I_Jemin

Complete Network Chatting Projects

Showing 169 changed files with 145 additions and 1611 deletions
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......
......@@ -12,36 +12,30 @@ public class Chat : MonoBehaviour
public Transform commentHolder;
public string m_hostAddress {get; set;}
public string m_hostAddress = "127.0.0.1";
private const int m_port = 50763;
public int m_port = 50763;
private bool m_isServer = false;
// Use this for initialization
void Start()
{
IPHostEntry hostEntry = Dns.GetHostEntry(Dns.GetHostName());
System.Net.IPAddress hostAddress = hostEntry.AddressList[0];
Debug.Log(hostEntry.HostName);
m_hostAddress = "127.0.0.1";
m_transport.onStateChanged += OnEventHandling;
}
IEnumerator UpdateChatting()
{
while(true)
while (true)
{
byte[] buffer = new byte[1400];
int recvSize = m_transport.Receive(ref buffer, buffer.Length);
if (recvSize > 0) {
if (recvSize > 0)
{
string message = System.Text.Encoding.UTF8.GetString(buffer);
Debug.Log("Recv data:" + message );
Debug.Log("Recv data:" + message);
AddComment(message);
}
......@@ -51,7 +45,7 @@ public class Chat : MonoBehaviour
}
void Send(string message)
public void Send(string message)
{
message = "[" + DateTime.Now.ToString("HH:mm:ss") + "] " + message;
......@@ -65,12 +59,14 @@ public class Chat : MonoBehaviour
void AddComment(string message)
{
var newComment = Instantiate(commentTextPrefab,commentHolder);
var newComment = Instantiate(commentTextPrefab, commentHolder);
newComment.SetUp(message);
}
void OnApplicationQuit() {
if (m_transport != null) {
if(m_isServer)
void OnApplicationQuit()
{
if (m_transport != null)
{
if (m_isServer)
{
m_transport.StopServer();
}
......@@ -83,12 +79,15 @@ public class Chat : MonoBehaviour
public void OnEventHandling(NetEventState state)
{
switch (state.type) {
switch (state.type)
{
case NetEventType.Connect:
AddComment("접속");
Debug.Log("접속");
break;
case NetEventType.Disconnect:
Debug.Log("접속 종료");
AddComment("접속 종료");
break;
}
......@@ -99,16 +98,19 @@ public class Chat : MonoBehaviour
{
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m_isServer = true;
StartCoroutine("UpdateChatting");
}
public void JoinChatRoom()
{
bool ret = m_transport.Connect(m_hostAddress, m_port);
if (ret) {
if (ret)
{
StartCoroutine("UpdateChatting");
}
else {
else
{
Debug.LogError("Failed");
}
}
......@@ -116,10 +118,12 @@ public class Chat : MonoBehaviour
public void Leave()
{
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if (m_isServer == true)
{
m_transport.StopServer();
}
else {
else
{
m_transport.Disconnect();
}
......
......@@ -11,7 +11,7 @@ public class MessageInputField : MonoBehaviour {
void Update () {
if(Input.GetKeyDown(KeyCode.Return) && !string.IsNullOrEmpty(inputField.text))
{
chat.SendMessage(inputField.text);
chat.Send(inputField.text);
inputField.text = string.Empty;
}
}
......
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This file defines some of the browsers that Microsoft's implementation provides in
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information in those files and the files in this directory. The primary goal of this file
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<doc>
<members>
<assembly>
<name>UnityEngine.ARModule</name>
</assembly>
<member name="T:UnityEngine.XR.ARBackgroundRenderer">
<summary>
<para>Class used to override a camera's default background rendering path to instead render a given Texture and/or Material. This will typically be used with images from the color camera for rendering the AR background on mobile devices.</para>
</summary>
</member>
<member name="P:UnityEngine.XR.ARBackgroundRenderer.backgroundMaterial">
<summary>
<para>The Material used for AR rendering.</para>
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</member>
<member name="?:UnityEngine.XR.ARBackgroundRenderer.backgroundRendererChanged(System.Action)">
<summary>
<para>Called when any of the public properties of this class have been changed.</para>
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<param name="value"></param>
</member>
<member name="P:UnityEngine.XR.ARBackgroundRenderer.backgroundTexture">
<summary>
<para>An optional Texture used for AR rendering. If this property is not set then the texture set in XR.ARBackgroundRenderer._backgroundMaterial as "_MainTex" is used.</para>
</summary>
</member>
<member name="P:UnityEngine.XR.ARBackgroundRenderer.camera">
<summary>
<para>An optional Camera whose background rendering will be overridden by this class. If this property is not set then the main Camera in the scene is used.</para>
</summary>
</member>
<member name="P:UnityEngine.XR.ARBackgroundRenderer.mode">
<summary>
<para>When set to XR.ARRenderMode.StandardBackground (default) the camera is not overridden to display the background image. Setting this property to XR.ARRenderMode.MaterialAsBackground will render the texture specified by XR.ARBackgroundRenderer._backgroundMaterial and or XR.ARBackgroundRenderer._backgroundTexture as the background.</para>
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<member name="M:UnityEngine.XR.ARBackgroundRenderer.DisableARBackgroundRendering">
<summary>
<para>Disables AR background rendering. This method is called internally but can be overridden by users who wish to subclass XR.ARBackgroundRenderer to customize handling of AR background rendering.</para>
</summary>
</member>
<member name="T:UnityEngine.XR.ARRenderMode">
<summary>
<para>Enumeration describing the AR rendering mode used with XR.ARBackgroundRenderer.</para>
</summary>
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<summary>
<para>The material associated with XR.ARBackgroundRenderer is being rendered as the background.</para>
</summary>
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<para>The standard background is rendered. (Skybox, Solid Color, etc.)</para>
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<assembly>
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<summary>
<para>A class containing methods to assist with accessibility for users with different vision capabilities.</para>
</summary>
</member>
<member name="M:UnityEngine.Accessibility.VisionUtility.GetColorBlindSafePalette(UnityEngine.Color[],System.Single,System.Single)">
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<para>Gets a palette of colors that should be distinguishable for normal vision, deuteranopia, protanopia, and tritanopia.</para>
</summary>
<param name="palette">An array of colors to populate with a palette.</param>
<param name="minimumLuminance">Minimum allowable perceived luminance from 0 to 1. A value of 0.2 or greater is recommended for dark backgrounds.</param>
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<para>The number of unambiguous colors in the palette.</para>
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<doc>
<members>
<assembly>
<name>UnityEngine.ClothModule</name>
</assembly>
<member name="T:UnityEngine.Cloth">
<summary>
<para>The Cloth class provides an interface to cloth simulation physics.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.bendingStiffness">
<summary>
<para>Bending stiffness of the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.capsuleColliders">
<summary>
<para>An array of CapsuleColliders which this Cloth instance should collide with.</para>
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<member name="P:UnityEngine.Cloth.clothSolverFrequency">
<summary>
<para>Number of cloth solver iterations per second.</para>
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</member>
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<summary>
<para>The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh.</para>
</summary>
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<summary>
<para>How much to increase mass of colliding particles.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.damping">
<summary>
<para>Damp cloth motion.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.enableContinuousCollision">
<summary>
<para>Enable continuous collision to improve collision stability.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.enabled">
<summary>
<para>Is this cloth enabled?</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.externalAcceleration">
<summary>
<para>A constant, external acceleration applied to the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.friction">
<summary>
<para>The friction of the cloth when colliding with the character.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.normals">
<summary>
<para>The current normals of the cloth object.</para>
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</member>
<member name="P:UnityEngine.Cloth.randomAcceleration">
<summary>
<para>A random, external acceleration applied to the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.selfCollisionDistance">
<summary>
<para>Minimum distance at which two cloth particles repel each other (default: 0.0).</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.selfCollisionStiffness">
<summary>
<para>Self-collision stiffness defines how strong the separating impulse should be for colliding particles.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.sleepThreshold">
<summary>
<para>Cloth's sleep threshold.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.sphereColliders">
<summary>
<para>An array of ClothSphereColliderPairs which this Cloth instance should collide with.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.stiffnessFrequency">
<summary>
<para>Sets the stiffness frequency parameter.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.stretchingStiffness">
<summary>
<para>Stretching stiffness of the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.useGravity">
<summary>
<para>Should gravity affect the cloth simulation?</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.useTethers">
<summary>
<para>Use Tether Anchors.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.useVirtualParticles">
<summary>
<para>Add one virtual particle per triangle to improve collision stability.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.vertices">
<summary>
<para>The current vertex positions of the cloth object.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.worldAccelerationScale">
<summary>
<para>How much world-space acceleration of the character will affect cloth vertices.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.worldVelocityScale">
<summary>
<para>How much world-space movement of the character will affect cloth vertices.</para>
</summary>
</member>
<member name="M:UnityEngine.Cloth.ClearTransformMotion">
<summary>
<para>Clear the pending transform changes from affecting the cloth simulation.</para>
</summary>
</member>
<member name="M:UnityEngine.Cloth.GetSelfAndInterCollisionIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
<summary>
<para>Get list of particles to be used for self and inter collision.</para>
</summary>
<param name="indices">List to be populated with cloth particle indices that are used for self and/or inter collision.</param>
</member>
<member name="M:UnityEngine.Cloth.GetVirtualParticleIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
<summary>
<para>Get list of indices to be used when generating virtual particles.</para>
</summary>
<param name="indices">List to be populated with virtual particle indices.</param>
</member>
<member name="M:UnityEngine.Cloth.GetVirtualParticleWeights(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)">
<summary>
<para>Get weights to be used when generating virtual particles for cloth.</para>
</summary>
<param name="weights">List to populate with virtual particle weights.</param>
</member>
<member name="M:UnityEngine.Cloth.SetEnabledFading(System.Boolean,System.Single)">
<summary>
<para>Fade the cloth simulation in or out.</para>
</summary>
<param name="enabled">Fading enabled or not.</param>
<param name="interpolationTime"></param>
</member>
<member name="M:UnityEngine.Cloth.SetSelfAndInterCollisionIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
<summary>
<para>This allows you to set the cloth indices used for self and inter collision.</para>
</summary>
<param name="indices">List of cloth particles indices to use for cloth self and/or inter collision.</param>
</member>
<member name="M:UnityEngine.Cloth.SetVirtualParticleIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
<summary>
<para>Set indices to use when generating virtual particles.</para>
</summary>
<param name="indices">List of cloth particle indices to use when generating virtual particles.</param>
</member>
<member name="M:UnityEngine.Cloth.SetVirtualParticleWeights(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)">
<summary>
<para>Sets weights to be used when generating virtual particles for cloth.</para>
</summary>
<param name="weights">List of weights to be used when setting virutal particles for cloth.</param>
</member>
<member name="T:UnityEngine.ClothSkinningCoefficient">
<summary>
<para>The ClothSkinningCoefficient struct is used to set up how a Cloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to.</para>
</summary>
</member>
<member name="F:UnityEngine.ClothSkinningCoefficient.collisionSphereDistance">
<summary>
<para>Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.</para>
</summary>
</member>
<member name="F:UnityEngine.ClothSkinningCoefficient.maxDistance">
<summary>
<para>Distance a vertex is allowed to travel from the skinned mesh vertex position.</para>
</summary>
</member>
<member name="T:UnityEngine.ClothSphereColliderPair">
<summary>
<para>A pair of SphereColliders used to define shapes for Cloth objects to collide against.</para>
</summary>
</member>
<member name="P:UnityEngine.ClothSphereColliderPair.first">
<summary>
<para>The first SphereCollider of a ClothSphereColliderPair.</para>
</summary>
</member>
<member name="P:UnityEngine.ClothSphereColliderPair.second">
<summary>
<para>The second SphereCollider of a ClothSphereColliderPair.</para>
</summary>
</member>
<member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider)">
<summary>
<para>Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.</para>
</summary>
<param name="a">The first SphereCollider of a ClothSphereColliderPair.</param>
<param name="b">The second SphereCollider of a ClothSphereColliderPair.</param>
</member>
<member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider,UnityEngine.SphereCollider)">
<summary>
<para>Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.</para>
</summary>
<param name="a">The first SphereCollider of a ClothSphereColliderPair.</param>
<param name="b">The second SphereCollider of a ClothSphereColliderPair.</param>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.ClusterInputModule</name>
</assembly>
<member name="T:UnityEngine.ClusterInput">
<summary>
<para>Interface for reading and writing inputs in a Unity Cluster.</para>
</summary>
</member>
<member name="M:UnityEngine.ClusterInput.AddInput(System.String,System.String,System.String,System.Int32,UnityEngine.ClusterInputType)">
<summary>
<para>Add a new VRPN input entry.</para>
</summary>
<param name="name">Name of the input entry. This has to be unique.</param>
<param name="deviceName">Device name registered to VRPN server.</param>
<param name="serverUrl">URL to the vrpn server.</param>
<param name="index">Index of the Input entry, refer to vrpn.cfg if unsure.</param>
<param name="type">Type of the input.</param>
<returns>
<para>True if the operation succeed.</para>
</returns>
</member>
<member name="M:UnityEngine.ClusterInput.CheckConnectionToServer(System.String)">
<summary>
<para>Check the connection status of the device to the VRPN server it connected to.</para>
</summary>
<param name="name">Name of the input entry.</param>
</member>
<member name="M:UnityEngine.ClusterInput.EditInput(System.String,System.String,System.String,System.Int32,UnityEngine.ClusterInputType)">
<summary>
<para>Edit an input entry which added via ClusterInput.AddInput.</para>
</summary>
<param name="name">Name of the input entry. This has to be unique.</param>
<param name="deviceName">Device name registered to VRPN server.</param>
<param name="serverUrl">URL to the vrpn server.</param>
<param name="index">Index of the Input entry, refer to vrpn.cfg if unsure.</param>
<param name="type">Type of the ClusterInputType as follow.</param>
</member>
<member name="M:UnityEngine.ClusterInput.GetAxis(System.String)">
<summary>
<para>Returns the axis value as a continous float.</para>
</summary>
<param name="name">Name of input to poll.c.</param>
</member>
<member name="M:UnityEngine.ClusterInput.GetButton(System.String)">
<summary>
<para>Returns the binary value of a button.</para>
</summary>
<param name="name">Name of input to poll.</param>
</member>
<member name="M:UnityEngine.ClusterInput.GetTrackerPosition(System.String)">
<summary>
<para>Return the position of a tracker as a Vector3.</para>
</summary>
<param name="name">Name of input to poll.</param>
</member>
<member name="M:UnityEngine.ClusterInput.GetTrackerRotation(System.String)">
<summary>
<para>Returns the rotation of a tracker as a Quaternion.</para>
</summary>
<param name="name">Name of input to poll.</param>
</member>
<member name="M:UnityEngine.ClusterInput.SetAxis(System.String,System.Single)">
<summary>
<para>Sets the axis value for this input. Only works for input typed Custom.</para>
</summary>
<param name="name">Name of input to modify.</param>
<param name="value">Value to set.</param>
</member>
<member name="M:UnityEngine.ClusterInput.SetButton(System.String,System.Boolean)">
<summary>
<para>Sets the button value for this input. Only works for input typed Custom.</para>
</summary>
<param name="name">Name of input to modify.</param>
<param name="value">Value to set.</param>
</member>
<member name="M:UnityEngine.ClusterInput.SetTrackerPosition(System.String,UnityEngine.Vector3)">
<summary>
<para>Sets the tracker position for this input. Only works for input typed Custom.</para>
</summary>
<param name="name">Name of input to modify.</param>
<param name="value">Value to set.</param>
</member>
<member name="M:UnityEngine.ClusterInput.SetTrackerRotation(System.String,UnityEngine.Quaternion)">
<summary>
<para>Sets the tracker rotation for this input. Only works for input typed Custom.</para>
</summary>
<param name="name">Name of input to modify.</param>
<param name="value">Value to set.</param>
</member>
<member name="T:UnityEngine.ClusterInputType">
<summary>
<para>Values to determine the type of input value to be expect from one entry of ClusterInput.</para>
</summary>
</member>
<member name="F:UnityEngine.ClusterInputType.Axis">
<summary>
<para>Device is an analog axis that provides continuous value represented by a float.</para>
</summary>
</member>
<member name="F:UnityEngine.ClusterInputType.Button">
<summary>
<para>Device that return a binary result of pressed or not pressed.</para>
</summary>
</member>
<member name="F:UnityEngine.ClusterInputType.CustomProvidedInput">
<summary>
<para>A user customized input.</para>
</summary>
</member>
<member name="F:UnityEngine.ClusterInputType.Tracker">
<summary>
<para>Device that provide position and orientation values.</para>
</summary>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.ClusterRendererModule</name>
</assembly>
<member name="T:UnityEngine.ClusterNetwork">
<summary>
<para>A helper class that contains static method to inquire status of Unity Cluster.</para>
</summary>
</member>
<member name="P:UnityEngine.ClusterNetwork.isDisconnected">
<summary>
<para>Check whether the current instance is disconnected from the cluster network.</para>
</summary>
</member>
<member name="P:UnityEngine.ClusterNetwork.isMasterOfCluster">
<summary>
<para>Check whether the current instance is a master node in the cluster network.</para>
</summary>
</member>
<member name="P:UnityEngine.ClusterNetwork.nodeIndex">
<summary>
<para>To acquire or set the node index of the current machine from the cluster network.</para>
</summary>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.CrashReportingModule</name>
</assembly>
<member name="T:UnityEngine.CrashReportHandler.CrashReportHandler">
<summary>
<para>Engine API for CrashReporting Service.</para>
</summary>
</member>
<member name="P:UnityEngine.CrashReportHandler.CrashReportHandler.enableCaptureExceptions">
<summary>
<para>This Boolean field will cause CrashReportHandler to capture exceptions when set to true. By default enable capture exceptions is true.</para>
</summary>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.DirectorModule</name>
</assembly>
<member name="T:UnityEngine.Playables.DirectorWrapMode">
<summary>
<para>Wrap mode for Playables.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DirectorWrapMode.Hold">
<summary>
<para>Hold the last frame when the playable time reaches it's duration.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DirectorWrapMode.Loop">
<summary>
<para>Loop back to zero time and continue playing.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DirectorWrapMode.None">
<summary>
<para>Do not keep playing when the time reaches the duration.</para>
</summary>
</member>
<member name="T:UnityEngine.Playables.PlayableDirector">
<summary>
<para>Instantiates a PlayableAsset and controls playback of Playable objects.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.duration">
<summary>
<para>The duration of the Playable in seconds.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.extrapolationMode">
<summary>
<para>Controls how the time is incremented when it goes beyond the duration of the playable.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.initialTime">
<summary>
<para>The time at which the Playable should start when first played.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.playableAsset">
<summary>
<para>The PlayableAsset that is used to instantiate a playable for playback.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.playableGraph">
<summary>
<para>The PlayableGraph created by the PlayableDirector.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.playOnAwake">
<summary>
<para>Whether the playable asset will start playing back as soon as the component awakes.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.state">
<summary>
<para>The current playing state of the component. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.time">
<summary>
<para>The component's current time. This value is incremented according to the PlayableDirector.timeUpdateMode when it is playing. You can also change this value manually.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.timeUpdateMode">
<summary>
<para>Controls how time is incremented when playing back.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.ClearReferenceValue(UnityEngine.PropertyName)">
<summary>
<para>Clears an exposed reference value.</para>
</summary>
<param name="id">Identifier of the ExposedReference.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.DeferredEvaluate">
<summary>
<para>Tells the PlayableDirector to evaluate it's PlayableGraph on the next update.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Evaluate">
<summary>
<para>Evaluates the currently playing Playable at the current time.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.GetGenericBinding(UnityEngine.Object)">
<summary>
<para>Returns a binding to a reference object.</para>
</summary>
<param name="key">The object that acts as a key.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.GetReferenceValue(UnityEngine.PropertyName,System.Boolean&amp;)">
<summary>
<para>Retreives an ExposedReference binding.</para>
</summary>
<param name="id">Identifier of the ExposedReference.</param>
<param name="idValid">Whether the reference was found.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Pause">
<summary>
<para>Pauses playback of the currently running playable.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Play(UnityEngine.Playables.PlayableAsset,UnityEngine.Playables.DirectorWrapMode)">
<summary>
<para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para>
</summary>
<param name="asset">An asset to instantiate a playable from.</param>
<param name="mode">What to do when the time passes the duration of the playable.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Play(UnityEngine.Playables.PlayableAsset)">
<summary>
<para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para>
</summary>
<param name="asset">An asset to instantiate a playable from.</param>
<param name="mode">What to do when the time passes the duration of the playable.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Play">
<summary>
<para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para>
</summary>
<param name="asset">An asset to instantiate a playable from.</param>
<param name="mode">What to do when the time passes the duration of the playable.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.RebuildGraph">
<summary>
<para>Discards the existing PlayableGraph and creates a new instance.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Resume">
<summary>
<para>Resume playing a paused playable.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.SetGenericBinding(UnityEngine.Object,UnityEngine.Object)">
<summary>
<para>Sets the binding of a reference object from a PlayableBinding.</para>
</summary>
<param name="key">The source object in the PlayableBinding.</param>
<param name="value">The object to bind to the key.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.SetReferenceValue(UnityEngine.PropertyName,UnityEngine.Object)">
<summary>
<para>Sets an ExposedReference value.</para>
</summary>
<param name="id">Identifier of the ExposedReference.</param>
<param name="value">The object to bind to set the reference value to.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Stop">
<summary>
<para>Stops playback of the current Playable and destroys the corresponding graph.</para>
</summary>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.GridModule</name>
</assembly>
<member name="T:UnityEngine.Grid">
<summary>
<para>Grid is the base class for plotting a layout of uniformly spaced points and lines.</para>
</summary>
</member>
<member name="P:UnityEngine.Grid.cellGap">
<summary>
<para>The size of the gap between each cell in the Grid.</para>
</summary>
</member>
<member name="P:UnityEngine.Grid.cellLayout">
<summary>
<para>The layout of the cells in the Grid.</para>
</summary>
</member>
<member name="P:UnityEngine.Grid.cellSize">
<summary>
<para>The size of each cell in the Grid.</para>
</summary>
</member>
<member name="P:UnityEngine.Grid.cellSwizzle">
<summary>
<para>The cell swizzle for the Grid.</para>
</summary>
</member>
<member name="M:UnityEngine.Grid.GetCellCenterLocal(UnityEngine.Vector3Int)">
<summary>
<para>Get the logical center coordinate of a grid cell in local space.</para>
</summary>
<param name="position">Grid cell position.</param>
<returns>
<para>Center of the cell transformed into local space coordinates.</para>
</returns>
</member>
<member name="M:UnityEngine.Grid.GetCellCenterWorld(UnityEngine.Vector3Int)">
<summary>
<para>Get the logical center coordinate of a grid cell in world space.</para>
</summary>
<param name="position">Grid cell position.</param>
<returns>
<para>Center of the cell transformed into world space coordinates.</para>
</returns>
</member>
<member name="M:UnityEngine.Grid.InverseSwizzle(UnityEngine.GridLayout/CellSwizzle,UnityEngine.Vector3)">
<summary>
<para>Does the inverse swizzle of the given position for given swizzle order.</para>
</summary>
<param name="swizzle">Determines the rearrangement order for the inverse swizzle.</param>
<param name="position">Position to inverse swizzle.</param>
<returns>
<para>The inversed swizzled position.</para>
</returns>
</member>
<member name="M:UnityEngine.Grid.Swizzle(UnityEngine.GridLayout/CellSwizzle,UnityEngine.Vector3)">
<summary>
<para>Swizzles the given position with the given swizzle order.</para>
</summary>
<param name="swizzle">Determines the rearrangement order for the swizzle.</param>
<param name="position">Position to swizzle.</param>
<returns>
<para>The swizzled position.</para>
</returns>
</member>
<member name="T:UnityEngine.GridLayout">
<summary>
<para>An abstract class that defines a grid layout.</para>
</summary>
</member>
<member name="P:UnityEngine.GridLayout.cellGap">
<summary>
<para>The size of the gap between each cell in the layout.</para>
</summary>
</member>
<member name="P:UnityEngine.GridLayout.cellLayout">
<summary>
<para>The layout of the cells.</para>
</summary>
</member>
<member name="P:UnityEngine.GridLayout.cellSize">
<summary>
<para>The size of each cell in the layout.</para>
</summary>
</member>
<member name="P:UnityEngine.GridLayout.cellSwizzle">
<summary>
<para>The cell swizzle for the layout.</para>
</summary>
</member>
<member name="T:UnityEngine.GridLayout.CellLayout">
<summary>
<para>The layout of the GridLayout.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellLayout.Rectangle">
<summary>
<para>Rectangular layout for cells in the GridLayout.</para>
</summary>
</member>
<member name="T:UnityEngine.GridLayout.CellSwizzle">
<summary>
<para>Swizzles cell positions to other positions.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellSwizzle.XYZ">
<summary>
<para>Keeps the cell positions at XYZ.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellSwizzle.XZY">
<summary>
<para>Swizzles the cell positions from XYZ to XZY.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellSwizzle.YXZ">
<summary>
<para>Swizzles the cell positions from XYZ to YXZ.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellSwizzle.YZX">
<summary>
<para>Swizzles the cell positions from XYZ to YZX.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellSwizzle.ZXY">
<summary>
<para>Swizzles the cell positions from XYZ to ZXY.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellSwizzle.ZYX">
<summary>
<para>Swizzles the cell positions from XYZ to ZYX.</para>
</summary>
</member>
<member name="M:UnityEngine.GridLayout.CellToLocal(UnityEngine.Vector3Int)">
<summary>
<para>Converts a cell position to local position space.</para>
</summary>
<param name="cellPosition">Cell position to convert.</param>
<returns>
<para>Local position of the cell position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.CellToLocalInterpolated(UnityEngine.Vector3)">
<summary>
<para>Converts an interpolated cell position in floats to local position space.</para>
</summary>
<param name="cellPosition">Interpolated cell position to convert.</param>
<returns>
<para>Local position of the cell position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.CellToWorld(UnityEngine.Vector3Int)">
<summary>
<para>Converts a cell position to world position space.</para>
</summary>
<param name="cellPosition">Cell position to convert.</param>
<returns>
<para>World position of the cell position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.GetBoundsLocal(UnityEngine.Vector3Int)">
<summary>
<para>Returns the local bounds for a cell at the location.</para>
</summary>
<param name="localPosition">Location of the cell.</param>
<param name="cellPosition"></param>
<returns>
<para>Local bounds of cell at the position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.GetLayoutCellCenter">
<summary>
<para>Get the default center coordinate of a cell for the set layout of the Grid.</para>
</summary>
<returns>
<para>Cell Center coordinate.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.LocalToCell(UnityEngine.Vector3)">
<summary>
<para>Converts a local position to cell position.</para>
</summary>
<param name="localPosition">Local Position to convert.</param>
<returns>
<para>Cell position of the local position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.LocalToCellInterpolated(UnityEngine.Vector3)">
<summary>
<para>Converts a local position to cell position.</para>
</summary>
<param name="localPosition">Local Position to convert.</param>
<returns>
<para>Interpolated cell position of the local position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.LocalToWorld(UnityEngine.Vector3)">
<summary>
<para>Converts a local position to world position.</para>
</summary>
<param name="localPosition">Local Position to convert.</param>
<returns>
<para>World position of the local position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.WorldToCell(UnityEngine.Vector3)">
<summary>
<para>Converts a world position to cell position.</para>
</summary>
<param name="worldPosition">World Position to convert.</param>
<returns>
<para>Cell position of the world position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.WorldToLocal(UnityEngine.Vector3)">
<summary>
<para>Converts a world position to local position.</para>
</summary>
<param name="worldPosition">World Position to convert.</param>
<returns>
<para>Local position of the world position.</para>
</returns>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.ImageConversionModule</name>
</assembly>
<member name="T:UnityEngine.ImageConversion">
<summary>
<para>Class with utility methods and extension methods to deal with converting image data from or to PNG and JPEG formats.</para>
</summary>
</member>
<member name="M:UnityEngine.ImageConversion.EncodeToEXR(UnityEngine.Texture2D,UnityEngine.Texture2D/EXRFlags)">
<summary>
<para>Encodes this texture into the EXR format.</para>
</summary>
<param name="tex">The texture to convert.</param>
<param name="flags">Flags used to control compression and the output format.</param>
</member>
<member name="M:UnityEngine.ImageConversion.EncodeToJPG(UnityEngine.Texture2D,System.Int32)">
<summary>
<para>Encodes this texture into JPG format.</para>
</summary>
<param name="tex">Text texture to convert.</param>
<param name="quality">JPG quality to encode with, 1..100 (default 75).</param>
</member>
<member name="M:UnityEngine.ImageConversion.EncodeToJPG(UnityEngine.Texture2D)">
<summary>
<para>Encodes this texture into JPG format.</para>
</summary>
<param name="tex">Text texture to convert.</param>
<param name="quality">JPG quality to encode with, 1..100 (default 75).</param>
</member>
<member name="M:UnityEngine.ImageConversion.EncodeToPNG(UnityEngine.Texture2D)">
<summary>
<para>Encodes this texture into PNG format.</para>
</summary>
<param name="tex">The texture to convert.</param>
</member>
<member name="M:UnityEngine.ImageConversion.LoadImage(UnityEngine.Texture2D,System.Byte[],System.Boolean)">
<summary>
<para>Loads PNG/JPG image byte array into a texture.</para>
</summary>
<param name="data">The byte array containing the image data to load.</param>
<param name="markNonReadable">Set to false by default, pass true to optionally mark the texture as non-readable.</param>
<param name="tex">The texture to load the image into.</param>
<returns>
<para>Returns true if the data can be loaded, false otherwise.</para>
</returns>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.InputModule</name>
</assembly>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.JSONSerializeModule</name>
</assembly>
<member name="T:UnityEngine.JsonUtility">
<summary>
<para>Utility functions for working with JSON data.</para>
</summary>
</member>
<member name="M:UnityEngine.JsonUtility.FromJson(System.String)">
<summary>
<para>Create an object from its JSON representation.</para>
</summary>
<param name="json">The JSON representation of the object.</param>
<returns>
<para>An instance of the object.</para>
</returns>
</member>
<member name="M:UnityEngine.JsonUtility.FromJson(System.String,System.Type)">
<summary>
<para>Create an object from its JSON representation.</para>
</summary>
<param name="json">The JSON representation of the object.</param>
<param name="type">The type of object represented by the Json.</param>
<returns>
<para>An instance of the object.</para>
</returns>
</member>
<member name="M:UnityEngine.JsonUtility.FromJsonOverwrite(System.String,System.Object)">
<summary>
<para>Overwrite data in an object by reading from its JSON representation.</para>
</summary>
<param name="json">The JSON representation of the object.</param>
<param name="objectToOverwrite">The object that should be overwritten.</param>
</member>
<member name="M:UnityEngine.JsonUtility.ToJson(System.Object)">
<summary>
<para>Generate a JSON representation of the public fields of an object.</para>
</summary>
<param name="obj">The object to convert to JSON form.</param>
<param name="prettyPrint">If true, format the output for readability. If false, format the output for minimum size. Default is false.</param>
<returns>
<para>The object's data in JSON format.</para>
</returns>
</member>
<member name="M:UnityEngine.JsonUtility.ToJson(System.Object,System.Boolean)">
<summary>
<para>Generate a JSON representation of the public fields of an object.</para>
</summary>
<param name="obj">The object to convert to JSON form.</param>
<param name="prettyPrint">If true, format the output for readability. If false, format the output for minimum size. Default is false.</param>
<returns>
<para>The object's data in JSON format.</para>
</returns>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.PerformanceReportingModule</name>
</assembly>
<member name="T:UnityEngine.Analytics.PerformanceReporting">
<summary>
<para>Unity Performace provides insight into your game performace.</para>
</summary>
</member>
<member name="P:UnityEngine.Analytics.PerformanceReporting.enabled">
<summary>
<para>Controls whether the Performance Reporting service is enabled at runtime.</para>
</summary>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.ScreenCaptureModule</name>
</assembly>
<member name="T:UnityEngine.ScreenCapture">
<summary>
<para>Functionality to take Screenshots.</para>
</summary>
</member>
<member name="M:UnityEngine.ScreenCapture.CaptureScreenshot(System.String,System.Int32)">
<summary>
<para>Captures a screenshot at path filename as a PNG file.</para>
</summary>
<param name="filename">Pathname to save the screenshot file to.</param>
<param name="superSize">Factor by which to increase resolution.</param>
</member>
<member name="M:UnityEngine.ScreenCapture.CaptureScreenshotAsTexture(System.Int32)">
<summary>
<para>Captures a screenshot of the game view into a Texture2D object.</para>
</summary>
<param name="superSize">Factor by which to increase resolution.</param>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.SharedInternalsModule</name>
</assembly>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.SpriteMaskModule</name>
</assembly>
<member name="T:UnityEngine.SpriteMask">
<summary>
<para>A component for masking Sprites and Particles.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.alphaCutoff">
<summary>
<para>The minimum alpha value used by the mask to select the area of influence defined over the mask's sprite.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.backSortingLayerID">
<summary>
<para>Unique ID of the sorting layer defining the end of the custom range.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.backSortingOrder">
<summary>
<para>Order within the back sorting layer defining the end of the custom range.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.frontSortingLayerID">
<summary>
<para>Unique ID of the sorting layer defining the start of the custom range.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.frontSortingOrder">
<summary>
<para>Order within the front sorting layer defining the start of the custom range.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.isCustomRangeActive">
<summary>
<para>Mask sprites from front to back sorting values only.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.sprite">
<summary>
<para>The Sprite used to define the mask.</para>
</summary>
</member>
</members>
</doc>