1176 lines
43 KiB
XML
1176 lines
43 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>UI</name>
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</assembly>
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<members>
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<member name="T:DragonLi.UI.IAnimator">
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<summary>
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UI Animation interface, all UI Animation component will infert form this.
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</summary>
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</member>
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<member name="M:DragonLi.UI.IAnimator.PlayForward">
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<summary>
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will be called when show event happens.
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</summary>
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</member>
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<member name="M:DragonLi.UI.IAnimator.PlayBack">
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<summary>
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will be called when hide event happens.
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</summary>
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</member>
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<member name="T:DragonLi.UI.UITweener">
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<summary>
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Base class for all UI Animation. UILayer will search this class in its children and control.
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</summary>
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</member>
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<member name="F:DragonLi.UI.UITweener.During">
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<summary>
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Animation transition time.
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</summary>
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</member>
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<member name="F:DragonLi.UI.UITweener.UseCurve">
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<summary>
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Dose this animation use curve to transit?
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</summary>
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</member>
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<member name="F:DragonLi.UI.UITweener.Curve">
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<summary>
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Curve of this animation
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</summary>
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</member>
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<member name="F:DragonLi.UI.UITweener.ApplyChildren">
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<summary>
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Dose this animation effect children?
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</summary>
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</member>
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<member name="T:DragonLi.UI.UITweenerAlpha">
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<summary>
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UI Alpha animation
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</summary>
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</member>
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<member name="F:DragonLi.UI.UITweenerAlpha.From">
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<summary>
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alpha in hide state.
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</summary>
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</member>
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<member name="F:DragonLi.UI.UITweenerAlpha.To">
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<summary>
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alpha in show state.
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</summary>
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</member>
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<member name="T:DragonLi.UI.UITweenerCanvasAlpha">
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<summary>
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UI CanvasGroup Alpha animation
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</summary>
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</member>
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<member name="F:DragonLi.UI.UITweenerCanvasAlpha.From">
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<summary>
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alpha in hide state.
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</summary>
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</member>
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<member name="F:DragonLi.UI.UITweenerCanvasAlpha.To">
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<summary>
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alpha in show state.
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</summary>
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</member>
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<member name="T:DragonLi.UI.UITweenerPosition">
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<summary>
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UI move animation
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</summary>
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</member>
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<member name="F:DragonLi.UI.UITweenerPosition.HidePosition">
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<summary>
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Position (Rect Transform space) in hide state
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</summary>
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</member>
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<member name="F:DragonLi.UI.UITweenerPosition.ShowPosition">
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<summary>
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Position (Rect Transform space) in show state
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</summary>
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</member>
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<member name="T:DragonLi.UI.UITweenerScale">
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<summary>
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UI Scale animation
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</summary>
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</member>
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<member name="F:DragonLi.UI.UITweenerScale.From">
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<summary>
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Scale (Rect Transform space) in hide state
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</summary>
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</member>
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<member name="F:DragonLi.UI.UITweenerScale.To">
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<summary>
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Scale (Rect Transform space) in show state
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</summary>
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</member>
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<member name="T:DragonLi.UI.ControllerGroup">
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<summary>
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Control all JoystickController in its children node.
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This class mainly handle input events.
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</summary>
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</member>
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<member name="P:DragonLi.UI.ControllerGroup.ControllerRouter">
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<summary>
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The map of all JoystickController in this group
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</summary>
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</member>
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<member name="P:DragonLi.UI.ControllerGroup.ParentLayer">
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<summary>
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layer belonged
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</summary>
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</member>
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<member name="P:DragonLi.UI.ControllerGroup.AisaInputStandard">
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<summary>
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Using A(XBox)/X(PS) or B(XBox)/O(PS) as selected button
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</summary>
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</member>
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<member name="P:DragonLi.UI.ControllerGroup.Enabled">
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<summary>
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Is this group enabled ?
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</summary>
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</member>
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<member name="F:DragonLi.UI.ControllerGroup._stickLocation">
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<summary>
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Current input this frame
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</summary>
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</member>
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<member name="M:DragonLi.UI.ControllerGroup.Init">
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<summary>
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Init this ControllerGroup.
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</summary>
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</member>
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<member name="M:DragonLi.UI.ControllerGroup.Refresh">
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<summary>
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Reset input actions and current selections
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</summary>
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</member>
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<member name="M:DragonLi.UI.ControllerGroup.ResetInput">
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<summary>
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Reset input async events.
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</summary>
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</member>
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<member name="M:DragonLi.UI.ControllerGroup.RegisterOnPressListener(System.String,System.Action{DragonLi.UI.JoystickController})">
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<summary>
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Register on press listener
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</summary>
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<param name="_targetKey">JoystickController's gameobject name</param>
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<param name="_callback">Call back</param>
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</member>
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<member name="M:DragonLi.UI.ControllerGroup.UnregisterOnPressListener(System.String,System.Action{DragonLi.UI.JoystickController})">
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<summary>
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Unregister on press listener
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</summary>
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<param name="_targetKey">JoystickController's gameobject name</param>
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<param name="_callback">Call back</param>
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</member>
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<member name="M:DragonLi.UI.ControllerGroup.DisableControllers(DragonLi.UI.JoystickController[])">
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<summary>
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Disable a set of JoystickController
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</summary>
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<param name="btns">a set of JoystickController you want to disable</param>
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</member>
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<member name="M:DragonLi.UI.ControllerGroup.EnableControllers(DragonLi.UI.JoystickController[])">
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<summary>
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Disable a set of JoystickController
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</summary>
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<param name="btns">a set of JoystickController you want to enable</param>
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</member>
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<member name="M:DragonLi.UI.ControllerGroup.GetControllerByName(System.String)">
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<summary>
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Get a JoystickController by name
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</summary>
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<param name="name"></param>
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<returns>the JoystickController you want to find. return null if not found</returns>
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</member>
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<member name="M:DragonLi.UI.ControllerGroup.SetInputDirectionThisFrame(UnityEngine.Vector2)">
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<summary>
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Set input direction on joystick map
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</summary>
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<param name="direction"></param>
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</member>
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<member name="M:DragonLi.UI.ControllerGroup.OnInputDetection">
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<summary>
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On up down left right input
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</summary>
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</member>
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<member name="M:DragonLi.UI.ControllerGroup.OnInputEnter">
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<summary>
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On enter button press
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</summary>
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<returns>true will trigger pree event</returns>
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</member>
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<member name="T:DragonLi.UI.JoystickController">
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<summary>
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Base class of all interconvertible components and the controlling target of ControllerGroup.
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</summary>
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</member>
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<member name="F:DragonLi.UI.JoystickController.LocationVertical">
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<summary>
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Vertical location in target ControllerGroup.
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</summary>
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</member>
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<member name="F:DragonLi.UI.JoystickController.LocationHorizontal">
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<summary>
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Horizontal location in target ControllerGroup.
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</summary>
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</member>
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<member name="P:DragonLi.UI.JoystickController.Enabled">
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<summary>
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Does this controller enabled.
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</summary>
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</member>
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<member name="P:DragonLi.UI.JoystickController.OnPressedEventHandler">
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<summary>
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On press event call back
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</summary>
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</member>
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<member name="P:DragonLi.UI.JoystickController.OnSelectedEventHandler">
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<summary>
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On select event call back
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</summary>
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</member>
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<member name="P:DragonLi.UI.JoystickController.OnCancelSelectedEventHandler">
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<summary>
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On cancel select event call back
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</summary>
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</member>
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<member name="M:DragonLi.UI.JoystickController.Init">
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<summary>
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Init this controller, will be called when its parent init.
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</summary>
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</member>
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<member name="M:DragonLi.UI.JoystickController.Select">
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<summary>
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Select this controller, normally controlled by ControllerGroup.
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</summary>
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</member>
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<member name="M:DragonLi.UI.JoystickController.CancelSelect">
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<summary>
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Cancel select this controller, normally controlled by ControllerGroup.
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</summary>
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</member>
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<member name="M:DragonLi.UI.JoystickController.Press(DragonLi.UI.JoystickController)">
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<summary>
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Press this controller, normally controlled by ControllerGroup.
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</summary>
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</member>
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<member name="M:DragonLi.UI.JoystickController.OnSelected">
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<summary>
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will be called on selected event happened.
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</summary>
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</member>
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<member name="M:DragonLi.UI.JoystickController.OnCancelSelected">
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<summary>
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will be called on cancel selected event happened.
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</summary>
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</member>
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<member name="M:DragonLi.UI.JoystickController.OnPressed(DragonLi.UI.JoystickController)">
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<summary>
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will be called on press event happened.
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</summary>
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</member>
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<member name="M:DragonLi.UI.JoystickController.OnPointerEnter(UnityEngine.EventSystems.PointerEventData)">
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<summary>
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Pc mouse action enter
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</summary>
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<param name="eventData"></param>
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</member>
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<member name="M:DragonLi.UI.JoystickController.OnPointerExit(UnityEngine.EventSystems.PointerEventData)">
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<summary>
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Pc mouse action exit
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</summary>
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<param name="eventData"></param>
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</member>
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<member name="M:DragonLi.UI.JoystickController.OnPointerClick(UnityEngine.EventSystems.PointerEventData)">
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<summary>
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Pc mouse action click
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</summary>
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<param name="eventData"></param>
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</member>
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<member name="M:DragonLi.UI.JoystickController.OnPointerDown(UnityEngine.EventSystems.PointerEventData)">
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<summary>
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Pc mouse action down
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</summary>
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<param name="eventData"></param>
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</member>
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<member name="M:DragonLi.UI.JoystickController.OnPointerUp(UnityEngine.EventSystems.PointerEventData)">
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<summary>
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Pc mouse action ip
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</summary>
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<param name="eventData"></param>
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</member>
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<member name="T:DragonLi.UI.JoystickControllerMap">
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<summary>
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Map of controllers in one ControllerGroup
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Map Axis:
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The positive direction of the X axis is right direction of screen.
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The positive direction of the Y axis is down direction of screen.
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</summary>
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</member>
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<member name="F:DragonLi.UI.JoystickControllerMap.kMaxLength">
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<summary>
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Max controllers count of this map in x axis
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</summary>
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</member>
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<member name="F:DragonLi.UI.JoystickControllerMap.kMaxHeight">
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<summary>
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Max controllers count of this map in y axis
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</summary>
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</member>
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<member name="P:DragonLi.UI.JoystickControllerMap.Current">
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<summary>
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Current
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</summary>
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</member>
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<member name="P:DragonLi.UI.JoystickControllerMap.Previous">
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<summary>
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Previous
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</summary>
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</member>
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<member name="P:DragonLi.UI.JoystickControllerMap.AllControllers">
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<summary>
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All Controllers
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</summary>
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</member>
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<member name="M:DragonLi.UI.JoystickControllerMap.Create">
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<summary>
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Create JoystickControllerMap
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</summary>
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<returns>JoystickControllerMap you want to create</returns>
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</member>
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<member name="M:DragonLi.UI.JoystickControllerMap.Add(DragonLi.UI.JoystickController)">
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<summary>
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add JoystickController to map by given loaction
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</summary>
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<param name="_controller">JoystickController you want added</param>
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</member>
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<member name="M:DragonLi.UI.JoystickControllerMap.Remove(System.Int32,System.Int32)">
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<summary>
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remove JoystickController in map by given loaction
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</summary>
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<param name="_hor">loaction in x axis</param>
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<param name="_vet">loaction in y axis</param>
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</member>
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<member name="M:DragonLi.UI.JoystickControllerMap.Remove(DragonLi.UI.JoystickController)">
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<summary>
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remove JoystickController in map
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</summary>
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<param name="_controller">JoystickController you want removed</param>
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</member>
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<member name="M:DragonLi.UI.JoystickControllerMap.Reset">
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<summary>
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Reset map
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</summary>
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</member>
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<member name="M:DragonLi.UI.JoystickControllerMap.Init(DragonLi.UI.JoystickController[])">
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<summary>
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Init map
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</summary>
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<param name="_controllerSet">all controllers you want to be controller and listed in this map.</param>
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</member>
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<member name="M:DragonLi.UI.JoystickControllerMap.SearchForDown">
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<summary>
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Search towards y direction
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</summary>
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<returns>JoystickController which was found, return null if wasn't.</returns>
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</member>
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<member name="M:DragonLi.UI.JoystickControllerMap.SearchForUp">
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<summary>
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Search towards -y direction
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</summary>
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<returns>JoystickController which was found, return null if wasn't.</returns>
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</member>
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<member name="M:DragonLi.UI.JoystickControllerMap.SearchForLeft">
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<summary>
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Search towards -x direction
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</summary>
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<returns>JoystickController which was found, return null if wasn't.</returns>
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</member>
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<member name="M:DragonLi.UI.JoystickControllerMap.SearchForRight">
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<summary>
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Search towards x direction
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</summary>
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<returns>JoystickController which was found, return null if wasn't.</returns>
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</member>
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<member name="M:DragonLi.UI.JoystickControllerMap.Find(System.String)">
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<summary>
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Find the first JoystickController which belonged gameobject's name is the given key
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</summary>
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<param name="_key">Gameobject's name of JoystickController</param>
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<returns>JoystickController which was found, return null if wasn't.</returns>
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</member>
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<member name="M:DragonLi.UI.JoystickControllerMap.Refresh">
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<summary>
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Refresh map.
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</summary>
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</member>
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<member name="T:DragonLi.UI.JoystickControllerGroup">
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<summary>
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A set of controllers in map which are in one row.
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</summary>
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</member>
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<member name="P:DragonLi.UI.JoystickControllerGroup.Count">
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<summary>
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Count of JoystickControllers in group.
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</summary>
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</member>
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<member name="P:DragonLi.UI.JoystickControllerGroup.Item(System.Int32)">
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<summary>
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Get JoystickController in group by index
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</summary>
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<param name="i">Index</param>
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<returns>JoystickController which was found</returns>
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</member>
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<member name="P:DragonLi.UI.JoystickControllerGroup.Item(System.String)">
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<summary>
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Get JoystickController in group by name
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</summary>
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<param name="_key">Name</param>
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<returns>JoystickController which was found</returns>
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</member>
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<member name="M:DragonLi.UI.JoystickControllerGroup.Create">
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<summary>
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Create a JoystickControllerGroup
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</summary>
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<returns>JoystickControllerGroup you want to create</returns>
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</member>
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<member name="T:DragonLi.UI.UIComponent">
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<summary>
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Base class of all UIComponent
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</summary>
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</member>
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<member name="P:DragonLi.UI.UIComponent.Owner">
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<summary>
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Which layer is this component belonged
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</summary>
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</member>
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<member name="M:DragonLi.UI.UIComponent.As``1">
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<summary>
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Convert to a UIComponent type.
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</summary>
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<typeparam name="T">Target type</typeparam>
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<returns>Converted UIComponent</returns>
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</member>
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<member name="M:DragonLi.UI.UIComponent.UpdateUI">
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<summary>
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Will be called when its owner update(not MonoBehaviour update).
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</summary>
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</member>
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<member name="M:DragonLi.UI.UIComponent.Init">
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<summary>
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Init UI
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</summary>
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</member>
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<member name="M:DragonLi.UI.UIComponent.OnInit">
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<summary>
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Will be called when its owner init.
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</summary>
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</member>
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<member name="M:DragonLi.UI.UIComponent.OnUpdate">
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<summary>
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Will be called when UpdateUI is called.
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</summary>
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</member>
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<member name="M:DragonLi.UI.UIComponent.OnShow">
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<summary>
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On parent layer start showing
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</summary>
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</member>
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<member name="M:DragonLi.UI.UIComponent.OnHide">
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<summary>
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On parent layer start hiding
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</summary>
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</member>
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<member name="M:DragonLi.UI.UIComponent.OnSwitchDevice(System.String)">
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<summary>
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Will be called when input device is change. eg: this will happen on pc.
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</summary>
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<param name="_deviceModule"></param>
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</member>
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<member name="T:DragonLi.UI.IDeviceObserver">
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<summary>
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Device observer
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</summary>
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</member>
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<member name="M:DragonLi.UI.IDeviceObserver.OnSwitchDevice(System.String)">
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<summary>
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Will be called when input device is change.
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</summary>
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<param name="_platform"></param>
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</member>
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<member name="T:DragonLi.UI.UILocalizationLabel">
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<summary>
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Base class of LocalizationLabel
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</summary>
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</member>
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<member name="F:DragonLi.UI.UILocalizationLabel.LKey">
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<summary>
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The key in language.xml
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</summary>
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</member>
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<member name="P:DragonLi.UI.UILocalizationLabel.Label">
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<summary>
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|
The unity text controller
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UILocalizationLabel.Reload">
|
|
<summary>
|
|
This will be called when language changed.
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.UI.UILocalizationStaticLabel">
|
|
<summary>
|
|
A localization static label, this label can get content in language.xml automatically
|
|
If you want to a static text without content change except language switch please use this.
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UILocalizationStaticLabel.Reload">
|
|
<summary>
|
|
Reload.
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.UI.UIKeypromptIcon">
|
|
<summary>
|
|
A image which can switch sprite automatically depending on target input device
|
|
For more please see sample of spritepool
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.UIKeypromptIcon.Key">
|
|
<summary>
|
|
Key of the sprites
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.UIKeypromptIcon.Index">
|
|
<summary>
|
|
Index in configuration, for editor functions, you can Ignore this var
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UIKeypromptIcon.OnSwitchDevice(System.String)">
|
|
<summary>
|
|
On input device switch
|
|
</summary>
|
|
<param name="_deviceModule"></param>
|
|
</member>
|
|
<member name="T:DragonLi.UI.UISimpleButton">
|
|
<summary>
|
|
A simple button component
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.UISimpleButton.kAnimatorKeyHover">
|
|
<summary>
|
|
key word of animator, hover
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.UISimpleButton.kAnimatorKeyPress">
|
|
<summary>
|
|
key word of animator, press
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.UISimpleButton.kAnimatorKeyEnable">
|
|
<summary>
|
|
key word of animator, enable
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.UISimpleButton.audioController">
|
|
<summary>
|
|
On enter sound
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.UISimpleButton.OnClickSound">
|
|
<summary>
|
|
On click sound
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.UISimpleButton.OnEnterSound">
|
|
<summary>
|
|
On click sound
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.UISimpleButton.UseEasyevent">
|
|
<summary>
|
|
does this button use easyevent?
|
|
easyevent can control simple show and hide event.
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.UISimpleButton.EasyEvents">
|
|
<summary>
|
|
If use simple event, all of these layer will be show when button is pressed.
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UISimpleButton.OnPointerEnter(UnityEngine.EventSystems.PointerEventData)">
|
|
<summary>
|
|
Pc mouse action enter
|
|
</summary>
|
|
<param name="eventData"></param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UISimpleButton.OnPointerExit(UnityEngine.EventSystems.PointerEventData)">
|
|
<summary>
|
|
Pc mouse action exit
|
|
</summary>
|
|
<param name="eventData"></param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UISimpleButton.OnPointerDown(UnityEngine.EventSystems.PointerEventData)">
|
|
<summary>
|
|
Pc mouse action down
|
|
</summary>
|
|
<param name="eventData"></param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UISimpleButton.OnPointerUp(UnityEngine.EventSystems.PointerEventData)">
|
|
<summary>
|
|
Pc mouse action up
|
|
</summary>
|
|
<param name="eventData"></param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UISimpleButton.OnSelected">
|
|
<summary>
|
|
will be called on selected event happened.
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UISimpleButton.OnCancelSelected">
|
|
<summary>
|
|
will be called on cancel selected event happened.
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UISimpleButton.OnPressed(DragonLi.UI.JoystickController)">
|
|
<summary>
|
|
Press this controller, normally controlled by ControllerGroup.
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UISimpleButton.SetEnabled(System.Boolean)">
|
|
<summary>
|
|
Set this button enable or not
|
|
</summary>
|
|
<param name="_enable"></param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UISimpleButton.OnEasyeventCallback(DragonLi.UI.JoystickController)">
|
|
<summary>
|
|
Call back of easyevent
|
|
</summary>
|
|
<param name="_controller"></param>
|
|
</member>
|
|
<member name="T:DragonLi.UI.Easyevent">
|
|
<summary>
|
|
Easy event
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.UI.Easyevent.EventType">
|
|
<summary>
|
|
Easy event type
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.Easyevent.Receiver">
|
|
<summary>
|
|
Receiver layer
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.Easyevent.Event">
|
|
<summary>
|
|
Event type
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.Easyevent.Execute">
|
|
<summary>
|
|
Execute this event
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.UI.UISimpleSlider">
|
|
<summary>
|
|
A simple slider component can be access from UIManager
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.UI.UISimpleText">
|
|
<summary>
|
|
Simple text component can be access from UIManager
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UISimpleText.SetContent(System.String)">
|
|
<summary>
|
|
Set text of this text component
|
|
</summary>
|
|
<param name="content">content you want to set</param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UISimpleText.GetContent">
|
|
<summary>
|
|
Get Content
|
|
</summary>
|
|
<returns>content you want to get</returns>
|
|
</member>
|
|
<member name="T:DragonLi.UI.KeypromptPool">
|
|
<summary>
|
|
Keyprompt Pool, this will store UI Tooptips icon.
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.UI.KeypromptPool.Config">
|
|
<summary>
|
|
Keyprompt Pool config
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.KeypromptPool.Init(DragonLi.UI.KeypromptPoolProfile)">
|
|
<summary>
|
|
Init and load sprite pool by config
|
|
</summary>
|
|
<param name="configPath">config path</param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.KeypromptPool.GetKeypromptIconOnCurrentPlatform(System.String)">
|
|
<summary>
|
|
Get Image
|
|
</summary>
|
|
<param name="key"></param>
|
|
<param name="platform"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.UI.KeypromptPool.GetKeypromptIcon(System.String,System.String)">
|
|
<summary>
|
|
Get Image by UIShowMode
|
|
</summary>
|
|
<param name="key"></param>
|
|
<param name="platform"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.UI.KeypromptPool.Dispose">
|
|
<summary>
|
|
Release
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.UI.KeypromptPoolProfile">
|
|
<summary>
|
|
Sprite pool config data type
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.KeypromptPoolProfile.Platforms">
|
|
<summary>
|
|
Platform List
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.KeypromptPoolProfile.SpritePool">
|
|
<summary>
|
|
Data
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.UI.KeypromptPoolProfile.Item(System.String)">
|
|
<summary>
|
|
Getter
|
|
</summary>
|
|
<param name="key">InputIcon key</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="F:DragonLi.UI.KeypromptPoolProfile.DrawItem">
|
|
<summary>
|
|
Use for editor only, Ignore this.
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.UI.InputIcon">
|
|
<summary>
|
|
A type of sprite data type
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.InputIcon.Key">
|
|
<summary>
|
|
Key of the sprite
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.InputIcon.Icons">
|
|
<summary>
|
|
All sprite of this type of icon
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.UI.InputIcon.Item(System.String)">
|
|
<summary>
|
|
Getter
|
|
</summary>
|
|
<param name="type"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:DragonLi.UI.Icon">
|
|
<summary>
|
|
Icon data
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.Icon.DeviceType">
|
|
<summary>
|
|
Input device type of this icon
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.Icon.Data">
|
|
<summary>
|
|
icon
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.UI.UILayer">
|
|
<summary>
|
|
UILayer, container of components
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.UILayer.AutoShow">
|
|
<summary>
|
|
Does this layer show automatically when init finished?
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.UILayer.Abandoned">
|
|
<summary>
|
|
Does this layer abandoned? Abandoned layer will not take part in UI framework.
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.UILayer.AsiaInputStandard">
|
|
<summary>
|
|
Using A(XBox)/X(PS) or B(XBox)/O(PS) as selected button
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.UILayer.ParentRoot">
|
|
<summary>
|
|
Parent UIRoot node
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.UILayer.TransitionDuring">
|
|
<summary>
|
|
Animation transition time.
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.UI.UILayer.Item(System.String)">
|
|
<summary>
|
|
Get child component by name
|
|
</summary>
|
|
<param name="_key">child component's gameobject name</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="P:DragonLi.UI.UILayer.Enabled">
|
|
<summary>
|
|
Does this layer enabled?
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UILayer.OnJoystickInput">
|
|
<summary>
|
|
You can override this to tell layer input direction
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UILayer.OnInit">
|
|
<summary>
|
|
This will be called when layer init
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UILayer.OnShow">
|
|
<summary>
|
|
This will be called when layer is showing
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UILayer.OnHide">
|
|
<summary>
|
|
This will be called when layer is hiding
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UILayer.Init">
|
|
<summary>
|
|
Init layer
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UILayer.Show">
|
|
<summary>
|
|
Show layer and its all children.
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UILayer.Hide">
|
|
<summary>
|
|
Hide layer and its all children.
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UILayer.UpdateUI">
|
|
<summary>
|
|
Update layer and its all children.
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UILayer.Refresh">
|
|
<summary>
|
|
Refresh layer. Make it to the start state.
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UILayer.SetControllerEnable(System.Boolean)">
|
|
<summary>
|
|
Set controllers enabled
|
|
</summary>
|
|
<param name="_isEnable">enable or not</param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UILayer.RegisterOnPressListener(System.String,System.Action{DragonLi.UI.JoystickController})">
|
|
<summary>
|
|
Register on press Listener
|
|
</summary>
|
|
<param name="_targetName">JoystickController's object name</param>
|
|
<param name="_callback">Call back event</param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UILayer.UnregisterOnPressListener(System.String,System.Action{DragonLi.UI.JoystickController})">
|
|
<summary>
|
|
Unregister on press Listener
|
|
</summary>
|
|
<param name="_targetName">JoystickController's object name</param>
|
|
<param name="_callback">Call back event</param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UILayer.RegisterOnSelectListener(System.String,System.Action{DragonLi.UI.JoystickController})">
|
|
<summary>
|
|
Register on select Listener
|
|
</summary>
|
|
<param name="_targetName">JoystickController's object name</param>
|
|
<param name="_callback">Call back event</param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UILayer.UnregisterOnSelectListener(System.String,System.Action{DragonLi.UI.JoystickController})">
|
|
<summary>
|
|
Unregister on select Listener
|
|
</summary>
|
|
<param name="_targetName">JoystickController's object name</param>
|
|
<param name="_callback">Call back event</param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UILayer.IsProcessing">
|
|
<summary>
|
|
If the animation is playing, this will return true
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UILayer.OnSwitchDevice(System.String)">
|
|
<summary>
|
|
On input device switch
|
|
</summary>
|
|
<param name="_platform"></param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UILayer.GetControllerGroup">
|
|
<summary>
|
|
Get ControllerGroup
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:DragonLi.UI.LocalizationManager">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.LocalizationManager.kDedaultLanguage">
|
|
<summary>
|
|
Default language type
|
|
</summary>
|
|
</member>
|
|
<member name="P:DragonLi.UI.LocalizationManager.CurrentLanguage">
|
|
<summary>
|
|
Current language type
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.LocalizationManager.localizationEntities">
|
|
<summary>
|
|
this store content of one language
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.LocalizationManager.allLanguages">
|
|
<summary>
|
|
All languages
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.LocalizationManager.labelRouter">
|
|
<summary>
|
|
this store all the labels, if switch language while runtime, this list will be check.
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.LocalizationManager.InitManager(System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Init manager and load
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.LocalizationManager.RefreshOnSwitchScene">
|
|
<summary>
|
|
Please call this when scene change before new scene UIElements OnEnable() called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.LocalizationManager.ReloadRegisteredUIElement">
|
|
<summary>
|
|
Reload all label registered
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.LocalizationManager.RegisterLabel(DragonLi.UI.UILocalizationLabel)">
|
|
<summary>
|
|
Add label to manager.
|
|
</summary>
|
|
<param name="_label">UILocalizationLabel you want to add</param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.LocalizationManager.UnregisterLabel(DragonLi.UI.UILocalizationLabel)">
|
|
<summary>
|
|
Remove label to manager.
|
|
</summary>
|
|
<param name="_label">UILocalizationLabel you want to remove</param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.LocalizationManager.SetLanguageByID(System.Int32)">
|
|
<summary>
|
|
Set current lanuage by ID, this will cause language reload.
|
|
</summary>
|
|
<param name="_id">language id</param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.LocalizationManager.SetLanguage(System.String)">
|
|
<summary>
|
|
Set current lanuage by name, this will cause language reload.
|
|
</summary>
|
|
<param name="_id">language name</param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.LocalizationManager.GetLanguageList">
|
|
<summary>
|
|
Get language list
|
|
</summary>
|
|
<returns>all language in LanguageMainFast</returns>
|
|
</member>
|
|
<member name="M:DragonLi.UI.LocalizationManager.GetContent(System.String)">
|
|
<summary>
|
|
Get text content
|
|
</summary>
|
|
<param name="key">content key</param>
|
|
<returns>Content text</returns>
|
|
</member>
|
|
<member name="T:DragonLi.UI.LocalizationRow">
|
|
<summary>
|
|
A raw of text content in Language.xml
|
|
you can change this by your self if need
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.LocalizationRow.key">
|
|
<summary>
|
|
Key of this content
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.LocalizationRow.Content">
|
|
<summary>
|
|
content
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.UI.LocalizationContainer">
|
|
<summary>
|
|
All text content in Language.xml,
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.LocalizationContainer.localizationConfigs">
|
|
<summary>
|
|
Data
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.UI.UIManager">
|
|
<summary>
|
|
Manager of UI
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UIManager.Init(DragonLi.UI.UIProfile)">
|
|
<summary>
|
|
Init UIManager
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UIManager.GetUIRoot(System.String)">
|
|
<summary>
|
|
Get UIRoot by specific id
|
|
</summary>
|
|
<param name="id">UIRoot's gameobject name</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UIManager.GetUIRoot``1(System.String)">
|
|
<summary>
|
|
Get UIRoot by specific id and convert to target type
|
|
</summary>
|
|
<typeparam name="T">Type you want to convert</typeparam>
|
|
<param name="id">UIRoot's gameobject name</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UIManager.UpdateRequest(System.String)">
|
|
<summary>
|
|
Update UIRoot with specific id
|
|
</summary>
|
|
<param name="id">UIRoot's gameobject name</param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UIManager.UpdateRequest">
|
|
<summary>
|
|
Update all UIRoot
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UIManager.SwitchDevice(System.String)">
|
|
<summary>
|
|
Switch input device
|
|
</summary>
|
|
<param name="_platform"></param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UIManager.SwitchLanguage(System.String)">
|
|
<summary>
|
|
Set currently showing language
|
|
</summary>
|
|
<param name="_language"></param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UIManager.SwitchLanguage(System.Int32)">
|
|
<summary>
|
|
Set currently showing language
|
|
</summary>
|
|
<param name="_languageID"></param>
|
|
</member>
|
|
<member name="T:DragonLi.UI.UIProfile">
|
|
<summary>
|
|
UI Settings all in here
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.UIProfile.languages">
|
|
<summary>
|
|
All languages here
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.UIProfile.keypromptPool">
|
|
<summary>
|
|
Key prompts
|
|
</summary>
|
|
</member>
|
|
<member name="T:DragonLi.UI.UIRoot">
|
|
<summary>
|
|
UI Root node. All UILayer must have an UIRoot.
|
|
You must create a class inhert from this class to create your own root.
|
|
</summary>
|
|
</member>
|
|
<member name="F:DragonLi.UI.UIRoot.CanvasResolution">
|
|
<summary>
|
|
Resolution of the canvas.
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UIRoot.Init">
|
|
<summary>
|
|
InitUI
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UIRoot.GetLayer``1(System.String)">
|
|
<summary>
|
|
Get target UILayer by id and convert to target type.
|
|
</summary>
|
|
<typeparam name="V">Target type</typeparam>
|
|
<param name="id">The id of UILayer you want to find</param>
|
|
<returns>Return UILayer, if not found will return null</returns>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UIRoot.GetLayer(System.String)">
|
|
<summary>
|
|
Get target UILayer by id.
|
|
</summary>
|
|
<param name="id">The id of UILayer you want to find</param>
|
|
<returns>Return UILayer, if not found will return null</returns>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UIRoot.UpdateRequest(System.String)">
|
|
<summary>
|
|
Update UILayer with specific id
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UIRoot.UpdateRequest">
|
|
<summary>
|
|
Update all this root
|
|
</summary>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UIRoot.IsProcessing">
|
|
<summary>
|
|
Is any UILayer currently animating?
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UIRoot.SwitchDevice(System.String)">
|
|
<summary>
|
|
send switch input device message to all ui elements.
|
|
</summary>
|
|
<param name="_platform"></param>
|
|
</member>
|
|
<member name="M:DragonLi.UI.UIRoot.AdaptResolution">
|
|
<summary>
|
|
Adapt resolution
|
|
</summary>
|
|
</member>
|
|
</members>
|
|
</doc>
|