99 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			99 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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								<?xml version="1.0"?>
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								<doc>
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								    <assembly>
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								        <name>DOTweenEditor</name>
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								    </assembly>
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								    <members>
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								        <member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Start(System.Action)">
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								            <summary>
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								            Starts the update loop of tween in the editor. Has no effect during playMode.
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								            </summary>
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								            <param name="onPreviewUpdated">Eventual callback to call after every update</param>
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								        </member>
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								        <member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Stop(System.Boolean)">
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								            <summary>
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								            Stops the update loop and clears the onPreviewUpdated callback.
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								            </summary>
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								            <param name="resetTweenTargets">If TRUE also resets the tweened objects to their original state</param>
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								        </member>
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								        <member name="M:DG.DOTweenEditor.DOTweenEditorPreview.PrepareTweenForPreview(DG.Tweening.Tween,System.Boolean,System.Boolean,System.Boolean)">
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								            <summary>
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								            Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings.
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								            </summary>
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								            <param name="t">The tween to ready</param>
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								            <param name="clearCallbacks">If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc)</param>
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								            <param name="preventAutoKill">If TRUE prevents the tween from being auto-killed at completion</param>
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								            <param name="andPlay">If TRUE starts playing the tween immediately</param>
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								        </member>
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								        <member name="M:DG.DOTweenEditor.EditorUtils.SetEditorTexture(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
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								            <summary>
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								            Checks that the given editor texture use the correct import settings,
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								            and applies them if they're incorrect.
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								            </summary>
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								        </member>
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								        <member name="M:DG.DOTweenEditor.EditorUtils.DOTweenSetupRequired">
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								            <summary>
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								            Returns TRUE if setup is required
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								            </summary>
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								        </member>
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								        <member name="M:DG.DOTweenEditor.EditorUtils.AssetExists(System.String)">
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								            <summary>
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								            Returns TRUE if the file/directory at the given path exists.
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								            </summary>
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								            <param name="adbPath">Path, relative to Unity's project folder</param>
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								            <returns></returns>
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								        </member>
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								        <member name="M:DG.DOTweenEditor.EditorUtils.ADBPathToFullPath(System.String)">
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								            <summary>
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								            Converts the given project-relative path to a full path,
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								            with backward (\) slashes).
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								            </summary>
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								        </member>
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								        <member name="M:DG.DOTweenEditor.EditorUtils.FullPathToADBPath(System.String)">
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								            <summary>
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								            Converts the given full path to a path usable with AssetDatabase methods
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								            (relative to Unity's project folder, and with the correct Unity forward (/) slashes).
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								            </summary>
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								        </member>
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								        <member name="M:DG.DOTweenEditor.EditorUtils.ConnectToSourceAsset``1(System.String,System.Boolean)">
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								            <summary>
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								            Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
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								            If the asset already exists at the given path, loads it and returns it.
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								            Otherwise, either returns NULL or automatically creates it before loading and returning it
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								            (depending on the given parameters).
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								            </summary>
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								            <typeparam name="T">Asset type</typeparam>
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								            <param name="adbFilePath">File path (relative to Unity's project folder)</param>
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								            <param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
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								        </member>
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								        <member name="M:DG.DOTweenEditor.EditorUtils.GetAssemblyFilePath(System.Reflection.Assembly)">
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								            <summary>
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								            Full path for the given loaded assembly, assembly file included
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								            </summary>
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								        </member>
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								        <member name="M:DG.DOTweenEditor.EditorUtils.AddGlobalDefine(System.String)">
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								            <summary>
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								            Adds the given global define if it's not already present
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								            </summary>
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								        </member>
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								        <member name="M:DG.DOTweenEditor.EditorUtils.RemoveGlobalDefine(System.String)">
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								            <summary>
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								            Removes the given global define if it's present
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								            </summary>
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								        </member>
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								        <member name="M:DG.DOTweenEditor.EditorUtils.HasGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
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								            <summary>
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								            Returns TRUE if the given global define is present in all the <see cref="T:UnityEditor.BuildTargetGroup"/>
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								            or only in the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters.<para/>
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								            </summary>
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								            <param name="id"></param>
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								            <param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param>
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								        </member>
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								        <member name="T:DG.DOTweenEditor.DOTweenDefines">
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								            <summary>
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								            Not used as menu item anymore, but as a utiity function
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								            </summary>
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								        </member>
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								    </members>
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								</doc>
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