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