1679 lines
66 KiB
XML
1679 lines
66 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>Core</name>
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</assembly>
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<members>
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<member name="T:DragonLi.Core.AudioManager">
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<summary>
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Audio manager
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</summary>
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</member>
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<member name="F:DragonLi.Core.AudioManager.PlayingAudioSources">
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<summary>
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current playing clips group
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</summary>
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</member>
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<member name="F:DragonLi.Core.AudioManager.UpdateList">
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<summary>
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commond List
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</summary>
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</member>
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<member name="F:DragonLi.Core.AudioManager.Configurations">
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<summary>
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Manager Settings
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</summary>
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</member>
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<member name="F:DragonLi.Core.AudioManager._soundTrackRouter">
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<summary>
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the router, store all audio clips here
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</summary>
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</member>
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<member name="F:DragonLi.Core.AudioManager._mixerGroupRouter">
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<summary>
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mixer group router
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</summary>
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</member>
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<member name="F:DragonLi.Core.AudioManager.isInit">
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<summary>
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load finish ?
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</summary>
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</member>
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<member name="M:DragonLi.Core.AudioManager.Init(DragonLi.Core.AudioManagerProfile)">
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<summary>
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Init audio manager
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</summary>
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<param name="config">AudioManagerConfigurations to init this manager</param>
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</member>
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<member name="M:DragonLi.Core.AudioManager.Dispose">
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<summary>
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Dispose
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</summary>
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</member>
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<member name="M:DragonLi.Core.AudioManager.Release">
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<summary>
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Release all audio clip referrenced in manager
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</summary>
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</member>
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<member name="M:DragonLi.Core.AudioManager.PlaySound(System.Int32,UnityEngine.AudioClip,System.Single,System.Single,System.Single)">
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<summary>
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Play sound, first search key in mixed group, if not found, dequeue from ready queue
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Only valid background music which was packed in assetsbundle
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</summary>
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<param name="_audio"></param>
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<param name="_volume"></param>
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<param name="_during"></param>
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<param name="_delay"></param>
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</member>
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<member name="M:DragonLi.Core.AudioManager.PlayAllSound(System.Single,System.Single,System.Single)">
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<summary>
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Play all sounds on all sound track
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</summary>
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<param name="_volume">to volume</param>
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<param name="_during">transition during</param>
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<param name="_delay">delay</param>
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</member>
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<member name="M:DragonLi.Core.AudioManager.StopSound(System.Int32,System.Single,System.Single)">
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<summary>
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Stop sound, first search key in mixed group, if found, handle sound and remove from mixed group and enqueue ready queue
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Only valid background music which was packed in assetsbundle
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</summary>
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<param name="_name"></param>
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<param name="_during"></param>
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<param name="_delay"></param>
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</member>
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<member name="M:DragonLi.Core.AudioManager.SetMixerValue(System.String,System.String,System.Single)">
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<summary>
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Set Mixer Value
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</summary>
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<param name="_type"></param>
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<param name="value"></param>
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</member>
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<member name="M:DragonLi.Core.AudioManager.SetSoundTrackMixer(System.Int32,System.String)">
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<summary>
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Set sound track out put audio mixer
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</summary>
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<param name="soundTrack"></param>
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<param name="mixerName"></param>
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</member>
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<member name="M:DragonLi.Core.AudioManager.GetOutputMixer(System.String)">
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<summary>
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Get Output Mixer
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</summary>
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<param name="_type"></param>
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<returns></returns>
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</member>
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<member name="M:DragonLi.Core.AudioManager.GetSoundTrack(System.Int32)">
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<summary>
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Get current playing sound on sound track
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</summary>
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<param name="id">sound track id</param>
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<returns>AudioSource</returns>
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</member>
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<member name="T:DragonLi.Core.AudioTransition">
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<summary>
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An audio transition
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</summary>
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</member>
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<member name="T:DragonLi.Core.CoreProfile">
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<summary>
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Core settings
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</summary>
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</member>
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<member name="F:DragonLi.Core.CoreProfile.AudioConfigurations">
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<summary>
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Audio configs
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</summary>
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</member>
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<member name="F:DragonLi.Core.CoreProfile.SceneConfigurations">
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<summary>
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Scenes configs
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</summary>
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</member>
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<member name="F:DragonLi.Core.CoreProfile.Settings">
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<summary>
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All setting data
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</summary>
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</member>
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<member name="F:DragonLi.Core.CoreProfile.InputSignification">
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<summary>
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Input signification
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</summary>
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</member>
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<member name="T:DragonLi.Core.CoroutineTaskManager">
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<summary>
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CoroutineTaskManager
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</summary>
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</member>
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<member name="F:DragonLi.Core.CoroutineTaskManager.taskRouter">
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<summary>
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All task has been added should store here
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</summary>
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</member>
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<member name="T:DragonLi.Core.CoroutineTaskManager.CoroutineTask">
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<summary>
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A single Coroutine task
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</summary>
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</member>
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<member name="P:DragonLi.Core.CoroutineTaskManager.CoroutineTask.Name">
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<summary>
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Name of this task
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</summary>
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</member>
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<member name="P:DragonLi.Core.CoroutineTaskManager.CoroutineTask.BindObject">
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<summary>
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If this task has bing object, this var store it
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</summary>
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</member>
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<member name="P:DragonLi.Core.CoroutineTaskManager.CoroutineTask.IsRunning">
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<summary>
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Is this task currently running?
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</summary>
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</member>
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<member name="P:DragonLi.Core.CoroutineTaskManager.CoroutineTask.Paused">
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<summary>
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Is this task currently paused?
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</summary>
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</member>
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<member name="M:DragonLi.Core.CoroutineTaskManager.CoroutineTask.Start">
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<summary>
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Start this task
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</summary>
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</member>
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<member name="M:DragonLi.Core.CoroutineTaskManager.CoroutineTask.Pause">
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<summary>
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Pause this task
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</summary>
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</member>
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<member name="M:DragonLi.Core.CoroutineTaskManager.CoroutineTask.Unpause">
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<summary>
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Unpause this task
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</summary>
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</member>
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<member name="M:DragonLi.Core.CoroutineTaskManager.CoroutineTask.Stop">
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<summary>
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Stop this task
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</summary>
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</member>
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<member name="M:DragonLi.Core.CoroutineTaskManager.Init">
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<summary>
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Init task manager, alloc some memory.
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</summary>
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</member>
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<member name="M:DragonLi.Core.CoroutineTaskManager.AddTask(System.String,System.Collections.IEnumerator,System.Action{System.Boolean},System.Object,System.Boolean)">
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<summary>
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Add task to manager and store it to handle, if the task name has already in manager, we will restart this task
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</summary>
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<param name="taskName">Task name</param>
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<param name="iEnumer">Coroutine</param>
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<param name="callBack">Condition callback</param>
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<param name="bindObject">Bindobject</param>
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<param name="autoStart">Is this task start automatically</param>
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</member>
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<member name="M:DragonLi.Core.CoroutineTaskManager.AddTask(System.Collections.IEnumerator,System.Action{System.Boolean},System.Object,System.Boolean)">
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<summary>
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Add task to manager and store it to handle
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</summary>
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<param name="iEnumer">Coroutine</param>
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<param name="callBack">Condition callback</param>
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<param name="bindObject">Bindobject</param>
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<param name="autoStart">Is this task start automatically</param>
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<returns>Task has been added</returns>
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</member>
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<member name="M:DragonLi.Core.CoroutineTaskManager.AddTask(DragonLi.Core.CoroutineTaskManager.CoroutineTask)">
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<summary>
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Add task to manager and store it to handle
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</summary>
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<param name="task"></param>
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<returns></returns>
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</member>
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<member name="M:DragonLi.Core.CoroutineTaskManager.StopAll">
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<summary>
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Stop all task currently in this manager.
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</summary>
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</member>
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<member name="M:DragonLi.Core.CoroutineTaskManager.WaitSecondTodo(System.Action,System.Single,System.Object)">
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<summary>
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Wait second to do the action you passed in
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</summary>
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<param name="callBack">Things you want to do</param>
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<param name="time">Delay time</param>
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<param name="bindObject">Bind object</param>
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<returns>Task created by your commond</returns>
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</member>
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<member name="M:DragonLi.Core.CoroutineTaskManager.WaitFrameEnd(System.Action,System.Object)">
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<summary>
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Wait this frame end to do the action you passed in
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</summary>
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<param name="callBack">Things you want to do</param>
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<param name="bindObject">Bind object</param>
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<returns>Task created by your commond</returns>
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</member>
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<member name="M:DragonLi.Core.CoroutineTaskManager.WaitPredicatesTrueTodo(System.Action,System.Func{System.Boolean},System.Object)">
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<summary>
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Wait until the predicates you passed in is return true
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</summary>
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<param name="callBack">Things you want to do</param>
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<param name="predicates">Predicates</param>
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<param name="bindObject">Bind object</param>
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<returns>Task created by your commond</returns>
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</member>
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<member name="M:DragonLi.Core.CoroutineTaskManager.WaitPredicatesFalseTodo(System.Action,System.Func{System.Boolean},System.Object)">
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<summary>
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Wait while the predicates you passed in is return true
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</summary>
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<param name="callBack">Things you want to do</param>
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<param name="predicates">Predicates</param>
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<param name="bindObject">Bind object</param>
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<returns>Task created by your commond</returns>
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</member>
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<member name="M:DragonLi.Core.CoroutineTaskManager.LoopTodoByTime(System.Action,System.Single,System.Int32,System.Object,System.Single)">
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<summary>
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Loop the action you passed in
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</summary>
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<param name="callBack">Things you want to do</param>
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<param name="interval">Interval of each loop</param>
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<param name="loopTime">Loop times</param>
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<param name="bindObject">Bind object</param>
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<param name="delay"></param>
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<returns>Task created by your commond</returns>
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</member>
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<member name="M:DragonLi.Core.CoroutineTaskManager.LoopByEveryFrame(System.Action,System.Int32,System.Object,System.Single)">
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<summary>
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Loop the action you passed in every frame
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</summary>
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<param name="callBack">Things you want to do</param>
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<param name="loopTime">Loop times</param>
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<param name="bindObject">Bind object</param>
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<param name="delay"></param>
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<returns>Task created by your commond</returns>
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</member>
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<member name="M:DragonLi.Core.CoroutineTaskManager.LoopTodoByWhile(System.Action,System.Single,System.Func{System.Boolean},System.Object,System.Single)">
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<summary>
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Loop the action you passed while condition is true
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</summary>
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<param name="callBack">Things you want to do</param>
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<param name="interval">Interval of each loop</param>
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<param name="predicates">Condition</param>
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<param name="bindObject">Bind object</param>
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<param name="delay"></param>
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<returns>Task created by your commond</returns>
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</member>
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<member name="T:DragonLi.Core.CoroutineUtils">
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<summary>
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Some value store here to save gc
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</summary>
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</member>
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<member name="T:DragonLi.Core.DataContainer">
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<summary>
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A container
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</summary>
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</member>
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<member name="T:DragonLi.Core.DataTable">
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<summary>
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A data table, a set of data rows
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</summary>
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</member>
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<member name="F:DragonLi.Core.DataTable.Data">
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<summary>
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DataContainer
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</summary>
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</member>
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<member name="P:DragonLi.Core.DataTable.Item(System.String)">
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<summary>
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Getter
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</summary>
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<param name="key">key</param>
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<returns></returns>
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</member>
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<member name="T:DragonLi.Core.SupportDataType">
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<summary>
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Data type that framework support
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</summary>
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</member>
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<member name="T:DragonLi.Core.DataRow">
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<summary>
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Base for of one row of data
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</summary>
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</member>
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<member name="F:DragonLi.Core.DataRow.Name">
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<summary>
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name of this data row
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</summary>
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</member>
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<member name="F:DragonLi.Core.DataRow.DataType">
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<summary>
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Data type of this row
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</summary>
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</member>
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<member name="F:DragonLi.Core.DataRow.StringValue">
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<summary>
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Values
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</summary>
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</member>
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<member name="M:DragonLi.Core.DataRow.#ctor">
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<summary>
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Default constructors
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</summary>
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</member>
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<member name="M:DragonLi.Core.DataRow.#ctor(DragonLi.Core.SupportDataType)">
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<summary>
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Constructor
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</summary>
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<param name="dataType"></param>
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</member>
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<member name="F:DragonLi.Core.GameSettings.Router">
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<summary>
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Setting Router
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</summary>
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</member>
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<member name="M:DragonLi.Core.GameSettings.Init(DragonLi.Core.SettingProfile)">
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<summary>
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Init game settings with init content
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</summary>
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<param name="initContent">data to init game setting</param>
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</member>
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<member name="M:DragonLi.Core.GameSettings.Load(System.String)">
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<summary>
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Load a game settings
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</summary>
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<param name="fileName"></param>
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<returns>true if success</returns>
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</member>
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<member name="M:DragonLi.Core.GameSettings.Save(System.String)">
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<summary>
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If you call this function, game setting will save current contents into
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a xml file in Application.persistentDataPath with file name you passed in.
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</summary>
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<param name="fileName">xml file name, you dont need to add .xml</param>
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</member>
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<member name="M:DragonLi.Core.GameSettings.GetSetting(System.String)">
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<summary>
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Get a game setting by key
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</summary>
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<param name="key">key</param>
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<returns>value of this setting, empty if not found</returns>
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</member>
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<member name="M:DragonLi.Core.GameSettings.SetSetting(System.String,System.String)">
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<summary>
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Set a setting, if there is no setting with key you passed in, it will add a new one.
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</summary>
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<param name="key">key</param>
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<param name="value">value</param>
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</member>
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<member name="M:DragonLi.Core.GameSettings.GetCurrentContents">
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<summary>
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Get current settings, you can call this to get all setting contents in game
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settings, and store these values by you self.
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</summary>
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<returns></returns>
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</member>
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<member name="T:DragonLi.Core.SettingProfile">
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<summary>
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Setting contents serialized class
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</summary>
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</member>
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<member name="F:DragonLi.Core.SettingProfile.Data">
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<summary>
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Data to serialize
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</summary>
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</member>
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<member name="F:DragonLi.Core.SettingProfile.UserInputBinding">
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<summary>
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User custom input binding information
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</summary>
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</member>
|
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<member name="T:DragonLi.Core.SettingItem">
|
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<summary>
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Setting item
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</summary>
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</member>
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<member name="F:DragonLi.Core.SettingItem.Key">
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<summary>
|
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Key of this setting
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</summary>
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</member>
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<member name="F:DragonLi.Core.SettingItem.Value">
|
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<summary>
|
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Value of this setting
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</summary>
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</member>
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<member name="T:DragonLi.Core.SettingComparer">
|
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<summary>
|
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Comparaer of setting items
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</summary>
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</member>
|
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<member name="T:DragonLi.Core.BuildInSupportedDevice">
|
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<summary>
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Device we supported
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</summary>
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</member>
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<member name="F:DragonLi.Core.BuildInSupportedDevice.None">
|
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<summary>
|
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No controller detected
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</summary>
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</member>
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<member name="F:DragonLi.Core.BuildInSupportedDevice.DS4">
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<summary>
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ps4 controller
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</summary>
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</member>
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<member name="F:DragonLi.Core.BuildInSupportedDevice.XboxOne">
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<summary>
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xbox one controller
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</summary>
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</member>
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<member name="F:DragonLi.Core.BuildInSupportedDevice.Number">
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<summary>
|
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At last
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</summary>
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</member>
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<member name="T:DragonLi.Core.DeviceListener">
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<summary>
|
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Joystick updater
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</summary>
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</member>
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<member name="F:DragonLi.Core.DeviceListener.ActiveDevice">
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<summary>
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Current device
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</summary>
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</member>
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<member name="P:DragonLi.Core.DeviceListener.DetectingDevice">
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<summary>
|
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Should we switch device for you or not
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</summary>
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</member>
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<member name="P:DragonLi.Core.DeviceListener.ShouldUpdate">
|
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<summary>
|
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Should this update?
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</summary>
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</member>
|
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<member name="M:DragonLi.Core.DeviceListener.AddDeviceMapping(System.Int32,DragonLi.Core.JoystickMapping)">
|
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<summary>
|
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Add joystick mapping to manager
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</summary>
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<param name="key"></param>
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<param name="mapping"></param>
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</member>
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<member name="M:DragonLi.Core.DeviceListener.RemoveDeviceMapping(System.Int32)">
|
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<summary>
|
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remove joystick mapping from manager
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</summary>
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<param name="key"></param>
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</member>
|
|
<member name="M:DragonLi.Core.DeviceListener.SetCurrentDeviceMapping(System.Int32)">
|
|
<summary>
|
|
Set current device mapping
|
|
</summary>
|
|
<param name="key"></param>
|
|
<returns>true if successed</returns>
|
|
</member>
|
|
<member name="T:DragonLi.Core.InputCustomBinding">
|
|
<summary>
|
|
Input Custom Data
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.InputCustomBinding.Bindings">
|
|
<summary>
|
|
Original input string of unity engine
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.Core.InputSignificationBinding">
|
|
<summary>
|
|
Original input signification binding, for more information please see doc.
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.InputSignificationBinding.InputBindings">
|
|
<summary>
|
|
All input signification binding
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.InputSignificationBinding.Significations">
|
|
<summary>
|
|
All significations
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputSignificationBinding.FindSignificationIndex(DragonLi.Core.Signification)">
|
|
<summary>
|
|
Find an aignification's index in mapping
|
|
</summary>
|
|
<param name="signification"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputSignificationBinding.AddOriginal(System.String)">
|
|
<summary>
|
|
Add original input to signification sinding
|
|
</summary>
|
|
<param name="original"></param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputSignificationBinding.AddSignification(System.String,DragonLi.Core.Signification)">
|
|
<summary>
|
|
Add or set a Signification of a original input
|
|
</summary>
|
|
<param name="original"></param>
|
|
<param name="signification"></param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputSignificationBinding.RemoveSignification(System.String,DragonLi.Core.Signification)">
|
|
<summary>
|
|
Remove a signification
|
|
</summary>
|
|
<param name="original"></param>
|
|
<param name="signification"></param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputSignificationBinding.RemoveSignification(System.Int32)">
|
|
<summary>
|
|
Remove a signification from list
|
|
</summary>
|
|
<param name="signification"></param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputSignificationBinding.RemoveOriginal(System.Int32)">
|
|
<summary>
|
|
Remove an original key
|
|
</summary>
|
|
<param name="id"></param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputSignificationBinding.Contains(System.String)">
|
|
<summary>
|
|
Whether there is a specified original input
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputSignificationBinding.GetOriginalById(System.Int32)">
|
|
<summary>
|
|
Get original name by id
|
|
</summary>
|
|
<param name="id"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputSignificationBinding.GetSignification(System.String)">
|
|
<summary>
|
|
Get a signification binding with original input name
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputSignificationBinding.FindOriginalIndex(System.String)">
|
|
<summary>
|
|
Find index of given original key
|
|
</summary>
|
|
<param name="original"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:DragonLi.Core.SignificationBinding">
|
|
<summary>
|
|
Connections between original input and signification
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SignificationBinding.Original">
|
|
<summary>
|
|
Original input of unity engine
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SignificationBinding.Significations">
|
|
<summary>
|
|
Significations of this original input
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SignificationBinding.SetSignification(System.Int32)">
|
|
<summary>
|
|
Set a Signification
|
|
</summary>
|
|
<param name="signification"></param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SignificationBinding.RemoveSignification(System.Int32)">
|
|
<summary>
|
|
Remove a Signification
|
|
</summary>
|
|
<param name="signification"></param>
|
|
</member>
|
|
<member name="T:DragonLi.Core.Signification">
|
|
<summary>
|
|
Single Signification
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.Signification.Name">
|
|
<summary>
|
|
Signification name
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.Signification.OriginalConnected">
|
|
<summary>
|
|
All Original connected to this Signification
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.Core.InputBinding">
|
|
<summary>
|
|
A single binding connection
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.InputBinding.CustomKey">
|
|
<summary>
|
|
Original input of unity engine
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.InputBinding.Signification">
|
|
<summary>
|
|
The Signification of this Original key, an original could have many meanings
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.Core.InputActionType">
|
|
<summary>
|
|
Input action type
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.InputActionType.Up">
|
|
<summary>
|
|
button up event.
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.InputActionType.Down">
|
|
<summary>
|
|
Button down event.
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.InputActionType.Press">
|
|
<summary>
|
|
Button press event, if there is input event will trigger every frame.
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.Core.InputManager">
|
|
<summary>
|
|
Input manager
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.Core.InputManager.PlatformName">
|
|
<summary>
|
|
Platform name
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.InputManager.isInit">
|
|
<summary>
|
|
Is manager init?
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.Core.InputManager.ActiveDevice">
|
|
<summary>
|
|
Current active device, this value will not be null
|
|
if you set detecting device in DeviceListener.
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.Core.InputManager.DeviceListener">
|
|
<summary>
|
|
Get device listener
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.Core.InputManager.InputEnabled">
|
|
<summary>
|
|
Is input enabled?
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputManager.Init(DragonLi.Core.InputSignificationBinding,DragonLi.Core.InputCustomBinding)">
|
|
<summary>
|
|
Init manager
|
|
</summary>
|
|
<param name="significationBinding">signification config</param>
|
|
<param name="customBinding">custom key binding config</param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputManager.IsKeyAction(UnityEngine.KeyCode,DragonLi.Core.InputActionType)">
|
|
<summary>
|
|
Is key input?
|
|
</summary>
|
|
<param name="key">Key code</param>
|
|
<param name="type">Which action type you want to listen</param>
|
|
<returns>True if there is input</returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputManager.IsMouseAction(System.Int32,DragonLi.Core.InputActionType)">
|
|
<summary>
|
|
Is mouse input?
|
|
</summary>
|
|
<param name="mouseButton"></param>
|
|
<param name="type">Which action type you want to listen</param>
|
|
<returns>True if there is input</returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputManager.IsButtonAction(System.String,DragonLi.Core.InputActionType)">
|
|
<summary>
|
|
Is there any button action?
|
|
</summary>
|
|
<param name="buttonName">Button name in unity input setting</param>
|
|
<param name="type">Which action type you want to listen</param>
|
|
<returns>True if there is input</returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputManager.GetAxis(System.String)">
|
|
<summary>
|
|
Get axis value
|
|
</summary>
|
|
<param name="name"></param>
|
|
<returns>value</returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputManager.IsKeySignAction(System.String,DragonLi.Core.InputActionType)">
|
|
<summary>
|
|
Key action using signification binding
|
|
</summary>
|
|
<param name="signification">signification</param>
|
|
<param name="type"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputManager.IsButtonSignAction(System.String,DragonLi.Core.InputActionType)">
|
|
<summary>
|
|
Get button action using signification binding
|
|
</summary>
|
|
<param name="signification">signification</param>
|
|
<param name="type"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputManager.GetAxisSign(System.String)">
|
|
<summary>
|
|
Get axis using signification binding
|
|
</summary>
|
|
<param name="signification">signification</param>
|
|
<param name="type"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputManager.IsKeyCustomAction(System.String,DragonLi.Core.InputActionType)">
|
|
<summary>
|
|
Use the custom variable key name you set to get input
|
|
</summary>
|
|
<param name="customKeyName"></param>
|
|
<param name="type"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputManager.IsButtonCustomAction(System.String,DragonLi.Core.InputActionType)">
|
|
<summary>
|
|
Use the custom variable button name you set to get input
|
|
</summary>
|
|
<param name="customButtonName"></param>
|
|
<param name="type"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputManager.GetAxisCustom(System.String)">
|
|
<summary>
|
|
Use the custom variable axis name you set to get input
|
|
</summary>
|
|
<param name="customAxisName"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputManager.GetTouch(System.Int32)">
|
|
<summary>
|
|
Get touch when using mobile
|
|
</summary>
|
|
<param name="index"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputManager.SetEnable(System.Boolean)">
|
|
<summary>
|
|
Set Input Manager work or not
|
|
</summary>
|
|
<param name="enable"></param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputManager.GetCustomInputBinding">
|
|
<summary>
|
|
Get the current custom button binding information
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputManager.LoadCustomBinding(DragonLi.Core.InputCustomBinding)">
|
|
<summary>
|
|
Manual load custom binding
|
|
</summary>
|
|
<param name="data"></param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputManager.AddCustomBinding(System.String,System.String)">
|
|
<summary>
|
|
Add a custom binding
|
|
</summary>
|
|
<param name="customKey"></param>
|
|
<param name="signification"></param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.InputManager.RemoveCustomBinding(System.String)">
|
|
<summary>
|
|
Remove a custom binding
|
|
</summary>
|
|
<param name="customKey"></param>
|
|
</member>
|
|
<member name="T:DragonLi.Core.DS4Mapping">
|
|
<summary>
|
|
Button mapping for DS4
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.Core.JoystickMapping">
|
|
<summary>
|
|
Joystick
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.JoystickMapping.theMapping">
|
|
<summary>
|
|
joystick key mapping to original input name
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.JoystickMapping.Update">
|
|
<summary>
|
|
Update this mapping
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.Core.XboxOneMapping">
|
|
<summary>
|
|
Xbox one mapping
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SpawnManager._objectsPool">
|
|
<summary>
|
|
this is the reuse pool ,the key of this dictionary is poolName + Key, such as "Bullet-AK47"
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SpawnManager._despawnOrders">
|
|
<summary>
|
|
this is the despawn orderset , all delay despawn orders cache here
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SpawnManager._despawnTaskTimePiece">
|
|
<summary>
|
|
this is the time piece when despawnExcuter tick
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SpawnManager._handledQueue">
|
|
<summary>
|
|
To save CG
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SpawnManager._handleSpawnPool">
|
|
<summary>
|
|
To save CG
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SpawnManager._pools">
|
|
<summary>
|
|
prefab pools
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SpawnManager._spawnedRouter">
|
|
<summary>
|
|
spawned list
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SpawnManager._isDespawnExcuterRunning">
|
|
<summary>
|
|
is the DespawnExcuterRunning ?
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SpawnManager._totalCount">
|
|
<summary>
|
|
total number of pool item
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SpawnManager._currentProcess">
|
|
<summary>
|
|
current loaded pool items
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SpawnManager._onInitFinish">
|
|
<summary>
|
|
the delegate when init is finish
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.Core.SpawnManager.PreloadAnchor">
|
|
<summary>
|
|
To avoid navagent warnings
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager.InitPool(DragonLi.Core.SpawnPoolProfile[])">
|
|
<summary>
|
|
init pool
|
|
</summary>
|
|
<param name="_list"></param>
|
|
<param name="_mode"></param>
|
|
<param name="_onFinish">only valid in assetsbundle mode</param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager.ReleaseTracedObjects">
|
|
<summary>
|
|
release memory and delete objects in pool
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager.ResetPool">
|
|
<summary>
|
|
reset pool
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager.SpawnWithoutAlloc(System.String,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Transform,System.Boolean)">
|
|
<summary>
|
|
Spawn Object without gc alloc, if you send wrong id, it will not spawn object and return null
|
|
if there is no enough object in pool, it won't create new one.
|
|
</summary>
|
|
<param name="_poolName">Pool Name of the prefab</param>
|
|
<param name="_key">key in the pool of the prefab</param>
|
|
<param name="_position">world position of the prefab instance</param>
|
|
<param name="_quat">Quaternion of the prefab instance</param>
|
|
<param name="_parent">parent of the prefab instance</param>
|
|
<param name="_active">active?</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager.Spawn(System.String,System.String,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Transform,System.Boolean)">
|
|
<summary>
|
|
Spawn Object, If there is no enough object in pool, this function will create and put a new one in pool.
|
|
</summary>
|
|
<param name="_poolName">Pool Name of the prefab</param>
|
|
<param name="_key">key in the pool of the prefab</param>
|
|
<param name="_position">world position of the prefab instance</param>
|
|
<param name="_quat">Quaternion of the prefab instance</param>
|
|
<param name="_parent">parent of the prefab instance</param>
|
|
<param name="_active">active?</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager.DespawnWithoutAlloc(System.String,UnityEngine.Transform,System.Single)">
|
|
<summary>
|
|
Despawn object without gc alloc, if you send wrong id, this function will not be executed.
|
|
</summary>
|
|
<param name="_trans">trans</param>
|
|
<param name="_delay">delay</param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager.Despawn(UnityEngine.Transform,System.Single)">
|
|
<summary>
|
|
Despawn object
|
|
</summary>
|
|
<param name="_trans">trans</param>
|
|
<param name="_delay">delay</param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager.ForceDespawn(UnityEngine.Transform,System.Single)">
|
|
<summary>
|
|
Force destroy object without objects pool, do not despawn pooling object.
|
|
</summary>
|
|
<param name="_trans"></param>
|
|
<param name="_delay"></param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager.GetPool(System.String)">
|
|
<summary>
|
|
get spawnpool
|
|
</summary>
|
|
<param name="_poolName">poolname</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager.Dospawn(System.String,System.String,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Transform,System.Boolean)">
|
|
<summary>
|
|
prespawn func, not use reusepool
|
|
</summary>
|
|
<param name="_poolName"></param>
|
|
<param name="_key"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager.SearchReusePool(System.String)">
|
|
<summary>
|
|
if the there is target id object, return it
|
|
</summary>
|
|
<param name="_id">strFormat poolName-key</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager.AddToReusePool(System.String,UnityEngine.Transform)">
|
|
<summary>
|
|
Add object to reuse pool
|
|
</summary>
|
|
<param name="_id"></param>
|
|
<param name="_trans"></param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager.CalculateVars">
|
|
<summary>
|
|
Calculate some vars
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager.OnLoadAssetsFinish(System.String,UnityEngine.AssetBundle)">
|
|
<summary>
|
|
when bundle is loading loaded, system will call this func
|
|
</summary>
|
|
<param name="_name"></param>
|
|
<param name="_bundle"></param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager._excuteLoadAssetsItem(System.String,UnityEngine.AssetBundle)">
|
|
<summary>
|
|
excute loading when bundle is loaded, load assets form bundle
|
|
</summary>
|
|
<param name="_name"></param>
|
|
<param name="_bundle"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager._excutePreload(DragonLi.Core.SpawnPool)">
|
|
<summary>
|
|
excute preload
|
|
</summary>
|
|
<param name="_spawnPool"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager._despawnExcuter">
|
|
<summary>
|
|
excute delay despawn
|
|
</summary>
|
|
<param name="_trans"></param>
|
|
<param name="_id"></param>
|
|
<param name="_delay"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager.Preload">
|
|
<summary>
|
|
Preload objects
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager.ConbineConfigs(DragonLi.Core.SpawnPoolProfile[])">
|
|
<summary>
|
|
resorts the configs
|
|
</summary>
|
|
<param name="_list"></param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SpawnManager.ManagerDispose">
|
|
<summary>
|
|
Dispose
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.Core.SerializableDictionary`2">
|
|
<summary>
|
|
A serializable Dictionary, unsupport generic types.
|
|
</summary>
|
|
<typeparam name="K">key type</typeparam>
|
|
<typeparam name="V">value type</typeparam>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SerializableDictionary`2.keyCollections">
|
|
<summary>
|
|
All keys ready to be serialiazed
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SerializableDictionary`2.valueCollections">
|
|
<summary>
|
|
All values ready to be serialiazed
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SerializableDictionary`2.Router">
|
|
<summary>
|
|
Dictionary
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.Core.SerializableDictionary`2.Item(`0)">
|
|
<summary>
|
|
Get data row by name
|
|
</summary>
|
|
<param name="key"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SerializableDictionary`2.Add(`0,`1)">
|
|
<summary>
|
|
Add data
|
|
</summary>
|
|
<param name="key">Key</param>
|
|
<param name="data">Data</param>
|
|
<returns>If success it will return true</returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SerializableDictionary`2.Remove(`0)">
|
|
<summary>
|
|
Remove
|
|
</summary>
|
|
<param name="key"></param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SerializableDictionary`2.Clear">
|
|
<summary>
|
|
Clear
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SerializableDictionary`2.ContainsKey(`0)">
|
|
<summary>
|
|
Is this key in dictionary?
|
|
</summary>
|
|
<param name="key">key you want to search</param>
|
|
<returns>true if contains</returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SerializableDictionary`2.ContainsValue(`1)">
|
|
<summary>
|
|
Is this value in dictionary?
|
|
</summary>
|
|
<param name="key">value you want to search</param>
|
|
<returns>true if contains</returns>
|
|
</member>
|
|
<member name="T:DragonLi.Core.SceneManager">
|
|
<summary>
|
|
Scene Manager
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SceneManager.AllScenes">
|
|
<summary>
|
|
Scene configuration
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.Core.SceneManager.Current">
|
|
<summary>
|
|
Current loading scene
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.Core.SceneManager.Progress">
|
|
<summary>
|
|
Current loading progress
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SceneManager.Init(DragonLi.Core.SceneProfile)">
|
|
<summary>
|
|
Init manager with scene config
|
|
</summary>
|
|
<param name="sceneConfig"></param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SceneManager.AddLevelToLoadQueueByName(System.String,System.Single,System.Boolean)">
|
|
<summary>
|
|
Add a level to load queue by name
|
|
</summary>
|
|
<param name="_name">scene name</param>
|
|
<param name="_delay">manager will wait "delay" time when start load this scene</param>
|
|
<param name="_clearQueue">clear scene already in queue?</param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SceneManager.AddLevelToLoadQueueByComment(System.String,System.Single,System.Boolean)">
|
|
<summary>
|
|
Add a level to load queue by comment
|
|
</summary>
|
|
<param name="_comment">scene name</param>
|
|
<param name="_delay">manager will wait "delay" time when start load this scene</param>
|
|
<param name="_clearQueue">clear scene already in queue?</param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SceneManager.AddSceneToLoadQueueByName(System.String,System.Single,System.Boolean)">
|
|
<summary>
|
|
Add a scene to load queue by name
|
|
</summary>
|
|
<param name="_name">scene name</param>
|
|
<param name="_delay">manager will wait "delay" time when start load this scene</param>
|
|
<param name="_clearQueue">clear scene already in queue?</param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SceneManager.AddSceneToLoadQueueByComment(System.String,System.Single,System.Boolean)">
|
|
<summary>
|
|
Add a scene to load queue by comment
|
|
</summary>
|
|
<param name="_comment">scene name</param>
|
|
<param name="_delay">manager will wait "delay" time when start load this scene</param>
|
|
<param name="_clearQueue">clear scene already in queue?</param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SceneManager.StartLoad">
|
|
<summary>
|
|
Start load scenes in queue.
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SceneManager.LoadNextLevel">
|
|
<summary>
|
|
Load next level
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SceneManager.ReloadCurrentLevel(System.Single)">
|
|
<summary>
|
|
Reload current scene
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.Core.SequenceDriver">
|
|
<summary>
|
|
Sequence Driver
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SequenceDriver.kMaxLayer">
|
|
<summary>
|
|
Max layer count
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SequenceDriver.kDefaultLayer">
|
|
<summary>
|
|
Default layer if you don't input a layer when add entity
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.Core.SequenceDriver.PoolSize">
|
|
<summary>
|
|
Current pool size
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SequenceDriver.InitCoreDriver(System.Int32)">
|
|
<summary>
|
|
Init layer with specific pool size
|
|
</summary>
|
|
<param name="_poolSize">Pool size</param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SequenceDriver.ClearDriver">
|
|
<summary>
|
|
Clear all entities in this driver
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SequenceDriver.AddToCorePool(DragonLi.Core.ISequence,System.Object,System.Int32)">
|
|
<summary>
|
|
Add a entity to driver
|
|
</summary>
|
|
<param name="_handler">Entity</param>
|
|
<param name="_initParams">Parameters you want to tell when init this entity</param>
|
|
<param name="_layer">which sequence layer you want to put this entity in</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SequenceDriver.RemoveFromCorePool(DragonLi.Core.ISequence,System.Int32)">
|
|
<summary>
|
|
Remove
|
|
</summary>
|
|
<param name="_handler">The entity you want to remove</param>
|
|
<param name="_layer">Which layer this entity in</param>
|
|
<returns>True if its success</returns>
|
|
</member>
|
|
<member name="T:DragonLi.Core.SequenceLayer">
|
|
<summary>
|
|
Sequence Layer
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SequenceLayer.kDefaultSize">
|
|
<summary>
|
|
Default entity number of this layer
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SequenceLayer.kMaxSize">
|
|
<summary>
|
|
Max entity number of this layer
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.Core.SequenceLayer.Size">
|
|
<summary>
|
|
Current size of this layer
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.Core.SequenceLayer.Count">
|
|
<summary>
|
|
Current entity number of this layer
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SequenceLayer.Create(System.Int32)">
|
|
<summary>
|
|
Create a layer with specific size.
|
|
</summary>
|
|
<param name="_capacity">Size of this layer</param>
|
|
<returns>SequenceLayer instance you want to create</returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SequenceLayer.Clear">
|
|
<summary>
|
|
Clear this pool
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SequenceLayer.AddEntity(DragonLi.Core.ISequence,System.Object)">
|
|
<summary>
|
|
Add entity to this layer
|
|
</summary>
|
|
<param name="_handler">Entity you want to add</param>
|
|
<param name="_initParams">Parameter you want to pass in</param>
|
|
<returns>True if add successfully</returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SequenceLayer.RemoveEntity(DragonLi.Core.ISequence)">
|
|
<summary>
|
|
Remove entity from this layer
|
|
</summary>
|
|
<param name="_handler">Entity you want to remove</param>
|
|
<returns>True if remove successfully</returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.SequenceLayer.InitLayer">
|
|
<summary>
|
|
Init this layer
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.Core.SequencableEntity">
|
|
<summary>
|
|
Sequencable Entity
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.Core.SequencableEntity.Handler">
|
|
<summary>
|
|
Entity instance
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.Core.SequencableEntity.InitParam">
|
|
<summary>
|
|
Parameters
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.Core.XMLSerializer">
|
|
<summary>
|
|
System serialize functions
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.XMLSerializer.SerializeObjectToXml``1(System.String,``0,System.Boolean)">
|
|
<summary>
|
|
Serialize object to xml
|
|
</summary>
|
|
<typeparam name="T">The object type</typeparam>
|
|
<param name="_filePath">Path the xml you want to locate</param>
|
|
<param name="_obj">The object you want to serialize</param>
|
|
<param name="_apend">Should apend?</param>
|
|
<returns>True if it is success</returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.XMLSerializer.SerializeObjectToXml``1(System.String,``0,System.Type[],System.Boolean)">
|
|
<summary>
|
|
Serialize object to xml
|
|
</summary>
|
|
<typeparam name="T">The object type</typeparam>
|
|
<param name="_filePath">Path the xml you want to locate</param>
|
|
<param name="_obj">The object you want to serialize</param>
|
|
<param name="_extraTypes">All subclass inhert from this</param>
|
|
<param name="_apend">Should apend?</param>
|
|
<returns>True if it is success</returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.XMLSerializer.DeSerializeXmlToObject(System.String,System.Type,System.Type[])">
|
|
<summary>
|
|
Deserialize mml to object
|
|
</summary>
|
|
<param name="_filePath">Where xml locate</param>
|
|
<param name="_type">Object type</param>
|
|
<param name="_extraTypes">All cubclass inhert from this</param>
|
|
<returns>The object you want to deserialize</returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.XMLSerializer.DeSerializeXmlToObject(System.String,System.Type)">
|
|
<summary>
|
|
Deserialize mml to object
|
|
</summary>
|
|
<param name="_filePath">Where xml locate</param>
|
|
<param name="_type">Object type</param>
|
|
<returns>The object you want to deserialize</returns>
|
|
</member>
|
|
<member name="P:DragonLi.Core.TweenUIGraphicAlpha.To">
|
|
<summary>
|
|
target alpha of this tween job
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.Core.TweenUICanvasAlpha.To">
|
|
<summary>
|
|
target alpha of this tween job
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.Core.ITween">
|
|
<summary>
|
|
base tween job
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.Core.ITween.ForceEnd">
|
|
<summary>
|
|
Should this tween force to end next frame
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.Core.ITween.OnEnd">
|
|
<summary>
|
|
On tween is finished
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.ITween.Start">
|
|
<summary>
|
|
start the job, this will calculate tween data and start proccess
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.ITween.Tick(System.Single)">
|
|
<summary>
|
|
this will be call every time piece of this animation, time piece
|
|
is based on update type
|
|
</summary>
|
|
<param name="deltaTime"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.ITween.End">
|
|
<summary>
|
|
end
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.Core.TweenJob`1">
|
|
<summary>
|
|
Base class of tweener, inhert this class for custom tween.
|
|
</summary>
|
|
<typeparam name="T">Tween Target</typeparam>
|
|
</member>
|
|
<member name="P:DragonLi.Core.TweenJob`1.Target">
|
|
<summary>
|
|
animate target, this is generic.
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.Core.TweenJob`1.Updatetype">
|
|
<summary>
|
|
update type of this tween
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.TweenJob`1.finishTime">
|
|
<summary>
|
|
these three parameters are used for calculate
|
|
finish Time : time the tween should be kill.
|
|
start Time : time the tween proccess shoul be start.
|
|
pointer : current time.
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.TweenJob`1.Start">
|
|
<summary>
|
|
This will be called when animation is start
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.TweenJob`1.Tick(System.Single)">
|
|
<summary>
|
|
This will be called everyframe when animation is playing
|
|
</summary>
|
|
<param name="deltaTime"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.TweenJob`1.OnStart">
|
|
<summary>
|
|
On Tweener begin to update
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.TweenJob`1.OnTick(System.Single)">
|
|
<summary>
|
|
If Tweener enter processing time, this function will be called
|
|
</summary>
|
|
<param name="proccess">value between 0 to 1, means the animation progress</param>
|
|
</member>
|
|
<member name="M:DragonLi.Core.TweenJob`1.End">
|
|
<summary>
|
|
This will be call when animation is finished.
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.UpdateType.Fixed">
|
|
<summary>
|
|
based on fixed update and fixed unscale time
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.UpdateType.Normal">
|
|
<summary>
|
|
based on update and time
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.Core.TweenManager">
|
|
<summary>
|
|
Tween system main driver
|
|
dispatch all tween action
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.TweenManager.normalTweenJobs">
|
|
<summary>
|
|
normal tweenjobs will be excuted based on Time.time
|
|
fixed tweenjobs will be excuted based on Time.fixedunscaletime
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.Core.TweenManager.Enabled">
|
|
<summary>
|
|
manager working or not
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.TweenManager.Init">
|
|
<summary>
|
|
Init Tween Manager
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.TweenManager.DoUICanvasFade(UnityEngine.CanvasGroup,System.Single,System.Single,System.Single,DragonLi.Core.UpdateType)">
|
|
<summary>
|
|
do fade to target UnityEngine.CanvasGroup
|
|
</summary>
|
|
<param name="canvas">target</param>
|
|
<param name="to">target alpha</param>
|
|
<param name="during">transition during</param>
|
|
<param name="delay">delay</param>
|
|
<param name="updateType"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.TweenManager.DoUIGraphicFade(UnityEngine.UI.Graphic,System.Single,System.Single,System.Single,DragonLi.Core.UpdateType)">
|
|
<summary>
|
|
do fade to target UnityEngine.UI.Graphic
|
|
</summary>
|
|
<param name="graphic">target</param>
|
|
<param name="to">target alpha</param>
|
|
<param name="during">transition during</param>
|
|
<param name="delay">delay</param>
|
|
<param name="updateType"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.TweenManager.DoUITransformMove(UnityEngine.RectTransform,UnityEngine.Vector2,System.Single,System.Single,System.Boolean,UnityEngine.AnimationCurve,DragonLi.Core.UpdateType)">
|
|
<summary>
|
|
do move to target RectTransform
|
|
</summary>
|
|
<param name="rect"></param>
|
|
<param name="to">target alpha</param>
|
|
<param name="during">transition during</param>
|
|
<param name="delay">delay</param>
|
|
<param name="updateType"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.TweenManager.DoTransformMove(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Single,System.Boolean,UnityEngine.AnimationCurve,DragonLi.Core.UpdateType)">
|
|
<summary>
|
|
do move to target transform
|
|
</summary>
|
|
<param name="trans"></param>
|
|
<param name="to"></param>
|
|
<param name="during"></param>
|
|
<param name="delay"></param>
|
|
<param name="useCurve"></param>
|
|
<param name="curve"></param>
|
|
<param name="updateType"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.TweenManager.DoLocalTransformMove(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Single,System.Boolean,UnityEngine.AnimationCurve,DragonLi.Core.UpdateType)">
|
|
<summary>
|
|
do local move to target transform
|
|
</summary>
|
|
<param name="trans"></param>
|
|
<param name="to"></param>
|
|
<param name="during"></param>
|
|
<param name="delay"></param>
|
|
<param name="useCurve"></param>
|
|
<param name="curve"></param>
|
|
<param name="updateType"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.TweenManager.DoTransformScale(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Single,System.Boolean,UnityEngine.AnimationCurve,DragonLi.Core.UpdateType)">
|
|
<summary>
|
|
do scale to target transform
|
|
</summary>
|
|
<param name="trans"></param>
|
|
<param name="to"></param>
|
|
<param name="during"></param>
|
|
<param name="delay"></param>
|
|
<param name="useCurve"></param>
|
|
<param name="curve"></param>
|
|
<param name="updateType"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.TweenManager.DoTransformRotation(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Single,System.Single,System.Boolean,UnityEngine.AnimationCurve,DragonLi.Core.UpdateType)">
|
|
<summary>
|
|
do rotate to target transform
|
|
</summary>
|
|
<param name="trans"></param>
|
|
<param name="axis"></param>
|
|
<param name="degree"></param>
|
|
<param name="during"></param>
|
|
<param name="delay"></param>
|
|
<param name="updateType"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.TweenManager.DoTransformRotation(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Single,System.Boolean,UnityEngine.AnimationCurve,DragonLi.Core.UpdateType)">
|
|
<summary>
|
|
do rotate to target tranform, the rotation degree always smaller than 180.
|
|
</summary>
|
|
<param name="trans"></param>
|
|
<param name="towards"></param>
|
|
<param name="during"></param>
|
|
<param name="delay"></param>
|
|
<param name="useCurve"></param>
|
|
<param name="curve"></param>
|
|
<param name="updateType"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.TweenManager.DoCustomTween(DragonLi.Core.ITween,DragonLi.Core.UpdateType)">
|
|
<summary>
|
|
do custom animation
|
|
</summary>
|
|
<param name="job"></param>
|
|
<param name="updateType"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.Core.TweenManager.Clean">
|
|
<summary>
|
|
This will remove all tween currently running. Please call this when switch scene
|
|
</summary>
|
|
</member>
|
|
<!-- Badly formed XML comment ignored for member "T:DragonLi.Core.MonoSingleton`1" -->
|
|
<member name="P:DragonLi.Core.MonoSingleton`1.IsInstanced">
|
|
<summary>
|
|
Is this singleton instanced?
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.MonoSingleton`1.OnApplicationQuit">
|
|
<summary>
|
|
Make sure the instance isn't referenced anymore when the user quit, just in case.
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.Core.MonoSingleton`1.OnDestroy">
|
|
<summary>
|
|
Make sure the instance isn't referenced anymore when instance is destroyed, just in case.
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.Core.ConstructorContent">
|
|
<summary>
|
|
Class constructor information
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.Core.ConstructorContent.ParameterCount">
|
|
<summary>
|
|
Count of Parameters
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.ConstructorContent.ParameterInfos">
|
|
<summary>
|
|
Parameters information
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.Core.SerializableMethodParameters">
|
|
<summary>
|
|
Serializable method parameters data type
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SerializableMethodParameters.Names">
|
|
<summary>
|
|
parameter names
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.Core.SerializableMethodParameters.Types">
|
|
<summary>
|
|
parameter types
|
|
</summary>
|
|
</member>
|
|
<member name="P:LogTools.DebugMode">
|
|
<summary>
|
|
Debug mode
|
|
</summary>
|
|
</member>
|
|
<member name="M:LogTools.SetDebugMode(System.Boolean)">
|
|
<summary>
|
|
Set wether system should log or not
|
|
</summary>
|
|
<param name="value"></param>
|
|
</member>
|
|
<member name="M:LogTools.LogEditorOnly(System.Object,System.Object)">
|
|
<summary>
|
|
log
|
|
</summary>
|
|
<param name="_obj"></param>
|
|
<param name="_data"></param>
|
|
</member>
|
|
<member name="M:LogTools.LogErrorEditorOnly(System.Object,System.Object)">
|
|
<summary>
|
|
log error
|
|
</summary>
|
|
<param name="_obj"></param>
|
|
<param name="_data"></param>
|
|
</member>
|
|
<member name="M:LogTools.LogWarningEditorOnly(System.Object,System.Object)">
|
|
<summary>
|
|
log warning
|
|
</summary>
|
|
<param name="_obj"></param>
|
|
<param name="_data"></param>
|
|
</member>
|
|
</members>
|
|
</doc>
|