<?xml version="1.0"?>
<doc>
    <assembly>
        <name>DemiEditor</name>
    </assembly>
    <members>
        <member name="T:DG.DemiEditor.DeEditorCompatibilityUtils">
            <summary>
            Utils to use the correct method based on Unity's version
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorCompatibilityUtils.EncodeToPNG(UnityEngine.Texture2D)">
            <summary>
            Encodes to PNG using reflection to use correct method depending if editor is version 2017 or earlier
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorCompatibilityUtils.FindObjectOfType``1(System.Boolean)">
            <summary>
            Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorCompatibilityUtils.FindObjectOfType(System.Type,System.Boolean)">
            <summary>
            Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorCompatibilityUtils.FindObjectsOfType``1(System.Boolean)">
            <summary>
            Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorCompatibilityUtils.FindObjectsOfType(System.Type,System.Boolean)">
            <summary>
            Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorCompatibilityUtils.GetPrefabParent(UnityEngine.GameObject)">
            <summary>
            Returns the prefab parent by using different code on Unity 2018 or later
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorCoroutines.StartCoroutine(System.Collections.IEnumerator)">
            <summary>
            Starts an editor coroutine. You can't use normal <code>yield new WaitFor</code> methods because
            those are Unity runtime, but you can instead use <see cref="M:DG.DemiEditor.DeEditorCoroutines.WaitForSeconds(System.Single)"/>.
            Other than that, you can use normal <code>yield null/etc</code>.<para/>
            Returns an <see cref="T:System.Collections.IEnumerator"/> (which you can use with <see cref="M:DG.DemiEditor.DeEditorCoroutines.StopCoroutine(System.Collections.IEnumerator)"/> to cancel the coroutine),
            or NULL in case the coroutine completed immediately.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorCoroutines.StopCoroutine(System.Collections.IEnumerator)">
            <summary>
            Stops the given coroutine generated by <see cref="M:DG.DemiEditor.DeEditorCoroutines.StartCoroutine(System.Collections.IEnumerator)"/>
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorCoroutines.WaitForSeconds(System.Single)">
            <summary>
            To be used inside a coroutine as a yield instruction: waits for the given seconds
            (replaces Unity's <code>yield new WaitForSeconds</code> because it's not available in-editor).<para/>
            Example usage:<para/>
            <code>yield return DeEditorCoroutines.WaitForSeconds(1);</code>
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeEditorFileUtils">
            <summary>
            File utils
            </summary>
        </member>
        <member name="F:DG.DemiEditor.DeEditorFileUtils.ADBPathSlash">
            <summary>Path slash for AssetDatabase format</summary>
        </member>
        <member name="F:DG.DemiEditor.DeEditorFileUtils.ADBPathSlashToReplace">
            <summary>Path slash to replace for AssetDatabase format</summary>
        </member>
        <member name="F:DG.DemiEditor.DeEditorFileUtils.PathSlash">
            <summary>Current OS path slash</summary>
        </member>
        <member name="F:DG.DemiEditor.DeEditorFileUtils.PathSlashToReplace">
            <summary>Path slash to replace on current OS</summary>
        </member>
        <member name="P:DG.DemiEditor.DeEditorFileUtils.projectPath">
            <summary>
            Full path to project directory, without final slash.
            </summary>
        </member>
        <member name="P:DG.DemiEditor.DeEditorFileUtils.assetsPath">
            <summary>
            Full path to project's Assets directory, without final slash.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.IsFullPath(System.String)">
            <summary>
            Returns TRUE if the given path is an absolute path
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.IsADBPath(System.String)">
            <summary>
            Returns TRUE if the given path is an AssetDatabase path
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.IsProjectFolder(System.String)">
            <summary>
            Returns TRUE if the given GUID refers to a valid and existing project folder
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.ADBPathToFullPath(System.String)">
            <summary>
            Converts the given project-relative path to a full path
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.FullPathToADBPath(System.String)">
            <summary>
            Converts the given full path to a project-relative path
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.AssetExists(System.String)">
            <summary>
            Returns TRUE if the file/directory at the given path exists.
            </summary>
            <param name="adbPath">Path, relative to Unity's project folder</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.IsValidFileName(System.String,System.Int32)">
            <summary>
            Validates the string as a valid fileName
            (uses commonly accepted characters an all systems instead of system-specific ones).<para/>
            BEWARE: doesn't check for reserved words
            </summary>
            <param name="s">string to replace</param>
            <param name="minLength">Minimum length for considering the string valid</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.FilePathIsWithinUnityProjectAssets(System.String)">
            <summary>
            Returns TRUE if the given filepath is within this Unity project Assets folder
            </summary>
            <param name="fullFilePath">Full file path</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.ConvertToValidFilename(System.String,System.Char)">
            <summary>
            Returns the given string stripped of any invalid filename characters.<para/>
            BEWARE: doesn't check for reserved words
            </summary>
            <param name="s">string to replace</param>
            <param name="replaceWith">Character to use as replacement for invalid ones</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.ApplySystemDirectorySeparators(System.String)">
            <summary>
            Returns the given path with all slashes converted to the correct ones used by the system
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.GUIDToExistingAssetPath(System.String)">
            <summary>
            Returns the asset path of the given GUID (relative to Unity project's folder),
            or an empty string if either the GUID is invalid or the related path doesn't exist.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.IsEmpty(System.String)">
            <summary>
            Checks if the given directory (full path) is empty or not
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.MakeEmpty(System.String)">
            <summary>
            Deletes all files and subdirectories from the given directory
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBPath(UnityEngine.ScriptableObject)">
            <summary>Returns the adb path to the given ScriptableObject</summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBPath(UnityEngine.MonoBehaviour)">
            <summary>Returns the adb path to the given MonoBehaviour</summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBDir(UnityEngine.ScriptableObject)">
            <summary>Returns the adb directory that contains the given ScriptableObject without final slash</summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBDir(UnityEngine.MonoBehaviour)">
            <summary>Returns the adb directory that contains the given MonoBehaviour without final slash</summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.SelectedADBDirs">
            <summary>
            Returns the adb paths to the selected folders in the Project panel, or NULL if there is none.
            Contrary to Selection.activeObject, which only returns folders selected in the right side of the panel,
            this method also works with folders selected in the left side.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.SetScriptExecutionOrder(UnityEngine.MonoBehaviour,System.Int32)">
            <summary>
            Sets the script execution order of the given MonoBehaviour
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorFileUtils.GetScriptExecutionOrder(UnityEngine.MonoBehaviour)">
            <summary>
            Gets the script execution order of the given MonoBehaviour
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorGUIUtils.GetLastControlId">
            <summary>
            Precisely returns the last controlId assigned to a GUI element
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeEditorMetaFixer">
            <summary>
            Framework used to fix missing monoScript reference in GameObjects when a script's meta guid changes
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorMetaFixer.RetrieveMetaGuid(System.String)">
            <summary>
            Retrieves the GUID in the given meta file and returns it, or NULL if it's not found
            </summary>
            <param name="metaFilePath">Full filePath to the meta file</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorMetaFixer.FixComponentsGuidsInAllScenesAndPrefabs(DG.DemiEditor.DeEditorMetaFixer.ComponentData[])">
            <summary>
            Fixes all wrong Component GUIDs in scenes and prefabs
            </summary>
            <param name="cDatas"><see cref="T:DG.DemiEditor.DeEditorMetaFixer.ComponentData"/> objects to use for the operation</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorMetaFixer.FixComponentsGuidsInActiveScene(DG.DemiEditor.DeEditorMetaFixer.ComponentData[])">
            <summary>
            Fixes all wrong Component GUIDs in the active scene and returns the total number of Components fixed
            </summary>
            <param name="cDatas"><see cref="T:DG.DemiEditor.DeEditorMetaFixer.ComponentData"/> objects to use for the operation</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorMetaFixer.FixComponentGuidInSceneOrPrefabString(DG.DemiEditor.DeEditorMetaFixer.ComponentData,System.String@,System.String,DG.DemiEditor.DeEditorMetaFixer.ModInfo)">
            <summary>
            Finds all MonoBehaviour/Behaviour/Component in the given scene/prefab file string
            that contain the given <see cref="F:DG.DemiEditor.DeEditorMetaFixer.ComponentData.serializedIdentifiers"/>
            and replaces their GUID with the one passed (if different).<para/>
            Returns the total number of Component GUIDs that were fixed
            </summary>
        </member>
        <member name="E:DG.DemiEditor.DeEditorNotification.OnUnityReady">
            <summary>
            Dispatched when Unity has finished compiling code and updating the AssetDatabase
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeEditorPackageManager">
            <summary>
            Utils to manage UnityPackages import/export and file mirroring
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPackageManager.WriteFileListTo(System.String,System.String,System.Boolean)">
            <summary>
            Stores all file paths (excluding metas) found in the given AssetDatabase directory and subdirectory
            into the given AssetDatabase file (which will be created if missing),
            writing them as relative to the given directory.<para/>
            EXAMPLE:<para/>
            <code>adbReadFromDirPath = "Plugins/DOTween"<para/>
            file "Assets/Plugins/DOTween/aScript.cs" stored as "aScript.cs"<para/>
            file "Assets/Plugins/DOTween/Subdir/aScript.cs" stored as "Subdir/aScript.cs"<para/>
            </code>
            </summary>
            <param name="adbWriteToFilePath">AssetDatabase path ("Assets/...") where the list should be written</param>
            <param name="adbReadFromDirPath">AssetDatabase path ("Assets/...") from which the list of files should be retrieved, without final slash</param>
            <param name="ignoreASMDEFs">If TRUE ignores ASMDEF files</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPackageManager.ParseListAndRemoveExtraFiles(System.String,System.String,System.String,System.Boolean,System.Boolean)">
            <summary>
            Parses a file list created via <see cref="M:DG.DemiEditor.DeEditorPackageManager.WriteFileListTo(System.String,System.String,System.Boolean)"/> and removes any files not present in the list from the given directory
            </summary>
            <param name="label">Label to use when logging the result</param>
            <param name="adbListFilePath">AssetDatabase path ("Assets/...") to the file containing the list</param>
            <param name="adbParseDirPath">AssetDatabase path ("Assets/...") to the directory to parse for extra files to remove</param>
            <param name="ignoreASMDEFs">If TRUE ignores ASMDEF files</param>
            <param name="simulate">If TRUE only returns a report log and doesn't actually delete the files</param>
        </member>
        <member name="T:DG.DemiEditor.DeEditorPanelUtils">
            <summary>
            Utilities for Editor Panels.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPanelUtils.ConnectToSourceAsset``1(System.String,System.Boolean,System.Boolean)">
            <summary>
            Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
            If the asset already exists at the given path, loads it and returns it.
            Otherwise, depending on the given parameters, either returns NULL or automatically creates it before loading and returning it.
            </summary>
            <typeparam name="T">Asset type</typeparam>
            <param name="adbFilePath">File path (relative to Unity's project folder)</param>
            <param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
            <param name="createFoldersIfMissing">If TRUE also creates the path folders if they don't exist</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPanelUtils.SourceAssetExists``1(System.String,System.Boolean)">
            <summary>
            Check if the <see cref="T:UnityEngine.ScriptableObject"/> at the given path exists and eventually if it's available
            </summary>
            <param name="adbFilePath">File path (relative to Unity's project folder)</param>
            <param name="checkIfAvailable">If TRUE also check if the file is available
            (file can be unavailable if it was deleted outside Unity, or if Unity is just starting)</param>
            <returns></returns>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPanelUtils.IsDockableWindow(UnityEditor.EditorWindow)">
            <summary>
            Returns TRUE if the given <see cref="T:UnityEditor.EditorWindow"/> is dockable, FALSE if instead it's a utility window
            </summary>
            <param name="editor"></param>
            <returns></returns>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPanelUtils.SetWindowTitle(UnityEditor.EditorWindow,UnityEngine.Texture,System.String)">
            <summary>
            Sets the icon and title of an editor window. Works with older versions of Unity, where the titleContent property wasn't available.
            </summary>
            <param name="editor">Reference to the editor panel whose icon to set</param>
            <param name="icon">Icon to apply</param>
            <param name="title">Title. If NULL doesn't change it</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPanelUtils.RepaintCurrentEditor">
            <summary>
            Repaints the currently focues editor
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeEditorPrefabUtils">
            <summary>
            Prefab utilities
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPrefabUtils.ApplyPrefabInstanceModifications(UnityEngine.GameObject)">
            <summary>
            Behaves as the Inspector's Apply button, applying any modification of this instance to the prefab parent
            </summary>
            <param name="instance"></param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPrefabUtils.InstanceHasUnappliedModifications(UnityEngine.GameObject)">
            <summary>
            Returns TRUe if a prefab instance has unapplied modifications, ignoring any modifications applied to the transform.<para/>
            NOTE: this a somehow costly operation (since it generates GC)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPrefabUtils.BreakPrefabInstances(System.Collections.Generic.List{UnityEngine.GameObject},System.Boolean)">
            <summary>
            Completely removes any prefab connection from the given prefab instances, by desotroing the original object and recreating it.<para/>
            Returns a list with all the new elements created.
            <para>
            Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&amp;viewfull=1#post726602)
            </para>
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorPrefabUtils.BreakPrefabInstance(UnityEngine.GameObject,System.Boolean)">
            <summary>
            Completely removes any prefab connection from the given prefab instance, by desotroing the original object and recreating it.
            <para>
            Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&amp;viewfull=1#post726602)
            </para>
            </summary>
        </member>
        <member name="P:DG.DemiEditor.DeEditorUtils.isUnityReady">
            <summary>Returns TRUE if Unity editor is neither compiling code nor updating assets</summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.DelayedCall(System.Single,System.Action)">
            <summary>Calls the given action after the given delay</summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.GetGameViewSize">
            <summary>
            Return the size of the editor game view, eventual extra bars excluded (meaning the true size of the game area)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.GetEditorUIScaling">
            <summary>
            Returns a value from 1 to N (2 for 200% scaling) indicating the UI Scaling of Unity's editor.
            The first time this is called it will store the scaling and keep it without refreshing,
            since you need to restart Unity in order to apply a scaling change
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.ClearConsole">
            <summary>
            Clears all logs from Unity's console
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.AddGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
            <summary>
            Adds the given global define (if it's not already present) to all the <see cref="T:UnityEditor.BuildTargetGroup"/>
            or only to the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters,
            and returns TRUE if it was added, FALSE otherwise.<para/>
            NOTE: when adding to all of them some legacy warnings might appear, which you can ignore.
            </summary>
            <param name="id"></param>
            <param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to add to all of them.</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.AddGlobalDefines(System.Collections.Generic.List{System.String},System.Nullable{UnityEditor.BuildTargetGroup})">
            <summary>
            Adds the given list of global defines (if they're not already present) to all the <see cref="T:UnityEditor.BuildTargetGroup"/>
            or only to the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters,
            and returns TRUE if it was added, FALSE otherwise.<para/>
            NOTE: when adding to all of them some legacy warnings might appear, which you can ignore.
            </summary>
            <param name="ids">Defines to add</param>
            <param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to add to all of them.</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.RemoveGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
            <summary>
            Removes the given global define (if present) from all the <see cref="T:UnityEditor.BuildTargetGroup"/>
            or only from the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters,
            and returns TRUE if it was removed, FALSE otherwise.<para/>
            NOTE: when removing from all of them some legacy warnings might appear, which you can ignore.
            </summary>
            <param name="id"></param>
            <param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to remove from all of them.</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.RemoveGlobalDefines(System.Collections.Generic.List{System.String},System.Nullable{UnityEditor.BuildTargetGroup})">
            <summary>
            Removes the given global defines (if present) from all the <see cref="T:UnityEditor.BuildTargetGroup"/>
            or only from the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters,
            and returns TRUE if it was removed, FALSE otherwise.<para/>
            NOTE: when removing from all of them some legacy warnings might appear, which you can ignore.
            </summary>
            <param name="ids">Defines to remove</param>
            <param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to remove from all of them.</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.HasGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
            <summary>
            Returns TRUE if the given global define is present in at least one of the <see cref="T:UnityEditor.BuildTargetGroup"/>
            or only in the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters.<para/>
            </summary>
            <param name="id"></param>
            <param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them for the first occurrence.</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.GetGlobalDefinesForCurrentBuildTargetGroup">
            <summary>
            Returns an array of all defines in the current <see cref="T:UnityEditor.BuildTargetGroup"/>.<para/>
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.SetGizmosIconVisibility(System.Boolean,System.String[])">
            <summary>
            Sets the gizmos icon visibility in the Scene and Game view for the given class names
            </summary>
            <param name="visible">Visibility</param>
            <param name="classNames">Class names (no namespace), as many as you want separated by a comma</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.SetGizmosIconVisibilityForAllCustomIcons(System.Boolean)">
            <summary>
            Sets the gizmos icon visibility in the Scene and Game view for all custom icons
            (for example icons created with HOTools)
            </summary>
            <param name="visible">Visibility</param>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.FindAllComponentsOfType``1">
            <summary>
            Returns all components of type T in the currently open scene, or NULL if none could be found.<para/>
            If you're on Unity 5 or later, and have <code>DeEditorTools</code>, use <code>DeEditorToolsUtils.FindAllComponentsOfType</code>
            instead, which is more efficient.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.List.Shift``1(System.Collections.Generic.IList{``0},System.Int32,System.Int32)">
            <summary>
            Shifts an item from an index to another, without modifying the list except than by moving elements around
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.Array.ExpandAndAdd``1(``0[]@,``0)">
            <summary>
            Expands the given array and adds the given element as the last one
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.Array.RemoveAtIndexAndContract``1(``0[]@,System.Int32)">
            <summary>
            Removes the element at index from the given array, shifts everything after by -1 position and resizes the array
            </summary>
        </member>
        <member name="F:DG.DemiEditor.DeDragResultType.NoDrag">
            <summary>Nothing is being dragged</summary>
        </member>
        <member name="F:DG.DemiEditor.DeDragResultType.Dragging">
            <summary>Dragging</summary>
        </member>
        <member name="F:DG.DemiEditor.DeDragResultType.Accepted">
            <summary>Dragging concluded and accepted</summary>
        </member>
        <member name="F:DG.DemiEditor.DeDragResultType.Ineffective">
            <summary>Dragging concluded but item position didn't change</summary>
        </member>
        <member name="F:DG.DemiEditor.DeDragResultType.Canceled">
            <summary>Dragging canceled</summary>
        </member>
        <member name="F:DG.DemiEditor.DeDragResultType.Click">
            <summary>Dragging concluced but not accepted because too short</summary>
        </member>
        <member name="F:DG.DemiEditor.DeDragDirection.Auto">
            <summary>Automatically determines if dragged elements are horizontal, vertical, or both</summary>
        </member>
        <member name="F:DG.DemiEditor.DeDragDirection.Vertical">
            <summary>Forces vertical drag</summary>
        </member>
        <member name="F:DG.DemiEditor.DeDragDirection.Horizontal">
            <summary>Forces horizontal drag (useful to avoid initial wrong drag indicators
            if the users starts dragging an horizontal system vertically)</summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUIDrag">
            <summary>
            Manages the dragging of GUI elements
            </summary>
        </member>
        <member name="P:DG.DemiEditor.DeGUIDrag.isDragging">
            <summary>
            True if a GUI element is currently being dragged
            </summary>
        </member>
        <member name="P:DG.DemiEditor.DeGUIDrag.draggedItem">
            <summary>
            Return the current item being dragged, or NULL if there is none
            </summary>
        </member>
        <member name="P:DG.DemiEditor.DeGUIDrag.draggedItemType">
            <summary>
            Type of current item being dragged, or NULL if there is none
            </summary>
        </member>
        <member name="P:DG.DemiEditor.DeGUIDrag.draggedItemOriginalIndex">
            <summary>
            Starting index of current item being dragged, or NULL if there is none
            </summary>
        </member>
        <member name="P:DG.DemiEditor.DeGUIDrag.optionalDragData">
            <summary>
            Retrieves the eventual optional data stored via the StartDrag method
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(UnityEditor.Editor,System.Collections.IList,System.Int32,System.Object)">
            <summary>
            Starts a drag operation on a GUI element.
            </summary>
            <param name="editor">Reference to the current editor drawing the GUI (used when a Repaint is needed)</param>
            <param name="draggableList">List containing the dragged item and all other relative draggable items</param>
            <param name="draggedItemIndex">DraggableList index of the item being dragged</param>
            <param name="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(System.Int32,UnityEditor.Editor,System.Collections.IList,System.Int32,System.Object)">
            <summary>
            Starts a drag operation on a GUI element.
            </summary>
            <param name="dragId">ID for this drag operation (must be the same for both StartDrag and Drag</param>
            <param name="editor">Reference to the current editor drawing the GUI (used when a Repaint is needed)</param>
            <param name="draggableList">List containing the dragged item and all other relative draggable items</param>
            <param name="draggedItemIndex">DraggableList index of the item being dragged</param>
            <param name="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(UnityEditor.EditorWindow,System.Collections.IList,System.Int32,System.Object)">
            <summary>
            Starts a drag operation on a GUI element.
            </summary>
            <param name="editorWindow">Reference to the current editor drawing the GUI (used when a Repaint is needed)</param>
            <param name="draggableList">List containing the dragged item and all other relative draggable items</param>
            <param name="draggedItemIndex">DraggableList index of the item being dragged</param>
            <param name="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(System.Int32,UnityEditor.EditorWindow,System.Collections.IList,System.Int32,System.Object)">
            <summary>
            Starts a drag operation on a GUI element.
            </summary>
            <param name="dragId">ID for this drag operation (must be the same for both StartDrag and Drag</param>
            <param name="editorWindow">Reference to the current editor drawing the GUI (used when a Repaint is needed)</param>
            <param name="draggableList">List containing the dragged item and all other relative draggable items</param>
            <param name="draggedItemIndex">DraggableList index of the item being dragged</param>
            <param name="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Int32,System.Collections.IList,System.Int32,System.Nullable{UnityEngine.Rect},DG.DemiEditor.DeDragDirection,System.Boolean)">
            <summary>
            Call this after each draggable GUI block, to calculate and draw the current drag state
            (or complete it if the mouse was released).
            </summary>
            <param name="dragId">ID for this drag operation (must be the same for both StartDrag and Drag</param>
            <param name="draggableList">List containing the draggable item and all other relative draggable items</param>
            <param name="currDraggableItemIndex">Current index of the draggable item being drawn</param>
            <param name="lastGUIRect">If NULL will calculate this automatically using <see cref="M:UnityEngine.GUILayoutUtility.GetLastRect"/>.
            Pass this if you're creating a drag between elements that don't use GUILayout</param>
            <param name="direction">Drag direction. You can leave it to <see cref="F:DG.DemiEditor.DeDragDirection.Auto"/>
            unless you want to skip eventual layout calculations</param>
            <param name="applyDragToListContents">If TRUE (default) automatically reorders the given list
            to reflect successful drag results.
            Note that <see cref="F:DG.DemiEditor.DeDragResult.movedToIndex"/> will be different if you apply the drag to the list or not
            (in the former case it will reflect the current index after the change, in the latter it will reflect the desired position)</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Collections.IList,System.Int32,System.Nullable{UnityEngine.Rect},DG.DemiEditor.DeDragDirection,System.Boolean)">
            <summary>
            Call this after each draggable GUI block, to calculate and draw the current drag state
            (or complete it if the mouse was released).
            </summary>
            <param name="draggableList">List containing the draggable item and all other relative draggable items</param>
            <param name="currDraggableItemIndex">Current index of the draggable item being drawn</param>
            <param name="lastGUIRect">If NULL will calculate this automatically using <see cref="M:UnityEngine.GUILayoutUtility.GetLastRect"/>.
            Pass this if you're creating a drag between elements that don't use GUILayout</param>
            <param name="direction">Drag direction. You can leave it to <see cref="F:DG.DemiEditor.DeDragDirection.Auto"/>
            unless you want to skip eventual layout calculations</param>
            <param name="applyDragToListContents">If TRUE (default) automatically reorders the given list
            to reflect successful drag results.
            Note that <see cref="F:DG.DemiEditor.DeDragResult.movedToIndex"/> will be different if you apply the drag to the list or not
            (in the former case it will reflect the current index after the change, in the latter it will reflect the desired position)</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Int32,System.Collections.IList,System.Int32,UnityEngine.Color,System.Nullable{UnityEngine.Rect},DG.DemiEditor.DeDragDirection,System.Boolean)">
            <summary>
            Call this after each draggable GUI block, to calculate and draw the current drag state
            (or complete it if the mouse was released).
            </summary>
            <param name="dragId">ID for this drag operation (must be the same for both StartDrag and Drag</param>
            <param name="draggableList">List containing the draggable item and all other relative draggable items</param>
            <param name="currDraggableItemIndex">Current index of the draggable item being drawn</param>
            <param name="dragEvidenceColor">Color to use for drag divider and selection</param>
            <param name="lastGUIRect">If NULL will calculate this automatically using <see cref="M:UnityEngine.GUILayoutUtility.GetLastRect"/>.
            Pass this if you're creating a drag between elements that don't use GUILayout</param>
            <param name="direction">Drag direction. You can leave it to <see cref="F:DG.DemiEditor.DeDragDirection.Auto"/>
            unless you want to skip eventual layout calculations</param>
            <param name="applyDragToListContents">If TRUE (default) automatically reorders the given list
            to reflect successful drag results.
            Note that <see cref="F:DG.DemiEditor.DeDragResult.movedToIndex"/> will be different if you apply the drag to the list or not
            (in the former case it will reflect the current index after the change, in the latter it will reflect the desired position)</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Collections.IList,System.Int32,UnityEngine.Color,System.Nullable{UnityEngine.Rect},DG.DemiEditor.DeDragDirection,System.Boolean)">
            <summary>
            Call this after each draggable GUI block, to calculate and draw the current drag state
            (or complete it if the mouse was released).
            </summary>
            <param name="draggableList">List containing the draggable item and all other relative draggable items</param>
            <param name="currDraggableItemIndex">Current index of the draggable item being drawn</param>
            <param name="dragEvidenceColor">Color to use for drag divider and selection</param>
            <param name="lastGUIRect">If NULL will calculate this automatically using <see cref="M:UnityEngine.GUILayoutUtility.GetLastRect"/>.
            Pass this if you're creating a drag between elements that don't use GUILayout</param>
            <param name="direction">Drag direction. You can leave it to <see cref="F:DG.DemiEditor.DeDragDirection.Auto"/>
            unless you want to skip eventual layout calculations</param>
            <param name="applyDragToListContents">If TRUE (default) automatically reorders the given list
            to reflect successful drag results.
            Note that <see cref="F:DG.DemiEditor.DeDragResult.movedToIndex"/> will be different if you apply the drag to the list or not
            (in the former case it will reflect the current index after the change, in the latter it will reflect the desired position)</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.EndDrag(System.Boolean,System.Boolean)">
            <summary>
            Ends the drag operations, and eventually applies the drag outcome.
            Returns TRUE if the position of the dragged item actually changed.
            Called automatically by Drag method. Use it only if you want to force the end of a drag operation.
            </summary>
            <param name="applyDrag">If TRUE marks the drag as successful and applied it if set so, otherwise simply cancels the drag</param>
            <param name="applyDragToListContents">If TRUE changes the list contents to reflect the drag result</param>
        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.ABSDeGUINode">
            <summary>
            Abstract dynamic class used for every node of the same type
            (meaning there is only a single recycled instance for all same-type nodes)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.ABSDeGUINode.GetAreas(UnityEngine.Vector2,DG.DemiLib.IEditorGUINode)">
            <summary>Used to fill <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeGUIData"/></summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.ABSDeGUINode.OnGUI(DG.DemiEditor.DeGUINodeSystem.NodeGUIData,DG.DemiLib.IEditorGUINode)">
            <summary>Called when the node needs to be drawn</summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.ConnectionMode.Flexible">
            <summary>
            The connectedNodesIds list will be automatically increased/decreased when adding/removing connections
            (otherwise connectedNodesIds will have to be increased via custom code)
            </summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.ConnectionMode.Dual">
            <summary>
            Requires only two connectedNodesIds (no more, no less), 
            uses regular CTRL+Drag to connect connection 0, CTRL+SPACE+Drag to connect connection 1
            </summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.ConnectionMode.NormalPlus">
            <summary>
            Like <see cref="F:DG.DemiEditor.DeGUINodeSystem.ConnectionMode.Normal"/>, but with an extra connection as a last extra index, which is set when pressing CTRL+SPACE+Drag.
            Must always have at least one element in connectedNodesIds
            </summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.Core.DebugSystem.NodeProcessDebug.DataStore._eventData">
            <summary>Layout, Repaint, LayoutAndRepaint</summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.Core.NodesClipboard">
            <summary>
            Stores cloned nodes for pasting
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.Core.NodesClipboard.GetNodesToPaste``1">
            <summary>
            Returns a list of pasteable nodes, with their GUID recreated and their connections adapted
            </summary>
            <returns></returns>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.Core.NodesClipboard.CloneNode``1(DG.DemiLib.IEditorGUINode)">
            <summary>
            Returns a deep clone of the given node but doesn't clone UnityEngine references.
            A new ID will be automatically generated.
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.Core.Connector">
            <summary>
            Always connects a node from BottomOrRight side to TopOrLeft side
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.Core.Connector.Connect(System.Int32,System.Int32,DG.DemiEditor.DeGUINodeSystem.NodeConnectionOptions,DG.DemiLib.IEditorGUINode)">
            <summary>
            Always connects from BottomOrRight side to TopOrLeft side.
            If ALT is pressed shows the delete connection button.
            Called during Repaint or MouseDown/Up.
            Returns TRUE if the connection was deleted using the delete connection button.
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.Core.Legacy_Connector">
            <summary>
            Always connects a node from BottomOrRight side to TopOrLeft side
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.Core.Legacy_Connector.Connect(DG.DemiEditor.DeGUINodeSystem.NodeProcess,System.Int32,System.Int32,DG.DemiEditor.DeGUINodeSystem.NodeConnectionOptions,DG.DemiLib.IEditorGUINode,DG.DemiLib.IEditorGUINode)">
            <summary>
            Always connects from BottomOrRight side to TopOrLeft side.
            If ALT is pressed shows the delete connection button.
            Called during Repaint or MouseDown/Up.
            Returns TRUE if the connection was deleted using the delete connection button.
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.HelpPanel">
            <summary>
            You can attach to this
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.HelpPanel.AddContentGroup(System.String,System.String)">
            <summary>
            Use this to add a content group to the Help Panel
            </summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.note">
            <summary>Regular note</summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.editableNote">
            <summary>Editable note (activated by setting <see cref="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.allowEditableNote"/> to TRUE
            (but you will have to save the result somewhere yourself)</summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.allowEditableNote">
            <summary>If TRUE shows the <see cref="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.editableNote"/> textArea</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ContentGroup.AppendDefinition(System.String)">
            <summary>
            Add definition. Supports rich-text but also these special tags:<para/>
            - [b][/b]
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.HelpPanel.Definition.AddKey(System.String,System.Boolean)">
            <summary>
            Add key, automatically formatting these special keys:<para/>
            /<para/>
            +<para/>
            →
            </summary>
            <param name="newLine">If TRUE and there's other keys/targets, adds the new key on a new line preceded by a comma</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeGUIData.ShiftYBy(System.Single)">
            <summary>
            Recalculates all rects based on the given Y shift
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.InteractionManager">
            <summary>
            One per <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess"/>.
            Partially independent, mainly controlled by process.
            </summary>
        </member>
        <member name="P:DG.DemiEditor.DeGUINodeSystem.InteractionManager.isDraggingNodes">
            <summary>TRUE when read-to or dragging nodes</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.InteractionManager.Reset">
            <summary>
            Resets the interaction state
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.InteractionManager.IsDragging(DG.DemiLib.IEditorGUINode)">
            <summary>Returns TRUE if the given node is currently being dragged</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.InteractionManager.Update">
            <summary>
            Returns TRUE if a repaint is required
            </summary>
            <returns></returns>
        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess">
            <summary>
            Main class for DeGUI Node system.
            Create it, then enclose your GUI node calls inside a <see cref="!:NodeProcessScope"/>.<para/>
            CODING ORDER:<para/>
            - Create a <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess"/> to use for your node system (create it once, obviously)<para/>
            - Inside OnGUI, write all your nodes GUI code inside a <see cref="!:NodeProcessScope"/><para/>
            - To draw the nodes, loop through the <see cref="F:DG.DemiEditor.DeGUINodeSystem.NodeProcess.orderedNodes"/> list and call <see cref="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.Draw``1(DG.DemiLib.IEditorGUINode,System.Nullable{DG.DemiEditor.DeGUINodeSystem.NodeConnectionOptions})"/> for each node
            </summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.NodeProcess.SnapOffset">
            <summary>Distance at which nodes will be placed when snapping next to each other</summary>
        </member>
        <member name="P:DG.DemiEditor.DeGUINodeSystem.NodeProcess.position">
            <summary>Full area without zeroed coordinates</summary>
        </member>
        <member name="P:DG.DemiEditor.DeGUINodeSystem.NodeProcess.relativeArea">
            <summary>Position with zeroed coordinates (used by all node GUI since it's inside a GUILayout(area))</summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.NodeProcess.orderedNodes">
            <summary>Contains the nodes passed to NodeProcessScope ordered by depth.
            You should loop through this list when drawing nodes</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.#ctor(UnityEditor.EditorWindow,System.Func{System.Collections.Generic.List{DG.DemiLib.IEditorGUINode},System.Boolean},System.Func{DG.DemiLib.IEditorGUINode,DG.DemiLib.IEditorGUINode,System.Boolean})">
            <summary>
            Creates a new NodeProcess.
            </summary>
            <param name="editor">EditorWindow for this process</param>
            <param name="onDeleteNodesCallback">Callback called when one or more nodes are going to be deleted.
            Return FALSE if you want the deletion to be canceled.
            Can be NULL, in which case it will be ignored</param>
            <param name="onCloneNodeCallback">Callback called when a node is cloned.
            Return FALSE if you want the cloning to be canceled.
            Can be NULL, in which case it will be ignored</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.Reset">
            <summary>
            Needs to be called when loading a complete new series of nodes
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.MarkLayoutAsDirty">
            <summary>
            Call this when the layout/size of one or more nodes changed because of external intervention
            (if a whole new range of nodes has been loaded, just call <see cref="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.Reset"/> instead)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ForceRefreshAreas(UnityEngine.Rect)">
            <summary>
            Forces the refresh of the area calculations. Useful if you need them before the first GUI call has run
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ShiftAreaBy(UnityEngine.Vector2)">
            <summary>
            Shifts the visible are to the given coordinates and repaints on end
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.SetAreaShift(UnityEngine.Vector2)">
            <summary>
            Shifts the visible are to the given coordinates and repaints on end
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ResetScale">
            <summary>
            Resets the node process scale to 1
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ScaleUp">
            <summary>
            Scales up the node process area (if not already at max scale)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ScaleDown">
            <summary>
            Scales down the node process area (if not already at min scale)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.RepaintOnEnd">
            <summary>
            Tells the process to repaint once the process has ended.
            Calling this
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.Draw``1(DG.DemiLib.IEditorGUINode,System.Nullable{DG.DemiEditor.DeGUINodeSystem.NodeConnectionOptions})">
            <summary>
            Draws the given node using the given T editor GUINode type.
            Returns the full area of the node
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.OpenHelpPanel">
            <summary>
            Opens the Help Panel
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.CloseHelpPanel">
            <summary>
            Closes the Help Panel
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ToggleHelpPanel">
            <summary>
            Opens or closes the Help panel based on its current state
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.AreaIsVisible(UnityEngine.Rect)">
            <summary>
            Returns TRUE if the given area is visible (even if partially) inside the current nodeProcess area
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.CaptureScreenshot(DG.DemiEditor.DeGUINodeSystem.NodeProcess.ScreenshotMode,System.Action{UnityEngine.Texture2D},System.Single,System.Boolean)">
            <summary>
            Captures a screenshot of the node editor area and returns it when calling the onComplete method.<para/>
            Sadly this requires a callback because if called immediately the capture will fail
            with a "[d3d11] attempting to ReadPixels outside of RenderTexture bounds!" error in most cases
            </summary>
            <param name="screenshotMode">Screenshot mode</param>
            <param name="onComplete">A callback that accepts the generated Texture2D object</param>
            <param name="allNodesScaleFactor">Screenshot scale factor (only used if screenshotMode is set to <see cref="F:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ScreenshotMode.AllNodes"/>)</param>
            <param name="useProgressBar">If TRUE (default) displays a progress bar during the operation.
            You'll want to set this to FALSE when you're already using a custom progressBar
            and the screenshot is only part of a larger queue of operations</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.DeleteNode``1(System.String,System.Collections.Generic.IList{``0})">
            <summary>
            Removes the node with the given ID from the list and removes all connections to it from other nodes.<para/>
            Doesn't mark things dirty nor prepares them for undo
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcessScope`1.#ctor(DG.DemiEditor.DeGUINodeSystem.NodeProcess,UnityEngine.Rect,UnityEngine.Vector2@,System.Collections.Generic.IList{`0})">
            <summary>
            Use this to encapsulate node GUI operations.<para/>
            Automatically manages various operations (press F1 to see them).<para/>
            Sets <code>GUI.changed</code> to TRUE if the area is panned, a node is dragged, controlNodes change sorting or are deleted.<para/>
            Wraps all content inside a GUILayout Area (nodeArea).
            </summary>
            <param name="process">The <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess"/> to use</param>
            <param name="nodeArea">Area within which the nodes will be drawn</param>
            <param name="refAreaShift">Area shift (caused by dragging)</param>
            <param name="controlNodes">This list will be sorted based on current node draw order,
            and changed in case one of its nodes is deleted.<para/>
            <code>IMPORTANT:</code> this list should be part of your serialized class (MonoBehaviour or ScriptableObject),
            so it will be stored as a reference and modifying one will modify the other.<para/>
            Usually you want to pass all nodes to this except the eventual start node (or nodes that can't be sorted nor deleted).</param>
        </member>
        <member name="P:DG.DemiEditor.DeGUINodeSystem.SelectionManager.focusedNode">
            <summary>
            Set automatically when a selection ends up selecting a single node,
            reset when deselecting all nodes, selecting multiple nodes, or resetting the <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess"/>
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.SelectionManager.DeselectAll">
            <summary>
            Returns TRUE if something was actually deselected, FALSE if there were no selected nodes
            </summary>
            <returns></returns>
        </member>
        <member name="T:DG.DemiEditor.DeGUIKey">
            <summary>
            Returns key modifiers currently pressed.
            Requires to be updated at the beginning of every GUI call.
            </summary>
        </member>
        <member name="P:DG.DemiEditor.DeGUIKey.interpretOSXCommandAs">
            <summary>Note: ALT isn't correctly interpreted as OPTION on OSX, contrary to what Unity manual states,
            so using Command instead fixes that</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUIKey.Refresh(System.String)">
            <summary>
            Call this method to update data required by softCtrl calculations.
            Automatically called from within a <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcessScope`1"/>.<para/>
            Returns a <see cref="T:DG.DemiEditor.DeGUIKey.KeysRefreshResult"/> object with the keys that were just pressed and just released
            </summary>
            <param name="id">Required to have the correct <see cref="T:DG.DemiEditor.DeGUIKey.KeysRefreshResult"/> for the given target call</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIKey.ToInt(UnityEngine.KeyCode)">
            <summary>
            Returns the given <see cref="T:UnityEngine.KeyCode"/> as an int, or -1 if it's not a number
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeEditorReflectionUtils">
            <summary>
            Used code from Celtc on StackOverflow: https://stackoverflow.com/a/54044197/10151925
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorReflectionUtils.GetAllFields(System.Type,System.Reflection.BindingFlags)">
            <summary>
            Gets all fields from an object and its hierarchy inheritance
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorReflectionUtils.DeepCopy``1(``0)">
            <summary>
            Perform a deep copy of the class
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorReflectionUtils.DoCopy(System.Object)">
            <summary>
            Does the copy
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeScrollView">
            <summary>
            Returns by <see cref="M:DG.DemiEditor.DeGUI.BeginScrollView(UnityEngine.Rect,DG.DemiEditor.DeScrollView,System.Boolean)"/>.
            Contains properties and methods to manage non-layout scrollview better.<para/>
            Remember to use <see cref="M:DG.DemiEditor.DeScrollView.IncreaseContentHeightBy(System.Single)"/> or <see cref="M:DG.DemiEditor.DeScrollView.SetContentHeight(System.Single)"/> to increase or set the full content height
            </summary>
        </member>
        <member name="P:DG.DemiEditor.DeScrollView.area">
            <summary>Area used by ScrollView and its content</summary>
        </member>
        <member name="P:DG.DemiEditor.DeScrollView.fullContentArea">
            <summary>Full content area regardless if visible or not. Its height should be set manually based on the contents' height</summary>
        </member>
        <member name="P:DG.DemiEditor.DeScrollView.visibleContentArea">
            <summary>Content area currently visible (scroll bars excluded)</summary>
        </member>
        <member name="F:DG.DemiEditor.DeScrollView.scrollPosition">
            <summary>Current scrollPosition</summary>
        </member>
        <member name="M:DG.DemiEditor.DeScrollView.Current">
            <summary>
            Returns the current <see cref="T:DG.DemiEditor.DeScrollView"/> open, or an empty one if none is open.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeScrollView.SetContentWidth(System.Single)">
            <summary>
            Sets the <see cref="P:DG.DemiEditor.DeScrollView.fullContentArea"/> width
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeScrollView.SetContentHeight(System.Single)">
            <summary>
            Sets the <see cref="P:DG.DemiEditor.DeScrollView.fullContentArea"/> height
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeScrollView.IncreaseContentHeightBy(System.Single)">
            <summary>
            Increase the <see cref="P:DG.DemiEditor.DeScrollView.fullContentArea"/> height by the given amount
            </summary>
            <param name="value"></param>
        </member>
        <member name="M:DG.DemiEditor.DeScrollView.GetSingleLineRect(System.Single,System.Boolean)">
            <summary>
            Returns a Rect for a single line at the current scrollView yMax
            </summary>
            <param name="height">If less than 0 uses default line height, otherwise the value passed</param>
            <param name="increaseScrollViewHeight">if TRUE (default) automatically increases the height of the <see cref="P:DG.DemiEditor.DeScrollView.fullContentArea"/> accordingly</param>
            <returns></returns>
        </member>
        <member name="M:DG.DemiEditor.DeScrollView.GetWideSingleLineRect(System.Single,System.Boolean)">
            <summary>
            Returns a Rect for a single line at the current scrollView yMax, as wide as the max visible rect width
            </summary>
            <param name="height">If less than 0 uses default line height, otherwise the value passed</param>
            <param name="increaseScrollViewHeight">if TRUE (default) automatically increases the height of the <see cref="P:DG.DemiEditor.DeScrollView.fullContentArea"/> accordingly</param>
            <returns></returns>
        </member>
        <member name="M:DG.DemiEditor.DeScrollView.IsVisible(UnityEngine.Rect)">
            <summary>
            Returns TRUE if the given rect is at least partially visible in the displayed scroll area
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeSkinStyle">
            <summary>
            Contains both free and pro skins GUIStyle variations,
            and automatically returns the correct one when converted to GUIStyle
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorSoundUtils.Play(UnityEngine.AudioClip)">
            <summary>
            Plays the given clip in the Editor
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorSoundUtils.Stop(UnityEngine.AudioClip)">
            <summary>
            Stops playing the given clip.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeEditorSoundUtils.StopAll">
            <summary>
            Stops all clips playing.
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeStopwatch">
            <summary>
            A stopwatch whose time can be changed manually via <see cref="M:DG.DemiEditor.DeStopwatch.Goto(System.Single,System.Boolean)"/>
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeStopwatch.Start">
            <summary>
            Start or resume playing
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeStopwatch.Reset">
            <summary>
            Stop the watch and reset the time
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeStopwatch.Restart">
            <summary>
            Restart measuring from zero
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeStopwatch.Stop">
            <summary>
            Pause the watch
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeStopwatch.Goto(System.Single,System.Boolean)">
            <summary>
            Send the watch to the given time
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeUnityEditorVersion">
            <summary>
            Util to determine Unity editor version and store them as comparable numbers
            </summary>
        </member>
        <member name="F:DG.DemiEditor.DeUnityEditorVersion.Version">
            <summary>Full major version + first minor version (ex: 2018.1f)</summary>
        </member>
        <member name="F:DG.DemiEditor.DeUnityEditorVersion.MajorVersion">
            <summary>Major version</summary>
        </member>
        <member name="F:DG.DemiEditor.DeUnityEditorVersion.MinorVersion">
            <summary>First minor version (ex: in 2018.1 it would be 1)</summary>
        </member>
        <member name="T:DG.DemiEditor.AssemblyExtensions">
            <summary>
            Assembly extensions
            </summary>
        </member>
        <member name="M:DG.DemiEditor.AssemblyExtensions.Directory(System.Reflection.Assembly)">
            <summary>
            Full path to the assembly directory, without final slash
            </summary>
        </member>
        <member name="M:DG.DemiEditor.AssemblyExtensions.ADBDir(System.Reflection.Assembly)">
            <summary>
            AssetDatabase path to the assembly directory, without final slash
            </summary>
        </member>
        <member name="T:DG.DemiEditor.GUIStyleExtensions">
            <summary>
            GUI extension methods
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Clone(UnityEngine.GUIStyle,System.Object[])">
            <summary>
            Clones the style and adds the given formats to it. You can pass any of these types of values:
            <list type="bullet">
            <item><term>Format:</term><description>Rich-text, wordwrap</description></item>
            <item><term>FontStyle:</term><description>Font style</description></item>
            <item><term>TextAnchor:</term><description>Content anchor</description></item>
            <item><term>int:</term><description>Font size</description></item>
            <item><term>Color/DeSkinColor:</term><description>Font color</description></item>
            </list>
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Add(UnityEngine.GUIStyle,System.Object[])">
            <summary>
            Adds the given formats to the style. You can pass any of these types of values:
            <list type="bullet">
            <item><term>Format:</term><description>RichText, WordWrap</description></item>
            <item><term>FontStyle:</term><description>Font style</description></item>
            <item><term>TextAnchor:</term><description>Content anchor</description></item>
            <item><term>int:</term><description>Font size</description></item>
            <item><term>Color/DeSkinColor:</term><description>Font color</description></item>
            </list>
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Border(UnityEngine.GUIStyle,UnityEngine.RectOffset)">
            <summary>
            Sets the border of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Border(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the border of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Border(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Sets the border of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Background(UnityEngine.GUIStyle,UnityEngine.Texture2D,UnityEngine.Texture2D)">
            <summary>
            Sets the background of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Background(UnityEngine.GUIStyle,UnityEngine.Texture2D,UnityEngine.Texture2D,UnityEngine.Texture2D)">
            <summary>
            Sets the background of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffset(UnityEngine.GUIStyle,UnityEngine.Vector2)">
            <summary>
            Sets the contentOffset of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffset(UnityEngine.GUIStyle,System.Single,System.Single)">
            <summary>
            Sets the contentOffset of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffsetX(UnityEngine.GUIStyle,System.Single)">
            <summary>
            Sets the X contentOffset of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffsetY(UnityEngine.GUIStyle,System.Single)">
            <summary>
            Sets the Y contentOffset of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Margin(UnityEngine.GUIStyle,UnityEngine.RectOffset)">
            <summary>
            Sets the margin of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Margin(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Sets the margin of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Margin(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the margin of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginLeft(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the left margin of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginRight(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the right margin of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginTop(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the top margin of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginBottom(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the bottom margin of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Overflow(UnityEngine.GUIStyle,UnityEngine.RectOffset)">
            <summary>
            Sets the overflow of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Overflow(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Sets the overflow of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Overflow(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the overflow of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.OverflowLeft(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the left overflow of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.OverflowRight(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the right overflow of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.OverflowTop(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the top overflow of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.OverflowBottom(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the bottom overflow of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Padding(UnityEngine.GUIStyle,UnityEngine.RectOffset)">
            <summary>
            Sets the padding of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Padding(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Sets the padding of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Padding(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the padding of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingLeft(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the left padding of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingRight(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the right padding of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingTop(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the top padding of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingBottom(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the bottom padding of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Width(UnityEngine.GUIStyle,System.Single)">
            <summary>
            Sets the Y fixedWidth of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Height(UnityEngine.GUIStyle,System.Int32)">
            <summary>
            Sets the fixedHeight of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.StretchHeight(UnityEngine.GUIStyle,System.Boolean)">
            <summary>
            Sets the stretchHeight property of the style
            </summary>
        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.StretchWidth(UnityEngine.GUIStyle,System.Boolean)">
            <summary>
            Sets the stretchWidth property of the style
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeStylePalette">
            <summary>
            Stores a GUIStyle palette, which can be passed to default DeGUI layouts when calling <code>DeGUI.BeginGUI</code>,
            and changed at any time by calling <code>DeGUI.ChangePalette</code>.
            You can inherit from this class to create custom GUIStyle palettes with more options.
            Each of the sub-options require a public Init method to initialize the styles, which will be called via Reflection.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeStylePalette.Init">
            <summary>
            Called automatically by <code>DeGUI.BeginGUI</code>.
            Override when adding new style subclasses.
            Returns TRUE if the styles were initialized or re-initialized
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeStyleSubPalette">
            <summary>
            Extend any custom subpalettes from this, so they will be initialized correctly
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUILayout">
            <summary>
            GUILayout methods
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ActiveButton(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>
            A button that triggers an immediate repaint when hovered/pressed/unhovered
            (which otherwise doesn't happen if you set a background to the button's GUIStyle).<para/>
            Requires <see cref="P:UnityEditor.EditorWindow.wantsMouseMove"/> to be activated.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ActiveButton(UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>
            A button that triggers an immediate repaint when hovered/pressed/unhovered
            (which otherwise doesn't happen if you set a background to the button's GUIStyle)
            and also assigns different GUI colors based on the button's state and the given one.<para/>
            Requires <see cref="P:UnityEditor.EditorWindow.wantsMouseMove"/> to be activated.
            </summary>
            <param name="content">Content</param>
            <param name="onNormal">Default color</param>
            <param name="guiStyle">Style</param>
            <param name="options">GUILayout options</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ActiveButton(UnityEngine.GUIContent,UnityEngine.Color,System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>
            A button that triggers an immediate repaint when hovered/pressed/unhovered
            (which otherwise doesn't happen if you set a background to the button's GUIStyle)
            and also assigns different GUI colors based on the button's state with options to eventually auto-generate them.<para/>
            Requires <see cref="P:UnityEditor.EditorWindow.wantsMouseMove"/> to be activated.
            </summary>
            <param name="content">Content</param>
            <param name="onNormal">Default color</param>
            <param name="onHover">Hover color (if NULL auto-generates it from the given one by making it brighter</param>
            <param name="onPressed">Pressed color (if NULL auto-generates it from the given one by making it even brighter</param>
            <param name="guiStyle">Style</param>
            <param name="options">GUILayout options</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ShadedButton(UnityEngine.Color,System.String,UnityEngine.GUILayoutOption[])">
            <summary>Shaded button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ShadedButton(UnityEngine.Color,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Shaded button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ShadedButton(UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
            <summary>Shaded button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ShadedButton(UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Shaded button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,System.String,UnityEngine.GUILayoutOption[])">
            <summary>Colored button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Colored button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
            <summary>Colored button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Colored button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.PressButton(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>
            Draws a button that returns TRUE the first time it's pressed, instead than when its released.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.PressButton(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>
            Draws a button that returns TRUE the first time it's pressed, instead than when its released.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.DownButton(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>
            Draws a button that returns TRUE the first time the mouse moves over it while the mouse button is pressed,
            even if it was pressed outside of the button first
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.DownButton(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>
            Draws a button that returns TRUE the first time the mouse moves over it while the mouse button is pressed,
            even if it was pressed outside of the button first
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToolbarFoldoutButton(System.Boolean)">
            <summary>Toolbar foldout button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToolbarFoldoutButton(System.Boolean,System.String,System.Boolean,System.Boolean,System.Nullable{UnityEngine.Color})">
            <summary>Toolbar foldout button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToolbarFoldoutButton(System.Boolean,UnityEngine.GUIContent,System.Boolean,System.Boolean,System.Nullable{UnityEngine.Color})">
            <summary>Toolbar foldout button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.GUILayoutOption[])">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,DG.DemiLib.DeColorPalette,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,DG.DemiLib.DeColorPalette,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,DG.DemiLib.ToggleColors,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,DG.DemiLib.ToggleColors,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,DG.DemiLib.ToggleColors,DG.DemiLib.ToggleColors,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,DG.DemiLib.ToggleColors,DG.DemiLib.ToggleColors,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.Color,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.GUILayoutOption[])">
            <summary>Begins an horizontal toolbar layout</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Begins an horizontal toolbar layout</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.Color,UnityEngine.GUILayoutOption[])">
            <summary>Begins an horizontal toolbar layout</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Begins an horizontal toolbar layout</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.EndToolbar">
            <summary>Ends an horizontal toolbar layout</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.GUILayoutOption[])">
            <summary>A toolbar with a label</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>A toolbar with a label</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>A toolbar with a label</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
            <summary>A toolbar with a label</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>A toolbar with a label</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>A toolbar with a label</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiColorField(UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiColorFieldAdvanced(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiCurveField(UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiEnumPopup``1(UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiEnumPopup(UnityEngine.GUIContent,System.Type,System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiFloatField(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Nullable{System.Single},System.Nullable{System.Single},UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiIntField(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Nullable{System.Int32},System.Nullable{System.Int32},UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiIntSlider(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Int32,System.Int32,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiObjectField(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values. Auto-determines object type from the field's type</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiObjectField(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Type,System.Boolean,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values. Forces field to accept only objects of the given type</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiRectField(UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiSlider(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiTextArea(System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiTextField(UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiToggleButton(UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiToggleButton(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiToggleButton(System.Nullable{System.Boolean},UnityEngine.GUIContent,System.String,System.Collections.IList,System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiUnityEvent(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Collections.Generic.List{UnityEditor.SerializedProperty},UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiVector2Field(UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiVector3Field(UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiVector4Field(UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiVector2FieldAdvanced(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean,System.Boolean,System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiVector3FieldAdvanced(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.MultiVector4FieldAdvanced(UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.BeginVBox(UnityEngine.GUIStyle)">
            <summary>Vertical box layout with style and color options</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.BeginVBox(System.Nullable{UnityEngine.Color},UnityEngine.GUIStyle)">
            <summary>Vertical box layout with style and color options</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.EndVBox">
            <summary>End vertical box layout</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.HorizontalDivider(System.Nullable{UnityEngine.Color},System.Int32,System.Int32,System.Int32)">
            <summary>Horizontal Divider</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.DoubleClickTextField(UnityEditor.EditorWindow,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>
            A text field that becomes editable only on double-click
            </summary>
            <param name="editorWindow">EditorWindow reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.DoubleClickTextField(UnityEditor.Editor,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>
            A text field that becomes editable only on double-click
            </summary>
            <param name="editor">Editor reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.DoubleClickDraggableTextField(UnityEditor.EditorWindow,System.String,System.String,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>
            A text field that becomes editable only on double-click and can also be dragged
            </summary>
            <param name="editorWindow">EditorWindow reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="draggableList">List containing the dragged item and all other relative draggable items</param>
            <param name="draggedItemIndex">DraggableList index of the item being dragged</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
            <returns></returns>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.DoubleClickDraggableTextField(UnityEditor.Editor,System.String,System.String,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>
            A text field that becomes editable only on double-click and can also be dragged
            </summary>
            <param name="editor">Editor reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="draggableList">List containing the dragged item and all other relative draggable items</param>
            <param name="draggedItemIndex">DraggableList index of the item being dragged</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
            <returns></returns>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.GradientField(System.String,UnityEngine.Gradient,UnityEngine.GUILayoutOption[])">
            <summary>
            Creates a Gradient field by using Unity 4.x hidden default one and Reflection.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.SceneField(System.String,UnityEngine.Object)">
            <summary>Scene field</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.SceneField(UnityEngine.GUIContent,UnityEngine.Object)">
            <summary>Scene field</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.SortingLayer(System.String,System.Int32,UnityEngine.GUIStyle)">
            <summary>
            Draws a dropdown for choosing a SortingLayer ID
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.SortingLayer(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            <summary>
            Draws a dropdown for choosing a SortingLayer ID
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUI">
            <summary>
            Global Demigiant GUI manager. Call <see cref="M:DG.DemiEditor.DeGUI.BeginGUI(DG.DemiLib.DeColorPalette,DG.DemiEditor.DeStylePalette)"/> to initialize it inside GUI calls.
            </summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUI.colors">
            <summary>
            Default color palette
            </summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUI.styles">
            <summary>
            Default style palette
            </summary>
        </member>
        <member name="F:DG.DemiEditor.DeGUI.IsProSkin">
            <summary>TRUE if we're using the PRO skin</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.BeginGUI(DG.DemiLib.DeColorPalette,DG.DemiEditor.DeStylePalette)">
            <summary>
            Call this at the beginning of GUI methods.
            Returns TRUE if the styles were initialized or re-initialized
            </summary>
            <param name="guiColorPalette">Eventual <see cref="T:DG.DemiLib.DeColorPalette"/> to use</param>
            <param name="guiStylePalette">Eventual <see cref="T:DG.DemiEditor.DeStylePalette"/> to use</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.BeginScrollView(UnityEngine.Rect,DG.DemiEditor.DeScrollView,System.Boolean)">
            <summary>
            Better implementation of GUI.BeginScrollView.
            Returns the modified scrollView struct.<para/>
            Must be closed by a DeGUI.<see cref="M:DG.DemiEditor.DeGUI.EndScrollView"/>.<para/>
            <pre><code>EXAMPLE
            Rect scrollViewArea = ...;
            Rect drawArea = scrollViewArea;
            // Decrease the full drawing area to exclude scrollbars if necessary
            if (_scrollView.fullContentArea.height > scrollViewArea.height) drawArea = drawArea.Shift(0, 0, -11, 0);
            // Begin scrollView
            _scrollView = DeGUI.BeginScrollView(scrollViewArea, _scrollView);
            // Increase scrollView area correctly (or directly set it with SetFullContentHeight
            _scrollView.IncreaseContentHeightBy(...)
            // End
            DeGUI.EndScrollView();
            </code></pre>
            </summary>
            <param name="scrollViewArea">Visible area used by the scrollView</param>
            <param name="scrollView"><see cref="T:DG.DemiEditor.DeScrollView"/> target. You'll need to set its size to the correct full content height
            (either within the Begin/ENd ScrollView calls or before them)</param>
            <param name="resetContentHeightToZero">If TRUE (default) resets <see cref="P:DG.DemiEditor.DeScrollView.fullContentArea"/>.height to 0
            after beginning the ScrollView</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.EndScrollView">
            <summary>
            Closes a DeGUI.<see cref="M:DG.DemiEditor.DeGUI.BeginScrollView(UnityEngine.Rect,DG.DemiEditor.DeScrollView,System.Boolean)"/> correctly
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ExitCurrentEvent">
            <summary>
            Exits the current event correctly, also taking care of eventual drag operations
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.Deselect">
            <summary>
            Removes focus from any GUI button/text/element that has focus
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ChangePalette(DG.DemiLib.DeColorPalette,DG.DemiEditor.DeStylePalette)">
            <summary>
            Changes the active palettes to the given ones
            (or resets them to the default ones if NULL).
            Returns TRUE if the styles were initialized or re-initialized
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ResetGUIColors(System.Boolean,System.Boolean,System.Boolean)">
            <summary>
            Resets the GUI colors to the default ones (only available if BeginGUI was called first)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.SetGUIColors(System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color})">
            <summary>
            Sets the GUI colors to the given ones
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ShowTexturePreview(UnityEngine.Texture2D)">
            <summary>
            Opens a panel that previews the given texture (if not NULL)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.GetVisibleContentColorOn(UnityEngine.Color32)">
            <summary>
            Gets either black or white, depending on the color that would be most visible on the given one
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.GetFastVisibleContentColorOn(UnityEngine.Color32)">
            <summary>
            Gets either black or white, depending on the color that would be most visible on the given one
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.IsDoubleClickTextBeingEdited(System.String)">
            <summary>
            Returns TRUE if the double-click text area/field with the given id is currently in editing mode
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUI.CursorColorScope">
            <summary>
            Sets the GUI cursor color to the given ones
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUI.MatrixScope">
            <summary>
            Sets the GUI matrix to the given ones
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeGUI.MultiPropertyScope">
            <summary>
            Wrapper to set serialized fields with multiple sources selected: automatically sets GUI to show mixed values when necessary
            and contains a fieldInfo <see cref="T:System.Reflection.FieldInfo"/> which is set within the wrapper.<para/>
            Note that you must set the <see cref="F:DG.DemiEditor.DeGUI.MultiPropertyScope.value"/> property within the wrapper so that it's assigned correctly when closing the scope.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiPropertyScope.#ctor(System.String,System.Collections.IList,System.Collections.Generic.List{UnityEditor.SerializedProperty},System.Boolean)">
            <summary>Multi property scope</summary>
            <param name="fieldName">Name of the field so it can be found and set/get via Reflection</param>
            <param name="sources">List of the sources containing the given field</param>
            <param name="requiresSpecialEndChangeCheck">If TRUE validates EditorGUI.EndChangeCheck before calling it
            (fixes an issue which happens with advanced Undo usage in DOTween Timeline and ColorFields)</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ActiveButton(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
            <summary>
            A button that triggers an immediate repaint when hovered/pressed/unhovered
            (which otherwise doesn't happen if you apply a background to the button's GUIStyle).<para/>
            Requires <see cref="P:UnityEditor.EditorWindow.wantsMouseMove"/> to be activated.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ActiveButton(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.GUIStyle)">
            <summary>
            A button that triggers an immediate repaint when hovered/pressed/unhovered
            (which otherwise doesn't happen if you apply a background to the button's GUIStyle)
            and also assigns different GUI colors based on the button's state and the given one.<para/>
            Requires <see cref="P:UnityEditor.EditorWindow.wantsMouseMove"/> to be activated.
            </summary>
            <param name="rect">Rect</param>
            <param name="content">Content</param>
            <param name="onNormal">Default color</param>
            <param name="guiStyle">Style</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ActiveButton(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Color,System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},UnityEngine.GUIStyle)">
            <summary>
            A button that triggers an immediate repaint when hovered/pressed/unhovered
            (which otherwise doesn't happen if you apply a background to the button's GUIStyle)
            and also assigns different GUI colors based on the button's state with options to eventually auto-generate them.<para/>
            Requires <see cref="P:UnityEditor.EditorWindow.wantsMouseMove"/> to be activated.
            </summary>
            <param name="rect">Rect</param>
            <param name="content">Content</param>
            <param name="onNormal">Default color</param>
            <param name="onHover">Hover color (if NULL auto-generates it from the given one by making it brighter</param>
            <param name="onPressed">Pressed color (if NULL auto-generates it from the given one by making it even brighter</param>
            <param name="guiStyle">Style</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ShadedButton(UnityEngine.Rect,UnityEngine.Color,System.String)">
            <summary>Shaded button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ShadedButton(UnityEngine.Rect,UnityEngine.Color,System.String,UnityEngine.GUIStyle)">
            <summary>Shaded button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ShadedButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.GUIContent)">
            <summary>Shaded button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ShadedButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
            <summary>Shaded button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ColoredButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.Color,System.String)">
            <summary>Colored button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ColoredButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.Color,System.String,UnityEngine.GUIStyle)">
            <summary>Colored button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ColoredButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent)">
            <summary>Colored button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ColoredButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
            <summary>Colored button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.FoldoutButton(UnityEngine.Rect,System.Boolean,System.String,System.Boolean,System.Boolean)">
            <summary>Toolbar foldout button which allows clicking even on its label</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.FoldoutLabel(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent)">
            <summary>Foldout button + label (not intended to be used in toolbar) which allows click-to-foldout/foldin</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.PressButton(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
            <summary>
            Draws a button that returns TRUE the first time it's pressed, instead than when its released.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.PressButton(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
            <summary>
            Draws a button that returns TRUE the first time it's pressed, instead than when its released.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DownButton(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
            <summary>
            Draws a button that returns TRUE the first time the mouse moves over it while the mouse button is pressed,
            even if it was pressed outside of the button first
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DownButton(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
            <summary>
            Draws a button that returns TRUE the first time the mouse moves over it while the mouse button is pressed,
            even if it was pressed outside of the button first
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToolbarFoldoutButton(UnityEngine.Rect,System.Boolean,System.String,System.Boolean,System.Boolean,System.Nullable{UnityEngine.Color})">
            <summary>Toolbar foldout button</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,System.String)">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent)">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,System.String,UnityEngine.GUIStyle)">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,System.String,DG.DemiLib.DeColorPalette,UnityEngine.GUIStyle)">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,DG.DemiLib.DeColorPalette,UnityEngine.GUIStyle)">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,System.String,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIStyle)">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIStyle)">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,System.String,DG.DemiLib.ToggleColors,UnityEngine.GUIStyle)">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,DG.DemiLib.ToggleColors,UnityEngine.GUIStyle)">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,System.String,DG.DemiLib.ToggleColors,DG.DemiLib.ToggleColors,UnityEngine.GUIStyle)">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,DG.DemiLib.ToggleColors,DG.DemiLib.ToggleColors,UnityEngine.GUIStyle)">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.Color,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIStyle)">
            <summary>Button that can be toggled on and off</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.SceneField(UnityEngine.Rect,System.String,UnityEngine.Object)">
            <summary>Scene field</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.SceneField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Object)">
            <summary>Scene field</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.BackgroundGrid(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Texture2D,System.Single)">
            <summary>
            Draws a background grid using the given grid texture
            </summary>
            <param name="area">Area rect</param>
            <param name="offset">Offset from 0, 0 position (used when area has been dragged)</param>
            <param name="texture">Texture to use for the grid</param>
            <param name="scale">Eventual scale to apply to the grid</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.BackgroundGrid(UnityEngine.Rect,UnityEngine.Vector2,System.Boolean,System.Single)">
            <summary>
            Draws a background grid using default grid textures
            </summary>
            <param name="area">Area rect</param>
            <param name="offset">Offset from 0, 0 position (used when area has been dragged)</param>
            <param name="forceDarkSkin">If TRUE forces a dark skin, otherwise uses a skin that fits with the current Unity's one</param>
            <param name="scale">Eventual scale to apply to the grid</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.Box(UnityEngine.Rect,UnityEngine.Color,UnityEngine.GUIStyle)">
            <summary>Box with style and color options</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DefaultPropertyField(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
            <summary>
            Can be used instead of EditorGUI.PropertyField, to draw a serializedProperty without its attributes
            (very useful in case you want to use this from within a PropertyDrawer for that same property,
            since otherwise bad infinite loops might happen)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DrawColoredSquare(UnityEngine.Rect,UnityEngine.Color)">
            <summary>Draws a colored square</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DrawTiledTexture(UnityEngine.Rect,UnityEngine.Texture2D,System.Single,System.Nullable{UnityEngine.Color})">
            <summary>Draws the given texture tiled within the given rect</summary>
            <param name="rect">Rect</param>
            <param name="texture">Texture</param>
            <param name="scale">Eventual scale to apply</param>
            <param name="color">If not NULL, colorizes the texture with this color</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DoubleClickTextField(UnityEngine.Rect,UnityEditor.EditorWindow,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
            <summary>
            A text field that becomes editable only on double-click
            </summary>
            <param name="rect">Area</param>
            <param name="editorWindow">EditorWindow reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DoubleClickTextField(UnityEngine.Rect,UnityEditor.Editor,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
            <summary>
            A text field that becomes editable only on double-click
            </summary>
            <param name="rect">Area</param>
            <param name="editor">Editor reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DoubleClickDraggableTextField(UnityEngine.Rect,UnityEditor.EditorWindow,System.String,System.String,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
            <summary>
            A text field that becomes editable only on double-click and can also be dragged
            </summary>
            <param name="rect">Area</param>
            <param name="editorWindow">EditorWindow reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="draggableList">List containing the dragged item and all other relative draggable items</param>
            <param name="draggedItemIndex">DraggableList index of the item being dragged</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DoubleClickDraggableTextField(UnityEngine.Rect,UnityEditor.Editor,System.String,System.String,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
            <summary>
            A text field that becomes editable only on double-click and can also be dragged
            </summary>
            <param name="rect">Area</param>
            <param name="editor">Editor reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="draggableList">List containing the dragged item and all other relative draggable items</param>
            <param name="draggedItemIndex">DraggableList index of the item being dragged</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DoubleClickTextArea(UnityEngine.Rect,UnityEditor.EditorWindow,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
            <summary>
            A textArea that becomes editable only on double-click
            </summary>
            <param name="rect">Area</param>
            <param name="editorWindow">EditorWindow reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DoubleClickTextArea(UnityEngine.Rect,UnityEditor.Editor,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
            <summary>
            A textArea that becomes editable only on double-click
            </summary>
            <param name="rect">Area</param>
            <param name="editor">Editor reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.FlatDivider(UnityEngine.Rect,System.Nullable{UnityEngine.Color})">
            <summary>Divider</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.SortingLayer(UnityEngine.Rect,System.String,System.Int32,UnityEngine.GUIStyle)">
            <summary>
            Draws a dropdown for choosing a SortingLayer ID
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.SortingLayer(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,UnityEngine.GUIStyle)">
            <summary>
            Draws a dropdown for choosing a SortingLayer ID
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.Vector2FieldAdvanced(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Vector2,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
            <summary>Draws a Vector3Field that can have single axes disabled</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.Vector3FieldAdvanced(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Vector3,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
            <summary>Draws a Vector3Field that can have single axes disabled</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.Vector4FieldAdvanced(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Vector4,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
            <summary>Draws a Vector3Field that can have single axes disabled</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiColorField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiColorFieldAdvanced(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiCurveField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiEnumPopup``1(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values. Supports using an int as an enum</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiEnumPopup(UnityEngine.Rect,UnityEngine.GUIContent,System.Type,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values. Supports using an int as an enum</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiFloatField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Nullable{System.Single},System.Nullable{System.Single})">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiIntField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Nullable{System.Int32},System.Nullable{System.Int32})">
            <summary>Returns TRUE if there's mixed values. Supports also uint fields</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiIntSlider(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Int32,System.Int32)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiObjectField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean)">
            <summary>Returns TRUE if there's mixed values. Auto-determines object type from the field's type</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiObjectField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Type,System.Boolean)">
            <summary>Returns TRUE if there's mixed values. Forces field to accept only objects of the given type</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiRectField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiSlider(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Single,System.Single)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiTextArea(UnityEngine.Rect,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiTextField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiToggleButton(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,UnityEngine.GUIStyle)">
            <summary>Returns TRUE if there's mixed values. Supports passing int values as bool (1 = true, 0 = false)</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiToggleButton(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},UnityEngine.GUIStyle)">
            <summary>Returns TRUE if there's mixed values. Supports passing int values as bool (1 = true, 0 = false)</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiToggleButton(UnityEngine.Rect,System.Nullable{System.Boolean},UnityEngine.GUIContent,System.String,System.Collections.IList,System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},UnityEngine.GUIStyle)">
            <summary>Returns TRUE if there's mixed values. Supports passing int values as bool (1 = true, 0 = false)</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiUnityEvent(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Collections.Generic.List{UnityEditor.SerializedProperty})">
            <summary>Returns TRUE if there's mixed values. Requires a SerializedProperty representation of each UnityEven field</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiVector2Field(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiVector3Field(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiVector4Field(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiVector2FieldAdvanced(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiVector3FieldAdvanced(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.MultiVector4FieldAdvanced(UnityEngine.Rect,UnityEngine.GUIContent,System.String,System.Collections.IList,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
            <summary>Returns TRUE if there's mixed values</summary>
        </member>
        <member name="M:DG.DemiEditor.ColorExtensions.CloneAndChangeBrightness(UnityEngine.Color,System.Single,System.Nullable{System.Single})">
            <summary>
            Returns a new color equal to the given one with changed brightness
            </summary>
            <param name="color">Color to evaluate</param>
            <param name="brightnessFactor">Brightness factor (multiplied by current brightness)</param>
            <param name="alpha">If set applies this alpha value</param>
        </member>
        <member name="M:DG.DemiEditor.ColorExtensions.CloneAndChangeSaturation(UnityEngine.Color,System.Single,System.Nullable{System.Single})">
            <summary>
            Returns a new color equal to the given one with changed saturation
            </summary>
            <param name="color">Color to evaluate</param>
            <param name="saturationFactor">Saturation factor (multiplied by current brightness)</param>
            <param name="alpha">If set applies this alpha value</param>
        </member>
        <member name="M:DG.DemiEditor.ColorExtensions.SetAlpha(UnityEngine.Color,System.Single)">
            <summary>
            Changes the alpha of this color and returns it
            </summary>
        </member>
        <member name="M:DG.DemiEditor.ColorExtensions.CloneAndSetAlpha(UnityEngine.Color,System.Single)">
            <summary>
            Returns a new color equal to the given one with changed alpha
            </summary>
        </member>
        <member name="M:DG.DemiEditor.ColorExtensions.ToHex(UnityEngine.Color32,System.Boolean)">
            <summary>
            Returns a HEX version of the given Unity Color, without the initial #
            </summary>
            <param name="includeAlpha">If TRUE, also converts the alpha value and returns a hex of 8 characters,
            otherwise doesn't and returns a hex of 6 characters</param>
        </member>
        <member name="M:DG.DemiEditor.ColorExtensions.ToHex(UnityEngine.Color,System.Boolean)">
            <summary>
            Returns a HEX version of the given Unity Color, without the initial #
            </summary>
            <param name="includeAlpha">If TRUE, also converts the alpha value and returns a hex of 8 characters,
            otherwise doesn't and returns a hex of 6 characters</param>
        </member>
        <member name="T:DG.DemiEditor.ListExtensions">
            <summary>
            Replicates parts of DeExtensions.ListExtensions for internal usage
            </summary>
        </member>
        <member name="M:DG.DemiEditor.ListExtensions.Shift``1(System.Collections.Generic.IList{``0},System.Int32,System.Int32)">
            <summary>
            Shifts an item from an index to another, without modifying the list except than by moving elements around
            </summary>
        </member>
        <member name="M:DG.DemiEditor.ListExtensions.Shuffle``1(System.Collections.Generic.IList{``0})">
            <summary>
            Shuffles the list
            </summary>
        </member>
        <member name="T:DG.DemiEditor.RectExtensions">
            <summary>
            Replicates DeExtensions.RectExtensions for internal usage
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.Add(UnityEngine.Rect,UnityEngine.Rect)">
            <summary>
            Adds one rect into another, and returns the resulting a
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.Expand(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy or the Rect expanded around its center by the given amount
            </summary>
            <param name="amount">Indicates how much to expand the rect on each size</param>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.Expand(UnityEngine.Rect,System.Single,System.Single)">
            <summary>
            Returns a copy or the Rect expanded around its center by the given amount
            </summary>
            <param name="amountX">Indicates how much to expand the rect on each horizontal side</param>
            <param name="amountY">Indicates how much to expand the rect on each vertical side</param>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.Contract(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy or the Rect contracted around its center by the given amount
            </summary>
            <param name="amount">Indicates how much to contract the rect on each size</param>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.Contract(UnityEngine.Rect,System.Single,System.Single)">
            <summary>
            Returns a copy or the Rect contracted around its center by the given amount
            </summary>
            <param name="amountX">Indicates how much to contract the rect on each horizontal side</param>
            <param name="amountY">Indicates how much to contract the rect on each vertical side</param>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.Fit(UnityEngine.Rect,System.Single,System.Single,System.Boolean)">
            <summary>
            Returns a copy of the Rect resized so it fits proportionally within the given size limits
            </summary>
            <param name="w">Width to fit</param>
            <param name="h">Height to fit</param>
            <param name="shrinkOnly">If TRUE (default) only shrinks the rect if needed, if FALSE also enlarges it to fit</param>
            <returns></returns>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.Includes(UnityEngine.Rect,UnityEngine.Rect,System.Boolean)">
            <summary>
            Returns TRUE if the first rect includes the second one
            </summary>
            <param name="full">If TRUE, returns TRUE only if the second rect is fully included,
            otherwise just if some part of it is included</param>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.Intersects(UnityEngine.Rect,UnityEngine.Rect,UnityEngine.Rect@)">
            <summary>
            Returns TRUE if this rect intersects the given one, and also outputs the intersection area<para/>
            </summary>
            <param name="intersection">Intersection area</param>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.ResetXY(UnityEngine.Rect)">
            <summary>
            Returns a copy of the Rect with its X/Y coordinates set to 0
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.HangToLeftOf(UnityEngine.Rect,System.Single,System.Single,System.Single)">
            <summary>
            Sets this rect to the left of the given x position, with options for margin and width resize
            </summary>
            <param name="margin">Distance between this rect and the given x position</param>
            <param name="resizeWidthTo">If greater than zero resizes this rect to the given size</param>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.HangToRightAndResize(UnityEngine.Rect,System.Single,System.Single,System.Single)">
            <summary>
            Sets this rect to the right of the given x position and resizes it so that its xMax remains the same.
            </summary>
            <param name="margin">Distance between this rect and the given x position</param>
            <param name="extraSizeOffset">Extra offset to add to the resulting width</param>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.Shift(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Returns a copy of the Rect with its values shifted according the the given parameters
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.ShiftX(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its X value shifted by the given value
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.ShiftY(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its Y value shifted by the given value
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.ShiftXAndResize(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its x shifted by the given value and its width shrinked/expanded accordingly
            (so that the xMax value will stay the same as before)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.ShiftYAndResize(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its y shifted by the given value and its height shrinked/expanded accordingly
            (so that the yMax value will stay the same as before)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.SetX(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its X property set to the given value
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.SetY(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its Y property set to the given value
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.SetHeight(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its height property set to the given value
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.SetWidth(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its width property set to the given value
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.SetCenter(UnityEngine.Rect,System.Single,System.Single)">
            <summary>
            Returns a copy of the Rect with its X,Y properties set so the rect center corresponds to the given values
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.SetCenterX(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its X property set so the rect X center corresponds to the given value
            </summary>
        </member>
        <member name="M:DG.DemiEditor.RectExtensions.SetCenterY(UnityEngine.Rect,System.Single)">
            <summary>
            Returns a copy of the Rect with its Y property set so the rect Y center corresponds to the given value
            </summary>
        </member>
        <member name="M:DG.DemiEditor.SerializedPropertyExtensions.CastTo``1(UnityEditor.SerializedProperty)">
            <summary>
            Returns the value of the given property (works like a cast to type).<para/>
            Improved from HiddenMonk's functions (http://answers.unity3d.com/questions/627090/convert-serializedproperty-to-custom-class.html)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.SerializedPropertyExtensions.IsArrayElement(UnityEditor.SerializedProperty)">
            <summary>
            Returns TRUE if this property is inside an array
            </summary>
        </member>
        <member name="M:DG.DemiEditor.SerializedPropertyExtensions.GetIndexInArray(UnityEditor.SerializedProperty)">
            <summary>
            Returns -1 if the property is not inside an array, otherwise returns its index inside the array
            </summary>
        </member>
        <member name="M:DG.DemiEditor.SerializedPropertyExtensions.GetUnityEventHeight(UnityEditor.SerializedProperty)">
            <summary>
            Returns the height of a UnityEvent serializedProperty
            </summary>
        </member>
        <member name="M:DG.DemiEditor.SerializedPropertyExtensions.GetValue(UnityEditor.SerializedProperty)">
            <summary>
            Uses code from FlaShG's GitMerge: https://github.com/FlaShG/GitMerge-for-Unity/blob/master/Editor/SerializedPropertyExtensions.cs
            </summary>
        </member>
        <member name="M:DG.DemiEditor.SerializedPropertyExtensions.SetValue(UnityEditor.SerializedProperty,System.Object)">
            <summary>
            Uses code from FlaShG's GitMerge: https://github.com/FlaShG/GitMerge-for-Unity/blob/master/Editor/SerializedPropertyExtensions.cs
            </summary>
        </member>
        <member name="T:DG.DemiEditor.StringExtensions">
            <summary>
            String extensions
            </summary>
        </member>
        <member name="M:DG.DemiEditor.StringExtensions.IsNullOrEmpty(System.String,System.Boolean)">
            <summary>
            Returns TRUE if the string is null or empty
            </summary>
            <param name="trimSpaces">If TRUE (default) and the string contains only spaces, considers it empty</param>
        </member>
        <member name="M:DG.DemiEditor.StringExtensions.VersionIsMinorThan(System.String,System.String)">
            <summary>
            Compares a version string (in format #.#.###) with another of the same format,
            and return TRUE if this one is minor. Boths trings must have the same number of dot separators.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.StringExtensions.HexToColor(System.String)">
            <summary>
            Converts a HEX color to a Unity Color and returns it
            </summary>
            <param name="hex">The HEX color, either with or without the initial # (accepts both regular and short format)</param>
        </member>
        <member name="M:DG.DemiEditor.StringExtensions.Nicify(System.String)">
            <summary>
            Nicifies a string, replacing underscores with spaces, and adding a space before Uppercase letters (except the first character)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.StringExtensions.Parent(System.String)">
            <summary>
            If the given string is a directory path, returns its parent
            with or without final slash depending on the original directory format
            </summary>
        </member>
        <member name="M:DG.DemiEditor.StringExtensions.FileOrDirectoryName(System.String)">
            <summary>
            If the string is a directory, returns the directory name,
            if instead it's a file returns its name without extension.
            Works better than Path.GetDirectoryName, which kind of sucks imho
            </summary>
        </member>
        <member name="M:DG.DemiEditor.StringExtensions.EvalAsProperty``1(System.String,System.Object,System.Boolean)">
            <summary>
            Evaluates the string as a property or field and returns its value.
            </summary>
            <param name="obj">If NULL considers the string as a static property, otherwise uses obj as the starting instance</param>
        </member>
        <member name="T:DG.DemiEditor.TextureExtensions">
            <summary>
            Texture extensions
            </summary>
        </member>
        <member name="M:DG.DemiEditor.TextureExtensions.GetRect(UnityEngine.Texture2D,System.Single,System.Single,System.Single)">
            <summary>
            Returns the full Rect of this texture, with options for position and scale
            </summary>
        </member>
        <member name="M:DG.DemiEditor.TextureExtensions.SetGUIFormat(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32,UnityEngine.TextureWrapMode,System.Int32)">
            <summary>
            Checks that the texture uses the correct import settings, and applies them if they're incorrect.
            </summary>
        </member>
        <member name="M:DG.DemiEditor.UnityEventExtensions.Clone(UnityEngine.Events.UnityEvent)">
            <summary>
            Returns a clone of the event
            </summary>
        </member>
        <member name="T:DG.DemiEditor.DeSerializedPropertySet">
            <summary>
            Utility class. You can either use it as is via its constructor, which automatically retrieves all serializedProperties in the instance,
            or you can extend it so you can add as many public SerializedProperties as the SerializedProperties you want to access
            (their name must be the same as the serialized field they refer to)
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeSerializedPropertySet.#ctor(UnityEditor.SerializedObject,System.String[])">
            <summary>
            Automatically retrieves all serializable properties on the given serializedObject,
            or only specific ones if propNames is specified
            </summary>
        </member>
        <member name="M:DG.DemiEditor.DeSerializedPropertySet.DrawAllPropertyFields">
            <summary>
            Draws all property fields. Remember to wrap this within <code>serializedObject.Update</code>
            and <code>serializedObject.ApplyModifiedProperties</code>
            </summary>
        </member>
    </members>
</doc>
