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UnifiedUILib.xml
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<?xml version="1.0"?>
<doc>
<assembly>
<name>UnifiedUILib</name>
</assembly>
<members>
<member name="M:UnifiedUI.Helpers.UnsavedInputKey.OnConflictResolved">
<summary>
Override this to serialize hotkey when user changes hotkey inside UUI.
</summary>
</member>
<member name="P:UnifiedUI.Helpers.UUICustomButton.Button">
<summary>
UUI button. you can hide this if necessary.
</summary>
</member>
<member name="P:UnifiedUI.Helpers.UUICustomButton.IsPressed">
<summary>
Use this to change buttons state when mod is closed externally (without clicking on the UUI button).
</summary>
</member>
<member name="M:UnifiedUI.Helpers.UUIHelpers.GetParameterTypes``1">
<typeparam name="TDelegate">delegate type</typeparam>
<returns>Type[] representing arguments of the delegate.</returns>
</member>
<member name="M:UnifiedUI.Helpers.UUIHelpers.GetMethod``1(System.Type,System.String)">
<summary>
Gets directly declared method based on a delegate that has
the same name as the target method
</summary>
<param name="type">the class/type where the method is declared</param>
<param name="name">the name of the method</param>
</member>
<member name="M:UnifiedUI.Helpers.UUIHelpers.RegisterToolButton(System.String,System.String,System.String,System.String,ToolBase,ColossalFramework.SavedInputKey,System.Collections.Generic.Dictionary{ColossalFramework.SavedInputKey,System.Func{System.Boolean}})">
<summary>
register a button to tie to the given tool.
</summary>
<param name="name">game object name for button</param>
<param name="groupName">the group under which button will be added. use null to add to the default group.</param>
<param name="spritefile">full path to the file that contains 4 40x40x button sprites(see example)</param>
<param name="tool">the tool to tie the button to.</param>
<param name="activationKey">hot key to trigger the button</param>
<param name="activeKeys">turn off these hotkeys in other mods</param>
<returns>component containing the button. you can hide this component if necessary.</returns>
</member>
<member name="M:UnifiedUI.Helpers.UUIHelpers.RegisterToolButton(System.String,System.String,System.String,System.String,ToolBase,ColossalFramework.SavedInputKey,System.Collections.Generic.IEnumerable{ColossalFramework.SavedInputKey})">
<summary>
register a button to tie to the given tool.
</summary>
<param name="name">game object name for button</param>
<param name="groupName">the group under which button will be added. use null to add to the default group.</param>
<param name="spritefile">full path to the file that contains 4 40x40x button sprites(see example)</param>
<param name="tool">the tool to tie the button to.</param>
<param name="activationKey">hot key to trigger the button</param>
<param name="activeKeys">turn off these hotkeys in other mods</param>
<returns>component containing the button. you can hide this component if necessary.</returns>
</member>
<member name="M:UnifiedUI.Helpers.UUIHelpers.RegisterCustomButton(System.String,System.String,System.String,System.String,System.Action{System.Boolean},System.Action{ToolBase},ColossalFramework.SavedInputKey,System.Collections.Generic.Dictionary{ColossalFramework.SavedInputKey,System.Func{System.Boolean}})">
<summary>
register a custom button .
</summary>
<param name="name">game object name for button</param>
<param name="groupName">the group under which button will be added. use null to add to the default group.</param>
<param name="spritefile">full path to the file that contains 4 40x40x button sprites(see example)</param>
<param name="onToggle">call-back for when the button is activated/deactivated</param>
<param name="onToolChanged">call-back for when any active tool changes.</param>
<param name="activationKey">hot key to trigger the button</param>
<param name="activeKeys">hotkey->active dictionary. turns off these hotkeys in other mods while active</param>
<returns>wrapper for the button which you can use to change the its state.</returns>
</member>
<member name="M:UnifiedUI.Helpers.UUIHelpers.RegisterCustomButton(System.String,System.String,System.String,System.String,System.Action{System.Boolean},System.Action{ToolBase},ColossalFramework.SavedInputKey,System.Collections.Generic.IEnumerable{ColossalFramework.SavedInputKey})">
<summary>
register a custom button .
</summary>
<param name="name">game object name for button</param>
<param name="groupName">the group under which button will be added. use null to add to the default group.</param>
<param name="spritefile">full path to the file that contains 4 40x40x button sprites(see example)</param>
<param name="onToggle">call-back for when the button is activated/deactivated</param>
<param name="onToolChanged">call-back for when any active tool changes.</param>
<param name="activationKey">hot key to trigger the button</param>
<param name="activeKeys">hotkey->active dictionary. turns off these hotkeys in other mods while active</param>
<returns>wrapper for the button which you can use to change the its state.</returns>
</member>
<member name="M:UnifiedUI.Helpers.UUIHelpers.RegisterToolButton(System.String,System.String,System.String,ToolBase,UnifiedUI.Helpers.UUISprites,UnifiedUI.Helpers.UUIHotKeys)">
<summary>
register a button to tie to the given tool.
</summary>
<param name="name">game object name for button</param>
<param name="groupName">the group under which button will be added. use null to add to the default group.</param>
<param name="tool">the tool to tie the button to.</param>
<returns>component containing the button. you can hide this component if necessary.</returns>
</member>
<member name="M:UnifiedUI.Helpers.UUIHelpers.RegisterCustomButton(System.String,System.String,System.String,UnifiedUI.Helpers.UUISprites,System.Action{System.Boolean},System.Action{ToolBase},UnifiedUI.Helpers.UUIHotKeys)">
<summary>
register a custom button .
</summary>
<param name="name">game object name for button</param>
<param name="groupName">the group under which button will be added. use null to add to the default group.</param>
<param name="onToggle">call-back for when the button is activated/deactivated</param>
<param name="onToolChanged">call-back for when any active tool changes.</param>
<returns>wrapper for the button which you can use to change the its state.</returns>
</member>
<member name="M:UnifiedUI.Helpers.UUIHelpers.RegisterToolButton(System.String,System.String,System.String,ToolBase,UnityEngine.Texture2D,UnifiedUI.Helpers.UUIHotKeys)">
<summary>
register a button to tie to the given tool.
</summary>
<param name="name">game object name for button. must be unique.</param>
<param name="groupName">the group under which button will be added. use null to add to the default group.</param>
<param name="tool">the tool to tie the button to.</param>
<returns>component containing the button. you can hide this component if necessary.</returns>
</member>
<member name="M:UnifiedUI.Helpers.UUIHelpers.RegisterCustomButton(System.String,System.String,System.String,UnityEngine.Texture2D,System.Action{System.Boolean},System.Action{ToolBase},UnifiedUI.Helpers.UUIHotKeys)">
<summary>
register a custom button .
</summary>
<param name="name">game object name for button</param>
<param name="groupName">the group under which button will be added. use null to add to the default group.</param>
<param name="onToggle">call-back for when the button is activated/deactivated</param>
<param name="onToolChanged">call-back for when any active tool changes.</param>
<returns>wrapper for the button which you can use to change the its state.</returns>
</member>
<member name="M:UnifiedUI.Helpers.UUIHelpers.RegisterHotkeys(System.Action,ColossalFramework.SavedInputKey,System.Collections.Generic.Dictionary{ColossalFramework.SavedInputKey,System.Func{System.Boolean}})">
<summary>
register hotkeys.
</summary>
<param name="onToggle">call back for when activationKey is pressed.</param>
<param name="onToolChanged">call-back for when any active tool changes.</param>
<param name="activationKey">hot key to toggle</param>
<param name="activeKeys">hotkey->active dictionary. turns off these hotkeys in other mods while active</param>
</member>
<member name="M:UnifiedUI.Helpers.UUIHelpers.Destroy(UnityEngine.Component)">
<summary>
Destroy all gameObjects, components, and children
</summary>
</member>
<member name="M:UnifiedUI.Helpers.UUIHelpers.GetModPath(ICities.IUserMod)">
<summary>
Gets the path to the mod that has the user mod instance.
</summary>
<param name="userModInstance">instance of IUserMod</param>
<returns>path to mod</returns>
</member>
<member name="M:UnifiedUI.Helpers.UUIHelpers.GetFullPath(ICities.IUserMod,System.String[])">
<summary>
Gets the full path to a file from the input mod
</summary>
<param name="userModInstance">instance of IUserMod</param>
<param name="paths">directories,file names to combine</param>
<returns>full path to file.</returns>
</member>
<member name="M:UnifiedUI.Helpers.UUIHelpers.GetFullPath``1(System.String[])">
<summary>
Gets the full path to a file from the input mod
</summary>
<typeparam name="UserModT">user mod type</typeparam>
<param name="paths">directories/files to combine</param>
<returns>full path to file.</returns>
</member>
<member name="M:UnifiedUI.Helpers.UUIHelpers.IsUUIEnabled">
<summary>
test if UnifiedUI is present and enable.
</summary>
</member>
<member name="M:UnifiedUI.Helpers.UUIHelpers.KeyActivated(ColossalFramework.SavedInputKey)">
<summary>
checks if hotkey is activated on key Down/Up depending on UUI's user settings.
</summary>
</member>
<member name="M:UnifiedUI.Helpers.UUIHotKeys.AddInToolKey(ColossalFramework.SavedInputKey)">
<summary>
add in-mod hotkey. this will take priority over (suppress) the activation key of other mods.
when your mod is active.
</summary>
</member>
<member name="M:UnifiedUI.Helpers.UUIHotKeys.AddInToolKey(ColossalFramework.SavedInputKey,System.Func{System.Boolean})">
<summary>
add in-mod hotkey. this will take priority over (suppress) the activation key of other mods.
when your mod is active and the hotkey is availble.
</summary>
<param name="isAvailble">a function that returns true when the in-mod hotkey is availble
(for example when the mod has sub-tools)
in other wors, if isAvailbe returns true, then activation key of other mods are suppressed.
</param>
</member>
<member name="M:UnifiedUI.API.UUIAPI.Register(System.String,System.String,System.String,System.String,System.Action{System.Boolean},System.Action{ToolBase},ColossalFramework.SavedInputKey,System.Collections.Generic.Dictionary{ColossalFramework.SavedInputKey,System.Func{System.Boolean}})">
<summary>
Register custom button
</summary>
</member>
<member name="M:UnifiedUI.API.UUIAPI.Register(System.String,System.String,System.String,UnityEngine.Texture2D,System.Action{System.Boolean},System.Action{ToolBase},ColossalFramework.SavedInputKey,System.Collections.Generic.Dictionary{ColossalFramework.SavedInputKey,System.Func{System.Boolean}})">
<summary>
Register custom button
</summary>
</member>
<member name="M:KianCommons.Math.BezierUtil.Travel2(ColossalFramework.Math.Bezier3,System.Single,UnityEngine.Vector3@)">
<summary>
Travels some distance on bezier and calculates the point and tangent at that distance.
</summary>
<param name="distance">distance to travel on the arc in meters</param>
<param name="tangent">normalized tangent on the curve toward the end of the bezier.</param>
<returns>point on the curve at the given distance.</returns>
</member>
<member name="M:KianCommons.Math.BezierUtil.Travel2(ColossalFramework.Math.Bezier2,System.Single,UnityEngine.Vector2@)">
<summary>
Travels some distance on bezier and calculates the point and tangent at that distance.
</summary>
<param name="distance">distance to travel on the arc in meters</param>
<param name="tangent">normalized tangent on the curve toward the end of the bezier.</param>
<returns>point on the curve at the given distance.</returns>
</member>
<member name="M:KianCommons.Math.BezierUtil.Bezier2ByDir(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2)">
<param name="startDir">should be going toward the end of the bezier.</param>
<param name="endDir">should be going toward the start of the bezier.</param>
<returns></returns>
</member>
<member name="M:KianCommons.Math.BezierUtil.Bezier3ByDir(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
<param name="startDir">should be going toward the end of the bezier.</param>
<param name="endDir">should be going toward the start of the bezier.</param>
<returns></returns>
</member>
<member name="M:KianCommons.Math.BezierUtil.NormalTangent(ColossalFramework.Math.Bezier2@,System.Single,System.Boolean,UnityEngine.Vector2@,UnityEngine.Vector2@)">
<summary>
results are normalized.
fast for t==0 or t==1
</summary>
<param name="lefSide">is normal to the left of tangent (going away from origin) </param>
</member>
<member name="M:KianCommons.Math.BezierUtil.NormalTangent(ColossalFramework.Math.Bezier3@,System.Single,System.Boolean,UnityEngine.Vector3@,UnityEngine.Vector3@)">
<summary>
results are normalized.
fast for t==0 or t==1
</summary>
<param name="lefSide">is normal to the left of tangent (going away from origin) </param>
</member>
<member name="M:KianCommons.Math.BezierUtil.CalculateParallelBezier(ColossalFramework.Math.Bezier2,System.Single,System.Boolean)">
<param name="bLeft">going from start to end</param>
</member>
<member name="M:KianCommons.Math.BezierUtil.CalculateParallelBezier(ColossalFramework.Math.Bezier3,System.Single,System.Boolean)">
<param name="bLeft">going from start to end</param>
</member>
<member name="M:KianCommons.Math.VectorUtil.UnsignedAngleRad(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
return value is between 0 to pi. v1 and v2 are interchangeable.
</summary>
</member>
<member name="M:KianCommons.Math.VectorUtil.Vector2ByAngleRadCCW(System.Single,System.Single)">
<param name="angle">angle in rad with Vector.right in CCW direction</param>
</member>
<member name="M:KianCommons.Math.VectorUtil.SignedAngleRadCCW(UnityEngine.Vector2)">
result is between -pi to +pi. angle is CCW with respect to Vector2.right
</member>
<member name="M:KianCommons.Math.VectorUtil.SignedAngleRadCCW(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
return value is between -pi to pi. v1 and v2 are not interchangeable.
the angle goes CCW from v1 to v2.
e.g. v1=0,1 v2=1,0 => angle=pi/2
Note: to convert CCW to CW EITHER swap v1 and v2 OR take the negative of the result.
</summary>
</member>
<member name="M:KianCommons.Math.VectorUtil.NormalCW(UnityEngine.Vector3)">
<summary>
rotates horizontally (XZ) by 90 Clock Wise and sets height to zero.
the result is normalized
</summary>
</member>
<member name="M:KianCommons.Math.VectorUtil.NormalCCW(UnityEngine.Vector3)">
<summary>
rotates horizontally (XZ) by 90 Counter Clock Wise and sets height to zero.
the result is normalized
</summary>
</member>
<member name="M:KianCommons.Math.VectorUtil.SetI(UnityEngine.Vector3,System.Single,System.Int32)">
<summary>
returns a new vector with corresponding index set to input value.
</summary>
<param name="index">0:x 1:y 2:z</param>
</member>
<member name="M:KianCommons.Math.VectorUtil.CompareAngles_CCW_Right(System.Single,System.Single)">
<summary>
calculates if <paramref name="target"/> angle is to the right of 0 and <paramref name="source"/> angle.
assuming input angles are (-pi,pi) CCW.
assuming all angles are unique non-zero
</summary>
<param name="source">angle to compare with</param>
<param name="target">angle being compared</param>
</member>
<member name="M:KianCommons.Math.Vector2D.UnsignedAngleRad(KianCommons.Math.Vector2D,KianCommons.Math.Vector2D)">
<summary>
return value is between 0 to pi. v1 and v2 are interchangeable.
</summary>
</member>
<member name="M:KianCommons.Math.Vector2D.SignedAngleRadCCW">
result is between -pi to +pi. angle is CCW with respect to Vector2D.right
</member>
<member name="M:KianCommons.Math.Vector2D.SignedAngleRadCCW(KianCommons.Math.Vector2D,KianCommons.Math.Vector2D)">
<summary>
return value is between -pi to pi. v1 and v2 are not interchangeable.
the angle goes CCW from v1 to v2.
e.g. v1=0,1 v2=1,0 => angle=pi/2
Note: to convert CCW to CW EITHER swap v1 and v2 OR take the negative of the result.
</summary>
</member>
<member name="M:KianCommons.Plugins.DelegateUtil.GetParameterTypes``1">
<typeparam name="TDelegate">delegate type</typeparam>
<returns>Type[] representing arguments of the delegate.</returns>
</member>
<member name="M:KianCommons.Plugins.DelegateUtil.GetMethod``1(System.Type,System.String)">
<summary>
Gets directly declared method based on a delegate that has
the same name as the target method
</summary>
<param name="type">the class/type where the method is declared</param>
<param name="name">the name of the method</param>
</member>
<member name="M:KianCommons.Plugins.PluginExtensions.IsActive(ColossalFramework.Plugins.PluginManager.PluginInfo)">
<summary>
shortcut for plugin?.isEnabled ?? false
</summary>
</member>
<member name="F:KianCommons.Plugins.PluginUtil.SearchOptionT.CaseInsensetive">
<summary></summary>
</member>
<member name="F:KianCommons.Plugins.PluginUtil.SearchOptionT.IgnoreWhiteSpace">
<summary></summary>
</member>
<member name="F:KianCommons.Plugins.PluginUtil.SearchOptionT.UserModName">
<summary>search for IUserMod.Name</summary>
</member>
<member name="F:KianCommons.Plugins.PluginUtil.SearchOptionT.UserModType">
<summary>search for the type of user mod instance excluding name space</summary>
</member>
<member name="F:KianCommons.Plugins.PluginUtil.SearchOptionT.RootNameSpace">
<summary>search for the root name space of user mod type</summary>
</member>
<member name="F:KianCommons.Plugins.PluginUtil.SearchOptionT.PluginName">
<summary>search for the PluginInfo.name</summary>
</member>
<member name="F:KianCommons.Plugins.PluginUtil.SearchOptionT.AssemblyName">
<summary>search for the name of the main assembly</summary>
</member>
<member name="P:KianCommons.UI.UIAutoSizePanel.AutoSize2">
<summary>auto size in the direction other than the autosize direction</summary>
</member>
<member name="M:KianCommons.UI.RenderUtil.DrawCutSegmentEnd(RenderManager.CameraInfo,System.UInt16,System.Single,System.Boolean,UnityEngine.Color,System.Boolean)">
<summary>
Draws a half sausage at segment end.
</summary>
<param name="segmentId"></param>
<param name="cut">The length of the highlight [0~1] </param>
<param name="bStartNode">Determines the direction of the half sausage.</param>
</member>
<member name="M:KianCommons.UI.TextureExtensions.GetReadableCopy(UnityEngine.Texture2D,System.Boolean)">
<summary>
returns a copy of the texture with the difference that: mipmap=false, linear=false, readable=true;
</summary>
</member>
<member name="M:KianCommons.UI.TextureUtil.CreateTextureAtlas(System.String,UnityEngine.Texture2D[])">
<summary>
Create a new atlas.
</summary>
</member>
<member name="M:KianCommons.EnumBitMaskExtensions.ToUInt64(System.IConvertible)">
<summary>
can convert any enum based on signed/unsigned integer to long
</summary>
</member>
<member name="M:KianCommons.EnumBitMaskExtensions.ToInt64(System.IConvertible)">
<summary>
can convert any enum based on signed/unsigned integer to long
</summary>
</member>
<member name="M:KianCommons.EnumerationExtensions.Clone1``1(System.Collections.Generic.IEnumerable{``0})">
<summary>
returns a new List of cloned items.
</summary>
</member>
<member name="M:KianCommons.EnumerationExtensions.IsNullorEmpty``1(System.Collections.Generic.ICollection{``0})">
<summary>
fast way of determining if collection is null or empty
</summary>
</member>
<member name="M:KianCommons.EnumerationExtensions.IsNullorEmpty``1(System.Collections.Generic.IEnumerable{``0})">
<summary>
generic way of determining if IEnumerable is null or empty
</summary>
</member>
<member name="P:KianCommons.HelpersExtensions.InGameOrEditor">
<summary>
determines if simulation is inside game/editor. useful to detect hot-reload.
</summary>
</member>
<member name="P:KianCommons.HelpersExtensions.InGame">
<summary>
checks if game is loaded in and user is playing a city. (returns false early in the loading process)
</summary>
</member>
<member name="P:KianCommons.HelpersExtensions.InAssetEditor">
<summary>
checks if game is loaded in asset editor mod. (returns false early in the loading process)
</summary>
</member>
<member name="T:KianCommons.Log">
<summary>
A simple logging class.
When mod activates, it creates a log file in same location as `output_log.txt`.
Mac users: It will be in the Cities app contents.
</summary>
</member>
<member name="F:KianCommons.Log.ShowLevel">
<summary>
Set to <c>true</c> to include log level in log entries.
</summary>
</member>
<member name="F:KianCommons.Log.ShowTimestamp">
<summary>
Set to <c>true</c> to include time-stamp in log entries.
</summary>
</member>
<member name="F:KianCommons.Log.LogFileName">
<summary>
File name for log file.
</summary>
</member>
<member name="F:KianCommons.Log.LogFilePath">
<summary>
Full path and file name of log file.
</summary>
</member>
<member name="F:KianCommons.Log.Timer">
<summary>
Stopwatch used if <see cref="F:KianCommons.Log.ShowTimestamp"/> is <c>true</c>.
</summary>
</member>
<member name="P:KianCommons.Log.Buffered">
<summary>
buffered logging is much faster but requires extra care for hot-reload/external modifications.
to use Buffered mode with hot-reload: set when mod is enabled and unset when mod is disabled.
IMPORTANT: Buffer must be set to false as part of cleanup (particularly for hot reload).
Note: buffered mode is 20 times faster but only if you do not copy to game log.
</summary>
</member>
<member name="M:KianCommons.Log.Flush">
<summary>
if buffered then lock the file and flush.
otherwise return silently.
</summary>
</member>
<member name="M:KianCommons.Log.#cctor">
<summary>
Initializes static members of the <see cref="T:KianCommons.Log"/> class.
Resets log file on startup.
</summary>
</member>
<member name="T:KianCommons.Log.LogLevel">
<summary>
Log levels. Also output in log file.
</summary>
</member>
<member name="M:KianCommons.Log.Debug(System.String,System.Boolean)">
<summary>
Logs debug trace, only in <c>DEBUG</c> builds.
</summary>
<param name="message">Log entry text.</param>
<param name="copyToGameLog">If <c>true</c> will copy to the main game log file.</param>
</member>
<member name="M:KianCommons.Log.Info(System.String,System.Boolean)">
<summary>
Logs info message.
</summary>
<param name="message">Log entry text.</param>
<param name="copyToGameLog">If <c>true</c> will copy to the main game log file.</param>
</member>
<member name="M:KianCommons.Log.Error(System.String,System.Boolean)">
<summary>
Logs error message and also outputs a stack trace.
</summary>
<param name="message">Log entry text.</param>
<param name="copyToGameLog">If <c>true</c> will copy to the main game log file.</param>
</member>
<member name="M:KianCommons.Log.LogImpl(System.String,KianCommons.Log.LogLevel,System.Boolean)">
<summary>
Write a message to log file.
</summary>
<param name="message">Log entry text.</param>
<param name="level">Logging level. If set to <see cref="F:KianCommons.Log.LogLevel.Error"/> a stack trace will be appended.</param>
</member>
<member name="M:KianCommons.LogExtensions.LogRet``1(``0,System.String)">
<summary>
useful for easily debugging inline functions
to be used like this example:
TYPE inlinefunctionname(...) => expression
TYPE inlinefunctionname(...) => expression.LogRet("message");
</summary>
</member>
<member name="M:KianCommons.NetUtil.GetLaneData(System.UInt32)">
<summary>
returns lane data of the given lane ID.
throws exception if unsuccessful.
</summary>
</member>
<member name="M:KianCommons.NetUtil.CalculateSegmentBezier3(NetSegment@,System.Boolean)">
Note: inverted flag or LHT does not influence the bezier.
</member>
<member name="M:KianCommons.NetUtil.CalculateSegmentBezier2(System.UInt16,System.Boolean)">
<param name="startNode"> if true the bezier is inverted so that it will be facing start node</param>
Note: inverted flag or LHT does not influence the bezier.
</member>
<member name="M:KianCommons.NetUtil.CalculateSegmentBezier2(System.UInt16,System.UInt16)">
<param name="endNodeID">bezier will be facing endNodeID</param>
</member>
<member name="M:KianCommons.NetUtil.CalculateCorner(System.UInt16,System.UInt16,System.Boolean,UnityEngine.Vector2@,UnityEngine.Vector2@)">
<param name="bLeft2">if other segment is to the left side of segmentID.</param>
<param name="cornerDir">is normalized</param>
</member>
<member name="M:KianCommons.NetUtil.CalculateOtherCorner(System.UInt16,System.UInt16,System.Boolean,UnityEngine.Vector2@,UnityEngine.Vector2@)">
<param name="bLeft2">if other segment is to the left side of segmentID.</param>
</member>
<member name="M:KianCommons.NetUtil.CalculateCorner(System.UInt16,System.UInt16,System.Boolean,UnityEngine.Vector3@,UnityEngine.Vector3@)">
<param name="bLeft2">if other segment is to the left side of segmentID.</param>
</member>
<member name="P:KianCommons.NetUtil.LHT">
<summary>
left hand traffic (traffic drives on left like UK).
</summary>
</member>
<member name="P:KianCommons.NetUtil.RHT">
<summary>
right hand traffic (traffic drives on right like most places).
</summary>
</member>
<member name="M:KianCommons.NetUtil.IsGoingBackward(NetInfo.Direction)">
<summary>
checks if vehicles move backward or bypass backward (considers LHT)
</summary>
<returns>true if vehicles move backward,
false if vehicles going ward, bi-directional, or non-directional</returns>
</member>
<member name="M:KianCommons.NetUtil.IsGoingBackward(NetInfo.Lane,System.Boolean)">
<summary>
checks if vehicles move backward or bypass backward (considers LHT)
</summary>
<returns>true if vehicles move backward,
false if vehicles going ward, bi-directional, or non-directional</returns>
</member>
<member name="M:KianCommons.NetUtil.GetCCSegList(System.UInt16)">
<summary>
returns a counter-clockwise list of segments of the given node ID.
</summary>
</member>
<member name="M:KianCommons.NetUtil.GetCWSegList(System.UInt16)">
<summary>
returns a clock-wise list of segments of the given node ID.
</summary>
</member>
<member name="M:KianCommons.NetUtil.GetSortedLanes(System.UInt16,System.Nullable{System.Boolean},System.Nullable{NetInfo.LaneType},System.Nullable{VehicleInfo.VehicleType})">
<summary>
sorted from outer lane to inner lane when heading toward <paramref name="startNode"/>
</summary>
</member>
<member name="F:KianCommons.LaneData.StartNode">
<summary>true if the lane is going toward the start node of its segment (undefined for bidirectional lanes)</summary>
</member>
<member name="M:KianCommons.ReflectionHelpers.CopyPropertiesForced``1(System.Object,System.Object)">
<summary>
copies fields with identical name from origin to target.
even if the declaring types don't match.
only copies existing fields and their types match.
</summary>
</member>
<member name="M:KianCommons.ReflectionHelpers.SetAllDeclaredFieldsToNull(ColossalFramework.UI.UIComponent)">
<summary>
call this in OnDestroy() to clear all references.
</summary>
</member>
<member name="M:KianCommons.ReflectionHelpers.GetFieldValue(System.Object,System.String)">
<summary>
get value of the instant field target.Field.
</summary>
</member>
<member name="M:KianCommons.ReflectionHelpers.GetFieldValue``1(System.String)">
<summary>
Get value of a static field from T.fieldName
</summary>
</member>
<member name="M:KianCommons.ReflectionHelpers.GetFieldValue(System.Type,System.String)">
<summary>
Get value of a static field from type.fieldName
</summary>
</member>
<member name="M:KianCommons.ReflectionHelpers.SetFieldValue``1(System.String,System.Object)">
<summary>
sets static T.fieldName to value.
</summary>
</member>
<member name="M:KianCommons.ReflectionHelpers.SetFieldValue(System.Type,System.String,System.Object)">
<summary>
sets static targetType.fieldName to value.
</summary>
</member>
<member name="M:KianCommons.ReflectionHelpers.SetFieldValue(System.Object,System.String,System.Object)">
<summary>
sets target.fieldName to value.
</summary>
</member>
<member name="M:KianCommons.ReflectionHelpers.GetMethod(System.Type,System.String,System.Boolean)">
<summary>
gets method of any access type.
</summary>
</member>
<member name="M:KianCommons.ReflectionHelpers.GetMethod(System.Type,System.String,System.Reflection.BindingFlags,System.Type[],System.Boolean)">
<summary>
gets method of any access type.
</summary>
</member>
<member name="M:KianCommons.ReflectionHelpers.InvokeMethod``1(System.String)">
<summary>
Invokes static method of any access type.
like: type.method()
</summary>
<param name="method">static method without parameters</param>
<returns>return value of the function if any. null otherwise</returns>
</member>
<member name="M:KianCommons.ReflectionHelpers.InvokeMethod(System.Type,System.String)">
<summary>
Invokes static method of any access type.
like: type.method()
</summary>
<param name="method">static method without parameters</param>
<returns>return value of the function if any. null otherwise</returns>
</member>
<member name="M:KianCommons.ReflectionHelpers.InvokeMethod(System.String,System.String)">
<summary>
Invokes static method of any access type.
like: qualifiedType.method()
</summary>
<param name="method">static method without parameters</param>
<returns>return value of the function if any. null otherwise</returns>
</member>
<member name="M:KianCommons.ReflectionHelpers.InvokeMethod(System.Object,System.String)">
<summary>
Invokes instance method of any access type.
like: qualifiedType.method()
</summary>
<param name="method">instance method without parameters</param>
<returns>return value of the function if any. null otherwise</returns>
</member>
<member name="M:KianCommons.StringExtensions.Remove(System.String,System.String)">
<summary>
returns a new string without r
</summary>
</member>
<member name="M:KianCommons.StringExtensions.RemoveChar(System.String,System.Char)">
<summary>
returns a new string without c
</summary>
</member>
<member name="M:KianCommons.StringExtensions.ToSTR(System.Object)">
<summary>
Like To string but:
- returns "null" if object is null
- returns string.ToSTR() if object is string.
- recursively returns all items as string if object is IEnumerable
- returns id and type if object is InstanceID
- returns id and type of both key and value if obj is InstanceID->InstanceID pair
</summary>
</member>
<member name="M:KianCommons.StringExtensions.ToSTR(System.String)">
<summary>
- returns "null" if string is null
- returns "empty" if string is empty
- returns string otherwise.
</summary>
</member>
<member name="M:KianCommons.StringExtensions.ToSTR(InstanceID)">
<summary>
returns id and type of InstanceID
</summary>
</member>
<member name="M:KianCommons.StringExtensions.ToSTR(System.Collections.Generic.KeyValuePair{InstanceID,InstanceID})">
<summary>
returns id and type of both key and value
</summary>
</member>
<member name="M:KianCommons.StringExtensions.ToSTR(System.Collections.IEnumerable)">
<summary>
returns all items as string
</summary>
</member>
<member name="M:KianCommons.StringExtensions.ToSTR``1(System.Collections.IEnumerable,System.String)">
<summary>
prints all items of the list with the given format.
throws exception if T.ToString(format) does not exists.
</summary>
</member>
<member name="T:ThisAssembly">
<summary>Provides access to the current assembly information.</summary>
</member>
<member name="T:ThisAssembly.Git">
<summary>Provides access to the git information for the current assembly.</summary>
</member>
<member name="F:ThisAssembly.Git.IsDirty">
<summary>IsDirty: false</summary>
</member>
<member name="F:ThisAssembly.Git.IsDirtyString">
<summary>IsDirtyString: false</summary>
</member>
<member name="F:ThisAssembly.Git.RepositoryUrl">
<summary>Repository URL: https://github.com/kianzarrin/UnifiedUI</summary>
</member>
<member name="F:ThisAssembly.Git.Branch">
<summary>Branch: master</summary>
</member>
<member name="F:ThisAssembly.Git.Commit">
<summary>Commit: 2650aee</summary>
</member>
<member name="F:ThisAssembly.Git.Sha">
<summary>Sha: 2650aee1bd58adde2d1346e3c93a2fd168bf6db9</summary>
</member>
<member name="F:ThisAssembly.Git.CommitDate">
<summary>Commit date: 2022-07-11T13:44:13+03:00</summary>
</member>
<member name="F:ThisAssembly.Git.Commits">
<summary>Commits on top of base version: 0</summary>
</member>
<member name="F:ThisAssembly.Git.Tag">
<summary>Tag: V2.2.11</summary>
</member>
<member name="F:ThisAssembly.Git.BaseTag">
<summary>Base tag: V2.2.11</summary>
</member>
<member name="T:ThisAssembly.Git.BaseVersion">
<summary>Provides access to the base version information used to determine the <see cref="T:ThisAssembly.Git.SemVer" />.</summary>
</member>
<member name="F:ThisAssembly.Git.BaseVersion.Major">
<summary>Major: 2</summary>
</member>
<member name="F:ThisAssembly.Git.BaseVersion.Minor">
<summary>Minor: 2</summary>
</member>
<member name="F:ThisAssembly.Git.BaseVersion.Patch">
<summary>Patch: 11</summary>
</member>
<member name="T:ThisAssembly.Git.SemVer">
<summary>Provides access to SemVer information for the current assembly.</summary>
</member>
<member name="F:ThisAssembly.Git.SemVer.Major">
<summary>Major: 2</summary>
</member>
<member name="F:ThisAssembly.Git.SemVer.Minor">
<summary>Minor: 2</summary>
</member>
<member name="F:ThisAssembly.Git.SemVer.Patch">
<summary>Patch: 11</summary>
</member>
<member name="F:ThisAssembly.Git.SemVer.Label">
<summary>Label: </summary>
</member>
<member name="F:ThisAssembly.Git.SemVer.DashLabel">
<summary>Label with dash prefix: </summary>
</member>
<member name="F:ThisAssembly.Git.SemVer.Source">
<summary>Source: Tag</summary>
</member>
</members>
</doc>