific character?</para>
</summary>
<param name="c">The character to check for.</param>
<returns>
<para>Whether or not the font has the character specified.</para>
</returns>
</member>
<member name="M:UnityEngine.Font.RequestCharactersInTexture(System.String,System.Int32,UnityEngine.FontStyle)">
<summary>
<para>Request characters to be added to the font texture (dynamic fonts only).</para>
</summary>
<param name="characters">The characters which are needed to be in the font texture.</param>
<param name="size">The size of the requested characters (the default value of zero will use the font's default size).</param>
<param name="style">The style of the requested characters.</param>
</member>
<member name="T:UnityEngine.FontStyle">
<summary>
<para>Font Style applied to GUI Texts, Text Meshes or GUIStyles.</para>
</summary>
</member>
<member name="F:UnityEngine.FontStyle.Bold">
<summary>
<para>Bold style applied to your texts.</para>
</summary>
</member>
<member name="F:UnityEngine.FontStyle.BoldAndItalic">
<summary>
<para>Bold and Italic styles applied to your texts.</para>
</summary>
</member>
<member name="F:UnityEngine.FontStyle.Italic">
<summary>
<para>Italic style applied to your texts.</para>
</summary>
</member>
<member name="F:UnityEngine.FontStyle.Normal">
<summary>
<para>No special style is applied.</para>
</summary>
</member>
<member name="T:UnityEngine.GUIText">
<summary>
<para>A text string displayed in a GUI.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.alignment">
<summary>
<para>The alignment of the text.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.anchor">
<summary>
<para>The anchor of the text.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.color">
<summary>
<para>The color used to render the text.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.font">
<summary>
<para>The font used for the text.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.fontSize">
<summary>
<para>The font size to use (for dynamic fonts).</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.fontStyle">
<summary>
<para>The font style to use (for dynamic fonts).</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.lineSpacing">
<summary>
<para>The line spacing multiplier.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.material">
<summary>
<para>The Material to use for rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.pixelOffset">
<summary>
<para>The pixel offset of the text.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.richText">
<summary>
<para>Enable HTML-style tags for Text Formatting Markup.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.tabSize">
<summary>
<para>The tab width multiplier.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.text">
<summary>
<para>The text to display.</para>
</summary>
</member>
<member name="T:UnityEngine.HorizontalWrapMode">
<summary>
<para>Wrapping modes for text that reaches the horizontal boundary.</para>
</summary>
</member>
<member name="F:UnityEngine.HorizontalWrapMode.Overflow">
<summary>
<para>Text can exceed the horizontal boundary.</para>
</summary>
</member>
<member name="F:UnityEngine.HorizontalWrapMode.Wrap">
<summary>
<para>Text will word-wrap when reaching the horizontal boundary.</para>
</summary>
</member>
<member name="T:UnityEngine.TextAlignment">
<summary>
<para>How multiline text should be aligned.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAlignment.Center">
<summary>
<para>Text lines are centered.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAlignment.Left">
<summary>
<para>Text lines are aligned on the left side.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAlignment.Right">
<summary>
<para>Text lines are aligned on the right side.</para>
</summary>
</member>
<member name="T:UnityEngine.TextAnchor">
<summary>
<para>Where the anchor of the text is placed.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAnchor.LowerCenter">
<summary>
<para>Text is anchored in lower side, centered horizontally.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAnchor.LowerLeft">
<summary>
<para>Text is anchored in lower left corner.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAnchor.LowerRight">
<summary>
<para>Text is anchored in lower right corner.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAnchor.MiddleCenter">
<summary>
<para>Text is centered both horizontally and vertically.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAnchor.MiddleLeft">
<summary>
<para>Text is anchored in left side, centered vertically.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAnchor.MiddleRight">
<summary>
<para>Text is anchored in right side, centered vertically.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAnchor.UpperCenter">
<summary>
<para>Text is anchored in upper side, centered horizontally.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAnchor.UpperLeft">
<summary>
<para>Text is anchored in upper left corner.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAnchor.UpperRight">
<summary>
<para>Text is anchored in upper right corner.</para>
</summary>
</member>
<member name="T:UnityEngine.TextGenerationSettings">
<summary>
<para>A struct that stores the settings for TextGeneration.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.alignByGeometry">
<summary>
<para>Use the extents of glyph geometry to perform horizontal alignment rather than glyph metrics.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.color">
<summary>
<para>The base color for the text generation.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.font">
<summary>
<para>Font to use for generation.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.fontSize">
<summary>
<para>Font size.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.fontStyle">
<summary>
<para>Font style.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.generateOutOfBounds">
<summary>
<para>Continue to generate characters even if the text runs out of bounds.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.generationExtents">
<summary>
<para>Extents that the generator will attempt to fit the text in.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.horizontalOverflow">
<summary>
<para>What happens to text when it reaches the horizontal generation bounds.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.lineSpacing">
<summary>
<para>The line spacing multiplier.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.pivot">
<summary>
<para>Generated vertices are offset by the pivot.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.resizeTextForBestFit">
<summary>
<para>Should the text be resized to fit the configured bounds?</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.resizeTextMaxSize">
<summary>
<para>Maximum size for resized text.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.resizeTextMinSize">
<summary>
<para>Minimum size for resized text.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.richText">
<summary>
<para>Allow rich text markup in generation.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.scaleFactor">
<summary>
<para>A scale factor for the text. This is useful if the Text is on a Canvas and the canvas is scaled.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.textAnchor">
<summary>
<para>How is the generated text anchored.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.updateBounds">
<summary>
<para>Should the text generator update the bounds from the generated text.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.verticalOverflow">
<summary>
<para>What happens to text when it reaches the bottom generation bounds.</para>
</summary>
</member>
<member name="T:UnityEngine.TextGenerator">
<summary>
<para>Class that can be used to generate text for rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.TextGenerator.characterCount">
<summary>
<para>The number of characters that have been generated.</para>
</summary>
</member>
<member name="P:UnityEngine.TextGenerator.characterCountVisible">
<summary>
<para>The number of characters that have been generated and are included in the visible lines.</para>
</summary>
</member>
<member name="P:UnityEngine.TextGenerator.characters">
<summary>
<para>Array of generated characters.</para>
</summary>
</member>
<member name="P:UnityEngine.TextGenerator.fontSizeUsedForBestFit">
<summary>
<para>The size of the font that was found if using best fit mode.</para>
</summary>
</member>
<member name="P:UnityEngine.TextGenerator.lineCount">
<summary>
<para>Number of text lines generated.</para>
</summary>
</member>
<member name="P:UnityEngine.TextGenerator.lines">
<summary>
<para>Information about each generated text line.</para>
</summary>
</member>
<member name="P:UnityEngine.TextGenerator.rectExtents">
<summary>
<para>Extents of the generated text in rect format.</para>
</summary>
</member>
<member name="P:UnityEngine.TextGenerator.vertexCount">
<summary>
<para>Number of vertices generated.</para>
</summary>
</member>
<member name="P:UnityEngine.TextGenerator.verts">
<summary>
<para>Array of generated vertices.</para>
</summary>
</member>
<member name="M:UnityEngine.TextGenerator.#ctor">
<summary>
<para>Create a TextGenerator.</para>
</summary>
<param name="initialCapacity"></param>
</member>
<member name="M:UnityEngine.TextGenerator.#ctor(System.Int32)">
<summary>
<para>Create a TextGenerator.</para>
</summary>
<param name="initialCapacity"></param>
</member>
<member name="M:UnityEngine.TextGenerator.GetCharacters(System.Collections.Generic.List`1&lt;UnityEngine.UICharInfo&gt;)">
<summary>
<para>Populate the given List with UICharInfo.</para>
</summary>
<param name="characters">List to populate.</param>
</member>
<member name="M:UnityEngine.TextGenerator.GetCharactersArray">
<summary>
<para>Returns the current UICharInfo.</para>
</summary>
<returns>
<para>Character information.</para>
</returns>
</member>
<member name="M:UnityEngine.TextGenerator.GetLines(System.Collections.Generic.List`1&lt;UnityEngine.UILineInfo&gt;)">
<summary>
<para>Populate the given list with UILineInfo.</para>
</summary>
<param name="lines">List to populate.</param>
</member>
<member name="M:UnityEngine.TextGenerator.GetLinesArray">
<summary>
<para>Returns the current UILineInfo.</para>
</summary>
<returns>
<para>Line information.</para>
</returns>
</member>
<member name="M:UnityEngine.TextGenerator.GetPreferredHeight(System.String,UnityEngine.TextGenerationSettings)">
<summary>
<para>Given a string and settings, returns the preferred height for a container that would hold this text.</para>
</summary>
<param name="str">Generation text.</param>
<param name="settings">Settings for generation.</param>
<returns>
<para>Preferred height.</para>
</returns>
</member>
<member name="M:UnityEngine.TextGenerator.GetPreferredWidth(System.String,UnityEngine.TextGenerationSettings)">
<summary>
<para>Given a string and settings, returns the preferred width for a container that would hold this text.</para>
</summary>
<param name="str">Generation text.</param>
<param name="settings">Settings for generation.</param>
<returns>
<para>Preferred width.</para>
</returns>
</member>
<member name="M:UnityEngine.TextGenerator.GetVertices(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;)">
<summary>
<para>Populate the given list with generated Vertices.</para>
</summary>
<param name="vertices">List to populate.</param>
</member>
<member name="M:UnityEngine.TextGenerator.GetVerticesArray">
<summary>
<para>Returns the current UIVertex array.</para>
</summary>
<returns>
<para>Vertices.</para>
</returns>
</member>
<member name="M:UnityEngine.TextGenerator.Invalidate">
<summary>
<para>Mark the text generator as invalid. This will force a full text generation the next time Populate is called.</para>
</summary>
</member>
<member name="M:UnityEngine.TextGenerator.Populate(System.String,UnityEngine.TextGenerationSettings)">
<summary>
<para>Will generate the vertices and other data for the given string with the given settings.</para>
</summary>
<param name="str">String to generate.</param>
<param name="settings">Settings.</param>
</member>
<member name="M:UnityEngine.TextGenerator.PopulateWithErrors(System.String,UnityEngine.TextGenerationSettings,UnityEngine.GameObject)">
<summary>
<para>Will generate the vertices and other data for the given string with the given settings.</para>
</summary>
<param name="str">String to generate.</param>
<param name="settings">Generation settings.</param>
<param name="context">The object used as context of the error log message, if necessary.</param>
<returns>
<para>True if the generation is a success, false otherwise.</para>
</returns>
</member>
<member name="T:UnityEngine.TextMesh">
<summary>
<para>A script interface for the.</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.alignment">
<summary>
<para>How lines of text are aligned (Left, Right, Center).</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.anchor">
<summary>
<para>Which point of the text shares the position of the Transform.</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.characterSize">
<summary>
<para>The size of each character (This scales the whole text).</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.color">
<summary>
<para>The color used to render the text.</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.font">
<summary>
<para>The Font used.</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.fontSize">
<summary>
<para>The font size to use (for dynamic fonts).</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.fontStyle">
<summary>
<para>The font style to use (for dynamic fonts).</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.lineSpacing">
<summary>
<para>How much space will be in-between lines of text.</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.offsetZ">
<summary>
<para>How far should the text be offset from the transform.position.z when drawing.</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.richText">
<summary>
<para>Enable HTML-style tags for Text Formatting Markup.</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.tabSize">
<summary>
<para>How much space will be inserted for a tab '\t' character. This is a multiplum of the 'spacebar' character offset.</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.text">
<summary>
<para>The text that is displayed.</para>
</summary>
</member>
<member name="T:UnityEngine.UICharInfo">
<summary>
<para>Class that specifies some information about a renderable character.</para>
</summary>
</member>
<member name="F:UnityEngine.UICharInfo.charWidth">
<summary>
<para>Character width.</para>
</summary>
</member>
<member name="F:UnityEngine.UICharInfo.cursorPos">
<summary>
<para>Position of the character cursor in local (text generated) space.</para>
</summary>
</member>
<member name="T:UnityEngine.UILineInfo">
<summary>
<para>Information about a generated line of text.</para>
</summary>
</member>
<member name="F:UnityEngine.UILineInfo.height">
<summary>
<para>Height of the line.</para>
</summary>
</member>
<member name="F:UnityEngine.UILineInfo.leading">
<summary>
<para>Space in pixels between this line and the next line.</para>
</summary>
</member>
<member name="F:UnityEngine.UILineInfo.startCharIdx">
<summary>
<para>Index of the first character in the line.</para>
</summary>
</member>
<member name="F:UnityEngine.UILineInfo.topY">
<summary>
<para>The upper Y position of the line in pixels. This is used for text annotation such as the caret and selection box in the InputField.</para>
</summary>
</member>
<member name="T:UnityEngine.UIVertex">
<summary>
<para>Vertex class used by a Canvas for managing vertices.</para>
</summary>
</member>
<member name="F:UnityEngine.UIVertex.color">
<summary>
<para>Vertex color.</para>
</summary>
</member>
<member name="F:UnityEngine.UIVertex.normal">
<summary>
<para>Normal.</para>
</summary>
</member>
<member name="F:UnityEngine.UIVertex.position">
<summary>
<para>Vertex position.</para>
</summary>
</member>
<member name="F:UnityEngine.UIVertex.simpleVert">
<summary>
<para>Simple UIVertex with sensible settings for use in the UI system.</para>
</summary>
</member>
<member name="F:UnityEngine.UIVertex.tangent">
<summary>
<para>Tangent.</para>
</summary>
</member>
<member name="F:UnityEngine.UIVertex.uv0">
<summary>
<para>The first texture coordinate set of the mesh. Used by UI elements by default.</para>
</summary>
</member>
<member name="F:UnityEngine.UIVertex.uv1">
<summary>
<para>The second texture coordinate set of the mesh, if present.</para>
</summary>
</member>
<member name="F:UnityEngine.UIVertex.uv2">
<summary>
<para>The Third texture coordinate set of the mesh, if present.</para>
</summary>
</member>
<member name="F:UnityEngine.UIVertex.uv3">
<summary>
<para>The forth texture coordinate set of the mesh, if present.</para>
</summary>
</member>
<member name="A:UnityEngine.TextRenderingModule">
<summary>
<para>The TextRendering module provides access to Unity's text rendering system.</para>
</summary>
</member>
<member name="T:UnityEngine.VerticalWrapMode">
<summary>
<para>Wrapping modes for text that reaches the vertical boundary.</para>
</summary>
</member>
<member name="F:UnityEngine.VerticalWrapMode.Overflow">
<summary>
<para>Text well continue to generate when reaching vertical boundary.</para>
</summary>
</member>
<member name="F:UnityEngine.VerticalWrapMode.Truncate">
<summary>
<para>Text will be clipped when reaching the vertical boundary.</para>
</summary>
</member>
</members>
</doc>

BIN
Refs/UnityEngine.UI.dll View File


+ 0
- 548
Refs/UnityEngine.UIModule.xml View File

@ -1,548 +0,0 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.UIModule</name>
</assembly>
<member name="T:UnityEngine.AdditionalCanvasShaderChannels">
<summary>
<para>Enum mask of possible shader channel properties that can also be included when the Canvas mesh is created.</para>
</summary>
</member>
<member name="F:UnityEngine.AdditionalCanvasShaderChannels.None">
<summary>
<para>No additional shader parameters are needed.</para>
</summary>
</member>
<member name="F:UnityEngine.AdditionalCanvasShaderChannels.Normal">
<summary>
<para>Include the normals on the mesh vertices.</para>
</summary>
</member>
<member name="F:UnityEngine.AdditionalCanvasShaderChannels.Tangent">
<summary>
<para>Include the Tangent on the mesh vertices.</para>
</summary>
</member>
<member name="F:UnityEngine.AdditionalCanvasShaderChannels.TexCoord1">
<summary>
<para>Include UV1 on the mesh vertices.</para>
</summary>
</member>
<member name="F:UnityEngine.AdditionalCanvasShaderChannels.TexCoord2">
<summary>
<para>Include UV2 on the mesh vertices.</para>
</summary>
</member>
<member name="F:UnityEngine.AdditionalCanvasShaderChannels.TexCoord3">
<summary>
<para>Include UV3 on the mesh vertices.</para>
</summary>
</member>
<member name="T:UnityEngine.Canvas">
<summary>
<para>Element that can be used for screen rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.additionalShaderChannels">
<summary>
<para>Get or set the mask of additional shader channels to be used when creating the Canvas mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.cachedSortingLayerValue">
<summary>
<para>Cached calculated value based upon SortingLayerID.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.isRootCanvas">
<summary>
<para>Is this the root Canvas?</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.normalizedSortingGridSize">
<summary>
<para>The normalized grid size that the canvas will split the renderable area into.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.overridePixelPerfect">
<summary>
<para>Allows for nested canvases to override pixelPerfect settings inherited from parent canvases.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.overrideSorting">
<summary>
<para>Override the sorting of canvas.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.pixelPerfect">
<summary>
<para>Force elements in the canvas to be aligned with pixels. Only applies with renderMode is Screen Space.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.pixelRect">
<summary>
<para>Get the render rect for the Canvas.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.planeDistance">
<summary>
<para>How far away from the camera is the Canvas generated.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.referencePixelsPerUnit">
<summary>
<para>The number of pixels per unit that is considered the default.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.renderMode">
<summary>
<para>Is the Canvas in World or Overlay mode?</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.renderOrder">
<summary>
<para>The render order in which the canvas is being emitted to the Scene. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.rootCanvas">
<summary>
<para>Returns the Canvas closest to root, by checking through each parent and returning the last canvas found. If no other canvas is found then the canvas will return itself.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.scaleFactor">
<summary>
<para>Used to scale the entire canvas, while still making it fit the screen. Only applies with renderMode is Screen Space.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.sortingGridNormalizedSize">
<summary>
<para>The normalized grid size that the canvas will split the renderable area into.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.sortingLayerID">
<summary>
<para>Unique ID of the Canvas' sorting layer.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.sortingLayerName">
<summary>
<para>Name of the Canvas' sorting layer.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.sortingOrder">
<summary>
<para>Canvas' order within a sorting layer.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.targetDisplay">
<summary>
<para>For Overlay mode, display index on which the UI canvas will appear.</para>
</summary>
</member>
<member name="?:UnityEngine.Canvas.willRenderCanvases(UnityEngine.Canvas/WillRenderCanvases)">
<summary>
<para>Event that is called just before Canvas rendering happens.</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.Canvas.worldCamera">
<summary>
<para>Camera used for sizing the Canvas when in Screen Space - Camera. Also used as the Camera that events will be sent through for a World Space [[Canvas].</para>
</summary>
</member>
<member name="M:UnityEngine.Canvas.ForceUpdateCanvases">
<summary>
<para>Force all canvases to update their content.</para>
</summary>
</member>
<member name="M:UnityEngine.Canvas.GetDefaultCanvasMaterial">
<summary>
<para>Returns the default material that can be used for rendering normal elements on the Canvas.</para>
</summary>
</member>
<member name="M:UnityEngine.Canvas.GetDefaultCanvasTextMaterial">
<summary>
<para>Returns the default material that can be used for rendering text elements on the Canvas.</para>
</summary>
</member>
<member name="M:UnityEngine.Canvas.GetETC1SupportedCanvasMaterial">
<summary>
<para>Gets or generates the ETC1 Material.</para>
</summary>
<returns>
<para>The generated ETC1 Material from the Canvas.</para>
</returns>
</member>
<member name="T:UnityEngine.CanvasGroup">
<summary>
<para>A Canvas placable element that can be used to modify children Alpha, Raycasting, Enabled state.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasGroup.alpha">
<summary>
<para>Set the alpha of the group.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasGroup.blocksRaycasts">
<summary>
<para>Does this group block raycasting (allow collision).</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasGroup.ignoreParentGroups">
<summary>
<para>Should the group ignore parent groups?</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasGroup.interactable">
<summary>
<para>Is the group interactable (are the elements beneath the group enabled).</para>
</summary>
</member>
<member name="M:UnityEngine.CanvasGroup.IsRaycastLocationValid(UnityEngine.Vector2,UnityEngine.Camera)">
<summary>
<para>Returns true if the Group allows raycasts.</para>
</summary>
<param name="sp"></param>
<param name="eventCamera"></param>
</member>
<member name="T:UnityEngine.CanvasRenderer">
<summary>
<para>A component that will render to the screen after all normal rendering has completed when attached to a Canvas. Designed for GUI application.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasRenderer.absoluteDepth">
<summary>
<para>Depth of the renderer relative to the root canvas.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasRenderer.cull">
<summary>
<para>Indicates whether geometry emitted by this renderer is ignored.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasRenderer.cullTransparentMesh">
<summary>
<para>Indicates whether geometry emitted by this renderer can be ignored when the vertex color alpha is close to zero for every vertex of the mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasRenderer.hasMoved">
<summary>
<para>True if any change has occured that would invalidate the positions of generated geometry.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasRenderer.hasPopInstruction">
<summary>
<para>Enable 'render stack' pop draw call.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasRenderer.hasRectClipping">
<summary>
<para>True if rect clipping has been enabled on this renderer.
See Also: CanvasRenderer.EnableRectClipping, CanvasRenderer.DisableRectClipping.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasRenderer.isMask">
<summary>
<para>Is the UIRenderer a mask component.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasRenderer.materialCount">
<summary>
<para>The number of materials usable by this renderer.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasRenderer.popMaterialCount">
<summary>
<para>The number of materials usable by this renderer. Used internally for masking.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasRenderer.relativeDepth">
<summary>
<para>Depth of the renderer realative to the parent canvas.</para>
</summary>
</member>
<member name="M:UnityEngine.CanvasRenderer.AddUIVertexStream(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Color32&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Take the Vertex steam and split it corrisponding arrays (positions, colors, uv0s, uv1s, normals and tangents).</para>
</summary>
<param name="verts">The UIVertex list to split.</param>
<param name="positions">The destination list for the verts positions.</param>
<param name="colors">The destination list for the verts colors.</param>
<param name="uv0S">The destination list for the verts uv0s.</param>
<param name="uv1S">The destination list for the verts uv1s.</param>
<param name="normals">The destination list for the verts normals.</param>
<param name="tangents">The destination list for the verts tangents.</param>
</member>
<member name="M:UnityEngine.CanvasRenderer.Clear">
<summary>
<para>Remove all cached vertices.</para>
</summary>
</member>
<member name="M:UnityEngine.CanvasRenderer.CreateUIVertexStream(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Color32&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;,System.Collections.Generic.List`1&lt;System.Int32&gt;)">
<summary>
<para>Convert a set of vertex components into a stream of UIVertex.</para>
</summary>
<param name="verts"></param>
<param name="positions"></param>
<param name="colors"></param>
<param name="uv0S"></param>
<param name="uv1S"></param>
<param name="normals"></param>
<param name="tangents"></param>
<param name="indices"></param>
</member>
<member name="M:UnityEngine.CanvasRenderer.DisableRectClipping">
<summary>
<para>Disables rectangle clipping for this CanvasRenderer.</para>
</summary>
</member>
<member name="M:UnityEngine.CanvasRenderer.EnableRectClipping(UnityEngine.Rect)">
<summary>
<para>Enables rect clipping on the CanvasRendered. Geometry outside of the specified rect will be clipped (not rendered).</para>
</summary>
<param name="rect"></param>
</member>
<member name="M:UnityEngine.CanvasRenderer.GetAlpha">
<summary>
<para>Get the current alpha of the renderer.</para>
</summary>
</member>
<member name="M:UnityEngine.CanvasRenderer.GetColor">
<summary>
<para>Get the current color of the renderer.</para>
</summary>
</member>
<member name="M:UnityEngine.CanvasRenderer.GetInheritedAlpha">
<summary>
<para>Get the final inherited alpha calculated by including all the parent alphas from included parent CanvasGroups.</para>
</summary>
<returns>
<para>The calculated inherited alpha.</para>
</returns>
</member>
<member name="M:UnityEngine.CanvasRenderer.GetMaterial(System.Int32)">
<summary>
<para>Gets the current Material assigned to the CanvasRenderer.</para>
</summary>
<param name="index">The material index to retrieve (0 if this parameter is omitted).</param>
<returns>
<para>Result.</para>
</returns>
</member>
<member name="M:UnityEngine.CanvasRenderer.GetMaterial">
<summary>
<para>Gets the current Material assigned to the CanvasRenderer.</para>
</summary>
<param name="index">The material index to retrieve (0 if this parameter is omitted).</param>
<returns>
<para>Result.</para>
</returns>
</member>
<member name="M:UnityEngine.CanvasRenderer.GetPopMaterial(System.Int32)">
<summary>
<para>Gets the current Material assigned to the CanvasRenderer. Used internally for masking.</para>
</summary>
<param name="index"></param>
</member>
<member name="M:UnityEngine.CanvasRenderer.SetAlpha(System.Single)">
<summary>
<para>Set the alpha of the renderer. Will be multiplied with the UIVertex alpha and the Canvas alpha.</para>
</summary>
<param name="alpha">Alpha.</param>
</member>
<member name="M:UnityEngine.CanvasRenderer.SetAlphaTexture(UnityEngine.Texture)">
<summary>
<para>The Alpha Texture that will be passed to the Shader under the _AlphaTex property.</para>
</summary>
<param name="texture">The Texture to be passed.</param>
</member>
<member name="M:UnityEngine.CanvasRenderer.SetColor(UnityEngine.Color)">
<summary>
<para>Set the color of the renderer. Will be multiplied with the UIVertex color and the Canvas color.</para>
</summary>
<param name="color">Renderer multiply color.</param>
</member>
<member name="M:UnityEngine.CanvasRenderer.SetMaterial(UnityEngine.Material,System.Int32)">
<summary>
<para>Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'.
See Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture.</para>
</summary>
<param name="material">Material for rendering.</param>
<param name="texture">Material texture overide.</param>
<param name="index">Material index.</param>
</member>
<member name="M:UnityEngine.CanvasRenderer.SetMaterial(UnityEngine.Material,UnityEngine.Texture)">
<summary>
<para>Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'.
See Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture.</para>
</summary>
<param name="material">Material for rendering.</param>
<param name="texture">Material texture overide.</param>
<param name="index">Material index.</param>
</member>
<member name="M:UnityEngine.CanvasRenderer.SetMesh(UnityEngine.Mesh)">
<summary>
<para>Sets the Mesh used by this renderer.</para>
</summary>
<param name="mesh"></param>
</member>
<member name="M:UnityEngine.CanvasRenderer.SetPopMaterial(UnityEngine.Material,System.Int32)">
<summary>
<para>Set the material for the canvas renderer. Used internally for masking.</para>
</summary>
<param name="material"></param>
<param name="index"></param>
</member>
<member name="M:UnityEngine.CanvasRenderer.SetTexture(UnityEngine.Texture)">
<summary>
<para>Sets the texture used by this renderer's material.</para>
</summary>
<param name="texture"></param>
</member>
<member name="M:UnityEngine.CanvasRenderer.SetVertices(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;)">
<summary>
<para>Set the vertices for the UIRenderer.</para>
</summary>
<param name="vertices">Array of vertices to set.</param>
<param name="size">Number of vertices to set.</param>
</member>
<member name="M:UnityEngine.CanvasRenderer.SetVertices(UnityEngine.UIVertex[],System.Int32)">
<summary>
<para>Set the vertices for the UIRenderer.</para>
</summary>
<param name="vertices">Array of vertices to set.</param>
<param name="size">Number of vertices to set.</param>
</member>
<member name="M:UnityEngine.CanvasRenderer.SplitUIVertexStreams(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Color32&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;,System.Collections.Generic.List`1&lt;System.Int32&gt;)">
<summary>
<para>Given a list of UIVertex, split the stream into it's component types.</para>
</summary>
<param name="verts"></param>
<param name="positions"></param>
<param name="colors"></param>
<param name="uv0S"></param>
<param name="uv1S"></param>
<param name="normals"></param>
<param name="tangents"></param>
<param name="indices"></param>
</member>
<member name="?:UnityEngine.ICanvasRaycastFilter">
<summary>
<para>This element can filter raycasts. If the top level element is hit it can further 'check' if the location is valid.</para>
</summary>
</member>
<member name="M:UnityEngine.ICanvasRaycastFilter.IsRaycastLocationValid(UnityEngine.Vector2,UnityEngine.Camera)">
<summary>
<para>Given a point and a camera is the raycast valid.</para>
</summary>
<param name="sp">Screen position.</param>
<param name="eventCamera">Raycast camera.</param>
<returns>
<para>Valid.</para>
</returns>
</member>
<member name="T:UnityEngine.RectTransformUtility">
<summary>
<para>Utility class containing helper methods for working with RectTransform.</para>
</summary>
</member>
<member name="M:UnityEngine.RectTransformUtility.FlipLayoutAxes(UnityEngine.RectTransform,System.Boolean,System.Boolean)">
<summary>
<para>Flips the horizontal and vertical axes of the RectTransform size and alignment, and optionally its children as well.</para>
</summary>
<param name="rect">The RectTransform to flip.</param>
<param name="keepPositioning">Flips around the pivot if true. Flips within the parent rect if false.</param>
<param name="recursive">Flip the children as well?</param>
</member>
<member name="M:UnityEngine.RectTransformUtility.FlipLayoutOnAxis(UnityEngine.RectTransform,System.Int32,System.Boolean,System.Boolean)">
<summary>
<para>Flips the alignment of the RectTransform along the horizontal or vertical axis, and optionally its children as well.</para>
</summary>
<param name="rect">The RectTransform to flip.</param>
<param name="keepPositioning">Flips around the pivot if true. Flips within the parent rect if false.</param>
<param name="recursive">Flip the children as well?</param>
<param name="axis">The axis to flip along. 0 is horizontal and 1 is vertical.</param>
</member>
<member name="M:UnityEngine.RectTransformUtility.PixelAdjustPoint(UnityEngine.Vector2,UnityEngine.Transform,UnityEngine.Canvas)">
<summary>
<para>Convert a given point in screen space into a pixel correct point.</para>
</summary>
<param name="point"></param>
<param name="elementTransform"></param>
<param name="canvas"></param>
<returns>
<para>Pixel adjusted point.</para>
</returns>
</member>
<member name="M:UnityEngine.RectTransformUtility.PixelAdjustRect(UnityEngine.RectTransform,UnityEngine.Canvas)">
<summary>
<para>Given a rect transform, return the corner points in pixel accurate coordinates.</para>
</summary>
<param name="rectTransform"></param>
<param name="canvas"></param>
<returns>
<para>Pixel adjusted rect.</para>
</returns>
</member>
<member name="M:UnityEngine.RectTransformUtility.RectangleContainsScreenPoint(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Camera)">
<summary>
<para>Does the RectTransform contain the screen point as seen from the given camera?</para>
</summary>
<param name="rect">The RectTransform to test with.</param>
<param name="screenPoint">The screen point to test.</param>
<param name="cam">The camera from which the test is performed from. (Optional)</param>
<returns>
<para>True if the point is inside the rectangle.</para>
</returns>
</member>
<member name="M:UnityEngine.RectTransformUtility.ScreenPointToLocalPointInRectangle(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Camera,UnityEngine.Vector2&amp;)">
<summary>
<para>Transform a screen space point to a position in the local space of a RectTransform that is on the plane of its rectangle.</para>
</summary>
<param name="rect">The RectTransform to find a point inside.</param>
<param name="cam">The camera associated with the screen space position.</param>
<param name="screenPoint">Screen space position.</param>
<param name="localPoint">Point in local space of the rect transform.</param>
<returns>
<para>Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle.</para>
</returns>
</member>
<member name="M:UnityEngine.RectTransformUtility.ScreenPointToWorldPointInRectangle(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Camera,UnityEngine.Vector3&amp;)">
<summary>
<para>Transform a screen space point to a position in world space that is on the plane of the given RectTransform.</para>
</summary>
<param name="rect">The RectTransform to find a point inside.</param>
<param name="cam">The camera associated with the screen space position.</param>
<param name="screenPoint">Screen space position.</param>
<param name="worldPoint">Point in world space.</param>
<returns>
<para>Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle.</para>
</returns>
</member>
<member name="T:UnityEngine.RenderMode">
<summary>
<para>RenderMode for the Canvas.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderMode.ScreenSpaceCamera">
<summary>
<para>Render using the Camera configured on the Canvas.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderMode.ScreenSpaceOverlay">
<summary>
<para>Render at the end of the Scene using a 2D Canvas.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderMode.WorldSpace">
<summary>
<para>Render using any Camera in the Scene that can render the layer.</para>
</summary>
</member>
<member name="A:UnityEngine.UIModule">
<summary>
<para>The UI module implements basic components required for Unity's UI system</para>
</summary>
</member>
</members>
</doc>

BIN
Refs/UnityEngine.UnityWebRequestModule.Net4.dll View File


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Refs/UnityEngine.UnityWebRequestModule.Net4.xml
File diff suppressed because it is too large
View File


+ 6
- 6
Refs/refs.txt View File

@ -5,24 +5,24 @@
"""Unity.TextMeshPro.dll
"""UnityEngine.
""""dll?alias=UnityEngine.Net4.dll
""""xml?alias=UnityEngine.Net4.xml
""""xml?alias=UnityEngine.Net4.xml?optional
""""UnityWebRequestModule.
"""""dll?alias=UnityEngine.UnityWebRequestModule.Net4.dll
"""""xml?alias=UnityEngine.UnityWebRequestModule.Net4.xml
"""""xml?alias=UnityEngine.UnityWebRequestModule.Net4.xml?optional
""""CoreModule.
"""""dll?alias=UnityEngine.CoreModule.Net4.dll
"""""xml?alias=UnityEngine.CoreModule.Net4.xml
"""""xml?alias=UnityEngine.CoreModule.Net4.xml?optional
""""TextRenderingModule.
"""""dll
"""""xml
"""""xml?optional
""""AssetBundleModule.
"""""dll
"""""xml
"""""xml?optional
""""UI
""""".dll
"""""Module.
""""""dll
""""""xml
""""""xml?optional
"Plugins/
""BeatSaberCustomUI.
"""dll


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