Initial Upload

This commit is contained in:
Rushil Umaretiya 2018-10-03 23:36:06 -04:00
parent 2efceaa19d
commit 16779dfc42
167 changed files with 92583 additions and 27 deletions

59
.gitignore vendored
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[Ll]ibrary/
[Tt]emp/
[Oo]bj/
###
# Unity folders and files
###
[Aa]ssets/AssetStoreTools*
[Bb]uild/
[Bb]uilds/
Assets/AssetStoreTools*
[Ll]ibrary/
[Ll]ocal[Cc]ache/
[Oo]bj/
[Tt]emp/
[Uu]nityGenerated/
# file on crash reports
sysinfo.txt
# Unity3D generated meta files
*.pidb.meta
# Visual Studio cache directory
.vs/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
###
# VS/MD solution and project files
###
[Ee]xportedObj/
*.booproj
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.svd
*.unityproj
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.opendb
.DS_Store
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
# Unity3D Generated File On Crash Reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
###
# OS generated
###
.DS_Store
.DS_Store?
._*
.Spotlight-V100
.Trashes
Icon?
ehthumbs.db
Thumbs.db

33
PongoNAME/.collabignore Normal file
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# ===========================
# Default Collab Ignore Rules
# ===========================
# OS Generated
# ============
.DS_Store
._*
.Spotlight-V100
.Trashes
Icon?
ehthumbs.db
[Tt]humbs.db
[Dd]esktop.ini
# Visual Studio / MonoDevelop generated
# =====================================
[Ee]xported[Oo]bj/
*.userprefs
*.csproj
*.pidb
*.suo
*.sln
*.user
*.unityproj
*.booproj
# Unity generated
# ===============
[Oo]bj/
[Bb]uild
sysinfo.txt
*.stackdump

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class changeColor : MonoBehaviour {
[SerializeField]
SpriteRenderer rend;
[SerializeField]
Text Title;
void Start () {
//Gets Renderer
rend = GetComponent<SpriteRenderer>();
}
void FixedUpdate () {
//Calls rainbowEffect
rainbowEffect ();
}
void rainbowEffect() {
Color rainbowColor = new Color (
Random.value,
Random.value,
Random.value
);
if (rend != null) {
rend.color = rainbowColor;
}
if (Title != null) {
Title.color = rainbowColor;
}
}
}

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BIN
PongoNAME/PONGO.exe Normal file

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.ARModule</name>
</assembly>
<member name="T:UnityEngine.XR.ARBackgroundRenderer">
<summary>
<para>Class used to override a camera's default background rendering path to instead render a given Texture and/or Material. This will typically be used with images from the color camera for rendering the AR background on mobile devices.</para>
</summary>
</member>
<member name="P:UnityEngine.XR.ARBackgroundRenderer.backgroundMaterial">
<summary>
<para>The Material used for AR rendering.</para>
</summary>
</member>
<member name="?:UnityEngine.XR.ARBackgroundRenderer.backgroundRendererChanged(System.Action)">
<summary>
<para>Called when any of the public properties of this class have been changed.</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.XR.ARBackgroundRenderer.backgroundTexture">
<summary>
<para>An optional Texture used for AR rendering. If this property is not set then the texture set in XR.ARBackgroundRenderer._backgroundMaterial as "_MainTex" is used.</para>
</summary>
</member>
<member name="P:UnityEngine.XR.ARBackgroundRenderer.camera">
<summary>
<para>An optional Camera whose background rendering will be overridden by this class. If this property is not set then the main Camera in the scene is used.</para>
</summary>
</member>
<member name="P:UnityEngine.XR.ARBackgroundRenderer.mode">
<summary>
<para>When set to XR.ARRenderMode.StandardBackground (default) the camera is not overridden to display the background image. Setting this property to XR.ARRenderMode.MaterialAsBackground will render the texture specified by XR.ARBackgroundRenderer._backgroundMaterial and or XR.ARBackgroundRenderer._backgroundTexture as the background.</para>
</summary>
</member>
<member name="M:UnityEngine.XR.ARBackgroundRenderer.DisableARBackgroundRendering">
<summary>
<para>Disables AR background rendering. This method is called internally but can be overridden by users who wish to subclass XR.ARBackgroundRenderer to customize handling of AR background rendering.</para>
</summary>
</member>
<member name="T:UnityEngine.XR.ARRenderMode">
<summary>
<para>Enumeration describing the AR rendering mode used with XR.ARBackgroundRenderer.</para>
</summary>
</member>
<member name="F:UnityEngine.XR.ARRenderMode.MaterialAsBackground">
<summary>
<para>The material associated with XR.ARBackgroundRenderer is being rendered as the background.</para>
</summary>
</member>
<member name="F:UnityEngine.XR.ARRenderMode.StandardBackground">
<summary>
<para>The standard background is rendered. (Skybox, Solid Color, etc.)</para>
</summary>
</member>
</members>
</doc>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.AccessibilityModule</name>
</assembly>
<member name="T:UnityEngine.Accessibility.VisionUtility">
<summary>
<para>A class containing methods to assist with accessibility for users with different vision capabilities.</para>
</summary>
</member>
<member name="M:UnityEngine.Accessibility.VisionUtility.GetColorBlindSafePalette(UnityEngine.Color[],System.Single,System.Single)">
<summary>
<para>Gets a palette of colors that should be distinguishable for normal vision, deuteranopia, protanopia, and tritanopia.</para>
</summary>
<param name="palette">An array of colors to populate with a palette.</param>
<param name="minimumLuminance">Minimum allowable perceived luminance from 0 to 1. A value of 0.2 or greater is recommended for dark backgrounds.</param>
<param name="maximumLuminance">Maximum allowable perceived luminance from 0 to 1. A value of 0.8 or less is recommended for light backgrounds.</param>
<returns>
<para>The number of unambiguous colors in the palette.</para>
</returns>
</member>
</members>
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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.ClothModule</name>
</assembly>
<member name="T:UnityEngine.Cloth">
<summary>
<para>The Cloth class provides an interface to cloth simulation physics.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.bendingStiffness">
<summary>
<para>Bending stiffness of the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.capsuleColliders">
<summary>
<para>An array of CapsuleColliders which this Cloth instance should collide with.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.clothSolverFrequency">
<summary>
<para>Number of cloth solver iterations per second.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.coefficients">
<summary>
<para>The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.collisionMassScale">
<summary>
<para>How much to increase mass of colliding particles.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.damping">
<summary>
<para>Damp cloth motion.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.enableContinuousCollision">
<summary>
<para>Enable continuous collision to improve collision stability.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.enabled">
<summary>
<para>Is this cloth enabled?</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.externalAcceleration">
<summary>
<para>A constant, external acceleration applied to the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.friction">
<summary>
<para>The friction of the cloth when colliding with the character.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.normals">
<summary>
<para>The current normals of the cloth object.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.randomAcceleration">
<summary>
<para>A random, external acceleration applied to the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.selfCollisionDistance">
<summary>
<para>Minimum distance at which two cloth particles repel each other (default: 0.0).</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.selfCollisionStiffness">
<summary>
<para>Self-collision stiffness defines how strong the separating impulse should be for colliding particles.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.sleepThreshold">
<summary>
<para>Cloth's sleep threshold.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.sphereColliders">
<summary>
<para>An array of ClothSphereColliderPairs which this Cloth instance should collide with.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.stiffnessFrequency">
<summary>
<para>Sets the stiffness frequency parameter.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.stretchingStiffness">
<summary>
<para>Stretching stiffness of the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.useGravity">
<summary>
<para>Should gravity affect the cloth simulation?</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.useTethers">
<summary>
<para>Use Tether Anchors.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.useVirtualParticles">
<summary>
<para>Add one virtual particle per triangle to improve collision stability.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.vertices">
<summary>
<para>The current vertex positions of the cloth object.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.worldAccelerationScale">
<summary>
<para>How much world-space acceleration of the character will affect cloth vertices.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.worldVelocityScale">
<summary>
<para>How much world-space movement of the character will affect cloth vertices.</para>
</summary>
</member>
<member name="M:UnityEngine.Cloth.ClearTransformMotion">
<summary>
<para>Clear the pending transform changes from affecting the cloth simulation.</para>
</summary>
</member>
<member name="M:UnityEngine.Cloth.GetSelfAndInterCollisionIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
<summary>
<para>Get list of particles to be used for self and inter collision.</para>
</summary>
<param name="indices">List to be populated with cloth particle indices that are used for self and/or inter collision.</param>
</member>
<member name="M:UnityEngine.Cloth.GetVirtualParticleIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
<summary>
<para>Get list of indices to be used when generating virtual particles.</para>
</summary>
<param name="indices">List to be populated with virtual particle indices.</param>
</member>
<member name="M:UnityEngine.Cloth.GetVirtualParticleWeights(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)">
<summary>
<para>Get weights to be used when generating virtual particles for cloth.</para>
</summary>
<param name="weights">List to populate with virtual particle weights.</param>
</member>
<member name="M:UnityEngine.Cloth.SetEnabledFading(System.Boolean,System.Single)">
<summary>
<para>Fade the cloth simulation in or out.</para>
</summary>
<param name="enabled">Fading enabled or not.</param>
<param name="interpolationTime"></param>
</member>
<member name="M:UnityEngine.Cloth.SetSelfAndInterCollisionIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
<summary>
<para>This allows you to set the cloth indices used for self and inter collision.</para>
</summary>
<param name="indices">List of cloth particles indices to use for cloth self and/or inter collision.</param>
</member>
<member name="M:UnityEngine.Cloth.SetVirtualParticleIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
<summary>
<para>Set indices to use when generating virtual particles.</para>
</summary>
<param name="indices">List of cloth particle indices to use when generating virtual particles.</param>
</member>
<member name="M:UnityEngine.Cloth.SetVirtualParticleWeights(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)">
<summary>
<para>Sets weights to be used when generating virtual particles for cloth.</para>
</summary>
<param name="weights">List of weights to be used when setting virutal particles for cloth.</param>
</member>
<member name="T:UnityEngine.ClothSkinningCoefficient">
<summary>
<para>The ClothSkinningCoefficient struct is used to set up how a Cloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to.</para>
</summary>
</member>
<member name="F:UnityEngine.ClothSkinningCoefficient.collisionSphereDistance">
<summary>
<para>Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.</para>
</summary>
</member>
<member name="F:UnityEngine.ClothSkinningCoefficient.maxDistance">
<summary>
<para>Distance a vertex is allowed to travel from the skinned mesh vertex position.</para>
</summary>
</member>
<member name="T:UnityEngine.ClothSphereColliderPair">
<summary>
<para>A pair of SphereColliders used to define shapes for Cloth objects to collide against.</para>
</summary>
</member>
<member name="P:UnityEngine.ClothSphereColliderPair.first">
<summary>
<para>The first SphereCollider of a ClothSphereColliderPair.</para>
</summary>
</member>
<member name="P:UnityEngine.ClothSphereColliderPair.second">
<summary>
<para>The second SphereCollider of a ClothSphereColliderPair.</para>
</summary>
</member>
<member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider)">
<summary>
<para>Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.</para>
</summary>
<param name="a">The first SphereCollider of a ClothSphereColliderPair.</param>
<param name="b">The second SphereCollider of a ClothSphereColliderPair.</param>
</member>
<member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider,UnityEngine.SphereCollider)">
<summary>
<para>Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.</para>
</summary>
<param name="a">The first SphereCollider of a ClothSphereColliderPair.</param>
<param name="b">The second SphereCollider of a ClothSphereColliderPair.</param>
</member>
</members>
</doc>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.ClusterInputModule</name>
</assembly>
<member name="T:UnityEngine.ClusterInput">
<summary>
<para>Interface for reading and writing inputs in a Unity Cluster.</para>
</summary>
</member>
<member name="M:UnityEngine.ClusterInput.AddInput(System.String,System.String,System.String,System.Int32,UnityEngine.ClusterInputType)">
<summary>
<para>Add a new VRPN input entry.</para>
</summary>
<param name="name">Name of the input entry. This has to be unique.</param>
<param name="deviceName">Device name registered to VRPN server.</param>
<param name="serverUrl">URL to the vrpn server.</param>
<param name="index">Index of the Input entry, refer to vrpn.cfg if unsure.</param>
<param name="type">Type of the input.</param>
<returns>
<para>True if the operation succeed.</para>
</returns>
</member>
<member name="M:UnityEngine.ClusterInput.CheckConnectionToServer(System.String)">
<summary>
<para>Check the connection status of the device to the VRPN server it connected to.</para>
</summary>
<param name="name">Name of the input entry.</param>
</member>
<member name="M:UnityEngine.ClusterInput.EditInput(System.String,System.String,System.String,System.Int32,UnityEngine.ClusterInputType)">
<summary>
<para>Edit an input entry which added via ClusterInput.AddInput.</para>
</summary>
<param name="name">Name of the input entry. This has to be unique.</param>
<param name="deviceName">Device name registered to VRPN server.</param>
<param name="serverUrl">URL to the vrpn server.</param>
<param name="index">Index of the Input entry, refer to vrpn.cfg if unsure.</param>
<param name="type">Type of the ClusterInputType as follow.</param>
</member>
<member name="M:UnityEngine.ClusterInput.GetAxis(System.String)">
<summary>
<para>Returns the axis value as a continous float.</para>
</summary>
<param name="name">Name of input to poll.c.</param>
</member>
<member name="M:UnityEngine.ClusterInput.GetButton(System.String)">
<summary>
<para>Returns the binary value of a button.</para>
</summary>
<param name="name">Name of input to poll.</param>
</member>
<member name="M:UnityEngine.ClusterInput.GetTrackerPosition(System.String)">
<summary>
<para>Return the position of a tracker as a Vector3.</para>
</summary>
<param name="name">Name of input to poll.</param>
</member>
<member name="M:UnityEngine.ClusterInput.GetTrackerRotation(System.String)">
<summary>
<para>Returns the rotation of a tracker as a Quaternion.</para>
</summary>
<param name="name">Name of input to poll.</param>
</member>
<member name="M:UnityEngine.ClusterInput.SetAxis(System.String,System.Single)">
<summary>
<para>Sets the axis value for this input. Only works for input typed Custom.</para>
</summary>
<param name="name">Name of input to modify.</param>
<param name="value">Value to set.</param>
</member>
<member name="M:UnityEngine.ClusterInput.SetButton(System.String,System.Boolean)">
<summary>
<para>Sets the button value for this input. Only works for input typed Custom.</para>
</summary>
<param name="name">Name of input to modify.</param>
<param name="value">Value to set.</param>
</member>
<member name="M:UnityEngine.ClusterInput.SetTrackerPosition(System.String,UnityEngine.Vector3)">
<summary>
<para>Sets the tracker position for this input. Only works for input typed Custom.</para>
</summary>
<param name="name">Name of input to modify.</param>
<param name="value">Value to set.</param>
</member>
<member name="M:UnityEngine.ClusterInput.SetTrackerRotation(System.String,UnityEngine.Quaternion)">
<summary>
<para>Sets the tracker rotation for this input. Only works for input typed Custom.</para>
</summary>
<param name="name">Name of input to modify.</param>
<param name="value">Value to set.</param>
</member>
<member name="T:UnityEngine.ClusterInputType">
<summary>
<para>Values to determine the type of input value to be expect from one entry of ClusterInput.</para>
</summary>
</member>
<member name="F:UnityEngine.ClusterInputType.Axis">
<summary>
<para>Device is an analog axis that provides continuous value represented by a float.</para>
</summary>
</member>
<member name="F:UnityEngine.ClusterInputType.Button">
<summary>
<para>Device that return a binary result of pressed or not pressed.</para>
</summary>
</member>
<member name="F:UnityEngine.ClusterInputType.CustomProvidedInput">
<summary>
<para>A user customized input.</para>
</summary>
</member>
<member name="F:UnityEngine.ClusterInputType.Tracker">
<summary>
<para>Device that provide position and orientation values.</para>
</summary>
</member>
</members>
</doc>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.ClusterRendererModule</name>
</assembly>
<member name="T:UnityEngine.ClusterNetwork">
<summary>
<para>A helper class that contains static method to inquire status of Unity Cluster.</para>
</summary>
</member>
<member name="P:UnityEngine.ClusterNetwork.isDisconnected">
<summary>
<para>Check whether the current instance is disconnected from the cluster network.</para>
</summary>
</member>
<member name="P:UnityEngine.ClusterNetwork.isMasterOfCluster">
<summary>
<para>Check whether the current instance is a master node in the cluster network.</para>
</summary>
</member>
<member name="P:UnityEngine.ClusterNetwork.nodeIndex">
<summary>
<para>To acquire or set the node index of the current machine from the cluster network.</para>
</summary>
</member>
</members>
</doc>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.CrashReportingModule</name>
</assembly>
<member name="T:UnityEngine.CrashReportHandler.CrashReportHandler">
<summary>
<para>Engine API for CrashReporting Service.</para>
</summary>
</member>
<member name="P:UnityEngine.CrashReportHandler.CrashReportHandler.enableCaptureExceptions">
<summary>
<para>This Boolean field will cause CrashReportHandler to capture exceptions when set to true. By default enable capture exceptions is true.</para>
</summary>
</member>
</members>
</doc>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.DirectorModule</name>
</assembly>
<member name="T:UnityEngine.Playables.DirectorWrapMode">
<summary>
<para>Wrap mode for Playables.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DirectorWrapMode.Hold">
<summary>
<para>Hold the last frame when the playable time reaches it's duration.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DirectorWrapMode.Loop">
<summary>
<para>Loop back to zero time and continue playing.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DirectorWrapMode.None">
<summary>
<para>Do not keep playing when the time reaches the duration.</para>
</summary>
</member>
<member name="T:UnityEngine.Playables.PlayableDirector">
<summary>
<para>Instantiates a PlayableAsset and controls playback of Playable objects.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.duration">
<summary>
<para>The duration of the Playable in seconds.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.extrapolationMode">
<summary>
<para>Controls how the time is incremented when it goes beyond the duration of the playable.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.initialTime">
<summary>
<para>The time at which the Playable should start when first played.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.playableAsset">
<summary>
<para>The PlayableAsset that is used to instantiate a playable for playback.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.playableGraph">
<summary>
<para>The PlayableGraph created by the PlayableDirector.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.playOnAwake">
<summary>
<para>Whether the playable asset will start playing back as soon as the component awakes.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.state">
<summary>
<para>The current playing state of the component. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.time">
<summary>
<para>The component's current time. This value is incremented according to the PlayableDirector.timeUpdateMode when it is playing. You can also change this value manually.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.timeUpdateMode">
<summary>
<para>Controls how time is incremented when playing back.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.ClearReferenceValue(UnityEngine.PropertyName)">
<summary>
<para>Clears an exposed reference value.</para>
</summary>
<param name="id">Identifier of the ExposedReference.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.DeferredEvaluate">
<summary>
<para>Tells the PlayableDirector to evaluate it's PlayableGraph on the next update.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Evaluate">
<summary>
<para>Evaluates the currently playing Playable at the current time.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.GetGenericBinding(UnityEngine.Object)">
<summary>
<para>Returns a binding to a reference object.</para>
</summary>
<param name="key">The object that acts as a key.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.GetReferenceValue(UnityEngine.PropertyName,System.Boolean&amp;)">
<summary>
<para>Retreives an ExposedReference binding.</para>
</summary>
<param name="id">Identifier of the ExposedReference.</param>
<param name="idValid">Whether the reference was found.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Pause">
<summary>
<para>Pauses playback of the currently running playable.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Play(UnityEngine.Playables.PlayableAsset,UnityEngine.Playables.DirectorWrapMode)">
<summary>
<para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para>
</summary>
<param name="asset">An asset to instantiate a playable from.</param>
<param name="mode">What to do when the time passes the duration of the playable.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Play(UnityEngine.Playables.PlayableAsset)">
<summary>
<para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para>
</summary>
<param name="asset">An asset to instantiate a playable from.</param>
<param name="mode">What to do when the time passes the duration of the playable.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Play">
<summary>
<para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para>
</summary>
<param name="asset">An asset to instantiate a playable from.</param>
<param name="mode">What to do when the time passes the duration of the playable.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.RebuildGraph">
<summary>
<para>Discards the existing PlayableGraph and creates a new instance.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Resume">
<summary>
<para>Resume playing a paused playable.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.SetGenericBinding(UnityEngine.Object,UnityEngine.Object)">
<summary>
<para>Sets the binding of a reference object from a PlayableBinding.</para>
</summary>
<param name="key">The source object in the PlayableBinding.</param>
<param name="value">The object to bind to the key.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.SetReferenceValue(UnityEngine.PropertyName,UnityEngine.Object)">
<summary>
<para>Sets an ExposedReference value.</para>
</summary>
<param name="id">Identifier of the ExposedReference.</param>
<param name="value">The object to bind to set the reference value to.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Stop">
<summary>
<para>Stops playback of the current Playable and destroys the corresponding graph.</para>
</summary>
</member>
</members>
</doc>

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@ -0,0 +1,475 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.GameCenterModule</name>
</assembly>
<member name="T:UnityEngine.Social">
<summary>
<para>Generic access to the Social API.</para>
</summary>
</member>
<member name="P:UnityEngine.Social.localUser">
<summary>
<para>The local user (potentially not logged in).</para>
</summary>
</member>
<member name="P:UnityEngine.Social.Active">
<summary>
<para>This is the currently active social platform. </para>
</summary>
</member>
<member name="M:UnityEngine.Social.CreateAchievement">
<summary>
<para>Create an IAchievement instance.</para>
</summary>
</member>
<member name="M:UnityEngine.Social.CreateLeaderboard">
<summary>
<para>Create an ILeaderboard instance.</para>
</summary>
</member>
<member name="M:UnityEngine.Social.LoadAchievementDescriptions(System.Action`1&lt;UnityEngine.SocialPlatforms.IAchievementDescription[]&gt;)">
<summary>
<para>Loads the achievement descriptions accociated with this application.</para>
</summary>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.Social.LoadAchievements(System.Action`1&lt;UnityEngine.SocialPlatforms.IAchievement[]&gt;)">
<summary>
<para>Load the achievements the logged in user has already achieved or reported progress on.</para>
</summary>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.Social.LoadScores(System.String,System.Action`1&lt;UnityEngine.SocialPlatforms.IScore[]&gt;)">
<summary>
<para>Load a default set of scores from the given leaderboard.</para>
</summary>
<param name="leaderboardID"></param>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.Social.LoadUsers(System.String[],System.Action`1&lt;UnityEngine.SocialPlatforms.IUserProfile[]&gt;)">
<summary>
<para>Load the user profiles accociated with the given array of user IDs.</para>
</summary>
<param name="userIDs"></param>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.Social.ReportProgress(System.String,System.Double,System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>Reports the progress of an achievement.</para>
</summary>
<param name="achievementID"></param>
<param name="progress"></param>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.Social.ReportScore(System.Int64,System.String,System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>Report a score to a specific leaderboard.</para>
</summary>
<param name="score"></param>
<param name="board"></param>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.Social.ShowAchievementsUI">
<summary>
<para>Show a default/system view of the games achievements.</para>
</summary>
</member>
<member name="M:UnityEngine.Social.ShowLeaderboardUI">
<summary>
<para>Show a default/system view of the games leaderboards.</para>
</summary>
</member>
<member name="?:UnityEngine.SocialPlatforms.IAchievement">
<summary>
<para>Information for a user's achievement.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievement.completed">
<summary>
<para>Set to true when percentCompleted is 100.0.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievement.hidden">
<summary>
<para>This achievement is currently hidden from the user.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievement.id">
<summary>
<para>The unique identifier of this achievement.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievement.lastReportedDate">
<summary>
<para>Set by server when percentCompleted is updated.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievement.percentCompleted">
<summary>
<para>Progress for this achievement.</para>
</summary>
</member>
<member name="M:UnityEngine.SocialPlatforms.IAchievement.ReportProgress(System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>Send notification about progress on this achievement.</para>
</summary>
<param name="callback"></param>
</member>
<member name="?:UnityEngine.SocialPlatforms.IAchievementDescription">
<summary>
<para>Static data describing an achievement.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.achievedDescription">
<summary>
<para>Description when the achivement is completed.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.hidden">
<summary>
<para>Hidden achievement are not shown in the list until the percentCompleted has been touched (even if it's 0.0).</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.id">
<summary>
<para>Unique identifier for this achievement description.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.image">
<summary>
<para>Image representation of the achievement.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.points">
<summary>
<para>Point value of this achievement.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.title">
<summary>
<para>Human readable title.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.unachievedDescription">
<summary>
<para>Description when the achivement has not been completed.</para>
</summary>
</member>
<member name="?:UnityEngine.SocialPlatforms.ILeaderboard">
<summary>
<para>The leaderboard contains the scores of all players for a particular game.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.id">
<summary>
<para>Unique identifier for this leaderboard.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.loading">
<summary>
<para>The leaderboad is in the process of loading scores.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.localUserScore">
<summary>
<para>The leaderboard score of the logged in user.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.maxRange">
<summary>
<para>The total amount of scores the leaderboard contains.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.range">
<summary>
<para>The rank range this leaderboard returns.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.scores">
<summary>
<para>The leaderboard scores returned by a query.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.timeScope">
<summary>
<para>The time period/scope searched by this leaderboard.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.title">
<summary>
<para>The human readable title of this leaderboard.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.userScope">
<summary>
<para>The users scope searched by this leaderboard.</para>
</summary>
</member>
<member name="M:UnityEngine.SocialPlatforms.ILeaderboard.LoadScores(System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>Load scores according to the filters set on this leaderboard.</para>
</summary>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.SocialPlatforms.ILeaderboard.SetUserFilter(System.String[])">
<summary>
<para>Only search for these user IDs.</para>
</summary>
<param name="userIDs">List of user ids.</param>
</member>
<member name="?:UnityEngine.SocialPlatforms.ILocalUser">
<summary>
<para>Represents the local or currently logged in user.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILocalUser.authenticated">
<summary>
<para>Checks if the current user has been authenticated.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILocalUser.friends">
<summary>
<para>The users friends list.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILocalUser.underage">
<summary>
<para>Is the user underage?</para>
</summary>
</member>
<member name="M:UnityEngine.SocialPlatforms.ILocalUser.Authenticate(System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>Authenticate the local user to the current active Social API implementation and fetch his profile data.</para>
</summary>
<param name="callback">Callback that is called whenever the authentication operation is finished. The first parameter is a Boolean identifying whether the authentication operation was successful. The optional second argument contains a string identifying any errors (if available) if the operation was unsuccessful.</param>
</member>
<member name="M:UnityEngine.SocialPlatforms.ILocalUser.Authenticate(System.Action`2&lt;System.Boolean,System.String&gt;)">
<summary>
<para>Authenticate the local user to the current active Social API implementation and fetch his profile data.</para>
</summary>
<param name="callback">Callback that is called whenever the authentication operation is finished. The first parameter is a Boolean identifying whether the authentication operation was successful. The optional second argument contains a string identifying any errors (if available) if the operation was unsuccessful.</param>
</member>
<member name="M:UnityEngine.SocialPlatforms.ILocalUser.LoadFriends(System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>Fetches the friends list of the logged in user. The friends list on the ISocialPlatform.localUser|Social.localUser instance is populated if this call succeeds.</para>
</summary>
<param name="callback"></param>
</member>
<member name="?:UnityEngine.SocialPlatforms.IScore">
<summary>
<para>A game score.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IScore.date">
<summary>
<para>The date the score was achieved.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IScore.formattedValue">
<summary>
<para>The correctly formatted value of the score, like X points or X kills.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IScore.leaderboardID">
<summary>
<para>The ID of the leaderboard this score belongs to.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IScore.rank">
<summary>
<para>The rank or position of the score in the leaderboard. </para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IScore.userID">
<summary>
<para>The user who owns this score.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IScore.value">
<summary>
<para>The score value achieved.</para>
</summary>
</member>
<member name="M:UnityEngine.SocialPlatforms.IScore.ReportScore(System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>Report this score instance.</para>
</summary>
<param name="callback"></param>
</member>
<member name="?:UnityEngine.SocialPlatforms.ISocialPlatform">
<summary>
<para>The generic Social API interface which implementations must inherit.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ISocialPlatform.localUser">
<summary>
<para>See Social.localUser.</para>
</summary>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.CreateAchievement">
<summary>
<para>See Social.CreateAchievement..</para>
</summary>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.CreateLeaderboard">
<summary>
<para>See Social.CreateLeaderboard.</para>
</summary>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadAchievementDescriptions(System.Action`1&lt;UnityEngine.SocialPlatforms.IAchievementDescription[]&gt;)">
<summary>
<para>See Social.LoadAchievementDescriptions.</para>
</summary>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadAchievements(System.Action`1&lt;UnityEngine.SocialPlatforms.IAchievement[]&gt;)">
<summary>
<para>See Social.LoadAchievements.</para>
</summary>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadScores(System.String,System.Action`1&lt;UnityEngine.SocialPlatforms.IScore[]&gt;)">
<summary>
<para>See Social.LoadScores.</para>
</summary>
<param name="leaderboardID"></param>
<param name="callback"></param>
<param name="board"></param>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadScores(UnityEngine.SocialPlatforms.ILeaderboard,System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>See Social.LoadScores.</para>
</summary>
<param name="leaderboardID"></param>
<param name="callback"></param>
<param name="board"></param>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadUsers(System.String[],System.Action`1&lt;UnityEngine.SocialPlatforms.IUserProfile[]&gt;)">
<summary>
<para>See Social.LoadUsers.</para>
</summary>
<param name="userIDs"></param>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ReportProgress(System.String,System.Double,System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>See Social.ReportProgress.</para>
</summary>
<param name="achievementID"></param>
<param name="progress"></param>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ReportScore(System.Int64,System.String,System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>See Social.ReportScore.</para>
</summary>
<param name="score"></param>
<param name="board"></param>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ShowAchievementsUI">
<summary>
<para>See Social.ShowAchievementsUI.</para>
</summary>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ShowLeaderboardUI">
<summary>
<para>See Social.ShowLeaderboardUI.</para>
</summary>
</member>
<member name="?:UnityEngine.SocialPlatforms.IUserProfile">
<summary>
<para>Represents generic user instances, like friends of the local user.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IUserProfile.id">
<summary>
<para>This users unique identifier.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IUserProfile.image">
<summary>
<para>Avatar image of the user.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IUserProfile.isFriend">
<summary>
<para>Is this user a friend of the current logged in user?</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IUserProfile.state">
<summary>
<para>Presence state of the user.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IUserProfile.userName">
<summary>
<para>This user's username or alias.</para>
</summary>
</member>
<member name="T:UnityEngine.SocialPlatforms.Range">
<summary>
<para>The score range a leaderboard query should include.</para>
</summary>
</member>
<member name="F:UnityEngine.SocialPlatforms.Range.count">
<summary>
<para>The total amount of scores retreived.</para>
</summary>
</member>
<member name="F:UnityEngine.SocialPlatforms.Range.from">
<summary>
<para>The rank of the first score which is returned.</para>
</summary>
</member>
<member name="M:UnityEngine.SocialPlatforms.Range.#ctor(System.Int32,System.Int32)">
<summary>
<para>Constructor for a score range, the range starts from a specific value and contains a maxium score count.</para>
</summary>
<param name="fromValue">The minimum allowed value.</param>
<param name="valueCount">The number of possible values.</param>
</member>
<member name="T:UnityEngine.SocialPlatforms.TimeScope">
<summary>
<para>The scope of time searched through when querying the leaderboard.</para>
</summary>
</member>
<member name="T:UnityEngine.SocialPlatforms.UserScope">
<summary>
<para>The scope of the users searched through when querying the leaderboard.</para>
</summary>
</member>
<member name="T:UnityEngine.SocialPlatforms.UserState">
<summary>
<para>User presence state.</para>
</summary>
</member>
<member name="F:UnityEngine.SocialPlatforms.UserState.Offline">
<summary>
<para>The user is offline.</para>
</summary>
</member>
<member name="F:UnityEngine.SocialPlatforms.UserState.Online">
<summary>
<para>The user is online.</para>
</summary>
</member>
<member name="F:UnityEngine.SocialPlatforms.UserState.OnlineAndAway">
<summary>
<para>The user is online but away from their computer.</para>
</summary>
</member>
<member name="F:UnityEngine.SocialPlatforms.UserState.OnlineAndBusy">
<summary>
<para>The user is online but set their status to busy.</para>
</summary>
</member>
<member name="F:UnityEngine.SocialPlatforms.UserState.Playing">
<summary>
<para>The user is playing a game.</para>
</summary>
</member>
</members>
</doc>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.GridModule</name>
</assembly>
<member name="T:UnityEngine.Grid">
<summary>
<para>Grid is the base class for plotting a layout of uniformly spaced points and lines.</para>
</summary>
</member>
<member name="P:UnityEngine.Grid.cellGap">
<summary>
<para>The size of the gap between each cell in the Grid.</para>
</summary>
</member>
<member name="P:UnityEngine.Grid.cellLayout">
<summary>
<para>The layout of the cells in the Grid.</para>
</summary>
</member>
<member name="P:UnityEngine.Grid.cellSize">
<summary>
<para>The size of each cell in the Grid.</para>
</summary>
</member>
<member name="P:UnityEngine.Grid.cellSwizzle">
<summary>
<para>The cell swizzle for the Grid.</para>
</summary>
</member>
<member name="M:UnityEngine.Grid.GetCellCenterLocal(UnityEngine.Vector3Int)">
<summary>
<para>Get the logical center coordinate of a grid cell in local space.</para>
</summary>
<param name="position">Grid cell position.</param>
<returns>
<para>Center of the cell transformed into local space coordinates.</para>
</returns>
</member>
<member name="M:UnityEngine.Grid.GetCellCenterWorld(UnityEngine.Vector3Int)">
<summary>
<para>Get the logical center coordinate of a grid cell in world space.</para>
</summary>
<param name="position">Grid cell position.</param>
<returns>
<para>Center of the cell transformed into world space coordinates.</para>
</returns>
</member>
<member name="M:UnityEngine.Grid.InverseSwizzle(UnityEngine.GridLayout/CellSwizzle,UnityEngine.Vector3)">
<summary>
<para>Does the inverse swizzle of the given position for given swizzle order.</para>
</summary>
<param name="swizzle">Determines the rearrangement order for the inverse swizzle.</param>
<param name="position">Position to inverse swizzle.</param>
<returns>
<para>The inversed swizzled position.</para>
</returns>
</member>
<member name="M:UnityEngine.Grid.Swizzle(UnityEngine.GridLayout/CellSwizzle,UnityEngine.Vector3)">
<summary>
<para>Swizzles the given position with the given swizzle order.</para>
</summary>
<param name="swizzle">Determines the rearrangement order for the swizzle.</param>
<param name="position">Position to swizzle.</param>
<returns>
<para>The swizzled position.</para>
</returns>
</member>
<member name="T:UnityEngine.GridLayout">
<summary>
<para>An abstract class that defines a grid layout.</para>
</summary>
</member>
<member name="P:UnityEngine.GridLayout.cellGap">
<summary>
<para>The size of the gap between each cell in the layout.</para>
</summary>
</member>
<member name="P:UnityEngine.GridLayout.cellLayout">
<summary>
<para>The layout of the cells.</para>
</summary>
</member>
<member name="P:UnityEngine.GridLayout.cellSize">
<summary>
<para>The size of each cell in the layout.</para>
</summary>
</member>
<member name="P:UnityEngine.GridLayout.cellSwizzle">
<summary>
<para>The cell swizzle for the layout.</para>
</summary>
</member>
<member name="T:UnityEngine.GridLayout.CellLayout">
<summary>
<para>The layout of the GridLayout.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellLayout.Rectangle">
<summary>
<para>Rectangular layout for cells in the GridLayout.</para>
</summary>
</member>
<member name="T:UnityEngine.GridLayout.CellSwizzle">
<summary>
<para>Swizzles cell positions to other positions.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellSwizzle.XYZ">
<summary>
<para>Keeps the cell positions at XYZ.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellSwizzle.XZY">
<summary>
<para>Swizzles the cell positions from XYZ to XZY.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellSwizzle.YXZ">
<summary>
<para>Swizzles the cell positions from XYZ to YXZ.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellSwizzle.YZX">
<summary>
<para>Swizzles the cell positions from XYZ to YZX.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellSwizzle.ZXY">
<summary>
<para>Swizzles the cell positions from XYZ to ZXY.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellSwizzle.ZYX">
<summary>
<para>Swizzles the cell positions from XYZ to ZYX.</para>
</summary>
</member>
<member name="M:UnityEngine.GridLayout.CellToLocal(UnityEngine.Vector3Int)">
<summary>
<para>Converts a cell position to local position space.</para>
</summary>
<param name="cellPosition">Cell position to convert.</param>
<returns>
<para>Local position of the cell position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.CellToLocalInterpolated(UnityEngine.Vector3)">
<summary>
<para>Converts an interpolated cell position in floats to local position space.</para>
</summary>
<param name="cellPosition">Interpolated cell position to convert.</param>
<returns>
<para>Local position of the cell position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.CellToWorld(UnityEngine.Vector3Int)">
<summary>
<para>Converts a cell position to world position space.</para>
</summary>
<param name="cellPosition">Cell position to convert.</param>
<returns>
<para>World position of the cell position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.GetBoundsLocal(UnityEngine.Vector3Int)">
<summary>
<para>Returns the local bounds for a cell at the location.</para>
</summary>
<param name="localPosition">Location of the cell.</param>
<param name="cellPosition"></param>
<returns>
<para>Local bounds of cell at the position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.GetLayoutCellCenter">
<summary>
<para>Get the default center coordinate of a cell for the set layout of the Grid.</para>
</summary>
<returns>
<para>Cell Center coordinate.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.LocalToCell(UnityEngine.Vector3)">
<summary>
<para>Converts a local position to cell position.</para>
</summary>
<param name="localPosition">Local Position to convert.</param>
<returns>
<para>Cell position of the local position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.LocalToCellInterpolated(UnityEngine.Vector3)">
<summary>
<para>Converts a local position to cell position.</para>
</summary>
<param name="localPosition">Local Position to convert.</param>
<returns>
<para>Interpolated cell position of the local position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.LocalToWorld(UnityEngine.Vector3)">
<summary>
<para>Converts a local position to world position.</para>
</summary>
<param name="localPosition">Local Position to convert.</param>
<returns>
<para>World position of the local position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.WorldToCell(UnityEngine.Vector3)">
<summary>
<para>Converts a world position to cell position.</para>
</summary>
<param name="worldPosition">World Position to convert.</param>
<returns>
<para>Cell position of the world position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.WorldToLocal(UnityEngine.Vector3)">
<summary>
<para>Converts a world position to local position.</para>
</summary>
<param name="worldPosition">World Position to convert.</param>
<returns>
<para>Local position of the world position.</para>
</returns>
</member>
</members>
</doc>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.ImageConversionModule</name>
</assembly>
<member name="T:UnityEngine.ImageConversion">
<summary>
<para>Class with utility methods and extension methods to deal with converting image data from or to PNG and JPEG formats.</para>
</summary>
</member>
<member name="M:UnityEngine.ImageConversion.EncodeToEXR(UnityEngine.Texture2D,UnityEngine.Texture2D/EXRFlags)">
<summary>
<para>Encodes this texture into the EXR format.</para>
</summary>
<param name="tex">The texture to convert.</param>
<param name="flags">Flags used to control compression and the output format.</param>
</member>
<member name="M:UnityEngine.ImageConversion.EncodeToJPG(UnityEngine.Texture2D,System.Int32)">
<summary>
<para>Encodes this texture into JPG format.</para>
</summary>
<param name="tex">Text texture to convert.</param>
<param name="quality">JPG quality to encode with, 1..100 (default 75).</param>
</member>
<member name="M:UnityEngine.ImageConversion.EncodeToJPG(UnityEngine.Texture2D)">
<summary>
<para>Encodes this texture into JPG format.</para>
</summary>
<param name="tex">Text texture to convert.</param>
<param name="quality">JPG quality to encode with, 1..100 (default 75).</param>
</member>
<member name="M:UnityEngine.ImageConversion.EncodeToPNG(UnityEngine.Texture2D)">
<summary>
<para>Encodes this texture into PNG format.</para>
</summary>
<param name="tex">The texture to convert.</param>
</member>
<member name="M:UnityEngine.ImageConversion.LoadImage(UnityEngine.Texture2D,System.Byte[],System.Boolean)">
<summary>
<para>Loads PNG/JPG image byte array into a texture.</para>
</summary>
<param name="data">The byte array containing the image data to load.</param>
<param name="markNonReadable">Set to false by default, pass true to optionally mark the texture as non-readable.</param>
<param name="tex">The texture to load the image into.</param>
<returns>
<para>Returns true if the data can be loaded, false otherwise.</para>
</returns>
</member>
</members>
</doc>

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

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.JSONSerializeModule</name>
</assembly>
<member name="T:UnityEngine.JsonUtility">
<summary>
<para>Utility functions for working with JSON data.</para>
</summary>
</member>
<member name="M:UnityEngine.JsonUtility.FromJson(System.String)">
<summary>
<para>Create an object from its JSON representation.</para>
</summary>
<param name="json">The JSON representation of the object.</param>
<returns>
<para>An instance of the object.</para>
</returns>
</member>
<member name="M:UnityEngine.JsonUtility.FromJson(System.String,System.Type)">
<summary>
<para>Create an object from its JSON representation.</para>
</summary>
<param name="json">The JSON representation of the object.</param>
<param name="type">The type of object represented by the Json.</param>
<returns>
<para>An instance of the object.</para>
</returns>
</member>
<member name="M:UnityEngine.JsonUtility.FromJsonOverwrite(System.String,System.Object)">
<summary>
<para>Overwrite data in an object by reading from its JSON representation.</para>
</summary>
<param name="json">The JSON representation of the object.</param>
<param name="objectToOverwrite">The object that should be overwritten.</param>
</member>
<member name="M:UnityEngine.JsonUtility.ToJson(System.Object)">
<summary>
<para>Generate a JSON representation of the public fields of an object.</para>
</summary>
<param name="obj">The object to convert to JSON form.</param>
<param name="prettyPrint">If true, format the output for readability. If false, format the output for minimum size. Default is false.</param>
<returns>
<para>The object's data in JSON format.</para>
</returns>
</member>
<member name="M:UnityEngine.JsonUtility.ToJson(System.Object,System.Boolean)">
<summary>
<para>Generate a JSON representation of the public fields of an object.</para>
</summary>
<param name="obj">The object to convert to JSON form.</param>
<param name="prettyPrint">If true, format the output for readability. If false, format the output for minimum size. Default is false.</param>
<returns>
<para>The object's data in JSON format.</para>
</returns>
</member>
</members>
</doc>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.ParticlesLegacyModule</name>
</assembly>
<member name="T:UnityEngine.EllipsoidParticleEmitter">
<summary>
<para>Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used.</para>
</summary>
</member>
<member name="T:UnityEngine.MeshParticleEmitter">
<summary>
<para>Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used.</para>
</summary>
</member>
<member name="T:UnityEngine.Particle">
<summary>
<para>(Legacy Particle system).</para>
</summary>
</member>
<member name="P:UnityEngine.Particle.angularVelocity">
<summary>
<para>The angular velocity of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.Particle.color">
<summary>
<para>The color of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.Particle.energy">
<summary>
<para>The energy of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.Particle.position">
<summary>
<para>The position of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.Particle.rotation">
<summary>
<para>The rotation of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.Particle.size">
<summary>
<para>The size of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.Particle.startEnergy">
<summary>
<para>The starting energy of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.Particle.velocity">
<summary>
<para>The velocity of the particle.</para>
</summary>
</member>
<member name="T:UnityEngine.ParticleAnimator">
<summary>
<para>(Legacy Particles) Particle animators move your particles over time, you use them to apply wind, drag &amp; color cycling to your particle emitters.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleAnimator.autodestruct">
<summary>
<para>Does the GameObject of this particle animator auto destructs?</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleAnimator.colorAnimation">
<summary>
<para>Colors the particles will cycle through over their lifetime.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleAnimator.damping">
<summary>
<para>How much particles are slowed down every frame.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleAnimator.doesAnimateColor">
<summary>
<para>Do particles cycle their color over their lifetime?</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleAnimator.force">
<summary>
<para>The force being applied to particles every frame.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleAnimator.localRotationAxis">
<summary>
<para>Local space axis the particles rotate around.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleAnimator.rndForce">
<summary>
<para>A random force added to particles every frame.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleAnimator.sizeGrow">
<summary>
<para>How the particle sizes grow over their lifetime.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleAnimator.worldRotationAxis">
<summary>
<para>World space axis the particles rotate around.</para>
</summary>
</member>
<member name="T:UnityEngine.ParticleEmitter">
<summary>
<para>(Legacy Particles) Script interface for particle emitters.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.angularVelocity">
<summary>
<para>The angular velocity of new particles in degrees per second.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.emit">
<summary>
<para>Should particles be automatically emitted each frame?</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.emitterVelocityScale">
<summary>
<para>The amount of the emitter's speed that the particles inherit.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.enabled">
<summary>
<para>Turns the ParticleEmitter on or off.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.localVelocity">
<summary>
<para>The starting speed of particles along X, Y, and Z, measured in the object's orientation.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.maxEmission">
<summary>
<para>The maximum number of particles that will be spawned every second.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.maxEnergy">
<summary>
<para>The maximum lifetime of each particle, measured in seconds.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.maxSize">
<summary>
<para>The maximum size each particle can be at the time when it is spawned.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.minEmission">
<summary>
<para>The minimum number of particles that will be spawned every second.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.minEnergy">
<summary>
<para>The minimum lifetime of each particle, measured in seconds.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.minSize">
<summary>
<para>The minimum size each particle can be at the time when it is spawned.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.particleCount">
<summary>
<para>The current number of particles (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.particles">
<summary>
<para>Returns a copy of all particles and assigns an array of all particles to be the current particles.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.rndAngularVelocity">
<summary>
<para>A random angular velocity modifier for new particles.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.rndRotation">
<summary>
<para>If enabled, the particles will be spawned with random rotations.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.rndVelocity">
<summary>
<para>A random speed along X, Y, and Z that is added to the velocity.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.useWorldSpace">
<summary>
<para>If enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.worldVelocity">
<summary>
<para>The starting speed of particles in world space, along X, Y, and Z.</para>
</summary>
</member>
<member name="M:UnityEngine.ParticleEmitter.ClearParticles">
<summary>
<para>Removes all particles from the particle emitter.</para>
</summary>
</member>
<member name="M:UnityEngine.ParticleEmitter.Emit">
<summary>
<para>Emit a number of particles.</para>
</summary>
</member>
<member name="M:UnityEngine.ParticleEmitter.Emit(System.Int32)">
<summary>
<para>Emit count particles immediately.</para>
</summary>
<param name="count"></param>
</member>
<member name="M:UnityEngine.ParticleEmitter.Emit(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.Color)">
<summary>
<para>Emit a single particle with given parameters.</para>
</summary>
<param name="pos">The position of the particle.</param>
<param name="velocity">The velocity of the particle.</param>
<param name="size">The size of the particle.</param>
<param name="energy">The remaining lifetime of the particle.</param>
<param name="color">The color of the particle.</param>
</member>
<member name="M:UnityEngine.ParticleEmitter.Emit(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.Color,System.Single,System.Single)">
<summary>
<para></para>
</summary>
<param name="rotation">The initial rotation of the particle in degrees.</param>
<param name="angularVelocity">The angular velocity of the particle in degrees per second.</param>
<param name="pos"></param>
<param name="velocity"></param>
<param name="size"></param>
<param name="energy"></param>
<param name="color"></param>
</member>
<member name="M:UnityEngine.ParticleEmitter.Simulate(System.Single)">
<summary>
<para>Advance particle simulation by given time.</para>
</summary>
<param name="deltaTime"></param>
</member>
<member name="T:UnityEngine.ParticleRenderer">
<summary>
<para>(Legacy Particles) Renders particles on to the screen.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleRenderer.cameraVelocityScale">
<summary>
<para>How much are the particles strected depending on the Camera's speed.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleRenderer.lengthScale">
<summary>
<para>How much are the particles stretched in their direction of motion.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleRenderer.maxParticleSize">
<summary>
<para>Clamp the maximum particle size.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleRenderer.particleRenderMode">
<summary>
<para>How particles are drawn.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleRenderer.uvAnimationCycles">
<summary>
<para>Set uv animation cycles.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleRenderer.uvAnimationXTile">
<summary>
<para>Set horizontal tiling count.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleRenderer.uvAnimationYTile">
<summary>
<para>Set vertical tiling count.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleRenderer.velocityScale">
<summary>
<para>How much are the particles strectched depending on "how fast they move".</para>
</summary>
</member>
<member name="T:UnityEngine.ParticleRenderMode">
<summary>
<para>The rendering mode for legacy particles.</para>
</summary>
</member>
<member name="F:UnityEngine.ParticleRenderMode.Billboard">
<summary>
<para>Render the particles as billboards facing the player. (Default)</para>
</summary>
</member>
<member name="F:UnityEngine.ParticleRenderMode.HorizontalBillboard">
<summary>
<para>Render the particles as billboards always facing up along the y-Axis.</para>
</summary>
</member>
<member name="F:UnityEngine.ParticleRenderMode.SortedBillboard">
<summary>
<para>Sort the particles back-to-front and render as billboards.</para>
</summary>
</member>
<member name="F:UnityEngine.ParticleRenderMode.Stretch">
<summary>
<para>Stretch particles in the direction of motion.</para>
</summary>
</member>
<member name="F:UnityEngine.ParticleRenderMode.VerticalBillboard">
<summary>
<para>Render the particles as billboards always facing the player, but not pitching along the x-Axis.</para>
</summary>
</member>
</members>
</doc>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.PerformanceReportingModule</name>
</assembly>
<member name="T:UnityEngine.Analytics.PerformanceReporting">
<summary>
<para>Unity Performace provides insight into your game performace.</para>
</summary>
</member>
<member name="P:UnityEngine.Analytics.PerformanceReporting.enabled">
<summary>
<para>Controls whether the Performance Reporting service is enabled at runtime.</para>
</summary>
</member>
</members>
</doc>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.ScreenCaptureModule</name>
</assembly>
<member name="T:UnityEngine.ScreenCapture">
<summary>
<para>Functionality to take Screenshots.</para>
</summary>
</member>
<member name="M:UnityEngine.ScreenCapture.CaptureScreenshot(System.String,System.Int32)">
<summary>
<para>Captures a screenshot at path filename as a PNG file.</para>
</summary>
<param name="filename">Pathname to save the screenshot file to.</param>
<param name="superSize">Factor by which to increase resolution.</param>
</member>
<member name="M:UnityEngine.ScreenCapture.CaptureScreenshotAsTexture(System.Int32)">
<summary>
<para>Captures a screenshot of the game view into a Texture2D object.</para>
</summary>
<param name="superSize">Factor by which to increase resolution.</param>
</member>
</members>
</doc>

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

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.SpriteMaskModule</name>
</assembly>
<member name="T:UnityEngine.SpriteMask">
<summary>
<para>A component for masking Sprites and Particles.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.alphaCutoff">
<summary>
<para>The minimum alpha value used by the mask to select the area of influence defined over the mask's sprite.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.backSortingLayerID">
<summary>
<para>Unique ID of the sorting layer defining the end of the custom range.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.backSortingOrder">
<summary>
<para>Order within the back sorting layer defining the end of the custom range.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.frontSortingLayerID">
<summary>
<para>Unique ID of the sorting layer defining the start of the custom range.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.frontSortingOrder">
<summary>
<para>Order within the front sorting layer defining the start of the custom range.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.isCustomRangeActive">
<summary>
<para>Mask sprites from front to back sorting values only.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.sprite">
<summary>
<para>The Sprite used to define the mask.</para>
</summary>
</member>
</members>
</doc>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.SpriteShapeModule</name>
</assembly>
<member name="T:UnityEngine.Experimental.U2D.AngleRangeInfo">
<summary>
<para>Describes the information about the edge and how to tessellate it.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.end">
<summary>
<para>The maximum angle to be considered within this range.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.order">
<summary>
<para>The render order of the edges that belong in this range.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.sprites">
<summary>
<para>The list of Sprites that are associated with this range.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.start">
<summary>
<para>The minimum angle to be considered within this range.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.U2D.ShapeControlPoint">
<summary>
<para>Data that describes the important points of the shape.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.leftTangent">
<summary>
<para>The position of the left tangent in local space.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.mode">
<summary>
<para>The various modes of the tangent handles. They could be continuous or broken.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.position">
<summary>
<para>The position of this point in the object's local space.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.rightTangent">
<summary>
<para>The position of the right tangent point in the local space.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.U2D.SpriteShapeMetaData">
<summary>
<para>Additional data about the shape's control point. This is useful during tessellation of the shape.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.bevelCutoff">
<summary>
<para>The threshold of the angle that decides if it should be tessellated as a curve or a corner.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.bevelSize">
<summary>
<para>The radius of the curve to be tessellated.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.corner">
<summary>
<para>True will indicate that this point should be tessellated as a corner or a continuous line otherwise.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.height">
<summary>
<para>The height of the tessellated edge.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.spriteIndex">
<summary>
<para>The Sprite to be used for a particular edge.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.U2D.SpriteShapeParameters">
<summary>
<para>Input parameters for the SpriteShape tessellator.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.adaptiveUV">
<summary>
<para>If enabled, the tessellator will adapt the size of the quads based on the height of the edge.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.angleThreshold">
<summary>
<para>The threshold of the angle that indicates whether it is a corner or not.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.bevelCutoff">
<summary>
<para>The threshold of the angle that decides if it should be tessellated as a curve or a corner.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.bevelSize">
<summary>
<para>The radius of the curve to be tessellated.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.borderPivot">
<summary>
<para>The local displacement of the Sprite when tessellated.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.carpet">
<summary>
<para>If true, the Shape will be tessellated as a closed form.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.fillScale">
<summary>
<para>The scale to be used to calculate the UVs of the fill texture.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.fillTexture">
<summary>
<para>The texture to be used for the fill of the SpriteShape.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.smartSprite">
<summary>
<para>If enabled the tessellator will consider creating corners based on the various input parameters.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.splineDetail">
<summary>
<para>The tessellation quality of the input Spline that determines the complexity of the mesh.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.spriteBorders">
<summary>
<para>The borders to be used for calculating the uv of the edges based on the border info found in Sprites.</para>
</summary>
</member>
<member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.transform">
<summary>
<para>The world space transform of the game object used for calculating the UVs of the fill texture.</para>
</summary>
</member>
<member name="T:UnityEngine.Experimental.U2D.SpriteShapeUtility">
<summary>
<para>A static class that helps tessellate a SpriteShape mesh.</para>
</summary>
</member>
<member name="M:UnityEngine.Experimental.U2D.SpriteShapeUtility.Generate(UnityEngine.Mesh,UnityEngine.Experimental.U2D.SpriteShapeParameters,UnityEngine.Experimental.U2D.ShapeControlPoint[],UnityEngine.Experimental.U2D.SpriteShapeMetaData[],UnityEngine.Experimental.U2D.AngleRangeInfo[],UnityEngine.Sprite[],UnityEngine.Sprite[])">
<summary>
<para>Generate a mesh based on input parameters.</para>
</summary>
<param name="mesh">The output mesh.</param>
<param name="shapeParams">Input parameters for the SpriteShape tessellator.</param>
<param name="points">A list of control points that describes the shape.</param>
<param name="metaData">Additional data about the shape's control point. This is useful during tessellation of the shape.</param>
<param name="sprites">The list of Sprites that could be used for the edges.</param>
<param name="corners">The list of Sprites that could be used for the corners.</param>
<param name="angleRange">A paramters that determins how to tessellate each of the edge.</param>
</member>
</members>
</doc>

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

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.TerrainModule</name>
</assembly>
<member name="T:UnityEngine.DetailPrototype">
<summary>
<para>Detail prototype used by the Terrain GameObject.</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.bendFactor">
<summary>
<para>Bend factor of the detailPrototype.</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.dryColor">
<summary>
<para>Color when the DetailPrototypes are "dry".</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.healthyColor">
<summary>
<para>Color when the DetailPrototypes are "healthy".</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.maxHeight">
<summary>
<para>Maximum height of the grass billboards (if render mode is GrassBillboard).</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.maxWidth">
<summary>
<para>Maximum width of the grass billboards (if render mode is GrassBillboard).</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.minHeight">
<summary>
<para>Minimum height of the grass billboards (if render mode is GrassBillboard).</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.minWidth">
<summary>
<para>Minimum width of the grass billboards (if render mode is GrassBillboard).</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.noiseSpread">
<summary>
<para>How spread out is the noise for the DetailPrototype.</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.prototype">
<summary>
<para>GameObject used by the DetailPrototype.</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.prototypeTexture">
<summary>
<para>Texture used by the DetailPrototype.</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.renderMode">
<summary>
<para>Render mode for the DetailPrototype.</para>
</summary>
</member>
<member name="T:UnityEngine.DetailRenderMode">
<summary>
<para>Render mode for detail prototypes.</para>
</summary>
</member>
<member name="F:UnityEngine.DetailRenderMode.Grass">
<summary>
<para>The detail prototype will use the grass shader.</para>
</summary>
</member>
<member name="F:UnityEngine.DetailRenderMode.GrassBillboard">
<summary>
<para>The detail prototype will be rendered as billboards that are always facing the camera.</para>
</summary>
</member>
<member name="F:UnityEngine.DetailRenderMode.VertexLit">
<summary>
<para>Will show the prototype using diffuse shading.</para>
</summary>
</member>
<member name="T:UnityEngine.SplatPrototype">
<summary>
<para>A Splat prototype is just a texture that is used by the TerrainData.</para>
</summary>
</member>
<member name="P:UnityEngine.SplatPrototype.metallic">
<summary>
<para>The metallic value of the splat layer.</para>
</summary>
</member>
<member name="P:UnityEngine.SplatPrototype.normalMap">
<summary>
<para>Normal map of the splat applied to the Terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.SplatPrototype.smoothness">
<summary>
<para>The smoothness value of the splat layer when the main texture has no alpha channel.</para>
</summary>
</member>
<member name="P:UnityEngine.SplatPrototype.texture">
<summary>
<para>Texture of the splat applied to the Terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.SplatPrototype.tileOffset">
<summary>
<para>Offset of the tile texture of the SplatPrototype.</para>
</summary>
</member>
<member name="P:UnityEngine.SplatPrototype.tileSize">
<summary>
<para>Size of the tile used in the texture of the SplatPrototype.</para>
</summary>
</member>
<member name="T:UnityEngine.Terrain">
<summary>
<para>The Terrain component renders the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.activeTerrain">
<summary>
<para>The active terrain. This is a convenience function to get to the main terrain in the scene.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.activeTerrains">
<summary>
<para>The active terrains in the scene.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.basemapDistance">
<summary>
<para>Heightmap patches beyond basemap distance will use a precomputed low res basemap.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.castShadows">
<summary>
<para>Should terrain cast shadows?.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.collectDetailPatches">
<summary>
<para>Collect detail patches from memory.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.detailObjectDensity">
<summary>
<para>Density of detail objects.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.detailObjectDistance">
<summary>
<para>Detail objects will be displayed up to this distance.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.drawHeightmap">
<summary>
<para>Specify if terrain heightmap should be drawn.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.drawTreesAndFoliage">
<summary>
<para>Specify if terrain trees and details should be drawn.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.editorRenderFlags">
<summary>
<para>Controls what part of the terrain should be rendered.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.freeUnusedRenderingResources">
<summary>
<para>Whether some per-camera rendering resources for the terrain should be freed after not being used for some frames.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.heightmapMaximumLOD">
<summary>
<para>Lets you essentially lower the heightmap resolution used for rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.heightmapPixelError">
<summary>
<para>An approximation of how many pixels the terrain will pop in the worst case when switching lod.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.legacyShininess">
<summary>
<para>The shininess value of the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.legacySpecular">
<summary>
<para>The specular color of the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.lightmapIndex">
<summary>
<para>The index of the baked lightmap applied to this terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.lightmapScaleOffset">
<summary>
<para>The UV scale &amp; offset used for a baked lightmap.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.materialTemplate">
<summary>
<para>The custom material used to render the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.materialType">
<summary>
<para>The type of the material used to render the terrain. Could be one of the built-in types or custom. See Terrain.MaterialType.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.patchBoundsMultiplier">
<summary>
<para>Set the terrain bounding box scale.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.realtimeLightmapIndex">
<summary>
<para>The index of the realtime lightmap applied to this terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.realtimeLightmapScaleOffset">
<summary>
<para>The UV scale &amp; offset used for a realtime lightmap.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.reflectionProbeUsage">
<summary>
<para>How reflection probes are used for terrain. See Rendering.ReflectionProbeUsage.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.terrainData">
<summary>
<para>The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.treeBillboardDistance">
<summary>
<para>Distance from the camera where trees will be rendered as billboards only.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.treeCrossFadeLength">
<summary>
<para>Total distance delta that trees will use to transition from billboard orientation to mesh orientation.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.treeDistance">
<summary>
<para>The maximum distance at which trees are rendered.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.treeLODBiasMultiplier">
<summary>
<para>The multiplier to the current LOD bias used for rendering LOD trees (i.e. SpeedTree trees).</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.treeMaximumFullLODCount">
<summary>
<para>Maximum number of trees rendered at full LOD.</para>
</summary>
</member>
<member name="M:UnityEngine.Terrain.AddTreeInstance(UnityEngine.TreeInstance)">
<summary>
<para>Adds a tree instance to the terrain.</para>
</summary>
<param name="instance"></param>
</member>
<member name="M:UnityEngine.Terrain.ApplyDelayedHeightmapModification">
<summary>
<para>Update the terrain's LOD and vegetation information after making changes with TerrainData.SetHeightsDelayLOD.</para>
</summary>
</member>
<member name="M:UnityEngine.Terrain.CreateTerrainGameObject(UnityEngine.TerrainData)">
<summary>
<para>Creates a Terrain including collider from TerrainData.</para>
</summary>
<param name="assignTerrain"></param>
</member>
<member name="M:UnityEngine.Terrain.Flush">
<summary>
<para>Flushes any change done in the terrain so it takes effect.</para>
</summary>
</member>
<member name="M:UnityEngine.Terrain.GetClosestReflectionProbes(System.Collections.Generic.List`1&lt;UnityEngine.Rendering.ReflectionProbeBlendInfo&gt;)">
<summary>
<para>Fills the list with reflection probes whose AABB intersects with terrain's AABB. Their weights are also provided. Weight shows how much influence the probe has on the terrain, and is used when the blending between multiple reflection probes occurs.</para>
</summary>
<param name="result">[in / out] A list to hold the returned reflection probes and their weights. See ReflectionProbeBlendInfo.</param>
</member>
<member name="M:UnityEngine.Terrain.GetPosition">
<summary>
<para>Get the position of the terrain.</para>
</summary>
</member>
<member name="M:UnityEngine.Terrain.GetSplatMaterialPropertyBlock(UnityEngine.MaterialPropertyBlock)">
<summary>
<para>Get the previously set splat material properties by copying to the dest MaterialPropertyBlock object.</para>
</summary>
<param name="dest"></param>
</member>
<member name="T:UnityEngine.Terrain.MaterialType">
<summary>
<para>The type of the material used to render a terrain object. Could be one of the built-in types or custom.</para>
</summary>
</member>
<member name="F:UnityEngine.Terrain.MaterialType.BuiltInLegacyDiffuse">
<summary>
<para>A built-in material that uses the legacy Lambert (diffuse) lighting model and has optional normal map support.</para>
</summary>
</member>
<member name="F:UnityEngine.Terrain.MaterialType.BuiltInLegacySpecular">
<summary>
<para>A built-in material that uses the legacy BlinnPhong (specular) lighting model and has optional normal map support.</para>
</summary>
</member>
<member name="F:UnityEngine.Terrain.MaterialType.BuiltInStandard">
<summary>
<para>A built-in material that uses the standard physically-based lighting model. Inputs supported: smoothness, metallic / specular, normal.</para>
</summary>
</member>
<member name="F:UnityEngine.Terrain.MaterialType.Custom">
<summary>
<para>Use a custom material given by Terrain.materialTemplate.</para>
</summary>
</member>
<member name="M:UnityEngine.Terrain.SampleHeight(UnityEngine.Vector3)">
<summary>
<para>Samples the height at the given position defined in world space, relative to the terrain space.</para>
</summary>
<param name="worldPosition"></param>
</member>
<member name="M:UnityEngine.Terrain.SetNeighbors(UnityEngine.Terrain,UnityEngine.Terrain,UnityEngine.Terrain,UnityEngine.Terrain)">
<summary>
<para>Lets you setup the connection between neighboring Terrains.</para>
</summary>
<param name="left"></param>
<param name="top"></param>
<param name="right"></param>
<param name="bottom"></param>
</member>
<member name="M:UnityEngine.Terrain.SetSplatMaterialPropertyBlock(UnityEngine.MaterialPropertyBlock)">
<summary>
<para>Set the additional material properties when rendering the terrain heightmap using the splat material.</para>
</summary>
<param name="properties"></param>
</member>
<member name="T:UnityEngine.TerrainChangedFlags">
<summary>
<para>Indicate the types of changes to the terrain in OnTerrainChanged callback.</para>
</summary>
</member>
<member name="F:UnityEngine.TerrainChangedFlags.DelayedHeightmapUpdate">
<summary>
<para>Indicates a change to the heightmap data without computing LOD.</para>
</summary>
</member>
<member name="F:UnityEngine.TerrainChangedFlags.FlushEverythingImmediately">
<summary>
<para>Indicates that a change was made to the terrain that was so significant that the internal rendering data need to be flushed and recreated.</para>
</summary>
</member>
<member name="F:UnityEngine.TerrainChangedFlags.Heightmap">
<summary>
<para>Indicates a change to the heightmap data.</para>
</summary>
</member>
<member name="F:UnityEngine.TerrainChangedFlags.RemoveDirtyDetailsImmediately">
<summary>
<para>Indicates a change to the detail data.</para>
</summary>
</member>
<member name="F:UnityEngine.TerrainChangedFlags.TreeInstances">
<summary>
<para>Indicates a change to the tree data.</para>
</summary>
</member>
<member name="F:UnityEngine.TerrainChangedFlags.WillBeDestroyed">
<summary>
<para>Indicates that the TerrainData object is about to be destroyed.</para>
</summary>
</member>
<member name="T:UnityEngine.TerrainData">
<summary>
<para>The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.alphamapHeight">
<summary>
<para>Height of the alpha map.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.alphamapLayers">
<summary>
<para>Number of alpha map layers.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.alphamapResolution">
<summary>
<para>Resolution of the alpha map.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.alphamapTextures">
<summary>
<para>Alpha map textures used by the Terrain. Used by Terrain Inspector for undo.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.alphamapWidth">
<summary>
<para>Width of the alpha map.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.baseMapResolution">
<summary>
<para>Resolution of the base map used for rendering far patches on the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.bounds">
<summary>
<para>The local bounding box of the TerrainData object.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.detailHeight">
<summary>
<para>Detail height of the TerrainData.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.detailPrototypes">
<summary>
<para>Contains the detail texture/meshes that the terrain has.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.detailResolution">
<summary>
<para>Detail Resolution of the TerrainData.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.detailWidth">
<summary>
<para>Detail width of the TerrainData.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.heightmapHeight">
<summary>
<para>Height of the terrain in samples (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.heightmapResolution">
<summary>
<para>Resolution of the heightmap.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.heightmapScale">
<summary>
<para>The size of each heightmap sample.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.heightmapWidth">
<summary>
<para>Width of the terrain in samples (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.size">
<summary>
<para>The total size in world units of the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.splatPrototypes">
<summary>
<para>Splat texture used by the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.thickness">
<summary>
<para>The thickness of the terrain used for collision detection.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.treeInstanceCount">
<summary>
<para>Returns the number of tree instances.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.treeInstances">
<summary>
<para>Contains the current trees placed in the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.treePrototypes">
<summary>
<para>The list of tree prototypes this are the ones available in the inspector.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.wavingGrassAmount">
<summary>
<para>Amount of waving grass in the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.wavingGrassSpeed">
<summary>
<para>Speed of the waving grass.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.wavingGrassStrength">
<summary>
<para>Strength of the waving grass in the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.wavingGrassTint">
<summary>
<para>Color of the waving grass that the terrain has.</para>
</summary>
</member>
<member name="M:UnityEngine.TerrainData.GetAlphamaps(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Returns the alpha map at a position x, y given a width and height.</para>
</summary>
<param name="x">The x offset to read from.</param>
<param name="y">The y offset to read from.</param>
<param name="width">The width of the alpha map area to read.</param>
<param name="height">The height of the alpha map area to read.</param>
<returns>
<para>A 3D array of floats, where the 3rd dimension represents the mixing weight of each splatmap at each x,y coordinate.</para>
</returns>
</member>
<member name="M:UnityEngine.TerrainData.GetDetailLayer(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Returns a 2D array of the detail object density in the specific location.</para>
</summary>
<param name="xBase"></param>
<param name="yBase"></param>
<param name="width"></param>
<param name="height"></param>
<param name="layer"></param>
</member>
<member name="M:UnityEngine.TerrainData.GetHeight(System.Int32,System.Int32)">
<summary>
<para>Gets the height at a certain point x,y.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.TerrainData.GetHeights(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Get an array of heightmap samples.</para>
</summary>
<param name="xBase">First x index of heightmap samples to retrieve.</param>
<param name="yBase">First y index of heightmap samples to retrieve.</param>
<param name="width">Number of samples to retrieve along the heightmap's x axis.</param>
<param name="height">Number of samples to retrieve along the heightmap's y axis.</param>
</member>
<member name="M:UnityEngine.TerrainData.GetInterpolatedHeight(System.Single,System.Single)">
<summary>
<para>Gets an interpolated height at a point x,y.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.TerrainData.GetInterpolatedNormal(System.Single,System.Single)">
<summary>
<para>Get an interpolated normal at a given location.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.TerrainData.GetSteepness(System.Single,System.Single)">
<summary>
<para>Gets the gradient of the terrain at point (x,y).</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.TerrainData.GetSupportedLayers(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Returns an array of all supported detail layer indices in the area.</para>
</summary>
<param name="xBase"></param>
<param name="yBase"></param>
<param name="totalWidth"></param>
<param name="totalHeight"></param>
</member>
<member name="M:UnityEngine.TerrainData.GetTreeInstance(System.Int32)">
<summary>
<para>Get the tree instance at the specified index. It is used as a faster version of treeInstances[index] as this function doesn't create the entire tree instances array.</para>
</summary>
<param name="index">The index of the tree instance.</param>
</member>
<member name="M:UnityEngine.TerrainData.RefreshPrototypes">
<summary>
<para>Reloads all the values of the available prototypes (ie, detail mesh assets) in the TerrainData Object.</para>
</summary>
</member>
<member name="M:UnityEngine.TerrainData.SetAlphamaps(System.Int32,System.Int32,System.Single[,,])">
<summary>
<para>Assign all splat values in the given map area.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="map"></param>
</member>
<member name="M:UnityEngine.TerrainData.SetDetailLayer(System.Int32,System.Int32,System.Int32,System.Int32[,])">
<summary>
<para>Sets the detail layer density map.</para>
</summary>
<param name="xBase"></param>
<param name="yBase"></param>
<param name="layer"></param>
<param name="details"></param>
</member>
<member name="M:UnityEngine.TerrainData.SetDetailResolution(System.Int32,System.Int32)">
<summary>
<para>Set the resolution of the detail map.</para>
</summary>
<param name="detailResolution">Specifies the number of pixels in the detail resolution map. A larger detailResolution, leads to more accurate detail object painting.</param>
<param name="resolutionPerPatch">Specifies the size in pixels of each individually rendered detail patch. A larger number reduces draw calls, but might increase triangle count since detail patches are culled on a per batch basis. A recommended value is 16. If you use a very large detail object distance and your grass is very sparse, it makes sense to increase the value.</param>
</member>
<member name="M:UnityEngine.TerrainData.SetHeights(System.Int32,System.Int32,System.Single[,])">
<summary>
<para>Set an array of heightmap samples.</para>
</summary>
<param name="xBase">First x index of heightmap samples to set.</param>
<param name="yBase">First y index of heightmap samples to set.</param>
<param name="heights">Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]).</param>
</member>
<member name="M:UnityEngine.TerrainData.SetHeightsDelayLOD(System.Int32,System.Int32,System.Single[,])">
<summary>
<para>Set an array of heightmap samples.</para>
</summary>
<param name="xBase">First x index of heightmap samples to set.</param>
<param name="yBase">First y index of heightmap samples to set.</param>
<param name="heights">Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]).</param>
</member>
<member name="M:UnityEngine.TerrainData.SetTreeInstance(System.Int32,UnityEngine.TreeInstance)">
<summary>
<para>Set the tree instance with new parameters at the specified index. However, TreeInstance.prototypeIndex and TreeInstance.position can not be changed otherwise an ArgumentException will be thrown.</para>
</summary>
<param name="index">The index of the tree instance.</param>
<param name="instance">The new TreeInstance value.</param>
</member>
<member name="T:UnityEngine.TerrainExtensions">
<summary>
<para>Extension methods to the Terrain class, used only for the UpdateGIMaterials method used by the Global Illumination System.</para>
</summary>
</member>
<member name="M:UnityEngine.TerrainExtensions.UpdateGIMaterials(UnityEngine.Terrain)">
<summary>
<para>Schedules an update of the albedo and emissive Textures of a system that contains the Terrain.</para>
</summary>
<param name="terrain"></param>
<param name="x"></param>
<param name="y"></param>
<param name="width"></param>
<param name="height"></param>
</member>
<member name="M:UnityEngine.TerrainExtensions.UpdateGIMaterials(UnityEngine.Terrain,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Schedules an update of the albedo and emissive Textures of a system that contains the Terrain.</para>
</summary>
<param name="terrain"></param>
<param name="x"></param>
<param name="y"></param>
<param name="width"></param>
<param name="height"></param>
</member>
<member name="T:UnityEngine.TerrainRenderFlags">
<summary>
<para>Enum provding terrain rendering options.</para>
</summary>
</member>
<member name="F:UnityEngine.TerrainRenderFlags.All">
<summary>
<para>Render all options.</para>
</summary>
</member>
<member name="F:UnityEngine.TerrainRenderFlags.Details">
<summary>
<para>Render terrain details.</para>
</summary>
</member>
<member name="F:UnityEngine.TerrainRenderFlags.Heightmap">
<summary>
<para>Render heightmap.</para>
</summary>
</member>
<member name="F:UnityEngine.TerrainRenderFlags.Trees">
<summary>
<para>Render trees.</para>
</summary>
</member>
<member name="T:UnityEngine.Tree">
<summary>
<para>Tree Component for the tree creator.</para>
</summary>
</member>
<member name="P:UnityEngine.Tree.data">
<summary>
<para>Data asociated to the Tree.</para>
</summary>
</member>
<member name="P:UnityEngine.Tree.hasSpeedTreeWind">
<summary>
<para>Tells if there is wind data exported from SpeedTree are saved on this component.</para>
</summary>
</member>
<member name="T:UnityEngine.TreeInstance">
<summary>
<para>Contains information about a tree placed in the Terrain game object.</para>
</summary>
</member>
<member name="F:UnityEngine.TreeInstance.color">
<summary>
<para>Color of this instance.</para>
</summary>
</member>
<member name="F:UnityEngine.TreeInstance.heightScale">
<summary>
<para>Height scale of this instance (compared to the prototype's size).</para>
</summary>
</member>
<member name="F:UnityEngine.TreeInstance.lightmapColor">
<summary>
<para>Lightmap color calculated for this instance.</para>
</summary>
</member>
<member name="F:UnityEngine.TreeInstance.position">
<summary>
<para>Position of the tree.</para>
</summary>
</member>
<member name="F:UnityEngine.TreeInstance.prototypeIndex">
<summary>
<para>Index of this instance in the TerrainData.treePrototypes array.</para>
</summary>
</member>
<member name="F:UnityEngine.TreeInstance.rotation">
<summary>
<para>Read-only.
Rotation of the tree on X-Z plane (in radians).</para>
</summary>
</member>
<member name="F:UnityEngine.TreeInstance.widthScale">
<summary>
<para>Width scale of this instance (compared to the prototype's size).</para>
</summary>
</member>
<member name="T:UnityEngine.TreePrototype">
<summary>
<para>Simple class that contains a pointer to a tree prototype.</para>
</summary>
</member>
<member name="P:UnityEngine.TreePrototype.bendFactor">
<summary>
<para>Bend factor of the tree prototype.</para>
</summary>
</member>
<member name="P:UnityEngine.TreePrototype.prefab">
<summary>
<para>Retrieves the actual GameObect used by the tree.</para>
</summary>
</member>
</members>
</doc>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.TerrainPhysicsModule</name>
</assembly>
<member name="T:UnityEngine.TerrainCollider">
<summary>
<para>A heightmap based collider.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainCollider.terrainData">
<summary>
<para>The terrain that stores the heightmap.</para>
</summary>
</member>
</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 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 UILineInfo.</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="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>

View File

@ -0,0 +1,920 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.TilemapModule</name>
</assembly>
<member name="T:UnityEngine.CustomGridBrushAttribute">
<summary>
<para>Attribute to define the class as a grid brush and to make it available in the palette window.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomGridBrushAttribute.defaultBrush">
<summary>
<para>If set to true, brush will replace Unity built-in brush as the default brush in palette window.
Only one class at any one time should set defaultBrush to true.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomGridBrushAttribute.defaultName">
<summary>
<para>Name of the default instance of this brush.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomGridBrushAttribute.hideAssetInstances">
<summary>
<para>Hide all asset instances of this brush in the tile palette window.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomGridBrushAttribute.hideDefaultInstance">
<summary>
<para>Hide the default instance of brush in the tile palette window.</para>
</summary>
</member>
<member name="M:UnityEngine.CustomGridBrushAttribute.#ctor">
<summary>
<para>Attribute to define the class as a grid brush and to make it available in the palette window.</para>
</summary>
<param name="defaultBrush">If set to true, brush will replace Unity built-in brush as the default brush in palette window.</param>
<param name="defaultName">Name of the default instance of this brush.</param>
<param name="hideAssetInstanes">Hide all asset instances of this brush in the tile palette window.</param>
<param name="hideDefaultInstance">Hide the default instance of brush in the tile palette window.</param>
<param name="hideAssetInstances"></param>
</member>
<member name="M:UnityEngine.CustomGridBrushAttribute.#ctor(System.Boolean,System.Boolean,System.Boolean,System.String)">
<summary>
<para>Attribute to define the class as a grid brush and to make it available in the palette window.</para>
</summary>
<param name="defaultBrush">If set to true, brush will replace Unity built-in brush as the default brush in palette window.</param>
<param name="defaultName">Name of the default instance of this brush.</param>
<param name="hideAssetInstanes">Hide all asset instances of this brush in the tile palette window.</param>
<param name="hideDefaultInstance">Hide the default instance of brush in the tile palette window.</param>
<param name="hideAssetInstances"></param>
</member>
<member name="T:UnityEngine.GridBrushBase">
<summary>
<para>Base class for authoring data on a grid with grid painting tools like paint, erase, pick, select and fill.</para>
</summary>
</member>
<member name="M:UnityEngine.GridBrushBase.BoxErase(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
<summary>
<para>Erases data on a grid within the given bounds.</para>
</summary>
<param name="gridLayout"> used for layout.</param>
<param name="brushTarget">Target of the erase operation. By default the currently selected GameObject.</param>
<param name="position">The bounds to erase data from.</param>
</member>
<member name="M:UnityEngine.GridBrushBase.BoxFill(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
<summary>
<para>Box fills tiles and GameObjects into given bounds within the selected layers.</para>
</summary>
<param name="gridLayout"> used for layout.</param>
<param name="brushTarget">Target of box fill operation. By default the currently selected GameObject.</param>
<param name="position">The bounds to box fill data to.</param>
</member>
<member name="M:UnityEngine.GridBrushBase.Erase(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.Vector3Int)">
<summary>
<para>Erases data on a grid within the given bounds.</para>
</summary>
<param name="grid"> used for layout.</param>
<param name="brushTarget">Target of the erase operation. By default the currently selected GameObject.</param>
<param name="position">The coordinates of the cell to erase data from.</param>
<param name="gridLayout"></param>
</member>
<member name="M:UnityEngine.GridBrushBase.Flip(UnityEngine.GridBrushBase/FlipAxis,UnityEngine.GridLayout/CellLayout)">
<summary>
<para>Flips the grid brush in the given FlipAxis.</para>
</summary>
<param name="flip">Axis to flip by.</param>
<param name="layout">CellLayout for flipping.</param>
</member>
<member name="T:UnityEngine.GridBrushBase.FlipAxis">
<summary>
<para>Axis to flip tiles in the GridBrushBase by.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.FlipAxis.X">
<summary>
<para>Flip the brush in the X Axis.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.FlipAxis.Y">
<summary>
<para>Flip the brush in the Y Axis.</para>
</summary>
</member>
<member name="M:UnityEngine.GridBrushBase.FloodFill(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.Vector3Int)">
<summary>
<para>Flood fills data onto a grid given the starting coordinates of the cell.</para>
</summary>
<param name="gridLayout"> used for layout.</param>
<param name="brushTarget">Targets of flood fill operation. By default the currently selected GameObject.</param>
<param name="position">Starting position of the flood fill.</param>
</member>
<member name="M:UnityEngine.GridBrushBase.Move(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt,UnityEngine.BoundsInt)">
<summary>
<para>Move is called when user moves the area previously selected with the selection marquee.</para>
</summary>
<param name="grid"> used for layout.</param>
<param name="brushTarget">Target of the move operation. By default the currently selected GameObject.</param>
<param name="from">Source bounds of the move.</param>
<param name="to">Target bounds of the move.</param>
<param name="gridLayout"></param>
</member>
<member name="M:UnityEngine.GridBrushBase.MoveEnd(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
<summary>
<para>MoveEnd is called when user has ended the move of the area previously selected with the selection marquee.</para>
</summary>
<param name="position">Layers affected by the move operation.</param>
<param name="brushTarget">Target of the move operation. By default the currently selected GameObject.</param>
<param name="grid"> used for layout.</param>
<param name="gridLayout"></param>
</member>
<member name="M:UnityEngine.GridBrushBase.MoveStart(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
<summary>
<para>MoveEnd is called when user starts moving the area previously selected with the selection marquee.</para>
</summary>
<param name="grid"> used for layout.</param>
<param name="brushTarget">Target of the move operation. By default the currently selected GameObject.</param>
<param name="position">Position where the move operation has started.</param>
<param name="gridLayout"></param>
</member>
<member name="M:UnityEngine.GridBrushBase.Paint(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.Vector3Int)">
<summary>
<para>Paints data into a grid within the given bounds.</para>
</summary>
<param name="grid"> used for layout.</param>
<param name="brushTarget">Target of the paint operation. By default the currently selected GameObject.</param>
<param name="position">The coordinates of the cell to paint data to.</param>
<param name="gridLayout"></param>
</member>
<member name="M:UnityEngine.GridBrushBase.Pick(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt,UnityEngine.Vector3Int)">
<summary>
<para>Picks data from a grid given the coordinates of the cells.</para>
</summary>
<param name="grid"> used for layout.</param>
<param name="brushTarget">Target of the paint operation. By default the currently selected GameObject.</param>
<param name="position">The coordinates of the cells to paint data from.</param>
<param name="pivot">Pivot of the picking brush.</param>
<param name="gridLayout"></param>
</member>
<member name="M:UnityEngine.GridBrushBase.Rotate(UnityEngine.GridBrushBase/RotationDirection,UnityEngine.GridLayout/CellLayout)">
<summary>
<para>Rotates all tiles on the grid brush with the given RotationDirection.</para>
</summary>
<param name="direction">Direction to rotate by.</param>
<param name="layout">Cell Layout for rotating.</param>
</member>
<member name="T:UnityEngine.GridBrushBase.RotationDirection">
<summary>
<para>Direction to rotate tiles in the GridBrushBase by.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.RotationDirection.Clockwise">
<summary>
<para>Rotates tiles clockwise.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.RotationDirection.CounterClockwise">
<summary>
<para>Rotates tiles counter-clockwise.</para>
</summary>
</member>
<member name="M:UnityEngine.GridBrushBase.Select(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
<summary>
<para>Select an area of a grid.</para>
</summary>
<param name="grid"> used for layout.</param>
<param name="brushTarget">Targets of paint operation. By default the currently selected GameObject.</param>
<param name="position">Area to get selected.</param>
<param name="gridLayout"></param>
</member>
<member name="T:UnityEngine.GridBrushBase.Tool">
<summary>
<para>Tool mode for the GridBrushBase.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.Tool.Box">
<summary>
<para>Box Fill.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.Tool.Erase">
<summary>
<para>Erase.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.Tool.FloodFill">
<summary>
<para>Flood Fill.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.Tool.Move">
<summary>
<para>Move.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.Tool.Paint">
<summary>
<para>Paint.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.Tool.Pick">
<summary>
<para>Pick.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.Tool.Select">
<summary>
<para>Select.</para>
</summary>
</member>
<member name="T:UnityEngine.Tilemaps.ITilemap">
<summary>
<para>Class passed onto when information is queried from the tiles.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.ITilemap.cellBounds">
<summary>
<para>Returns the boundaries of the Tilemap in cell size.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.ITilemap.localBounds">
<summary>
<para>Returns the boundaries of the Tilemap in local space size.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.ITilemap.origin">
<summary>
<para>The origin of the Tilemap in cell position.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.ITilemap.size">
<summary>
<para>The size of the Tilemap in cells.</para>
</summary>
</member>
<member name="M:UnityEngine.Tilemaps.ITilemap.GetColor(UnityEngine.Vector3Int)">
<summary>
<para>Gets the color of a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>Color of the at the XY coordinate.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.ITilemap.GetComponent">
<summary>
<para>Returns the component of type T if the GameObject of the tile map has one attached, null if it doesn't.</para>
</summary>
<returns>
<para>The Component of type T to retrieve.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.ITilemap.GetSprite(UnityEngine.Vector3Int)">
<summary>
<para>Gets the.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>Sprite at the XY coordinate.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.ITilemap.GetTile(UnityEngine.Vector3Int)">
<summary>
<para>Gets the.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para> placed at the cell.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.ITilemap.GetTile(UnityEngine.Vector3Int)">
<summary>
<para>Gets the.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para> placed at the cell.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.ITilemap.GetTileFlags(UnityEngine.Vector3Int)">
<summary>
<para>Gets the TileFlags of the Tile at the given position.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>TileFlags from the Tile.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.ITilemap.GetTransformMatrix(UnityEngine.Vector3Int)">
<summary>
<para>Gets the transform matrix of a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>The transform matrix.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.ITilemap.RefreshTile(UnityEngine.Vector3Int)">
<summary>
<para>Refreshes a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
</member>
<member name="T:UnityEngine.Tilemaps.Tile">
<summary>
<para>Class for a default tile in the Tilemap.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tile.color">
<summary>
<para>Color of the Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tile.flags">
<summary>
<para>TileFlags of the Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tile.gameObject">
<summary>
<para>GameObject of the Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tile.sprite">
<summary>
<para>Sprite to be rendered at the Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tile.transform">
<summary>
<para>.</para>
</summary>
</member>
<member name="T:UnityEngine.Tilemaps.Tile.ColliderType">
<summary>
<para>Enum for determining what collider shape is generated for this Tile by the TilemapCollider2D.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tile.ColliderType.Grid">
<summary>
<para>The grid layout boundary outline is used as the collider shape for the Tile by the TilemapCollider2D.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tile.ColliderType.None">
<summary>
<para>No collider shape is generated for the Tile by the TilemapCollider2D.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tile.ColliderType.Sprite">
<summary>
<para>The Sprite outline is used as the collider shape for the Tile by the TilemapCollider2D.</para>
</summary>
</member>
<member name="M:UnityEngine.Tilemaps.Tile.GetTileData(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.Tilemaps.TileData&amp;)">
<summary>
<para>Retrieves the tile rendering data for the Tile.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="tilemap">The Tilemap the tile is present on.</param>
<param name="tileData">Data to render the tile. This is filled with Tile, Tile.color and Tile.transform.</param>
<returns>
<para>Whether the call was successful. This returns true for Tile.</para>
</returns>
</member>
<member name="T:UnityEngine.Tilemaps.TileAnimationData">
<summary>
<para>A Struct for the required data for animating a Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TileAnimationData.animatedSprites">
<summary>
<para>The array of that are ordered by appearance in the animation.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TileAnimationData.animationSpeed">
<summary>
<para>The animation speed.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TileAnimationData.animationStartTime">
<summary>
<para>The start time of the animation. The animation will begin at this time offset.</para>
</summary>
</member>
<member name="T:UnityEngine.Tilemaps.TileBase">
<summary>
<para>Base class for a tile in the Tilemap.</para>
</summary>
</member>
<member name="M:UnityEngine.Tilemaps.TileBase.GetTileAnimationData(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.Tilemaps.TileAnimationData&amp;)">
<summary>
<para>Retrieves any tile animation data from the scripted tile.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="tilemap">The Tilemap the tile is present on.</param>
<param name="tileAnimationData">Data to run an animation on the tile.</param>
<returns>
<para>Whether the call was successful.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.TileBase.GetTileData(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.Tilemaps.TileData&amp;)">
<summary>
<para>Retrieves any tile rendering data from the scripted tile.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="tilemap">The Tilemap the tile is present on.</param>
<param name="tileData">Data to render the tile.</param>
<returns>
<para>Whether the call was successful.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.TileBase.RefreshTile(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap)">
<summary>
<para>This method is called when the tile is refreshed.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="tilemap">The Tilemap the tile is present on.</param>
</member>
<member name="M:UnityEngine.Tilemaps.TileBase.StartUp(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.GameObject)">
<summary>
<para>StartUp is called on the first frame of the running scene.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="tilemap">The Tilemap the tile is present on.</param>
<param name="go">The GameObject instantiated for the Tile.</param>
<returns>
<para>Whether the call was successful.</para>
</returns>
</member>
<member name="T:UnityEngine.Tilemaps.TileData">
<summary>
<para>A Struct for the required data for rendering a Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TileData.color">
<summary>
<para>Color of the Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TileData.flags">
<summary>
<para>TileFlags of the Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TileData.gameObject">
<summary>
<para>GameObject of the Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TileData.sprite">
<summary>
<para>Sprite to be rendered at the Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TileData.transform">
<summary>
<para>Matrix4x4|Transform matrix of the Tile.</para>
</summary>
</member>
<member name="T:UnityEngine.Tilemaps.TileFlags">
<summary>
<para>Flags controlling behavior for the TileBase.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.TileFlags.InstantiateGameObjectRuntimeOnly">
<summary>
<para>TileBase does not instantiate its associated GameObject in editor mode and instantiates it only during play mode.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.TileFlags.LockAll">
<summary>
<para>All lock flags.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.TileFlags.LockColor">
<summary>
<para>TileBase locks any color set by brushes or the user.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.TileFlags.LockTransform">
<summary>
<para>TileBase locks any transform matrix set by brushes or the user.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.TileFlags.None">
<summary>
<para>No TileFlags are set.</para>
</summary>
</member>
<member name="T:UnityEngine.Tilemaps.Tilemap">
<summary>
<para>The tile map stores component.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.animationFrameRate">
<summary>
<para>The frame rate for all tile animations in the tile map.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.cellBounds">
<summary>
<para>Returns the boundaries of the Tilemap in cell size.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.color">
<summary>
<para>The color of the tile map layer.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.layoutGrid">
<summary>
<para>Gets the Grid associated with this tile map.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.layoutGrid">
<summary>
<para>Gets the Grid associated with this tile map.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.localBounds">
<summary>
<para>Returns the boundaries of the Tilemap in local space size.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.orientation">
<summary>
<para>Orientation of the tiles in the Tilemap.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.orientationMatrix">
<summary>
<para>Orientation Matrix of the orientation of the tiles in the Tilemap.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.origin">
<summary>
<para>The origin of the Tilemap in cell position.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.size">
<summary>
<para>The size of the Tilemap in cells.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.tileAnchor">
<summary>
<para>Gets the anchor point of tiles in the Tilemap.</para>
</summary>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.AddTileFlags(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileFlags)">
<summary>
<para>Adds the TileFlags onto the Tile at the given position.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="flags">TileFlags to add (with bitwise or) onto the flags provided by Tile.TileBase.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.BoxFill(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileBase,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Does a box fill with the given. Starts from given coordinates and fills the limits from start to end (inclusive).</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="tile"> to place.</param>
<param name="startX">The minimum X coordinate limit to fill to.</param>
<param name="startY">The minimum Y coordinate limit to fill to.</param>
<param name="endX">The maximum X coordinate limit to fill to.</param>
<param name="endY">The maximum Y coordinate limit to fill to.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.ClearAllTiles">
<summary>
<para>Clears all tiles that are placed in the Tilemap.</para>
</summary>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.CompressBounds">
<summary>
<para>Compresses the origin and size of the Tilemap to bounds where tiles exist.</para>
</summary>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.ContainsTile(UnityEngine.Tilemaps.TileBase)">
<summary>
<para>Returns true if the Tilemap contains the given. Returns false if not.</para>
</summary>
<param name="tileAsset">Tile to check.</param>
<returns>
<para>Whether the Tilemap contains the tile.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.FloodFill(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileBase)">
<summary>
<para>Does a flood fill with the given starting from the given coordinates.</para>
</summary>
<param name="position">Start position of the flood fill on the Tilemap.</param>
<param name="tile"> to place.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetCellCenterLocal(UnityEngine.Vector3Int)">
<summary>
<para>Get the logical center coordinate of a grid cell in local space.</para>
</summary>
<param name="position">Grid cell position.</param>
<returns>
<para>Center of the cell transformed into local space coordinates.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetCellCenterWorld(UnityEngine.Vector3Int)">
<summary>
<para>Get the logical center coordinate of a grid cell in world space.</para>
</summary>
<param name="position">Grid cell position.</param>
<returns>
<para>Center of the cell transformed into world space coordinates.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetColliderType(UnityEngine.Vector3Int)">
<summary>
<para>Gets the collider type of a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>Collider type of the at the XY coordinate.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetColor(UnityEngine.Vector3Int)">
<summary>
<para>Gets the color of a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>Color of the at the XY coordinate.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetInstantiatedObject(UnityEngine.Vector3Int)">
<summary>
<para>Gets the.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>GameObject instantiated by the Tile at the position.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetSprite(UnityEngine.Vector3Int)">
<summary>
<para>Gets the.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>Sprite at the XY coordinate.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetTile(UnityEngine.Vector3Int)">
<summary>
<para>Gets the.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>Tilemaps.TileBase placed at the cell.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetTile(UnityEngine.Vector3Int)">
<summary>
<para>Gets the.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>Tilemaps.TileBase|Tile of type T placed at the cell.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetTileFlags(UnityEngine.Vector3Int)">
<summary>
<para>Gets the TileFlags of the Tile at the given position.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>TileFlags from the Tile.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetTilesBlock(UnityEngine.BoundsInt)">
<summary>
<para>Retrieves an array of tiles with the given bounds.</para>
</summary>
<param name="bounds">Bounds to retrieve from.</param>
<returns>
<para>An array of at the given bounds.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetTransformMatrix(UnityEngine.Vector3Int)">
<summary>
<para>Gets the transform matrix of a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>The transform matrix.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetUsedTilesCount">
<summary>
<para>Get the total number of different.</para>
</summary>
<returns>
<para>The total number of different.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetUsedTilesNonAlloc(UnityEngine.Tilemaps.TileBase[])">
<summary>
<para>Fills the given array with the total number of different and returns the number of tiles filled.</para>
</summary>
<param name="usedTiles">The array to be filled.</param>
<returns>
<para>The number of tiles filled.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.HasTile(UnityEngine.Vector3Int)">
<summary>
<para>Returns whether there is a tile at the position.</para>
</summary>
<param name="position">Position to check.</param>
<returns>
<para>True if there is a tile at the position. False if not.</para>
</returns>
</member>
<member name="T:UnityEngine.Tilemaps.Tilemap.Orientation">
<summary>
<para>Determines the orientation of.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.Custom">
<summary>
<para>Use a custom orientation to all tiles in the tile map.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.XY">
<summary>
<para>Orients tiles in the XY plane.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.XZ">
<summary>
<para>Orients tiles in the XZ plane.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.YX">
<summary>
<para>Orients tiles in the YX plane.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.YZ">
<summary>
<para>Orients tiles in the YZ plane.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.ZX">
<summary>
<para>Orients tiles in the ZX plane.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.ZY">
<summary>
<para>Orients tiles in the ZY plane.</para>
</summary>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.RefreshAllTiles">
<summary>
<para>Refreshes all. The tile map will retrieve the rendering data, animation data and other data for all tiles and update all relevant components.</para>
</summary>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.RefreshTile(UnityEngine.Vector3Int)">
<summary>
<para>Refreshes a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.RemoveTileFlags(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileFlags)">
<summary>
<para>Removes the TileFlags onto the Tile at the given position.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="flags">TileFlags to remove from the Tile.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.ResizeBounds">
<summary>
<para>Resizes tiles in the Tilemap to bounds defined by origin and size.</para>
</summary>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.SetColliderType(UnityEngine.Vector3Int,UnityEngine.Tilemaps.Tile/ColliderType)">
<summary>
<para>Sets the collider type of a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="colliderType">Collider type to set the to at the XYZ coordinate.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.SetColor(UnityEngine.Vector3Int,UnityEngine.Color)">
<summary>
<para>Sets the color of a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="color">Color to set the to at the XY coordinate.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.SetTile(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileBase)">
<summary>
<para>Sets a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="tile"> to be placed the cell.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.SetTileFlags(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileFlags)">
<summary>
<para>Sets the TileFlags onto the Tile at the given position.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="flags">TileFlags to add onto the Tile.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.SetTiles(UnityEngine.Vector3Int[],UnityEngine.Tilemaps.TileBase[])">
<summary>
<para>Sets an array of.</para>
</summary>
<param name="positionArray">An array of positions of Tiles on the Tilemap.</param>
<param name="tileArray">An array of to be placed.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.SetTilesBlock(UnityEngine.BoundsInt,UnityEngine.Tilemaps.TileBase[])">
<summary>
<para>Fills bounds with array of tiles.</para>
</summary>
<param name="position">Bounds to be filled.</param>
<param name="tileArray">An array of to be placed.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.SetTransformMatrix(UnityEngine.Vector3Int,UnityEngine.Matrix4x4)">
<summary>
<para>Sets the transform matrix of a tile given the XYZ coordinates of a cell in the.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="transform">The transform matrix.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.SwapTile(UnityEngine.Tilemaps.TileBase,UnityEngine.Tilemaps.TileBase)">
<summary>
<para>Swaps all existing tiles of changeTile to newTile and refreshes all the swapped tiles.</para>
</summary>
<param name="changeTile">Tile to swap.</param>
<param name="newTile">Tile to swap to.</param>
</member>
<member name="T:UnityEngine.Tilemaps.TilemapCollider2D">
<summary>
<para>Collider for 2D physics representing shapes defined by the corresponding Tilemap.</para>
</summary>
</member>
<member name="T:UnityEngine.Tilemaps.TilemapRenderer">
<summary>
<para>The tile map renderer is used to render the tile map marked out by a component.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TilemapRenderer.chunkSize">
<summary>
<para>Size in number of tiles of each chunk created by the TilemapRenderer.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TilemapRenderer.maskInteraction">
<summary>
<para>Specifies how the Tilemap interacts with the masks.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TilemapRenderer.maxChunkCount">
<summary>
<para>Maximum number of chunks the TilemapRenderer caches in memory.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TilemapRenderer.maxFrameAge">
<summary>
<para>Maximum number of frames the TilemapRenderer keeps unused chunks in memory.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TilemapRenderer.sortOrder">
<summary>
<para>Active sort order for the TilemapRenderer.</para>
</summary>
</member>
<member name="T:UnityEngine.Tilemaps.TilemapRenderer.SortOrder">
<summary>
<para>Sort order for all tiles rendered by the TilemapRenderer.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.BottomLeft">
<summary>
<para>Sorts tiles for rendering starting from the tile with the lowest X and the lowest Y cell positions.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.BottomRight">
<summary>
<para>Sorts tiles for rendering starting from the tile with the highest X and the lowest Y cell positions.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.TopLeft">
<summary>
<para>Sorts tiles for rendering starting from the tile with the lowest X and the highest Y cell positions.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.TopRight">
<summary>
<para>Sorts tiles for rendering starting from the tile with the highest X and the lowest Y cell positions.</para>
</summary>
</member>
</members>
</doc>

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<?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.</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.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.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>
</members>
</doc>

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