<?xml version="1.0"?>
<doc>
    <assembly>
        <name>DemiLib</name>
    </assembly>
    <members>
        <member name="T:DG.DemiLib.Attributes.DeRangeAttribute">
            <summary>
            <code>Property attribute</code><para/>
            Shows a float/int value with a slider.
            Works like Unity's Range attribute, but has extra options for custom label, and also works with DemiLib's <code>Range</code> structs
            </summary>
        </member>
        <member name="M:DG.DemiLib.Attributes.DeRangeAttribute.#ctor(System.Single,System.Single,System.String)">
            <summary>
            Shows a float/int value with a slider.
            Works like Unity's Range attribute, but has extra options for custom label, and also works with DemiLib's <code>Range</code> structs
            </summary>
            <param name="min">Min value</param>
            <param name="max">Max value</param>
            <param name="label">Override field label</param>
        </member>
        <member name="T:DG.DemiLib.Attributes.DeScriptExecutionOrderAttribute">
            <summary>
            <code>Class attribute</code><para/>
            Sets the script execution order index
            </summary>
        </member>
        <member name="M:DG.DemiLib.Attributes.DeScriptExecutionOrderAttribute.#ctor(System.Int32)">
            <summary>
            Sets the script execution order for this class
            </summary>
            <param name="order">Script execution order index</param>
        </member>
        <member name="F:DG.DemiLib.Core.GUIUtils.isProSkin">
            <summary>
            Set when calling <code>DeGUI.BeginGUI</code>
            </summary>
        </member>
        <member name="T:DG.DemiLib.DeColorPalette">
            <summary>
            Stores a color 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 color palettes with more hColor options.
            </summary>
        </member>
        <member name="M:DG.DemiLib.DeColorPalette.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="T:DG.DemiLib.DeColorGlobal">
            <summary>
            Global colors
            </summary>
        </member>
        <member name="T:DG.DemiLib.DeColorBG">
            <summary>
            Background colors
            </summary>
        </member>
        <member name="F:DG.DemiLib.DeColorBG.editor">
            <summary>Editor background color</summary>
        </member>
        <member name="T:DG.DemiLib.DeColorContent">
            <summary>
            Content colors
            </summary>
        </member>
        <member name="T:DG.DemiLib.DeToggleColors">
            <summary>
            Toggle button specific colors
            </summary>
        </member>
        <member name="T:DG.DemiLib.DeInputUtils">
            <summary>
            Various Input utils
            </summary>
        </member>
        <member name="M:DG.DemiLib.DeInputUtils.IsNumKeyDown">
            <summary>
            Returns a number key int if a number key was pressed in this frame, or -1 otherwise
            </summary>
            <returns></returns>
        </member>
        <member name="T:DG.DemiLib.DeScope">
             <summary>
             Extend this to replicate Unity's Scope system with any Unity version.
             Thanks to Dmitriy Yukhanov for pointing this out and creating an initial version.
             Expand this class to create scopes.<para/>
             Example:
             <code>public class VBoxScope : DeScope
             {
                 public VBoxScope(GUIStyle style)
                 {
                     BeginVBox(style);
                 }
            
                 protected override void CloseScope()
                 { 
                     EndVBox();
                 }
             }</code>
             Usage:
             <code>using (new VBoxScope(myStyle) {
                 // Do something
             }</code>
             </summary>
        </member>
        <member name="T:DG.DemiLib.DeSkinColor">
            <summary>
            Contains both free and pro skins color variations,
            and automatically returns the correct one when converted to Color
            </summary>
        </member>
        <member name="T:DG.DemiLib.External.DeHierarchyComponent">
            <summary>
            Used by DeHierarchy
            </summary>
        </member>
        <member name="M:DG.DemiLib.External.DeHierarchyComponent.MissingItemsIndexes">
            <summary>
            Returns a list of all items whose gameObject is NULL, or NULL if there's no missing gameObjects.
            </summary>
        </member>
        <member name="M:DG.DemiLib.External.DeHierarchyComponent.StoreItemColor(UnityEngine.GameObject,DG.DemiLib.External.DeHierarchyComponent.HColor)">
            <summary>
            If the item exists sets it, otherwise first creates it and then sets it
            </summary>
        </member>
        <member name="M:DG.DemiLib.External.DeHierarchyComponent.StoreItemIcon(UnityEngine.GameObject,DG.DemiLib.External.DeHierarchyComponent.IcoType)">
            <summary>
            If the item exists sets it, otherwise first creates it and then sets it
            </summary>
        </member>
        <member name="M:DG.DemiLib.External.DeHierarchyComponent.StoreItemSeparator(UnityEngine.GameObject,System.Nullable{DG.DemiLib.External.DeHierarchyComponent.SeparatorType},System.Nullable{DG.DemiLib.External.DeHierarchyComponent.HColor})">
            <summary>
            If the item exists sets it, otherwise first creates it and then sets it
            </summary>
        </member>
        <member name="M:DG.DemiLib.External.DeHierarchyComponent.RemoveItemData(UnityEngine.GameObject)">
            <summary>
            Returns TRUE if the item existed and was removed.
            </summary>
        </member>
        <member name="M:DG.DemiLib.External.DeHierarchyComponent.ResetSeparator(UnityEngine.GameObject)">
            <summary>
            Returns TRUE if the item existed and was changed.
            </summary>
        </member>
        <member name="M:DG.DemiLib.External.DeHierarchyComponent.GetItem(UnityEngine.GameObject)">
            <summary>
            Returns the customizedItem for the given gameObject, or NULL if none was found
            </summary>
        </member>
        <member name="M:DG.DemiLib.External.DeHierarchyComponent.GetColor(DG.DemiLib.External.DeHierarchyComponent.HColor)">
            <summary>
            Returns the color corresponding to the given <see cref="T:DG.DemiLib.External.DeHierarchyComponent.HColor"/>
            </summary>
        </member>
        <member name="P:DG.DemiLib.IEditorGUINode.id">
            <summary>Must be univocal</summary>
        </member>
        <member name="P:DG.DemiLib.IEditorGUINode.guiPosition">
            <summary>Node position in editor GUI</summary>
        </member>
        <member name="P:DG.DemiLib.IEditorGUINode.connectedNodesIds">
            <summary>Ids of all forward connected nodes. Length indicates how many forward connections are allowed.
            Min length represents available connections from node.</summary>
        </member>
        <member name="T:DG.DemiLib.IntRange">
            <summary>
            A serializable struct including a min and a max int value
            </summary>
        </member>
        <member name="F:DG.DemiLib.IntRange.min">
            <summary>Min value</summary>
        </member>
        <member name="F:DG.DemiLib.IntRange.max">
            <summary>Max value</summary>
        </member>
        <member name="M:DG.DemiLib.IntRange.#ctor(System.Int32,System.Int32)">
            <summary>
            Creates a new Range
            </summary>
        </member>
        <member name="M:DG.DemiLib.IntRange.RandomWithin">
            <summary>
            Returns a random value within this range (min/max included)
            </summary>
        </member>
        <member name="M:DG.DemiLib.IntRange.ToString">
            <inheritdoc />
        </member>
        <member name="T:DG.DemiLib.Range">
            <summary>
            A serializable struct including a min and a max float value
            </summary>
        </member>
        <member name="F:DG.DemiLib.Range.min">
            <summary>Min value</summary>
        </member>
        <member name="F:DG.DemiLib.Range.max">
            <summary>Max value</summary>
        </member>
        <member name="M:DG.DemiLib.Range.#ctor(System.Single,System.Single)">
            <summary>
            Creates a new Range
            </summary>
        </member>
        <member name="M:DG.DemiLib.Range.RandomWithin">
            <summary>
            Returns a random value within this range (min/max included)
            </summary>
        </member>
        <member name="M:DG.DemiLib.Range.Evaluate(System.Single)">
            <summary>
            Returns a value within the range at the given 0-1 (clamped) percentage
            </summary>
        </member>
        <member name="M:DG.DemiLib.Range.ToString">
            <inheritdoc />
        </member>
        <member name="M:DG.DemiLib.Utils.DeRuntimeUtils.GetOnlyComponentsInChildren``1(UnityEngine.GameObject,System.Boolean)">
            <summary>
            Returns ONLY the Components in the children, and ignores the parent.
            </summary>
            <param name="includeInactive">If TRUE also includes inactive children</param>
        </member>
        <member name="M:DG.DemiLib.Utils.DeRuntimeUtils.GetOnlyComponentInChildren``1(UnityEngine.GameObject,System.Boolean)">
            <summary>
            Returns the Component only if it's in a child, and ignores the parent.
            </summary>
            <param name="includeInactive">If TRUE also searches inactive children</param>
        </member>
        <member name="M:DG.DemiLib.Utils.DeRuntimeUtils.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.DemiLib.Utils.DeRuntimeUtils.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>
    </members>
</doc>
