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<?xml version="1.0"?>
<doc>
<assembly>
<name>uPIeMenu</name>
</assembly>
<members>
<member name="T:uPIe.uPIeEventTrigger">
<summary>
This handles pointer events
</summary>
</member>
<member name="E:uPIe.uPIeEventTrigger.PointerEnterEvent">
<summary>
Pointer enter event
</summary>
</member>
<member name="E:uPIe.uPIeEventTrigger.PointerExitEvent">
<summary>
Pointer exit event
</summary>
</member>
<member name="E:uPIe.uPIeEventTrigger.SubmitEvent">
<summary>
Submit event
</summary>
</member>
<member name="M:uPIe.uPIeEventTrigger.OnPointerEnter(UnityEngine.EventSystems.PointerEventData)">
<summary>
Called back on pointer enter
</summary>
<param name="eventData"></param>
</member>
<member name="M:uPIe.uPIeEventTrigger.OnPointerExit(UnityEngine.EventSystems.PointerEventData)">
<summary>
Called back on pointer exit
</summary>
<param name="eventData"></param>
</member>
<member name="M:uPIe.uPIeEventTrigger.OnSubmit(UnityEngine.EventSystems.BaseEventData)">
<summary>
Called back on submit
</summary>
<param name="eventData"></param>
</member>
<member name="T:uPIe.uPIeMenu">
<summary>
Contains the main uPIe menu (runtime) logic
</summary>
</member>
<member name="P:uPIe.uPIeMenu.ControllerDeadzone">
<summary>
Gets or sets the controller deadzone. This means, when is the analogue stick
of the controller considered to be centered.
</summary>
<value>
The controller deadzone.
</value>
</member>
<member name="P:uPIe.uPIeMenu.EnableSelecting">
<summary>
Gets or sets a value controlling whether selecting menu options is enabled or not.
This is mostly used to enable or disable a parent menu when a submenu is
opened or closed.
</summary>
<value>
<c>true</c> if it should be able to select the options from this menu; otherwise, <c>false</c>.
</value>
</member>
<member name="P:uPIe.uPIeMenu.DefaultSelected">
<summary>
Gets or sets the option (button or other selectable) that is selected by default.
This means this is what is selected, when the controllers analogue stick is centered
</summary>
</member>
<member name="P:uPIe.uPIeMenu.HorizontalInputName">
<summary>
If unity default input is selected (no custom input) this is what the horizontal input
is called in the input manager
</summary>
</member>
<member name="P:uPIe.uPIeMenu.VerticalInputName">
<summary>
If unity default input is selected (no custom input) this is what the vertical input
is called in the input manager
</summary>
</member>
<member name="P:uPIe.uPIeMenu.ConfirmInputName">
<summary>
If unity default input is selected (no custom input) this is what the confirm input
is called in the input manager
</summary>
</member>
<member name="P:uPIe.uPIeMenu.ConfirmButtonDown">
<summary>
If unity default input is used this returns, if the confirm button was pressed last frame
Note: you can set this value too, but this is only recommended, if you want to create your own
customized version of uPIe
</summary>
</member>
<member name="P:uPIe.uPIeMenu.CurrentlyActiveOption">
<summary>
Gets the menu option, that is currently active.
Note: you can set the value too, but this should only be done, if you
want to create your own, customized version of uPIe.
</summary>
</member>
<member name="P:uPIe.uPIeMenu.ConstrainIndicatorPosition">
<summary>
Gets or sets the value that determines whether to constrain the indicator position to the
nearest menu option. This only makes a difference, when using menus that are not full circle.
</summary>
</member>
<member name="P:uPIe.uPIeMenu.CircleSize">
<summary>
Gets or sets the size of the circle menu.
</summary>
<value>
The size of the circle.
</value>
</member>
<member name="P:uPIe.uPIeMenu.KeepSelectedOption">
<summary>
Gets or sets the the value, that determines whether to keep the most recently selected option
with gamepad, when the stick is in "origin" position
</summary>
</member>
<member name="P:uPIe.uPIeMenu.CurrentDirection">
<summary>
Gets or sets the current direction from center of the menu
to pointer (mouse or analogue stick direction)
</summary>
<value>
The current direction.
</value>
</member>
<member name="P:uPIe.uPIeMenu.UseCustomInputSystem">
<summary>
Gets or sets a value indicating whether to use a custom input system or the unity default one.
</summary>
<value>
<c>true</c> if custom input system should be used; otherwise, <c>false</c>.
</value>
</member>
<member name="P:uPIe.uPIeMenu.CustomInput">
<summary>
If we choose to use a custom input system, we need to set the direction (for analogue stick)
or position (for mouse) here
</summary>
<value>
The custom input.
</value>
</member>
<member name="P:uPIe.uPIeMenu.SelectedPieceId">
<summary>
Gets or sets the selected piece identifier.
</summary>
<value>
The selected piece identifier.
</value>
</member>
<member name="P:uPIe.uPIeMenu.StartDegOffset">
<summary>
Gets or sets the offset in degrees where to start / where the first menu option should be
</summary>
<value>
The start offset in degrees
</value>
</member>
<member name="P:uPIe.uPIeMenu.MenuOptionPrefab">
<summary>
Gets or sets the menu option prefab to use when creating new
menu options
</summary>
<value>
The prefab asset to use
</value>
</member>
<member name="P:uPIe.uPIeMenu.MenuOptions">
<summary>
Gets or sets the menu options.
</summary>
<value>
The menu options.
</value>
</member>
<member name="P:uPIe.uPIeMenu.ApplyIndicatorRotation">
<summary>
Gets or sets a value indicating whether to apply indicator rotation or not.
</summary>
<value>
<c>true</c> if indicator rotation should be applied; otherwise, <c>false</c>.
</value>
</member>
<member name="P:uPIe.uPIeMenu.IndicatorGraphic">
<summary>
Gets or sets the indicator graphic.
</summary>
<value>
The indicator graphic.
</value>
</member>
<member name="P:uPIe.uPIeMenu.ControlWithGamepad">
<summary>
Gets or sets a value indicating whether to control with gamepad or not.
</summary>
<value>
<c>true</c> if controlling with gamepad; otherwise, <c>false</c>.
</value>
</member>
<member name="P:uPIe.uPIeMenu.DeselectOptionIfOutsideBorders">
<summary>
Gets or sets a value indicating whether to deselect option if outside the menu borders.
Note: only makes a difference when using menus that are not full circle
</summary>
<value>
<c>true</c> if the menu option should be deselected when outside the menus borders; otherwise, <c>false</c>.
</value>
</member>
<member name="P:uPIe.uPIeMenu.AlignRadius">
<summary>
Gets or sets the align radius (align helper in the inspector)
</summary>
<value>
The align radius.
</value>
</member>
<member name="P:uPIe.uPIeMenu.AlignRotation">
<summary>
Gets or sets a value indicating whether the align helper (inspector) should also align rotation or not.
</summary>
<value>
<c>true</c> if menu option rotation should be aligned; otherwise, <c>false</c>.
</value>
</member>
<member name="P:uPIe.uPIeMenu.AlignUpDirection">
<summary>
Gets or sets the up direction used for alignment.
</summary>
<value>
The align up direction.
</value>
</member>
<member name="P:uPIe.uPIeMenu.AlignForwardDirection">
<summary>
Gets or sets the forward direction used for alignment.
</summary>
<value>
The align forward direction.
</value>
</member>
<member name="M:uPIe.uPIeMenu.GetDirection">
<summary>
Gets the current direction from the center of the menu to the pointer (analogue stick direction or mouse position).
</summary>
<returns></returns>
</member>
<member name="M:uPIe.uPIeMenu.PollInput">
<summary>
Polls the input.
</summary>
</member>
<member name="M:uPIe.uPIeMenu.GetIndicatorPosition(UnityEngine.Vector2@)">
<summary>
Gets the indicator position.
</summary>
<param name="resultPosition">The resulting position.</param>
<returns></returns>
</member>
<member name="M:uPIe.uPIeMenu.GetIndicatorPosition(UnityEngine.Vector2,UnityEngine.Vector2@)">
<summary>
Gets the indicator position.
</summary>
<param name="dir">The direction.</param>
<param name="resultPosition">The resulting position.</param>
<returns></returns>
</member>
<member name="M:uPIe.uPIeMenu.ConfirmCurrentSelection">
<summary>
Confirms the current selection (simulates a click respectively button down on the currently selected
menu option).
</summary>
</member>
<member name="M:uPIe.uPIeMenu.GetSignedAngle(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
Gets the signed angle between two directions.
</summary>
<param name="from">From.</param>
<param name="to">To.</param>
<returns></returns>
</member>
<member name="M:uPIe.uPIeMenu.GetCanvas">
<summary>
Returns the Canvas-Component related to this uPIe Menu.
Reads <see cref="F:uPIe.uPIeMenu.canvas"/> field (private), falls back to the root object if not provided
</summary>
<returns></returns>
</member>
<member name="M:uPIe.uPIeMenu.GetMousePosition">
<summary>
Gets the mouse position.
</summary>
<returns></returns>
</member>
<member name="M:uPIe.uPIeMenu.GetAngle(UnityEngine.Vector2,System.Single,System.Boolean)">
<summary>
Gets the angle from a direction by offset and clamps between 0 and 360.
(starts at 0 again, if bigger than 360)
</summary>
<param name="dir">The direction.</param>
<param name="degOffset">The offset in degrees.</param>
<param name="zeroTo360">if set to <c>true</c> the resulting angle will not get bigger than 360�.</param>
<returns></returns>
</member>
<member name="M:uPIe.uPIeMenu.GetOffsettedDir(UnityEngine.Vector2,System.Single)">
<summary>
Gets the offsetted direction.
</summary>
<param name="dir">The direction.</param>
<param name="offset">The offset.</param>
<returns></returns>
</member>
<member name="M:uPIe.uPIeMenu.GetPieceByAngle(System.Single)">
<summary>
Gets the piece (menu option) by angle.
</summary>
<param name="angle">The angle.</param>
<returns></returns>
</member>
<member name="M:uPIe.uPIeMenu.AddMenuOptionCallback(UnityEngine.UI.Selectable)">
<summary>
Adds the menu option callback.
</summary>
<param name="trigger">The trigger.</param>
</member>
<member name="M:uPIe.uPIeMenu.AddDefaultSelectableCallback(UnityEngine.UI.Selectable)">
<summary>
Adds the default selectable callback.
</summary>
<param name="trigger">The trigger.</param>
</member>
<member name="M:uPIe.uPIeMenu.CreateCallbacks">
<summary>
Creates the callbacks.
</summary>
</member>
<member name="M:uPIe.uPIeMenu.SelectRelatedOption">
<summary>
Selects the related option. The id stored in the field <see cref="P:uPIe.uPIeMenu.SelectedPieceId"/>
is used.
</summary>
<returns></returns>
</member>
<member name="M:uPIe.uPIeMenu.SelectRelatedOption(System.Int32)">
<summary>
Selects the related option by a given id.
</summary>
<param name="id">The identifier.</param>
<returns></returns>
</member>
<member name="M:uPIe.uPIeMenu.RemoveIndicator">
<summary>
Removes the indicator.
</summary>
</member>
<member name="M:uPIe.uPIeMenu.GetStartDirection(System.Single)">
<summary>
Gets the start direction.
</summary>
<param name="additionalOffset">The additional offset.</param>
<returns></returns>
</member>
<member name="M:uPIe.uPIeMenu.GetEndDirection(UnityEngine.Vector3)">
<summary>
Gets the end direction.
</summary>
<param name="startDir">The start dir.</param>
<returns></returns>
</member>
<member name="M:uPIe.uPIeMenu.GetEndDirection">
<summary>
Gets the end direction.
</summary>
<returns></returns>
</member>
<member name="M:uPIe.uPIeMenu.AddButton(System.String,System.Boolean)">
<summary>
Adds a new button (without adding it to the menu option list).
In most cases you should use <see cref="M:uPIe.uPIeMenu.AddMenuOption"/> as
this sets up the button correctly and adds it to the menu options list
</summary>
<param name="name">A name for the button.</param>
<param name="tryCopyFromLastMenuOption">
If set to true (default) this method will try to copy
the most recently added menu option button
</param>
<returns></returns>
</member>
<member name="M:uPIe.uPIeMenu.InitMenuOption(UnityEngine.GameObject,System.String)">
<summary>
Initialize a newly created menu option gameobject instance
</summary>
<param name="instance">The gameobject instance you want to be treated as a menu option</param>
<param name="name">Name the menu option gameobject (optional)</param>
</member>
<member name="M:uPIe.uPIeMenu.AddMenuOption">
<summary>
Adds a new menu option (button) to the menu.
</summary>
<returns>The newly added menu option button</returns>
</member>
<member name="M:uPIe.uPIeMenu.AddMenuOptionAndRescaleX">
<summary>
<see cref="M:uPIe.uPIeMenu.AddMenuOptionAndRealign(System.Boolean,System.Boolean,System.Boolean)"/> takes more options than this, so from a script
you should probably use that method. But unity only allows one parameter when calling
methods from an event trigger (like OnClick) in the inspector, so if you want to
do that, use this method.
</summary>
</member>
<member name="M:uPIe.uPIeMenu.AddMenuOptionAndRescaleY">
<summary>
<see cref="M:uPIe.uPIeMenu.AddMenuOptionAndRealign(System.Boolean,System.Boolean,System.Boolean)"/> takes more options than this, so from a script
you should probably use that method. But unity only allows one parameter when calling
methods from an event trigger (like OnClick) in the inspector, so if you want to
do that, use this method.
</summary>
</member>
<member name="M:uPIe.uPIeMenu.AddMenuOptionAndRescaleZ">
<summary>
<see cref="M:uPIe.uPIeMenu.AddMenuOptionAndRealign(System.Boolean,System.Boolean,System.Boolean)"/> takes more options than this, so from a script
you should probably use that method. But unity only allows one parameter when calling
methods from an event trigger (like OnClick) in the inspector, so if you want to
do that, use this method.
</summary>
</member>
<member name="M:uPIe.uPIeMenu.AddMenuOptionAndRealign(System.Boolean,System.Boolean,System.Boolean)">
<summary>
Adds a new menu option (button) to the menu and automatically realigns the menu options
according to what is set up in the alignment options.
See <see cref="P:uPIe.uPIeMenu.AlignRadius"/>, <see cref="P:uPIe.uPIeMenu.AlignRotation"/>, <see cref="P:uPIe.uPIeMenu.AlignUpDirection"/>, <see cref="P:uPIe.uPIeMenu.AlignForwardDirection"/>
</summary>
<param name="autoRescaleX">if set to <c>true</c> automatically rescales the x value.</param>
<param name="autoRescaleY">if set to <c>true</c> automatically rescales the y value.</param>
<param name="autoRescaleZ">if set to <c>true</c> automatically rescales the z value.</param>
<returns>The newly added menu option button</returns>
</member>
<member name="M:uPIe.uPIeMenu.RemoveMenuOptionAndRescaleX">
<summary>
<see cref="M:uPIe.uPIeMenu.RemoveMenuOptionAndRealign(System.Boolean,System.Boolean,System.Boolean)"/> takes more options than this, so from a script
you should probably use that method. But unity only allows one parameter when calling
methods from an event trigger (like OnClick) in the inspector, so if you want to
do that, use this method.
</summary>
</member>
<member name="M:uPIe.uPIeMenu.RemoveMenuOptionAndRescaleY">
<summary>
<see cref="M:uPIe.uPIeMenu.RemoveMenuOptionAndRealign(System.Boolean,System.Boolean,System.Boolean)"/> takes more options than this, so from a script
you should probably use that method. But unity only allows one parameter when calling
methods from an event trigger (like OnClick) in the inspector, so if you want to
do that, use this method.
</summary>
</member>
<member name="M:uPIe.uPIeMenu.RemoveMenuOptionAndRescaleZ">
<summary>
<see cref="M:uPIe.uPIeMenu.RemoveMenuOptionAndRealign(System.Boolean,System.Boolean,System.Boolean)"/> takes more options than this, so from a script
you should probably use that method. But unity only allows one parameter when calling
methods from an event trigger (like OnClick) in the inspector, so if you want to
do that, use this method.
</summary>
</member>
<member name="M:uPIe.uPIeMenu.RemoveMenuOptionAndRealign(System.Boolean,System.Boolean,System.Boolean)">
<summary>
Removes the last menu option (button) from the menu and automatically realigns the menu options
according to what is set up in the alignment options.
See <see cref="P:uPIe.uPIeMenu.AlignRadius"/>, <see cref="P:uPIe.uPIeMenu.AlignRotation"/>, <see cref="P:uPIe.uPIeMenu.AlignUpDirection"/>, <see cref="P:uPIe.uPIeMenu.AlignForwardDirection"/>
</summary>
<param name="autoRescaleX">if set to <c>true</c> automatically rescales the x value.</param>
<param name="autoRescaleY">if set to <c>true</c> automatically rescales the y value.</param>
<param name="autoRescaleZ">if set to <c>true</c> automatically rescales the z value.</param>
<returns>The newly added menu option button</returns>
</member>
<member name="M:uPIe.uPIeMenu.RemoveMenuOption">
<summary>
Removes the most recently added menu option.
</summary>
</member>
<member name="M:uPIe.uPIeMenu.RemoveMenuOption(System.Int32)">
<summary>
Removes the menu option by a given id.
</summary>
<param name="id">The identifier.</param>
</member>
<member name="M:uPIe.uPIeMenu.RemoveMenuOption(UnityEngine.UI.Selectable)">
<summary>
Removes the menu option by a given selectable.
</summary>
<param name="slct">The selectable to remove.</param>
</member>
<member name="M:uPIe.uPIeMenu.ClearMenuOptions">
<summary>
Clears all menu options.
</summary>
</member>
<member name="M:uPIe.uPIeMenu.Deselect">
<summary>
Deselects the currently selected menu option.
</summary>
</member>
<member name="M:uPIe.uPIeMenu.OpenSubMenu(uPIe.uPIeMenu)">
<summary>
Opens a sub-uPIe-menu.
</summary>
<param name="subMenu">The sub menu.</param>
</member>
<member name="M:uPIe.uPIeMenu.ReturnToSuperMenu(uPIe.uPIeMenu)">
<summary>
Closes this sub-uPIe-menu and retuns to the uPIe-menu that
is superordinated to this one.
</summary>
<param name="superMenu">The super menu.</param>
</member>
<member name="M:uPIe.uPIeMenu.Realign">
<summary>
Realigns all menu options.
The options set up as alignment options are used.
See <see cref="P:uPIe.uPIeMenu.AlignRadius"/>, <see cref="P:uPIe.uPIeMenu.AlignRotation"/>, <see cref="P:uPIe.uPIeMenu.AlignUpDirection"/>, <see cref="P:uPIe.uPIeMenu.AlignForwardDirection"/>
</summary>
</member>
<member name="M:uPIe.uPIeMenu.Realign(System.Single)">
<summary>
Realigns all menu options by only using a different radius as set up in the alignment options.
See <see cref="P:uPIe.uPIeMenu.AlignRadius"/>, <see cref="P:uPIe.uPIeMenu.AlignRotation"/>, <see cref="P:uPIe.uPIeMenu.AlignUpDirection"/>, <see cref="P:uPIe.uPIeMenu.AlignForwardDirection"/>
</summary>
<param name="radius">The radius to align all options along.</param>
</member>
<member name="M:uPIe.uPIeMenu.Realign(System.Single,System.Boolean,UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
Realigns all menu options by given options
</summary>
<param name="radius">The radius.</param>
<param name="doAlignRotation">if set to <c>true</c> the menu options are also rotated.</param>
<param name="upDirection">Local up direction of the menu options.</param>
<param name="forwardDirection">Local forward direction of the menu options.</param>
</member>
<member name="M:uPIe.uPIeMenu.RescaleMenuOptions(System.Single,System.Single,System.Single,System.Boolean)">
<summary>
Rescales all menu options.
</summary>
<param name="xScale">The x scale.</param>
<param name="yScale">The y scale.</param>
<param name="zScale">The z scale.</param>
<param name="multiply">
if set to <c>true</c> the scale is multiplied by its current scale. If set to <c>false</c>
the scale value is directly set.
</param>
</member>
<member name="T:uPIe.uPIeMenuSerializable">
<summary>
Monobehaviours can't be serialized. This scripts hols all the data
stored in a uPIeMenu, so it can be serialized. (for upgrade helper tool)
</summary>
</member>
</members>
</doc>