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

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XML

<?xml version="1.0"?>
<doc>
<assembly>
<name>UI</name>
</assembly>
<members>
<member name="T:DragonLi.UI.IAnimator">
<summary>
UI Animation interface, all UI Animation component will infert form this.
</summary>
</member>
<member name="M:DragonLi.UI.IAnimator.PlayForward">
<summary>
will be called when show event happens.
</summary>
</member>
<member name="M:DragonLi.UI.IAnimator.PlayBack">
<summary>
will be called when hide event happens.
</summary>
</member>
<member name="T:DragonLi.UI.UITweener">
<summary>
Base class for all UI Animation. UILayer will search this class in its children and control.
</summary>
</member>
<member name="F:DragonLi.UI.UITweener.During">
<summary>
Animation transition time.
</summary>
</member>
<member name="F:DragonLi.UI.UITweener.UseCurve">
<summary>
Dose this animation use curve to transit?
</summary>
</member>
<member name="F:DragonLi.UI.UITweener.Curve">
<summary>
Curve of this animation
</summary>
</member>
<member name="F:DragonLi.UI.UITweener.ApplyChildren">
<summary>
Dose this animation effect children?
</summary>
</member>
<member name="T:DragonLi.UI.UITweenerAlpha">
<summary>
UI Alpha animation
</summary>
</member>
<member name="F:DragonLi.UI.UITweenerAlpha.From">
<summary>
alpha in hide state.
</summary>
</member>
<member name="F:DragonLi.UI.UITweenerAlpha.To">
<summary>
alpha in show state.
</summary>
</member>
<member name="T:DragonLi.UI.UITweenerCanvasAlpha">
<summary>
UI CanvasGroup Alpha animation
</summary>
</member>
<member name="F:DragonLi.UI.UITweenerCanvasAlpha.From">
<summary>
alpha in hide state.
</summary>
</member>
<member name="F:DragonLi.UI.UITweenerCanvasAlpha.To">
<summary>
alpha in show state.
</summary>
</member>
<member name="T:DragonLi.UI.UITweenerPosition">
<summary>
UI move animation
</summary>
</member>
<member name="F:DragonLi.UI.UITweenerPosition.HidePosition">
<summary>
Position (Rect Transform space) in hide state
</summary>
</member>
<member name="F:DragonLi.UI.UITweenerPosition.ShowPosition">
<summary>
Position (Rect Transform space) in show state
</summary>
</member>
<member name="T:DragonLi.UI.UITweenerScale">
<summary>
UI Scale animation
</summary>
</member>
<member name="F:DragonLi.UI.UITweenerScale.From">
<summary>
Scale (Rect Transform space) in hide state
</summary>
</member>
<member name="F:DragonLi.UI.UITweenerScale.To">
<summary>
Scale (Rect Transform space) in show state
</summary>
</member>
<member name="T:DragonLi.UI.ControllerGroup">
<summary>
Control all JoystickController in its children node.
This class mainly handle input events.
</summary>
</member>
<member name="P:DragonLi.UI.ControllerGroup.ControllerRouter">
<summary>
The map of all JoystickController in this group
</summary>
</member>
<member name="P:DragonLi.UI.ControllerGroup.ParentLayer">
<summary>
layer belonged
</summary>
</member>
<member name="P:DragonLi.UI.ControllerGroup.AisaInputStandard">
<summary>
Using A(XBox)/X(PS) or B(XBox)/O(PS) as selected button
</summary>
</member>
<member name="P:DragonLi.UI.ControllerGroup.Enabled">
<summary>
Is this group enabled ?
</summary>
</member>
<member name="F:DragonLi.UI.ControllerGroup._stickLocation">
<summary>
Current input this frame
</summary>
</member>
<member name="M:DragonLi.UI.ControllerGroup.Init">
<summary>
Init this ControllerGroup.
</summary>
</member>
<member name="M:DragonLi.UI.ControllerGroup.Refresh">
<summary>
Reset input actions and current selections
</summary>
</member>
<member name="M:DragonLi.UI.ControllerGroup.ResetInput">
<summary>
Reset input async events.
</summary>
</member>
<member name="M:DragonLi.UI.ControllerGroup.RegisterOnPressListener(System.String,System.Action{DragonLi.UI.JoystickController})">
<summary>
Register on press listener
</summary>
<param name="_targetKey">JoystickController's gameobject name</param>
<param name="_callback">Call back</param>
</member>
<member name="M:DragonLi.UI.ControllerGroup.UnregisterOnPressListener(System.String,System.Action{DragonLi.UI.JoystickController})">
<summary>
Unregister on press listener
</summary>
<param name="_targetKey">JoystickController's gameobject name</param>
<param name="_callback">Call back</param>
</member>
<member name="M:DragonLi.UI.ControllerGroup.DisableControllers(DragonLi.UI.JoystickController[])">
<summary>
Disable a set of JoystickController
</summary>
<param name="btns">a set of JoystickController you want to disable</param>
</member>
<member name="M:DragonLi.UI.ControllerGroup.EnableControllers(DragonLi.UI.JoystickController[])">
<summary>
Disable a set of JoystickController
</summary>
<param name="btns">a set of JoystickController you want to enable</param>
</member>
<member name="M:DragonLi.UI.ControllerGroup.GetControllerByName(System.String)">
<summary>
Get a JoystickController by name
</summary>
<param name="name"></param>
<returns>the JoystickController you want to find. return null if not found</returns>
</member>
<member name="M:DragonLi.UI.ControllerGroup.SetInputDirectionThisFrame(UnityEngine.Vector2)">
<summary>
Set input direction on joystick map
</summary>
<param name="direction"></param>
</member>
<member name="M:DragonLi.UI.ControllerGroup.OnInputDetection">
<summary>
On up down left right input
</summary>
</member>
<member name="M:DragonLi.UI.ControllerGroup.OnInputEnter">
<summary>
On enter button press
</summary>
<returns>true will trigger pree event</returns>
</member>
<member name="T:DragonLi.UI.JoystickController">
<summary>
Base class of all interconvertible components and the controlling target of ControllerGroup.
</summary>
</member>
<member name="F:DragonLi.UI.JoystickController.LocationVertical">
<summary>
Vertical location in target ControllerGroup.
</summary>
</member>
<member name="F:DragonLi.UI.JoystickController.LocationHorizontal">
<summary>
Horizontal location in target ControllerGroup.
</summary>
</member>
<member name="P:DragonLi.UI.JoystickController.Enabled">
<summary>
Does this controller enabled.
</summary>
</member>
<member name="P:DragonLi.UI.JoystickController.OnPressedEventHandler">
<summary>
On press event call back
</summary>
</member>
<member name="P:DragonLi.UI.JoystickController.OnSelectedEventHandler">
<summary>
On select event call back
</summary>
</member>
<member name="P:DragonLi.UI.JoystickController.OnCancelSelectedEventHandler">
<summary>
On cancel select event call back
</summary>
</member>
<member name="M:DragonLi.UI.JoystickController.Init">
<summary>
Init this controller, will be called when its parent init.
</summary>
</member>
<member name="M:DragonLi.UI.JoystickController.Select">
<summary>
Select this controller, normally controlled by ControllerGroup.
</summary>
</member>
<member name="M:DragonLi.UI.JoystickController.CancelSelect">
<summary>
Cancel select this controller, normally controlled by ControllerGroup.
</summary>
</member>
<member name="M:DragonLi.UI.JoystickController.Press(DragonLi.UI.JoystickController)">
<summary>
Press this controller, normally controlled by ControllerGroup.
</summary>
</member>
<member name="M:DragonLi.UI.JoystickController.OnSelected">
<summary>
will be called on selected event happened.
</summary>
</member>
<member name="M:DragonLi.UI.JoystickController.OnCancelSelected">
<summary>
will be called on cancel selected event happened.
</summary>
</member>
<member name="M:DragonLi.UI.JoystickController.OnPressed(DragonLi.UI.JoystickController)">
<summary>
will be called on press event happened.
</summary>
</member>
<member name="M:DragonLi.UI.JoystickController.OnPointerEnter(UnityEngine.EventSystems.PointerEventData)">
<summary>
Pc mouse action enter
</summary>
<param name="eventData"></param>
</member>
<member name="M:DragonLi.UI.JoystickController.OnPointerExit(UnityEngine.EventSystems.PointerEventData)">
<summary>
Pc mouse action exit
</summary>
<param name="eventData"></param>
</member>
<member name="M:DragonLi.UI.JoystickController.OnPointerClick(UnityEngine.EventSystems.PointerEventData)">
<summary>
Pc mouse action click
</summary>
<param name="eventData"></param>
</member>
<member name="M:DragonLi.UI.JoystickController.OnPointerDown(UnityEngine.EventSystems.PointerEventData)">
<summary>
Pc mouse action down
</summary>
<param name="eventData"></param>
</member>
<member name="M:DragonLi.UI.JoystickController.OnPointerUp(UnityEngine.EventSystems.PointerEventData)">
<summary>
Pc mouse action ip
</summary>
<param name="eventData"></param>
</member>
<member name="T:DragonLi.UI.JoystickControllerMap">
<summary>
Map of controllers in one ControllerGroup
Map Axis:
The positive direction of the X axis is right direction of screen.
The positive direction of the Y axis is down direction of screen.
</summary>
</member>
<member name="F:DragonLi.UI.JoystickControllerMap.kMaxLength">
<summary>
Max controllers count of this map in x axis
</summary>
</member>
<member name="F:DragonLi.UI.JoystickControllerMap.kMaxHeight">
<summary>
Max controllers count of this map in y axis
</summary>
</member>
<member name="P:DragonLi.UI.JoystickControllerMap.Current">
<summary>
Current
</summary>
</member>
<member name="P:DragonLi.UI.JoystickControllerMap.Previous">
<summary>
Previous
</summary>
</member>
<member name="P:DragonLi.UI.JoystickControllerMap.AllControllers">
<summary>
All Controllers
</summary>
</member>
<member name="M:DragonLi.UI.JoystickControllerMap.Create">
<summary>
Create JoystickControllerMap
</summary>
<returns>JoystickControllerMap you want to create</returns>
</member>
<member name="M:DragonLi.UI.JoystickControllerMap.Add(DragonLi.UI.JoystickController)">
<summary>
add JoystickController to map by given loaction
</summary>
<param name="_controller">JoystickController you want added</param>
</member>
<member name="M:DragonLi.UI.JoystickControllerMap.Remove(System.Int32,System.Int32)">
<summary>
remove JoystickController in map by given loaction
</summary>
<param name="_hor">loaction in x axis</param>
<param name="_vet">loaction in y axis</param>
</member>
<member name="M:DragonLi.UI.JoystickControllerMap.Remove(DragonLi.UI.JoystickController)">
<summary>
remove JoystickController in map
</summary>
<param name="_controller">JoystickController you want removed</param>
</member>
<member name="M:DragonLi.UI.JoystickControllerMap.Reset">
<summary>
Reset map
</summary>
</member>
<member name="M:DragonLi.UI.JoystickControllerMap.Init(DragonLi.UI.JoystickController[])">
<summary>
Init map
</summary>
<param name="_controllerSet">all controllers you want to be controller and listed in this map.</param>
</member>
<member name="M:DragonLi.UI.JoystickControllerMap.SearchForDown">
<summary>
Search towards y direction
</summary>
<returns>JoystickController which was found, return null if wasn't.</returns>
</member>
<member name="M:DragonLi.UI.JoystickControllerMap.SearchForUp">
<summary>
Search towards -y direction
</summary>
<returns>JoystickController which was found, return null if wasn't.</returns>
</member>
<member name="M:DragonLi.UI.JoystickControllerMap.SearchForLeft">
<summary>
Search towards -x direction
</summary>
<returns>JoystickController which was found, return null if wasn't.</returns>
</member>
<member name="M:DragonLi.UI.JoystickControllerMap.SearchForRight">
<summary>
Search towards x direction
</summary>
<returns>JoystickController which was found, return null if wasn't.</returns>
</member>
<member name="M:DragonLi.UI.JoystickControllerMap.Find(System.String)">
<summary>
Find the first JoystickController which belonged gameobject's name is the given key
</summary>
<param name="_key">Gameobject's name of JoystickController</param>
<returns>JoystickController which was found, return null if wasn't.</returns>
</member>
<member name="M:DragonLi.UI.JoystickControllerMap.Refresh">
<summary>
Refresh map.
</summary>
</member>
<member name="T:DragonLi.UI.JoystickControllerGroup">
<summary>
A set of controllers in map which are in one row.
</summary>
</member>
<member name="P:DragonLi.UI.JoystickControllerGroup.Count">
<summary>
Count of JoystickControllers in group.
</summary>
</member>
<member name="P:DragonLi.UI.JoystickControllerGroup.Item(System.Int32)">
<summary>
Get JoystickController in group by index
</summary>
<param name="i">Index</param>
<returns>JoystickController which was found</returns>
</member>
<member name="P:DragonLi.UI.JoystickControllerGroup.Item(System.String)">
<summary>
Get JoystickController in group by name
</summary>
<param name="_key">Name</param>
<returns>JoystickController which was found</returns>
</member>
<member name="M:DragonLi.UI.JoystickControllerGroup.Create">
<summary>
Create a JoystickControllerGroup
</summary>
<returns>JoystickControllerGroup you want to create</returns>
</member>
<member name="T:DragonLi.UI.UIComponent">
<summary>
Base class of all UIComponent
</summary>
</member>
<member name="P:DragonLi.UI.UIComponent.Owner">
<summary>
Which layer is this component belonged
</summary>
</member>
<member name="M:DragonLi.UI.UIComponent.As``1">
<summary>
Convert to a UIComponent type.
</summary>
<typeparam name="T">Target type</typeparam>
<returns>Converted UIComponent</returns>
</member>
<member name="M:DragonLi.UI.UIComponent.UpdateUI">
<summary>
Will be called when its owner update(not MonoBehaviour update).
</summary>
</member>
<member name="M:DragonLi.UI.UIComponent.Init">
<summary>
Init UI
</summary>
</member>
<member name="M:DragonLi.UI.UIComponent.OnInit">
<summary>
Will be called when its owner init.
</summary>
</member>
<member name="M:DragonLi.UI.UIComponent.OnUpdate">
<summary>
Will be called when UpdateUI is called.
</summary>
</member>
<member name="M:DragonLi.UI.UIComponent.OnShow">
<summary>
On parent layer start showing
</summary>
</member>
<member name="M:DragonLi.UI.UIComponent.OnHide">
<summary>
On parent layer start hiding
</summary>
</member>
<member name="M:DragonLi.UI.UIComponent.OnSwitchDevice(System.String)">
<summary>
Will be called when input device is change. eg: this will happen on pc.
</summary>
<param name="_deviceModule"></param>
</member>
<member name="T:DragonLi.UI.IDeviceObserver">
<summary>
Device observer
</summary>
</member>
<member name="M:DragonLi.UI.IDeviceObserver.OnSwitchDevice(System.String)">
<summary>
Will be called when input device is change.
</summary>
<param name="_platform"></param>
</member>
<member name="T:DragonLi.UI.UILocalizationLabel">
<summary>
Base class of LocalizationLabel
</summary>
</member>
<member name="F:DragonLi.UI.UILocalizationLabel.LKey">
<summary>
The key in language.xml
</summary>
</member>
<member name="P:DragonLi.UI.UILocalizationLabel.Label">
<summary>
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>