Files
2025-07-03 15:06:34 +08:00

1679 lines
66 KiB
XML

<?xml version="1.0"?>
<doc>
<assembly>
<name>Core</name>
</assembly>
<members>
<member name="T:DragonLi.Core.AudioManager">
<summary>
Audio manager
</summary>
</member>
<member name="F:DragonLi.Core.AudioManager.PlayingAudioSources">
<summary>
current playing clips group
</summary>
</member>
<member name="F:DragonLi.Core.AudioManager.UpdateList">
<summary>
commond List
</summary>
</member>
<member name="F:DragonLi.Core.AudioManager.Configurations">
<summary>
Manager Settings
</summary>
</member>
<member name="F:DragonLi.Core.AudioManager._soundTrackRouter">
<summary>
the router, store all audio clips here
</summary>
</member>
<member name="F:DragonLi.Core.AudioManager._mixerGroupRouter">
<summary>
mixer group router
</summary>
</member>
<member name="F:DragonLi.Core.AudioManager.isInit">
<summary>
load finish ?
</summary>
</member>
<member name="M:DragonLi.Core.AudioManager.Init(DragonLi.Core.AudioManagerProfile)">
<summary>
Init audio manager
</summary>
<param name="config">AudioManagerConfigurations to init this manager</param>
</member>
<member name="M:DragonLi.Core.AudioManager.Dispose">
<summary>
Dispose
</summary>
</member>
<member name="M:DragonLi.Core.AudioManager.Release">
<summary>
Release all audio clip referrenced in manager
</summary>
</member>
<member name="M:DragonLi.Core.AudioManager.PlaySound(System.Int32,UnityEngine.AudioClip,System.Single,System.Single,System.Single)">
<summary>
Play sound, first search key in mixed group, if not found, dequeue from ready queue
Only valid background music which was packed in assetsbundle
</summary>
<param name="_audio"></param>
<param name="_volume"></param>
<param name="_during"></param>
<param name="_delay"></param>
</member>
<member name="M:DragonLi.Core.AudioManager.PlayAllSound(System.Single,System.Single,System.Single)">
<summary>
Play all sounds on all sound track
</summary>
<param name="_volume">to volume</param>
<param name="_during">transition during</param>
<param name="_delay">delay</param>
</member>
<member name="M:DragonLi.Core.AudioManager.StopSound(System.Int32,System.Single,System.Single)">
<summary>
Stop sound, first search key in mixed group, if found, handle sound and remove from mixed group and enqueue ready queue
Only valid background music which was packed in assetsbundle
</summary>
<param name="_name"></param>
<param name="_during"></param>
<param name="_delay"></param>
</member>
<member name="M:DragonLi.Core.AudioManager.SetMixerValue(System.String,System.String,System.Single)">
<summary>
Set Mixer Value
</summary>
<param name="_type"></param>
<param name="value"></param>
</member>
<member name="M:DragonLi.Core.AudioManager.SetSoundTrackMixer(System.Int32,System.String)">
<summary>
Set sound track out put audio mixer
</summary>
<param name="soundTrack"></param>
<param name="mixerName"></param>
</member>
<member name="M:DragonLi.Core.AudioManager.GetOutputMixer(System.String)">
<summary>
Get Output Mixer
</summary>
<param name="_type"></param>
<returns></returns>
</member>
<member name="M:DragonLi.Core.AudioManager.GetSoundTrack(System.Int32)">
<summary>
Get current playing sound on sound track
</summary>
<param name="id">sound track id</param>
<returns>AudioSource</returns>
</member>
<member name="T:DragonLi.Core.AudioTransition">
<summary>
An audio transition
</summary>
</member>
<member name="T:DragonLi.Core.CoreProfile">
<summary>
Core settings
</summary>
</member>
<member name="F:DragonLi.Core.CoreProfile.AudioConfigurations">
<summary>
Audio configs
</summary>
</member>
<member name="F:DragonLi.Core.CoreProfile.SceneConfigurations">
<summary>
Scenes configs
</summary>
</member>
<member name="F:DragonLi.Core.CoreProfile.Settings">
<summary>
All setting data
</summary>
</member>
<member name="F:DragonLi.Core.CoreProfile.InputSignification">
<summary>
Input signification
</summary>
</member>
<member name="T:DragonLi.Core.CoroutineTaskManager">
<summary>
CoroutineTaskManager
</summary>
</member>
<member name="F:DragonLi.Core.CoroutineTaskManager.taskRouter">
<summary>
All task has been added should store here
</summary>
</member>
<member name="T:DragonLi.Core.CoroutineTaskManager.CoroutineTask">
<summary>
A single Coroutine task
</summary>
</member>
<member name="P:DragonLi.Core.CoroutineTaskManager.CoroutineTask.Name">
<summary>
Name of this task
</summary>
</member>
<member name="P:DragonLi.Core.CoroutineTaskManager.CoroutineTask.BindObject">
<summary>
If this task has bing object, this var store it
</summary>
</member>
<member name="P:DragonLi.Core.CoroutineTaskManager.CoroutineTask.IsRunning">
<summary>
Is this task currently running?
</summary>
</member>
<member name="P:DragonLi.Core.CoroutineTaskManager.CoroutineTask.Paused">
<summary>
Is this task currently paused?
</summary>
</member>
<member name="M:DragonLi.Core.CoroutineTaskManager.CoroutineTask.Start">
<summary>
Start this task
</summary>
</member>
<member name="M:DragonLi.Core.CoroutineTaskManager.CoroutineTask.Pause">
<summary>
Pause this task
</summary>
</member>
<member name="M:DragonLi.Core.CoroutineTaskManager.CoroutineTask.Unpause">
<summary>
Unpause this task
</summary>
</member>
<member name="M:DragonLi.Core.CoroutineTaskManager.CoroutineTask.Stop">
<summary>
Stop this task
</summary>
</member>
<member name="M:DragonLi.Core.CoroutineTaskManager.Init">
<summary>
Init task manager, alloc some memory.
</summary>
</member>
<member name="M:DragonLi.Core.CoroutineTaskManager.AddTask(System.String,System.Collections.IEnumerator,System.Action{System.Boolean},System.Object,System.Boolean)">
<summary>
Add task to manager and store it to handle, if the task name has already in manager, we will restart this task
</summary>
<param name="taskName">Task name</param>
<param name="iEnumer">Coroutine</param>
<param name="callBack">Condition callback</param>
<param name="bindObject">Bindobject</param>
<param name="autoStart">Is this task start automatically</param>
</member>
<member name="M:DragonLi.Core.CoroutineTaskManager.AddTask(System.Collections.IEnumerator,System.Action{System.Boolean},System.Object,System.Boolean)">
<summary>
Add task to manager and store it to handle
</summary>
<param name="iEnumer">Coroutine</param>
<param name="callBack">Condition callback</param>
<param name="bindObject">Bindobject</param>
<param name="autoStart">Is this task start automatically</param>
<returns>Task has been added</returns>
</member>
<member name="M:DragonLi.Core.CoroutineTaskManager.AddTask(DragonLi.Core.CoroutineTaskManager.CoroutineTask)">
<summary>
Add task to manager and store it to handle
</summary>
<param name="task"></param>
<returns></returns>
</member>
<member name="M:DragonLi.Core.CoroutineTaskManager.StopAll">
<summary>
Stop all task currently in this manager.
</summary>
</member>
<member name="M:DragonLi.Core.CoroutineTaskManager.WaitSecondTodo(System.Action,System.Single,System.Object)">
<summary>
Wait second to do the action you passed in
</summary>
<param name="callBack">Things you want to do</param>
<param name="time">Delay time</param>
<param name="bindObject">Bind object</param>
<returns>Task created by your commond</returns>
</member>
<member name="M:DragonLi.Core.CoroutineTaskManager.WaitFrameEnd(System.Action,System.Object)">
<summary>
Wait this frame end to do the action you passed in
</summary>
<param name="callBack">Things you want to do</param>
<param name="bindObject">Bind object</param>
<returns>Task created by your commond</returns>
</member>
<member name="M:DragonLi.Core.CoroutineTaskManager.WaitPredicatesTrueTodo(System.Action,System.Func{System.Boolean},System.Object)">
<summary>
Wait until the predicates you passed in is return true
</summary>
<param name="callBack">Things you want to do</param>
<param name="predicates">Predicates</param>
<param name="bindObject">Bind object</param>
<returns>Task created by your commond</returns>
</member>
<member name="M:DragonLi.Core.CoroutineTaskManager.WaitPredicatesFalseTodo(System.Action,System.Func{System.Boolean},System.Object)">
<summary>
Wait while the predicates you passed in is return true
</summary>
<param name="callBack">Things you want to do</param>
<param name="predicates">Predicates</param>
<param name="bindObject">Bind object</param>
<returns>Task created by your commond</returns>
</member>
<member name="M:DragonLi.Core.CoroutineTaskManager.LoopTodoByTime(System.Action,System.Single,System.Int32,System.Object,System.Single)">
<summary>
Loop the action you passed in
</summary>
<param name="callBack">Things you want to do</param>
<param name="interval">Interval of each loop</param>
<param name="loopTime">Loop times</param>
<param name="bindObject">Bind object</param>
<param name="delay"></param>
<returns>Task created by your commond</returns>
</member>
<member name="M:DragonLi.Core.CoroutineTaskManager.LoopByEveryFrame(System.Action,System.Int32,System.Object,System.Single)">
<summary>
Loop the action you passed in every frame
</summary>
<param name="callBack">Things you want to do</param>
<param name="loopTime">Loop times</param>
<param name="bindObject">Bind object</param>
<param name="delay"></param>
<returns>Task created by your commond</returns>
</member>
<member name="M:DragonLi.Core.CoroutineTaskManager.LoopTodoByWhile(System.Action,System.Single,System.Func{System.Boolean},System.Object,System.Single)">
<summary>
Loop the action you passed while condition is true
</summary>
<param name="callBack">Things you want to do</param>
<param name="interval">Interval of each loop</param>
<param name="predicates">Condition</param>
<param name="bindObject">Bind object</param>
<param name="delay"></param>
<returns>Task created by your commond</returns>
</member>
<member name="T:DragonLi.Core.CoroutineUtils">
<summary>
Some value store here to save gc
</summary>
</member>
<member name="T:DragonLi.Core.DataContainer">
<summary>
A container
</summary>
</member>
<member name="T:DragonLi.Core.DataTable">
<summary>
A data table, a set of data rows
</summary>
</member>
<member name="F:DragonLi.Core.DataTable.Data">
<summary>
DataContainer
</summary>
</member>
<member name="P:DragonLi.Core.DataTable.Item(System.String)">
<summary>
Getter
</summary>
<param name="key">key</param>
<returns></returns>
</member>
<member name="T:DragonLi.Core.SupportDataType">
<summary>
Data type that framework support
</summary>
</member>
<member name="T:DragonLi.Core.DataRow">
<summary>
Base for of one row of data
</summary>
</member>
<member name="F:DragonLi.Core.DataRow.Name">
<summary>
name of this data row
</summary>
</member>
<member name="F:DragonLi.Core.DataRow.DataType">
<summary>
Data type of this row
</summary>
</member>
<member name="F:DragonLi.Core.DataRow.StringValue">
<summary>
Values
</summary>
</member>
<member name="M:DragonLi.Core.DataRow.#ctor">
<summary>
Default constructors
</summary>
</member>
<member name="M:DragonLi.Core.DataRow.#ctor(DragonLi.Core.SupportDataType)">
<summary>
Constructor
</summary>
<param name="dataType"></param>
</member>
<member name="F:DragonLi.Core.GameSettings.Router">
<summary>
Setting Router
</summary>
</member>
<member name="M:DragonLi.Core.GameSettings.Init(DragonLi.Core.SettingProfile)">
<summary>
Init game settings with init content
</summary>
<param name="initContent">data to init game setting</param>
</member>
<member name="M:DragonLi.Core.GameSettings.Load(System.String)">
<summary>
Load a game settings
</summary>
<param name="fileName"></param>
<returns>true if success</returns>
</member>
<member name="M:DragonLi.Core.GameSettings.Save(System.String)">
<summary>
If you call this function, game setting will save current contents into
a xml file in Application.persistentDataPath with file name you passed in.
</summary>
<param name="fileName">xml file name, you dont need to add .xml</param>
</member>
<member name="M:DragonLi.Core.GameSettings.GetSetting(System.String)">
<summary>
Get a game setting by key
</summary>
<param name="key">key</param>
<returns>value of this setting, empty if not found</returns>
</member>
<member name="M:DragonLi.Core.GameSettings.SetSetting(System.String,System.String)">
<summary>
Set a setting, if there is no setting with key you passed in, it will add a new one.
</summary>
<param name="key">key</param>
<param name="value">value</param>
</member>
<member name="M:DragonLi.Core.GameSettings.GetCurrentContents">
<summary>
Get current settings, you can call this to get all setting contents in game
settings, and store these values by you self.
</summary>
<returns></returns>
</member>
<member name="T:DragonLi.Core.SettingProfile">
<summary>
Setting contents serialized class
</summary>
</member>
<member name="F:DragonLi.Core.SettingProfile.Data">
<summary>
Data to serialize
</summary>
</member>
<member name="F:DragonLi.Core.SettingProfile.UserInputBinding">
<summary>
User custom input binding information
</summary>
</member>
<member name="T:DragonLi.Core.SettingItem">
<summary>
Setting item
</summary>
</member>
<member name="F:DragonLi.Core.SettingItem.Key">
<summary>
Key of this setting
</summary>
</member>
<member name="F:DragonLi.Core.SettingItem.Value">
<summary>
Value of this setting
</summary>
</member>
<member name="T:DragonLi.Core.SettingComparer">
<summary>
Comparaer of setting items
</summary>
</member>
<member name="T:DragonLi.Core.BuildInSupportedDevice">
<summary>
Device we supported
</summary>
</member>
<member name="F:DragonLi.Core.BuildInSupportedDevice.None">
<summary>
No controller detected
</summary>
</member>
<member name="F:DragonLi.Core.BuildInSupportedDevice.DS4">
<summary>
ps4 controller
</summary>
</member>
<member name="F:DragonLi.Core.BuildInSupportedDevice.XboxOne">
<summary>
xbox one controller
</summary>
</member>
<member name="F:DragonLi.Core.BuildInSupportedDevice.Number">
<summary>
At last
</summary>
</member>
<member name="T:DragonLi.Core.DeviceListener">
<summary>
Joystick updater
</summary>
</member>
<member name="F:DragonLi.Core.DeviceListener.ActiveDevice">
<summary>
Current device
</summary>
</member>
<member name="P:DragonLi.Core.DeviceListener.DetectingDevice">
<summary>
Should we switch device for you or not
</summary>
</member>
<member name="P:DragonLi.Core.DeviceListener.ShouldUpdate">
<summary>
Should this update?
</summary>
</member>
<member name="M:DragonLi.Core.DeviceListener.AddDeviceMapping(System.Int32,DragonLi.Core.JoystickMapping)">
<summary>
Add joystick mapping to manager
</summary>
<param name="key"></param>
<param name="mapping"></param>
</member>
<member name="M:DragonLi.Core.DeviceListener.RemoveDeviceMapping(System.Int32)">
<summary>
remove joystick mapping from manager
</summary>
<param name="key"></param>
</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>