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Fishing2/FGUIProject/plugins/nbc-puerts-plugins/editor.d.ts
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declare namespace CS {
//keep type incompatibility / 此属性保持类型不兼容
const __keep_incompatibility: unique symbol;
interface $Ref<T> {
value: T
}
namespace System {
interface Array$1<T> extends System.Array {
get_Item(index: number):T;
set_Item(index: number, value: T):void;
}
}
type $Task<T> = System.Threading.Tasks.Task$1<T>
namespace System {
class Object
{
protected [__keep_incompatibility]: never;
public Equals ($obj: any) : boolean
public static Equals ($objA: any, $objB: any) : boolean
public GetHashCode () : number
public GetType () : System.Type
public ToString () : string
public static ReferenceEquals ($objA: any, $objB: any) : boolean
public constructor ()
}
class ValueType extends System.Object
{
protected [__keep_incompatibility]: never;
}
class Int32 extends System.ValueType implements System.IEquatable$1<number>, System.IFormattable, System.ISpanFormattable, System.IComparable, System.IComparable$1<number>, System.IConvertible
{
protected [__keep_incompatibility]: never;
}
interface IEquatable$1<T>
{
}
interface IFormattable
{
}
interface ISpanFormattable
{
}
interface IComparable
{
}
interface IComparable$1<T>
{
}
interface IConvertible
{
}
class Void extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class Boolean extends System.ValueType implements System.IEquatable$1<boolean>, System.IComparable, System.IComparable$1<boolean>, System.IConvertible
{
protected [__keep_incompatibility]: never;
}
class Delegate extends System.Object implements System.ICloneable, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
public get Method(): System.Reflection.MethodInfo;
public get Target(): any;
public static CreateDelegate ($type: System.Type, $firstArgument: any, $method: System.Reflection.MethodInfo, $throwOnBindFailure: boolean) : Function
public static CreateDelegate ($type: System.Type, $firstArgument: any, $method: System.Reflection.MethodInfo) : Function
public static CreateDelegate ($type: System.Type, $method: System.Reflection.MethodInfo, $throwOnBindFailure: boolean) : Function
public static CreateDelegate ($type: System.Type, $method: System.Reflection.MethodInfo) : Function
public static CreateDelegate ($type: System.Type, $target: any, $method: string) : Function
public static CreateDelegate ($type: System.Type, $target: System.Type, $method: string, $ignoreCase: boolean, $throwOnBindFailure: boolean) : Function
public static CreateDelegate ($type: System.Type, $target: System.Type, $method: string) : Function
public static CreateDelegate ($type: System.Type, $target: System.Type, $method: string, $ignoreCase: boolean) : Function
public static CreateDelegate ($type: System.Type, $target: any, $method: string, $ignoreCase: boolean, $throwOnBindFailure: boolean) : Function
public static CreateDelegate ($type: System.Type, $target: any, $method: string, $ignoreCase: boolean) : Function
public DynamicInvoke (...args: any[]) : any
public Clone () : any
public GetObjectData ($info: System.Runtime.Serialization.SerializationInfo, $context: System.Runtime.Serialization.StreamingContext) : void
public GetInvocationList () : System.Array$1<Function>
public static Combine ($a: Function, $b: Function) : Function
public static Combine (...delegates: Function[]) : Function
public static Remove ($source: Function, $value: Function) : Function
public static RemoveAll ($source: Function, $value: Function) : Function
public static op_Equality ($d1: Function, $d2: Function) : boolean
public static op_Inequality ($d1: Function, $d2: Function) : boolean
}
interface ICloneable
{
}
interface MulticastDelegate
{
(...args:any[]) : any;
Invoke?: (...args:any[]) => any;
}
var MulticastDelegate: { new (func: (...args:any[]) => any): MulticastDelegate; }
interface Converter$2<TInput, TOutput>
{
(input: TInput) : TOutput;
Invoke?: (input: TInput) => TOutput;
}
class Array extends System.Object implements System.Collections.IStructuralComparable, System.Collections.IStructuralEquatable, System.Collections.ICollection, System.ICloneable, System.Collections.IEnumerable, System.Collections.IList
{
protected [__keep_incompatibility]: never;
public get LongLength(): bigint;
public get IsFixedSize(): boolean;
public get IsReadOnly(): boolean;
public get IsSynchronized(): boolean;
public get SyncRoot(): any;
public get Length(): number;
public get Rank(): number;
public static CreateInstance ($elementType: System.Type, ...lengths: bigint[]) : System.Array
public CopyTo ($array: System.Array, $index: number) : void
public Clone () : any
public static BinarySearch ($array: System.Array, $value: any) : number
public static Copy ($sourceArray: System.Array, $destinationArray: System.Array, $length: bigint) : void
public static Copy ($sourceArray: System.Array, $sourceIndex: bigint, $destinationArray: System.Array, $destinationIndex: bigint, $length: bigint) : void
public CopyTo ($array: System.Array, $index: bigint) : void
public GetLongLength ($dimension: number) : bigint
public GetValue ($index: bigint) : any
public GetValue ($index1: bigint, $index2: bigint) : any
public GetValue ($index1: bigint, $index2: bigint, $index3: bigint) : any
public GetValue (...indices: bigint[]) : any
public static BinarySearch ($array: System.Array, $index: number, $length: number, $value: any) : number
public static BinarySearch ($array: System.Array, $value: any, $comparer: System.Collections.IComparer) : number
public static BinarySearch ($array: System.Array, $index: number, $length: number, $value: any, $comparer: System.Collections.IComparer) : number
public static IndexOf ($array: System.Array, $value: any) : number
public static IndexOf ($array: System.Array, $value: any, $startIndex: number) : number
public static IndexOf ($array: System.Array, $value: any, $startIndex: number, $count: number) : number
public static LastIndexOf ($array: System.Array, $value: any) : number
public static LastIndexOf ($array: System.Array, $value: any, $startIndex: number) : number
public static LastIndexOf ($array: System.Array, $value: any, $startIndex: number, $count: number) : number
public static Reverse ($array: System.Array) : void
public static Reverse ($array: System.Array, $index: number, $length: number) : void
public SetValue ($value: any, $index: bigint) : void
public SetValue ($value: any, $index1: bigint, $index2: bigint) : void
public SetValue ($value: any, $index1: bigint, $index2: bigint, $index3: bigint) : void
public SetValue ($value: any, ...indices: bigint[]) : void
public static Sort ($array: System.Array) : void
public static Sort ($array: System.Array, $index: number, $length: number) : void
public static Sort ($array: System.Array, $comparer: System.Collections.IComparer) : void
public static Sort ($array: System.Array, $index: number, $length: number, $comparer: System.Collections.IComparer) : void
public static Sort ($keys: System.Array, $items: System.Array) : void
public static Sort ($keys: System.Array, $items: System.Array, $comparer: System.Collections.IComparer) : void
public static Sort ($keys: System.Array, $items: System.Array, $index: number, $length: number) : void
public static Sort ($keys: System.Array, $items: System.Array, $index: number, $length: number, $comparer: System.Collections.IComparer) : void
public GetEnumerator () : System.Collections.IEnumerator
public GetLength ($dimension: number) : number
public GetLowerBound ($dimension: number) : number
public GetValue (...indices: number[]) : any
public SetValue ($value: any, ...indices: number[]) : void
public GetUpperBound ($dimension: number) : number
public GetValue ($index: number) : any
public GetValue ($index1: number, $index2: number) : any
public GetValue ($index1: number, $index2: number, $index3: number) : any
public SetValue ($value: any, $index: number) : void
public SetValue ($value: any, $index1: number, $index2: number) : void
public SetValue ($value: any, $index1: number, $index2: number, $index3: number) : void
public static CreateInstance ($elementType: System.Type, $length: number) : System.Array
public static CreateInstance ($elementType: System.Type, $length1: number, $length2: number) : System.Array
public static CreateInstance ($elementType: System.Type, $length1: number, $length2: number, $length3: number) : System.Array
public static CreateInstance ($elementType: System.Type, ...lengths: number[]) : System.Array
public static CreateInstance ($elementType: System.Type, $lengths: System.Array$1<number>, $lowerBounds: System.Array$1<number>) : System.Array
public static Clear ($array: System.Array, $index: number, $length: number) : void
public static Copy ($sourceArray: System.Array, $destinationArray: System.Array, $length: number) : void
public static Copy ($sourceArray: System.Array, $sourceIndex: number, $destinationArray: System.Array, $destinationIndex: number, $length: number) : void
public static ConstrainedCopy ($sourceArray: System.Array, $sourceIndex: number, $destinationArray: System.Array, $destinationIndex: number, $length: number) : void
public Initialize () : void
}
interface Predicate$1<T>
{
(obj: T) : boolean;
Invoke?: (obj: T) => boolean;
}
interface Action$1<T>
{
(obj: T) : void;
Invoke?: (obj: T) => void;
}
interface IDisposable
{
}
interface Comparison$1<T>
{
(x: T, y: T) : number;
Invoke?: (x: T, y: T) => number;
}
class Type extends System.Reflection.MemberInfo implements System.Reflection.ICustomAttributeProvider, System.Reflection.IReflect, System.Runtime.InteropServices._MemberInfo, System.Runtime.InteropServices._Type
{
protected [__keep_incompatibility]: never;
public static Delimiter : number
public static EmptyTypes : System.Array$1<System.Type>
public static Missing : any
public static FilterAttribute : System.Reflection.MemberFilter
public static FilterName : System.Reflection.MemberFilter
public static FilterNameIgnoreCase : System.Reflection.MemberFilter
public get IsSerializable(): boolean;
public get ContainsGenericParameters(): boolean;
public get IsVisible(): boolean;
public get MemberType(): System.Reflection.MemberTypes;
public get Namespace(): string;
public get AssemblyQualifiedName(): string;
public get FullName(): string;
public get Assembly(): System.Reflection.Assembly;
public get Module(): System.Reflection.Module;
public get IsNested(): boolean;
public get DeclaringType(): System.Type;
public get DeclaringMethod(): System.Reflection.MethodBase;
public get ReflectedType(): System.Type;
public get UnderlyingSystemType(): System.Type;
public get IsTypeDefinition(): boolean;
public get IsArray(): boolean;
public get IsByRef(): boolean;
public get IsPointer(): boolean;
public get IsConstructedGenericType(): boolean;
public get IsGenericParameter(): boolean;
public get IsGenericTypeParameter(): boolean;
public get IsGenericMethodParameter(): boolean;
public get IsGenericType(): boolean;
public get IsGenericTypeDefinition(): boolean;
public get IsVariableBoundArray(): boolean;
public get IsByRefLike(): boolean;
public get HasElementType(): boolean;
public get GenericTypeArguments(): System.Array$1<System.Type>;
public get GenericParameterPosition(): number;
public get GenericParameterAttributes(): System.Reflection.GenericParameterAttributes;
public get Attributes(): System.Reflection.TypeAttributes;
public get IsAbstract(): boolean;
public get IsImport(): boolean;
public get IsSealed(): boolean;
public get IsSpecialName(): boolean;
public get IsClass(): boolean;
public get IsNestedAssembly(): boolean;
public get IsNestedFamANDAssem(): boolean;
public get IsNestedFamily(): boolean;
public get IsNestedFamORAssem(): boolean;
public get IsNestedPrivate(): boolean;
public get IsNestedPublic(): boolean;
public get IsNotPublic(): boolean;
public get IsPublic(): boolean;
public get IsAutoLayout(): boolean;
public get IsExplicitLayout(): boolean;
public get IsLayoutSequential(): boolean;
public get IsAnsiClass(): boolean;
public get IsAutoClass(): boolean;
public get IsUnicodeClass(): boolean;
public get IsCOMObject(): boolean;
public get IsContextful(): boolean;
public get IsCollectible(): boolean;
public get IsEnum(): boolean;
public get IsMarshalByRef(): boolean;
public get IsPrimitive(): boolean;
public get IsValueType(): boolean;
public get IsSignatureType(): boolean;
public get IsSecurityCritical(): boolean;
public get IsSecuritySafeCritical(): boolean;
public get IsSecurityTransparent(): boolean;
public get StructLayoutAttribute(): System.Runtime.InteropServices.StructLayoutAttribute;
public get TypeInitializer(): System.Reflection.ConstructorInfo;
public get TypeHandle(): System.RuntimeTypeHandle;
public get GUID(): System.Guid;
public get BaseType(): System.Type;
public static get DefaultBinder(): System.Reflection.Binder;
public get IsInterface(): boolean;
public IsEnumDefined ($value: any) : boolean
public GetEnumName ($value: any) : string
public GetEnumNames () : System.Array$1<string>
public FindInterfaces ($filter: System.Reflection.TypeFilter, $filterCriteria: any) : System.Array$1<System.Type>
public FindMembers ($memberType: System.Reflection.MemberTypes, $bindingAttr: System.Reflection.BindingFlags, $filter: System.Reflection.MemberFilter, $filterCriteria: any) : System.Array$1<System.Reflection.MemberInfo>
public IsSubclassOf ($c: System.Type) : boolean
public IsAssignableFrom ($c: System.Type) : boolean
public GetType () : System.Type
public GetElementType () : System.Type
public GetArrayRank () : number
public GetGenericTypeDefinition () : System.Type
public GetGenericArguments () : System.Array$1<System.Type>
public GetGenericParameterConstraints () : System.Array$1<System.Type>
public GetConstructor ($types: System.Array$1<System.Type>) : System.Reflection.ConstructorInfo
public GetConstructor ($bindingAttr: System.Reflection.BindingFlags, $binder: System.Reflection.Binder, $types: System.Array$1<System.Type>, $modifiers: System.Array$1<System.Reflection.ParameterModifier>) : System.Reflection.ConstructorInfo
public GetConstructor ($bindingAttr: System.Reflection.BindingFlags, $binder: System.Reflection.Binder, $callConvention: System.Reflection.CallingConventions, $types: System.Array$1<System.Type>, $modifiers: System.Array$1<System.Reflection.ParameterModifier>) : System.Reflection.ConstructorInfo
public GetConstructors () : System.Array$1<System.Reflection.ConstructorInfo>
public GetConstructors ($bindingAttr: System.Reflection.BindingFlags) : System.Array$1<System.Reflection.ConstructorInfo>
public GetEvent ($name: string) : System.Reflection.EventInfo
public GetEvent ($name: string, $bindingAttr: System.Reflection.BindingFlags) : System.Reflection.EventInfo
public GetEvents () : System.Array$1<System.Reflection.EventInfo>
public GetEvents ($bindingAttr: System.Reflection.BindingFlags) : System.Array$1<System.Reflection.EventInfo>
public GetField ($name: string) : System.Reflection.FieldInfo
public GetField ($name: string, $bindingAttr: System.Reflection.BindingFlags) : System.Reflection.FieldInfo
public GetFields () : System.Array$1<System.Reflection.FieldInfo>
public GetFields ($bindingAttr: System.Reflection.BindingFlags) : System.Array$1<System.Reflection.FieldInfo>
public GetMember ($name: string) : System.Array$1<System.Reflection.MemberInfo>
public GetMember ($name: string, $bindingAttr: System.Reflection.BindingFlags) : System.Array$1<System.Reflection.MemberInfo>
public GetMember ($name: string, $type: System.Reflection.MemberTypes, $bindingAttr: System.Reflection.BindingFlags) : System.Array$1<System.Reflection.MemberInfo>
public GetMembers () : System.Array$1<System.Reflection.MemberInfo>
public GetMembers ($bindingAttr: System.Reflection.BindingFlags) : System.Array$1<System.Reflection.MemberInfo>
public GetMethod ($name: string) : System.Reflection.MethodInfo
public GetMethod ($name: string, $bindingAttr: System.Reflection.BindingFlags) : System.Reflection.MethodInfo
public GetMethod ($name: string, $types: System.Array$1<System.Type>) : System.Reflection.MethodInfo
public GetMethod ($name: string, $types: System.Array$1<System.Type>, $modifiers: System.Array$1<System.Reflection.ParameterModifier>) : System.Reflection.MethodInfo
public GetMethod ($name: string, $bindingAttr: System.Reflection.BindingFlags, $binder: System.Reflection.Binder, $types: System.Array$1<System.Type>, $modifiers: System.Array$1<System.Reflection.ParameterModifier>) : System.Reflection.MethodInfo
public GetMethod ($name: string, $bindingAttr: System.Reflection.BindingFlags, $binder: System.Reflection.Binder, $callConvention: System.Reflection.CallingConventions, $types: System.Array$1<System.Type>, $modifiers: System.Array$1<System.Reflection.ParameterModifier>) : System.Reflection.MethodInfo
public GetMethod ($name: string, $genericParameterCount: number, $types: System.Array$1<System.Type>) : System.Reflection.MethodInfo
public GetMethod ($name: string, $genericParameterCount: number, $types: System.Array$1<System.Type>, $modifiers: System.Array$1<System.Reflection.ParameterModifier>) : System.Reflection.MethodInfo
public GetMethod ($name: string, $genericParameterCount: number, $bindingAttr: System.Reflection.BindingFlags, $binder: System.Reflection.Binder, $types: System.Array$1<System.Type>, $modifiers: System.Array$1<System.Reflection.ParameterModifier>) : System.Reflection.MethodInfo
public GetMethod ($name: string, $genericParameterCount: number, $bindingAttr: System.Reflection.BindingFlags, $binder: System.Reflection.Binder, $callConvention: System.Reflection.CallingConventions, $types: System.Array$1<System.Type>, $modifiers: System.Array$1<System.Reflection.ParameterModifier>) : System.Reflection.MethodInfo
public GetMethods () : System.Array$1<System.Reflection.MethodInfo>
public GetMethods ($bindingAttr: System.Reflection.BindingFlags) : System.Array$1<System.Reflection.MethodInfo>
public GetNestedType ($name: string) : System.Type
public GetNestedType ($name: string, $bindingAttr: System.Reflection.BindingFlags) : System.Type
public GetNestedTypes () : System.Array$1<System.Type>
public GetNestedTypes ($bindingAttr: System.Reflection.BindingFlags) : System.Array$1<System.Type>
public GetProperty ($name: string) : System.Reflection.PropertyInfo
public GetProperty ($name: string, $bindingAttr: System.Reflection.BindingFlags) : System.Reflection.PropertyInfo
public GetProperty ($name: string, $returnType: System.Type) : System.Reflection.PropertyInfo
public GetProperty ($name: string, $types: System.Array$1<System.Type>) : System.Reflection.PropertyInfo
public GetProperty ($name: string, $returnType: System.Type, $types: System.Array$1<System.Type>) : System.Reflection.PropertyInfo
public GetProperty ($name: string, $returnType: System.Type, $types: System.Array$1<System.Type>, $modifiers: System.Array$1<System.Reflection.ParameterModifier>) : System.Reflection.PropertyInfo
public GetProperty ($name: string, $bindingAttr: System.Reflection.BindingFlags, $binder: System.Reflection.Binder, $returnType: System.Type, $types: System.Array$1<System.Type>, $modifiers: System.Array$1<System.Reflection.ParameterModifier>) : System.Reflection.PropertyInfo
public GetProperties () : System.Array$1<System.Reflection.PropertyInfo>
public GetProperties ($bindingAttr: System.Reflection.BindingFlags) : System.Array$1<System.Reflection.PropertyInfo>
public GetDefaultMembers () : System.Array$1<System.Reflection.MemberInfo>
public static GetTypeHandle ($o: any) : System.RuntimeTypeHandle
public static GetTypeArray ($args: System.Array$1<any>) : System.Array$1<System.Type>
public static GetTypeCode ($type: System.Type) : System.TypeCode
public static GetTypeFromCLSID ($clsid: System.Guid) : System.Type
public static GetTypeFromCLSID ($clsid: System.Guid, $throwOnError: boolean) : System.Type
public static GetTypeFromCLSID ($clsid: System.Guid, $server: string) : System.Type
public static GetTypeFromProgID ($progID: string) : System.Type
public static GetTypeFromProgID ($progID: string, $throwOnError: boolean) : System.Type
public static GetTypeFromProgID ($progID: string, $server: string) : System.Type
public InvokeMember ($name: string, $invokeAttr: System.Reflection.BindingFlags, $binder: System.Reflection.Binder, $target: any, $args: System.Array$1<any>) : any
public InvokeMember ($name: string, $invokeAttr: System.Reflection.BindingFlags, $binder: System.Reflection.Binder, $target: any, $args: System.Array$1<any>, $culture: System.Globalization.CultureInfo) : any
public InvokeMember ($name: string, $invokeAttr: System.Reflection.BindingFlags, $binder: System.Reflection.Binder, $target: any, $args: System.Array$1<any>, $modifiers: System.Array$1<System.Reflection.ParameterModifier>, $culture: System.Globalization.CultureInfo, $namedParameters: System.Array$1<string>) : any
public GetInterface ($name: string) : System.Type
public GetInterface ($name: string, $ignoreCase: boolean) : System.Type
public GetInterfaces () : System.Array$1<System.Type>
public GetInterfaceMap ($interfaceType: System.Type) : System.Reflection.InterfaceMapping
public IsInstanceOfType ($o: any) : boolean
public IsEquivalentTo ($other: System.Type) : boolean
public GetEnumUnderlyingType () : System.Type
public GetEnumValues () : System.Array
public MakeArrayType () : System.Type
public MakeArrayType ($rank: number) : System.Type
public MakeByRefType () : System.Type
public MakeGenericType (...typeArguments: System.Type[]) : System.Type
public MakePointerType () : System.Type
public static MakeGenericSignatureType ($genericTypeDefinition: System.Type, ...typeArguments: System.Type[]) : System.Type
public static MakeGenericMethodParameter ($position: number) : System.Type
public Equals ($o: any) : boolean
public Equals ($o: System.Type) : boolean
public static GetTypeFromHandle ($handle: System.RuntimeTypeHandle) : System.Type
public static GetType ($typeName: string, $throwOnError: boolean, $ignoreCase: boolean) : System.Type
public static GetType ($typeName: string, $throwOnError: boolean) : System.Type
public static GetType ($typeName: string) : System.Type
public static GetType ($typeName: string, $assemblyResolver: System.Func$2<System.Reflection.AssemblyName, System.Reflection.Assembly>, $typeResolver: System.Func$4<System.Reflection.Assembly, string, boolean, System.Type>) : System.Type
public static GetType ($typeName: string, $assemblyResolver: System.Func$2<System.Reflection.AssemblyName, System.Reflection.Assembly>, $typeResolver: System.Func$4<System.Reflection.Assembly, string, boolean, System.Type>, $throwOnError: boolean) : System.Type
public static GetType ($typeName: string, $assemblyResolver: System.Func$2<System.Reflection.AssemblyName, System.Reflection.Assembly>, $typeResolver: System.Func$4<System.Reflection.Assembly, string, boolean, System.Type>, $throwOnError: boolean, $ignoreCase: boolean) : System.Type
public static op_Equality ($left: System.Type, $right: System.Type) : boolean
public static op_Inequality ($left: System.Type, $right: System.Type) : boolean
public static ReflectionOnlyGetType ($typeName: string, $throwIfNotFound: boolean, $ignoreCase: boolean) : System.Type
public static GetTypeFromCLSID ($clsid: System.Guid, $server: string, $throwOnError: boolean) : System.Type
public static GetTypeFromProgID ($progID: string, $server: string, $throwOnError: boolean) : System.Type
public Equals ($obj: any) : boolean
public static Equals ($objA: any, $objB: any) : boolean
}
class String extends System.Object implements System.IEquatable$1<string>, System.ICloneable, System.Collections.Generic.IEnumerable$1<number>, System.IComparable, System.IComparable$1<string>, System.Collections.IEnumerable, System.IConvertible
{
protected [__keep_incompatibility]: never;
}
class Char extends System.ValueType implements System.IEquatable$1<number>, System.IComparable, System.IComparable$1<number>, System.IConvertible
{
protected [__keep_incompatibility]: never;
}
class Int64 extends System.ValueType implements System.IEquatable$1<bigint>, System.IFormattable, System.ISpanFormattable, System.IComparable, System.IComparable$1<bigint>, System.IConvertible
{
protected [__keep_incompatibility]: never;
}
class Enum extends System.ValueType implements System.IFormattable, System.IComparable, System.IConvertible
{
protected [__keep_incompatibility]: never;
}
class Attribute extends System.Object implements System.Runtime.InteropServices._Attribute
{
protected [__keep_incompatibility]: never;
}
class RuntimeTypeHandle extends System.ValueType implements System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
enum TypeCode
{ Empty = 0, Object = 1, DBNull = 2, Boolean = 3, Char = 4, SByte = 5, Byte = 6, Int16 = 7, UInt16 = 8, Int32 = 9, UInt32 = 10, Int64 = 11, UInt64 = 12, Single = 13, Double = 14, Decimal = 15, DateTime = 16, String = 18 }
class Guid extends System.ValueType implements System.IEquatable$1<System.Guid>, System.IFormattable, System.ISpanFormattable, System.IComparable, System.IComparable$1<System.Guid>
{
protected [__keep_incompatibility]: never;
}
interface IFormatProvider
{
}
interface Func$2<T, TResult>
{
(arg: T) : TResult;
Invoke?: (arg: T) => TResult;
}
interface Func$4<T1, T2, T3, TResult>
{
(arg1: T1, arg2: T2, arg3: T3) : TResult;
Invoke?: (arg1: T1, arg2: T2, arg3: T3) => TResult;
}
class MarshalByRefObject extends System.Object
{
protected [__keep_incompatibility]: never;
}
interface IAsyncDisposable
{
}
class DateTime extends System.ValueType implements System.IEquatable$1<System.DateTime>, System.IFormattable, System.ISpanFormattable, System.IComparable, System.IComparable$1<System.DateTime>, System.IConvertible, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
class Byte extends System.ValueType implements System.IEquatable$1<number>, System.IFormattable, System.ISpanFormattable, System.IComparable, System.IComparable$1<number>, System.IConvertible
{
protected [__keep_incompatibility]: never;
}
interface IAsyncResult
{
}
class ReadOnlySpan$1<T> extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class Span$1<T> extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class Single extends System.ValueType implements System.IEquatable$1<number>, System.IFormattable, System.ISpanFormattable, System.IComparable, System.IComparable$1<number>, System.IConvertible
{
protected [__keep_incompatibility]: never;
}
interface Single {
FormattedString ($fractionDigits?: number) : string;
}
class UInt64 extends System.ValueType implements System.IEquatable$1<bigint>, System.IFormattable, System.ISpanFormattable, System.IComparable, System.IComparable$1<bigint>, System.IConvertible
{
protected [__keep_incompatibility]: never;
}
class UInt32 extends System.ValueType implements System.IEquatable$1<number>, System.IFormattable, System.ISpanFormattable, System.IComparable, System.IComparable$1<number>, System.IConvertible
{
protected [__keep_incompatibility]: never;
}
class Double extends System.ValueType implements System.IEquatable$1<number>, System.IFormattable, System.ISpanFormattable, System.IComparable, System.IComparable$1<number>, System.IConvertible
{
protected [__keep_incompatibility]: never;
}
class IntPtr extends System.ValueType implements System.IEquatable$1<System.IntPtr>, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
interface Func$1<TResult>
{
() : TResult;
Invoke?: () => TResult;
}
interface Action
{
() : void;
Invoke?: () => void;
}
var Action: { new (func: () => void): Action; }
class Exception extends System.Object implements System.Runtime.InteropServices._Exception, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
class Nullable$1<T> extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class UInt16 extends System.ValueType implements System.IEquatable$1<number>, System.IFormattable, System.ISpanFormattable, System.IComparable, System.IComparable$1<number>, System.IConvertible
{
protected [__keep_incompatibility]: never;
}
interface Action$2<T1, T2>
{
(arg1: T1, arg2: T2) : void;
Invoke?: (arg1: T1, arg2: T2) => void;
}
class Uri extends System.Object implements System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
class TimeSpan extends System.ValueType implements System.IEquatable$1<System.TimeSpan>, System.IFormattable, System.ISpanFormattable, System.IComparable, System.IComparable$1<System.TimeSpan>
{
protected [__keep_incompatibility]: never;
}
class Version extends System.Object implements System.IEquatable$1<System.Version>, System.ICloneable, System.ISpanFormattable, System.IComparable, System.IComparable$1<System.Version>
{
protected [__keep_incompatibility]: never;
}
class Int16 extends System.ValueType implements System.IEquatable$1<number>, System.IFormattable, System.ISpanFormattable, System.IComparable, System.IComparable$1<number>, System.IConvertible
{
protected [__keep_incompatibility]: never;
}
interface AsyncCallback
{
(ar: System.IAsyncResult) : void;
Invoke?: (ar: System.IAsyncResult) => void;
}
var AsyncCallback: { new (func: (ar: System.IAsyncResult) => void): AsyncCallback; }
class EventArgs extends System.Object
{
protected [__keep_incompatibility]: never;
}
class SystemException extends System.Exception implements System.Runtime.InteropServices._Exception, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
class InvalidOperationException extends System.SystemException implements System.Runtime.InteropServices._Exception, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
class FormatException extends System.SystemException implements System.Runtime.InteropServices._Exception, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
class ArraySegment$1<T> extends System.ValueType implements System.Collections.Generic.IReadOnlyList$1<T>, System.Collections.Generic.IEnumerable$1<T>, System.Collections.IEnumerable, System.Collections.Generic.IList$1<T>, System.Collections.Generic.IReadOnlyCollection$1<T>, System.Collections.Generic.ICollection$1<T>
{
protected [__keep_incompatibility]: never;
public get_Item ($index: number) : T
public set_Item ($index: number, $value: T) : void
public IndexOf ($item: T) : number
public Insert ($index: number, $item: T) : void
public RemoveAt ($index: number) : void
public [Symbol.iterator]() : IterableIterator<T>
}
interface Action$3<T1, T2, T3>
{
(arg1: T1, arg2: T2, arg3: T3) : void;
Invoke?: (arg1: T1, arg2: T2, arg3: T3) => void;
}
interface Func$5<T1, T2, T3, T4, TResult>
{
(arg1: T1, arg2: T2, arg3: T3, arg4: T4) : TResult;
Invoke?: (arg1: T1, arg2: T2, arg3: T3, arg4: T4) => TResult;
}
class ReadOnlyMemory$1<T> extends System.ValueType implements System.IEquatable$1<System.ReadOnlyMemory$1<T>>
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Collections.Generic {
interface IList$1<T> extends System.Collections.Generic.IEnumerable$1<T>, System.Collections.IEnumerable, System.Collections.Generic.ICollection$1<T>
{
get_Item ($index: number) : T
set_Item ($index: number, $value: T) : void
IndexOf ($item: T) : number
Insert ($index: number, $item: T) : void
RemoveAt ($index: number) : void
}
interface IEnumerable$1<T> extends System.Collections.IEnumerable
{
}
interface ICollection$1<T> extends System.Collections.Generic.IEnumerable$1<T>, System.Collections.IEnumerable
{
}
class List$1<T> extends System.Object implements System.Collections.Generic.IReadOnlyList$1<T>, System.Collections.ICollection, System.Collections.Generic.IEnumerable$1<T>, System.Collections.IEnumerable, System.Collections.Generic.IList$1<T>, System.Collections.Generic.IReadOnlyCollection$1<T>, System.Collections.IList, System.Collections.Generic.ICollection$1<T>
{
protected [__keep_incompatibility]: never;
public get Capacity(): number;
public set Capacity(value: number);
public get Count(): number;
public get_Item ($index: number) : T
public set_Item ($index: number, $value: T) : void
public Add ($item: T) : void
public AddRange ($collection: System.Collections.Generic.IEnumerable$1<T>) : void
public AsReadOnly () : System.Collections.ObjectModel.ReadOnlyCollection$1<T>
public BinarySearch ($index: number, $count: number, $item: T, $comparer: System.Collections.Generic.IComparer$1<T>) : number
public BinarySearch ($item: T) : number
public BinarySearch ($item: T, $comparer: System.Collections.Generic.IComparer$1<T>) : number
public Clear () : void
public Contains ($item: T) : boolean
public CopyTo ($array: System.Array$1<T>) : void
public CopyTo ($index: number, $array: System.Array$1<T>, $arrayIndex: number, $count: number) : void
public CopyTo ($array: System.Array$1<T>, $arrayIndex: number) : void
public Exists ($match: System.Predicate$1<T>) : boolean
public Find ($match: System.Predicate$1<T>) : T
public FindAll ($match: System.Predicate$1<T>) : System.Collections.Generic.List$1<T>
public FindIndex ($match: System.Predicate$1<T>) : number
public FindIndex ($startIndex: number, $match: System.Predicate$1<T>) : number
public FindIndex ($startIndex: number, $count: number, $match: System.Predicate$1<T>) : number
public FindLast ($match: System.Predicate$1<T>) : T
public FindLastIndex ($match: System.Predicate$1<T>) : number
public FindLastIndex ($startIndex: number, $match: System.Predicate$1<T>) : number
public FindLastIndex ($startIndex: number, $count: number, $match: System.Predicate$1<T>) : number
public ForEach ($action: System.Action$1<T>) : void
public GetEnumerator () : System.Collections.Generic.List$1.Enumerator<T>
public GetRange ($index: number, $count: number) : System.Collections.Generic.List$1<T>
public IndexOf ($item: T) : number
public IndexOf ($item: T, $index: number) : number
public IndexOf ($item: T, $index: number, $count: number) : number
public Insert ($index: number, $item: T) : void
public InsertRange ($index: number, $collection: System.Collections.Generic.IEnumerable$1<T>) : void
public LastIndexOf ($item: T) : number
public LastIndexOf ($item: T, $index: number) : number
public LastIndexOf ($item: T, $index: number, $count: number) : number
public Remove ($item: T) : boolean
public RemoveAll ($match: System.Predicate$1<T>) : number
public RemoveAt ($index: number) : void
public RemoveRange ($index: number, $count: number) : void
public Reverse () : void
public Reverse ($index: number, $count: number) : void
public Sort () : void
public Sort ($comparer: System.Collections.Generic.IComparer$1<T>) : void
public Sort ($index: number, $count: number, $comparer: System.Collections.Generic.IComparer$1<T>) : void
public Sort ($comparison: System.Comparison$1<T>) : void
public ToArray () : System.Array$1<T>
public TrimExcess () : void
public TrueForAll ($match: System.Predicate$1<T>) : boolean
public constructor ()
public constructor ($capacity: number)
public constructor ($collection: System.Collections.Generic.IEnumerable$1<T>)
public [Symbol.iterator]() : IterableIterator<T>
}
interface IReadOnlyList$1<T> extends System.Collections.Generic.IEnumerable$1<T>, System.Collections.IEnumerable, System.Collections.Generic.IReadOnlyCollection$1<T>
{
}
interface IReadOnlyCollection$1<T> extends System.Collections.Generic.IEnumerable$1<T>, System.Collections.IEnumerable
{
}
interface IComparer$1<T>
{
}
interface IEnumerator$1<T> extends System.Collections.IEnumerator, System.IDisposable
{
}
class Dictionary$2<TKey, TValue> extends System.Object implements System.Collections.Generic.IReadOnlyDictionary$2<TKey, TValue>, System.Collections.Generic.IDictionary$2<TKey, TValue>, System.Collections.ICollection, System.Collections.IDictionary, System.Collections.Generic.IEnumerable$1<System.Collections.Generic.KeyValuePair$2<TKey, TValue>>, System.Runtime.Serialization.IDeserializationCallback, System.Collections.IEnumerable, System.Runtime.Serialization.ISerializable, System.Collections.Generic.IReadOnlyCollection$1<System.Collections.Generic.KeyValuePair$2<TKey, TValue>>, System.Collections.Generic.ICollection$1<System.Collections.Generic.KeyValuePair$2<TKey, TValue>>
{
protected [__keep_incompatibility]: never;
public get Comparer(): System.Collections.Generic.IEqualityComparer$1<TKey>;
public get Count(): number;
public get Keys(): System.Collections.Generic.Dictionary$2.KeyCollection<TKey, TValue>;
public get Values(): System.Collections.Generic.Dictionary$2.ValueCollection<TKey, TValue>;
public get_Item ($key: TKey) : TValue
public set_Item ($key: TKey, $value: TValue) : void
public Add ($key: TKey, $value: TValue) : void
public Clear () : void
public ContainsKey ($key: TKey) : boolean
public ContainsValue ($value: TValue) : boolean
public GetEnumerator () : System.Collections.Generic.Dictionary$2.Enumerator<TKey, TValue>
public GetObjectData ($info: System.Runtime.Serialization.SerializationInfo, $context: System.Runtime.Serialization.StreamingContext) : void
public OnDeserialization ($sender: any) : void
public Remove ($key: TKey) : boolean
public TryGetValue ($key: TKey, $value: $Ref<TValue>) : boolean
public EnsureCapacity ($capacity: number) : number
public TrimExcess () : void
public TrimExcess ($capacity: number) : void
public constructor ()
public constructor ($capacity: number)
public constructor ($comparer: System.Collections.Generic.IEqualityComparer$1<TKey>)
public constructor ($capacity: number, $comparer: System.Collections.Generic.IEqualityComparer$1<TKey>)
public constructor ($dictionary: System.Collections.Generic.IDictionary$2<TKey, TValue>)
public constructor ($dictionary: System.Collections.Generic.IDictionary$2<TKey, TValue>, $comparer: System.Collections.Generic.IEqualityComparer$1<TKey>)
public constructor ($collection: System.Collections.Generic.IEnumerable$1<System.Collections.Generic.KeyValuePair$2<TKey, TValue>>)
public constructor ($collection: System.Collections.Generic.IEnumerable$1<System.Collections.Generic.KeyValuePair$2<TKey, TValue>>, $comparer: System.Collections.Generic.IEqualityComparer$1<TKey>)
public [Symbol.iterator]() : IterableIterator<System.Collections.Generic.KeyValuePair$2<TKey, TValue>>
}
interface IReadOnlyDictionary$2<TKey, TValue> extends System.Collections.Generic.IEnumerable$1<System.Collections.Generic.KeyValuePair$2<TKey, TValue>>, System.Collections.IEnumerable, System.Collections.Generic.IReadOnlyCollection$1<System.Collections.Generic.KeyValuePair$2<TKey, TValue>>
{
}
class KeyValuePair$2<TKey, TValue> extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
interface IDictionary$2<TKey, TValue> extends System.Collections.Generic.IEnumerable$1<System.Collections.Generic.KeyValuePair$2<TKey, TValue>>, System.Collections.IEnumerable, System.Collections.Generic.ICollection$1<System.Collections.Generic.KeyValuePair$2<TKey, TValue>>
{
Keys : System.Collections.Generic.ICollection$1<TKey>
Values : System.Collections.Generic.ICollection$1<TValue>
get_Item ($key: TKey) : TValue
set_Item ($key: TKey, $value: TValue) : void
ContainsKey ($key: TKey) : boolean
Add ($key: TKey, $value: TValue) : void
Remove ($key: TKey) : boolean
TryGetValue ($key: TKey, $value: $Ref<TValue>) : boolean
}
interface IEqualityComparer$1<T>
{
}
class HashSet$1<T> extends System.Object implements System.Collections.Generic.ISet$1<T>, System.Collections.Generic.IEnumerable$1<T>, System.Runtime.Serialization.IDeserializationCallback, System.Collections.IEnumerable, System.Runtime.Serialization.ISerializable, System.Collections.Generic.IReadOnlyCollection$1<T>, System.Collections.Generic.ICollection$1<T>
{
protected [__keep_incompatibility]: never;
public [Symbol.iterator]() : IterableIterator<T>
}
interface ISet$1<T> extends System.Collections.Generic.IEnumerable$1<T>, System.Collections.IEnumerable, System.Collections.Generic.ICollection$1<T>
{
}
}
namespace System.Collections {
interface IEnumerable
{
}
interface ICollection extends System.Collections.IEnumerable
{
}
interface IList extends System.Collections.ICollection, System.Collections.IEnumerable
{
}
interface IStructuralComparable
{
}
interface IStructuralEquatable
{
}
interface IEnumerator
{
}
interface IDictionary extends System.Collections.ICollection, System.Collections.IEnumerable
{
}
interface IDictionaryEnumerator extends System.Collections.IEnumerator
{
}
interface IComparer
{
}
class CollectionBase extends System.Object implements System.Collections.ICollection, System.Collections.IEnumerable, System.Collections.IList
{
protected [__keep_incompatibility]: never;
}
class ArrayList extends System.Object implements System.Collections.ICollection, System.ICloneable, System.Collections.IEnumerable, System.Collections.IList
{
protected [__keep_incompatibility]: never;
}
class ReadOnlyCollectionBase extends System.Object implements System.Collections.ICollection, System.Collections.IEnumerable
{
protected [__keep_incompatibility]: never;
}
class Hashtable extends System.Object implements System.Collections.ICollection, System.ICloneable, System.Collections.IDictionary, System.Runtime.Serialization.IDeserializationCallback, System.Collections.IEnumerable, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Collections.ObjectModel {
class ReadOnlyCollection$1<T> extends System.Object implements System.Collections.Generic.IReadOnlyList$1<T>, System.Collections.ICollection, System.Collections.Generic.IEnumerable$1<T>, System.Collections.IEnumerable, System.Collections.Generic.IList$1<T>, System.Collections.Generic.IReadOnlyCollection$1<T>, System.Collections.IList, System.Collections.Generic.ICollection$1<T>
{
protected [__keep_incompatibility]: never;
public get_Item ($index: number) : T
public set_Item ($index: number, $value: T) : void
public IndexOf ($item: T) : number
public Insert ($index: number, $item: T) : void
public RemoveAt ($index: number) : void
public [Symbol.iterator]() : IterableIterator<T>
}
}
namespace System.Runtime.Serialization {
interface ISerializable
{
}
interface IDeserializationCallback
{
}
class SerializationInfo extends System.Object
{
protected [__keep_incompatibility]: never;
}
class StreamingContext extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Collections.Generic.List$1 {
class Enumerator<T> extends System.ValueType implements System.Collections.Generic.IEnumerator$1<T>, System.Collections.IEnumerator, System.IDisposable
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Collections.Generic.Dictionary$2 {
class KeyCollection<TKey, TValue> extends System.Object implements System.Collections.ICollection, System.Collections.Generic.IEnumerable$1<TKey>, System.Collections.IEnumerable, System.Collections.Generic.IReadOnlyCollection$1<TKey>, System.Collections.Generic.ICollection$1<TKey>
{
protected [__keep_incompatibility]: never;
public [Symbol.iterator]() : IterableIterator<TKey>
}
class ValueCollection<TKey, TValue> extends System.Object implements System.Collections.ICollection, System.Collections.Generic.IEnumerable$1<TValue>, System.Collections.IEnumerable, System.Collections.Generic.IReadOnlyCollection$1<TValue>, System.Collections.Generic.ICollection$1<TValue>
{
protected [__keep_incompatibility]: never;
public [Symbol.iterator]() : IterableIterator<TValue>
}
class Enumerator<TKey, TValue> extends System.ValueType implements System.Collections.IDictionaryEnumerator, System.Collections.Generic.IEnumerator$1<System.Collections.Generic.KeyValuePair$2<TKey, TValue>>, System.Collections.IEnumerator, System.IDisposable
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Reflection {
class MemberInfo extends System.Object implements System.Reflection.ICustomAttributeProvider, System.Runtime.InteropServices._MemberInfo
{
protected [__keep_incompatibility]: never;
}
interface ICustomAttributeProvider
{
}
class MethodBase extends System.Reflection.MemberInfo implements System.Reflection.ICustomAttributeProvider, System.Runtime.InteropServices._MemberInfo, System.Runtime.InteropServices._MethodBase
{
protected [__keep_incompatibility]: never;
}
class MethodInfo extends System.Reflection.MethodBase implements System.Runtime.InteropServices._MethodInfo, System.Reflection.ICustomAttributeProvider, System.Runtime.InteropServices._MemberInfo, System.Runtime.InteropServices._MethodBase
{
protected [__keep_incompatibility]: never;
}
interface IReflect
{
}
interface MemberFilter
{
(m: System.Reflection.MemberInfo, filterCriteria: any) : boolean;
Invoke?: (m: System.Reflection.MemberInfo, filterCriteria: any) => boolean;
}
var MemberFilter: { new (func: (m: System.Reflection.MemberInfo, filterCriteria: any) => boolean): MemberFilter; }
interface TypeFilter
{
(m: System.Type, filterCriteria: any) : boolean;
Invoke?: (m: System.Type, filterCriteria: any) => boolean;
}
var TypeFilter: { new (func: (m: System.Type, filterCriteria: any) => boolean): TypeFilter; }
enum MemberTypes
{ Constructor = 1, Event = 2, Field = 4, Method = 8, Property = 16, TypeInfo = 32, Custom = 64, NestedType = 128, All = 191 }
enum BindingFlags
{ Default = 0, IgnoreCase = 1, DeclaredOnly = 2, Instance = 4, Static = 8, Public = 16, NonPublic = 32, FlattenHierarchy = 64, InvokeMethod = 256, CreateInstance = 512, GetField = 1024, SetField = 2048, GetProperty = 4096, SetProperty = 8192, PutDispProperty = 16384, PutRefDispProperty = 32768, ExactBinding = 65536, SuppressChangeType = 131072, OptionalParamBinding = 262144, IgnoreReturn = 16777216, DoNotWrapExceptions = 33554432 }
class Assembly extends System.Object implements System.Reflection.ICustomAttributeProvider, System.Runtime.InteropServices._Assembly, System.Security.IEvidenceFactory, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
class Module extends System.Object implements System.Runtime.InteropServices._Module, System.Reflection.ICustomAttributeProvider, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
enum GenericParameterAttributes
{ None = 0, VarianceMask = 3, Covariant = 1, Contravariant = 2, SpecialConstraintMask = 28, ReferenceTypeConstraint = 4, NotNullableValueTypeConstraint = 8, DefaultConstructorConstraint = 16 }
enum TypeAttributes
{ VisibilityMask = 7, NotPublic = 0, Public = 1, NestedPublic = 2, NestedPrivate = 3, NestedFamily = 4, NestedAssembly = 5, NestedFamANDAssem = 6, NestedFamORAssem = 7, LayoutMask = 24, AutoLayout = 0, SequentialLayout = 8, ExplicitLayout = 16, ClassSemanticsMask = 32, Class = 0, Interface = 32, Abstract = 128, Sealed = 256, SpecialName = 1024, Import = 4096, Serializable = 8192, WindowsRuntime = 16384, StringFormatMask = 196608, AnsiClass = 0, UnicodeClass = 65536, AutoClass = 131072, CustomFormatClass = 196608, CustomFormatMask = 12582912, BeforeFieldInit = 1048576, RTSpecialName = 2048, HasSecurity = 262144, ReservedMask = 264192 }
class ConstructorInfo extends System.Reflection.MethodBase implements System.Reflection.ICustomAttributeProvider, System.Runtime.InteropServices._MemberInfo, System.Runtime.InteropServices._MethodBase, System.Runtime.InteropServices._ConstructorInfo
{
protected [__keep_incompatibility]: never;
}
class Binder extends System.Object
{
protected [__keep_incompatibility]: never;
}
class ParameterModifier extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
enum CallingConventions
{ Standard = 1, VarArgs = 2, Any = 3, HasThis = 32, ExplicitThis = 64 }
class EventInfo extends System.Reflection.MemberInfo implements System.Runtime.InteropServices._EventInfo, System.Reflection.ICustomAttributeProvider, System.Runtime.InteropServices._MemberInfo
{
protected [__keep_incompatibility]: never;
}
class FieldInfo extends System.Reflection.MemberInfo implements System.Reflection.ICustomAttributeProvider, System.Runtime.InteropServices._FieldInfo, System.Runtime.InteropServices._MemberInfo
{
protected [__keep_incompatibility]: never;
}
class PropertyInfo extends System.Reflection.MemberInfo implements System.Reflection.ICustomAttributeProvider, System.Runtime.InteropServices._PropertyInfo, System.Runtime.InteropServices._MemberInfo
{
protected [__keep_incompatibility]: never;
}
class InterfaceMapping extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class AssemblyName extends System.Object implements System.ICloneable, System.Runtime.InteropServices._AssemblyName, System.Runtime.Serialization.IDeserializationCallback, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Runtime.InteropServices {
interface _MemberInfo
{
}
interface _MethodBase
{
}
interface _MethodInfo
{
}
interface _Type
{
}
interface _Assembly
{
}
interface _Module
{
}
interface _Attribute
{
}
class StructLayoutAttribute extends System.Attribute implements System.Runtime.InteropServices._Attribute
{
protected [__keep_incompatibility]: never;
}
interface _ConstructorInfo
{
}
interface _EventInfo
{
}
interface _FieldInfo
{
}
interface _PropertyInfo
{
}
interface _AssemblyName
{
}
interface _Exception
{
}
class ExternalException extends System.SystemException implements System.Runtime.InteropServices._Exception, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
class SafeHandle extends System.Runtime.ConstrainedExecution.CriticalFinalizerObject implements System.IDisposable
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Security {
interface IEvidenceFactory
{
}
class SecureString extends System.Object implements System.IDisposable
{
protected [__keep_incompatibility]: never;
}
interface IPermission extends System.Security.ISecurityEncodable
{
}
interface ISecurityEncodable
{
}
class CodeAccessPermission extends System.Object implements System.Security.IPermission, System.Security.ISecurityEncodable, System.Security.IStackWalk
{
protected [__keep_incompatibility]: never;
}
interface IStackWalk
{
}
class SecurityElement extends System.Object
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Globalization {
class CultureInfo extends System.Object implements System.IFormatProvider, System.ICloneable
{
protected [__keep_incompatibility]: never;
}
}
namespace System.IO {
class File extends System.Object
{
protected [__keep_incompatibility]: never;
public static OpenText ($path: string) : System.IO.StreamReader
public static CreateText ($path: string) : System.IO.StreamWriter
public static AppendText ($path: string) : System.IO.StreamWriter
public static Copy ($sourceFileName: string, $destFileName: string) : void
public static Copy ($sourceFileName: string, $destFileName: string, $overwrite: boolean) : void
public static Create ($path: string) : System.IO.FileStream
public static Create ($path: string, $bufferSize: number) : System.IO.FileStream
public static Create ($path: string, $bufferSize: number, $options: System.IO.FileOptions) : System.IO.FileStream
public static Delete ($path: string) : void
public static Exists ($path: string) : boolean
public static Open ($path: string, $mode: System.IO.FileMode) : System.IO.FileStream
public static Open ($path: string, $mode: System.IO.FileMode, $access: System.IO.FileAccess) : System.IO.FileStream
public static Open ($path: string, $mode: System.IO.FileMode, $access: System.IO.FileAccess, $share: System.IO.FileShare) : System.IO.FileStream
public static SetCreationTime ($path: string, $creationTime: System.DateTime) : void
public static SetCreationTimeUtc ($path: string, $creationTimeUtc: System.DateTime) : void
public static GetCreationTime ($path: string) : System.DateTime
public static GetCreationTimeUtc ($path: string) : System.DateTime
public static SetLastAccessTime ($path: string, $lastAccessTime: System.DateTime) : void
public static SetLastAccessTimeUtc ($path: string, $lastAccessTimeUtc: System.DateTime) : void
public static GetLastAccessTime ($path: string) : System.DateTime
public static GetLastAccessTimeUtc ($path: string) : System.DateTime
public static SetLastWriteTime ($path: string, $lastWriteTime: System.DateTime) : void
public static SetLastWriteTimeUtc ($path: string, $lastWriteTimeUtc: System.DateTime) : void
public static GetLastWriteTime ($path: string) : System.DateTime
public static GetLastWriteTimeUtc ($path: string) : System.DateTime
public static GetAttributes ($path: string) : System.IO.FileAttributes
public static SetAttributes ($path: string, $fileAttributes: System.IO.FileAttributes) : void
public static OpenRead ($path: string) : System.IO.FileStream
public static OpenWrite ($path: string) : System.IO.FileStream
public static ReadAllText ($path: string) : string
public static ReadAllText ($path: string, $encoding: System.Text.Encoding) : string
public static WriteAllText ($path: string, $contents: string) : void
public static WriteAllText ($path: string, $contents: string, $encoding: System.Text.Encoding) : void
public static ReadAllBytes ($path: string) : System.Array$1<number>
public static WriteAllBytes ($path: string, $bytes: System.Array$1<number>) : void
public static ReadAllLines ($path: string) : System.Array$1<string>
public static ReadAllLines ($path: string, $encoding: System.Text.Encoding) : System.Array$1<string>
public static ReadLines ($path: string) : System.Collections.Generic.IEnumerable$1<string>
public static ReadLines ($path: string, $encoding: System.Text.Encoding) : System.Collections.Generic.IEnumerable$1<string>
public static WriteAllLines ($path: string, $contents: System.Array$1<string>) : void
public static WriteAllLines ($path: string, $contents: System.Collections.Generic.IEnumerable$1<string>) : void
public static WriteAllLines ($path: string, $contents: System.Array$1<string>, $encoding: System.Text.Encoding) : void
public static WriteAllLines ($path: string, $contents: System.Collections.Generic.IEnumerable$1<string>, $encoding: System.Text.Encoding) : void
public static AppendAllText ($path: string, $contents: string) : void
public static AppendAllText ($path: string, $contents: string, $encoding: System.Text.Encoding) : void
public static AppendAllLines ($path: string, $contents: System.Collections.Generic.IEnumerable$1<string>) : void
public static AppendAllLines ($path: string, $contents: System.Collections.Generic.IEnumerable$1<string>, $encoding: System.Text.Encoding) : void
public static Replace ($sourceFileName: string, $destinationFileName: string, $destinationBackupFileName: string) : void
public static Replace ($sourceFileName: string, $destinationFileName: string, $destinationBackupFileName: string, $ignoreMetadataErrors: boolean) : void
public static Move ($sourceFileName: string, $destFileName: string) : void
public static Encrypt ($path: string) : void
public static Decrypt ($path: string) : void
public static ReadAllTextAsync ($path: string, $cancellationToken?: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<string>
public static ReadAllTextAsync ($path: string, $encoding: System.Text.Encoding, $cancellationToken?: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<string>
public static WriteAllTextAsync ($path: string, $contents: string, $cancellationToken?: System.Threading.CancellationToken) : $Task<any>
public static WriteAllTextAsync ($path: string, $contents: string, $encoding: System.Text.Encoding, $cancellationToken?: System.Threading.CancellationToken) : $Task<any>
public static ReadAllBytesAsync ($path: string, $cancellationToken?: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<System.Array$1<number>>
public static WriteAllBytesAsync ($path: string, $bytes: System.Array$1<number>, $cancellationToken?: System.Threading.CancellationToken) : $Task<any>
public static ReadAllLinesAsync ($path: string, $cancellationToken?: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<System.Array$1<string>>
public static ReadAllLinesAsync ($path: string, $encoding: System.Text.Encoding, $cancellationToken?: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<System.Array$1<string>>
public static WriteAllLinesAsync ($path: string, $contents: System.Collections.Generic.IEnumerable$1<string>, $cancellationToken?: System.Threading.CancellationToken) : $Task<any>
public static WriteAllLinesAsync ($path: string, $contents: System.Collections.Generic.IEnumerable$1<string>, $encoding: System.Text.Encoding, $cancellationToken?: System.Threading.CancellationToken) : $Task<any>
public static AppendAllTextAsync ($path: string, $contents: string, $cancellationToken?: System.Threading.CancellationToken) : $Task<any>
public static AppendAllTextAsync ($path: string, $contents: string, $encoding: System.Text.Encoding, $cancellationToken?: System.Threading.CancellationToken) : $Task<any>
public static AppendAllLinesAsync ($path: string, $contents: System.Collections.Generic.IEnumerable$1<string>, $cancellationToken?: System.Threading.CancellationToken) : $Task<any>
public static AppendAllLinesAsync ($path: string, $contents: System.Collections.Generic.IEnumerable$1<string>, $encoding: System.Text.Encoding, $cancellationToken?: System.Threading.CancellationToken) : $Task<any>
public static Create ($path: string, $bufferSize: number, $options: System.IO.FileOptions, $fileSecurity: System.Security.AccessControl.FileSecurity) : System.IO.FileStream
public static GetAccessControl ($path: string) : System.Security.AccessControl.FileSecurity
public static GetAccessControl ($path: string, $includeSections: System.Security.AccessControl.AccessControlSections) : System.Security.AccessControl.FileSecurity
public static SetAccessControl ($path: string, $fileSecurity: System.Security.AccessControl.FileSecurity) : void
}
class TextReader extends System.MarshalByRefObject implements System.IDisposable
{
protected [__keep_incompatibility]: never;
}
class StreamReader extends System.IO.TextReader implements System.IDisposable
{
protected [__keep_incompatibility]: never;
}
class TextWriter extends System.MarshalByRefObject implements System.IAsyncDisposable, System.IDisposable
{
protected [__keep_incompatibility]: never;
}
class StreamWriter extends System.IO.TextWriter implements System.IAsyncDisposable, System.IDisposable
{
protected [__keep_incompatibility]: never;
}
class Stream extends System.MarshalByRefObject implements System.IAsyncDisposable, System.IDisposable
{
protected [__keep_incompatibility]: never;
}
class FileStream extends System.IO.Stream implements System.IAsyncDisposable, System.IDisposable
{
protected [__keep_incompatibility]: never;
}
enum FileOptions
{ None = 0, WriteThrough = -2147483648, Asynchronous = 1073741824, RandomAccess = 268435456, DeleteOnClose = 67108864, SequentialScan = 134217728, Encrypted = 16384 }
enum FileMode
{ CreateNew = 1, Create = 2, Open = 3, OpenOrCreate = 4, Truncate = 5, Append = 6 }
enum FileAccess
{ Read = 1, Write = 2, ReadWrite = 3 }
enum FileShare
{ None = 0, Read = 1, Write = 2, ReadWrite = 3, Delete = 4, Inheritable = 16 }
enum FileAttributes
{ ReadOnly = 1, Hidden = 2, System = 4, Directory = 16, Archive = 32, Device = 64, Normal = 128, Temporary = 256, SparseFile = 512, ReparsePoint = 1024, Compressed = 2048, Offline = 4096, NotContentIndexed = 8192, Encrypted = 16384, IntegrityStream = 32768, NoScrubData = 131072 }
class Directory extends System.Object
{
protected [__keep_incompatibility]: never;
public static GetParent ($path: string) : System.IO.DirectoryInfo
public static CreateDirectory ($path: string) : System.IO.DirectoryInfo
public static Exists ($path: string) : boolean
public static SetCreationTime ($path: string, $creationTime: System.DateTime) : void
public static SetCreationTimeUtc ($path: string, $creationTimeUtc: System.DateTime) : void
public static GetCreationTime ($path: string) : System.DateTime
public static GetCreationTimeUtc ($path: string) : System.DateTime
public static SetLastWriteTime ($path: string, $lastWriteTime: System.DateTime) : void
public static SetLastWriteTimeUtc ($path: string, $lastWriteTimeUtc: System.DateTime) : void
public static GetLastWriteTime ($path: string) : System.DateTime
public static GetLastWriteTimeUtc ($path: string) : System.DateTime
public static SetLastAccessTime ($path: string, $lastAccessTime: System.DateTime) : void
public static SetLastAccessTimeUtc ($path: string, $lastAccessTimeUtc: System.DateTime) : void
public static GetLastAccessTime ($path: string) : System.DateTime
public static GetLastAccessTimeUtc ($path: string) : System.DateTime
public static GetFiles ($path: string) : System.Array$1<string>
public static GetFiles ($path: string, $searchPattern: string) : System.Array$1<string>
public static GetFiles ($path: string, $searchPattern: string, $searchOption: System.IO.SearchOption) : System.Array$1<string>
public static GetFiles ($path: string, $searchPattern: string, $enumerationOptions: System.IO.EnumerationOptions) : System.Array$1<string>
public static GetDirectories ($path: string) : System.Array$1<string>
public static GetDirectories ($path: string, $searchPattern: string) : System.Array$1<string>
public static GetDirectories ($path: string, $searchPattern: string, $searchOption: System.IO.SearchOption) : System.Array$1<string>
public static GetDirectories ($path: string, $searchPattern: string, $enumerationOptions: System.IO.EnumerationOptions) : System.Array$1<string>
public static GetFileSystemEntries ($path: string) : System.Array$1<string>
public static GetFileSystemEntries ($path: string, $searchPattern: string) : System.Array$1<string>
public static GetFileSystemEntries ($path: string, $searchPattern: string, $searchOption: System.IO.SearchOption) : System.Array$1<string>
public static GetFileSystemEntries ($path: string, $searchPattern: string, $enumerationOptions: System.IO.EnumerationOptions) : System.Array$1<string>
public static EnumerateDirectories ($path: string) : System.Collections.Generic.IEnumerable$1<string>
public static EnumerateDirectories ($path: string, $searchPattern: string) : System.Collections.Generic.IEnumerable$1<string>
public static EnumerateDirectories ($path: string, $searchPattern: string, $searchOption: System.IO.SearchOption) : System.Collections.Generic.IEnumerable$1<string>
public static EnumerateDirectories ($path: string, $searchPattern: string, $enumerationOptions: System.IO.EnumerationOptions) : System.Collections.Generic.IEnumerable$1<string>
public static EnumerateFiles ($path: string) : System.Collections.Generic.IEnumerable$1<string>
public static EnumerateFiles ($path: string, $searchPattern: string) : System.Collections.Generic.IEnumerable$1<string>
public static EnumerateFiles ($path: string, $searchPattern: string, $searchOption: System.IO.SearchOption) : System.Collections.Generic.IEnumerable$1<string>
public static EnumerateFiles ($path: string, $searchPattern: string, $enumerationOptions: System.IO.EnumerationOptions) : System.Collections.Generic.IEnumerable$1<string>
public static EnumerateFileSystemEntries ($path: string) : System.Collections.Generic.IEnumerable$1<string>
public static EnumerateFileSystemEntries ($path: string, $searchPattern: string) : System.Collections.Generic.IEnumerable$1<string>
public static EnumerateFileSystemEntries ($path: string, $searchPattern: string, $searchOption: System.IO.SearchOption) : System.Collections.Generic.IEnumerable$1<string>
public static EnumerateFileSystemEntries ($path: string, $searchPattern: string, $enumerationOptions: System.IO.EnumerationOptions) : System.Collections.Generic.IEnumerable$1<string>
public static GetDirectoryRoot ($path: string) : string
public static GetCurrentDirectory () : string
public static SetCurrentDirectory ($path: string) : void
public static Move ($sourceDirName: string, $destDirName: string) : void
public static Delete ($path: string) : void
public static Delete ($path: string, $recursive: boolean) : void
public static GetLogicalDrives () : System.Array$1<string>
public static CreateDirectory ($path: string, $directorySecurity: System.Security.AccessControl.DirectorySecurity) : System.IO.DirectoryInfo
public static GetAccessControl ($path: string, $includeSections: System.Security.AccessControl.AccessControlSections) : System.Security.AccessControl.DirectorySecurity
public static GetAccessControl ($path: string) : System.Security.AccessControl.DirectorySecurity
public static SetAccessControl ($path: string, $directorySecurity: System.Security.AccessControl.DirectorySecurity) : void
}
class FileSystemInfo extends System.MarshalByRefObject implements System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
class DirectoryInfo extends System.IO.FileSystemInfo implements System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
public get Parent(): System.IO.DirectoryInfo;
public get Root(): System.IO.DirectoryInfo;
public CreateSubdirectory ($path: string) : System.IO.DirectoryInfo
public Create () : void
public GetFiles () : System.Array$1<System.IO.FileInfo>
public GetFiles ($searchPattern: string) : System.Array$1<System.IO.FileInfo>
public GetFiles ($searchPattern: string, $searchOption: System.IO.SearchOption) : System.Array$1<System.IO.FileInfo>
public GetFiles ($searchPattern: string, $enumerationOptions: System.IO.EnumerationOptions) : System.Array$1<System.IO.FileInfo>
public GetFileSystemInfos () : System.Array$1<System.IO.FileSystemInfo>
public GetFileSystemInfos ($searchPattern: string) : System.Array$1<System.IO.FileSystemInfo>
public GetFileSystemInfos ($searchPattern: string, $searchOption: System.IO.SearchOption) : System.Array$1<System.IO.FileSystemInfo>
public GetFileSystemInfos ($searchPattern: string, $enumerationOptions: System.IO.EnumerationOptions) : System.Array$1<System.IO.FileSystemInfo>
public GetDirectories () : System.Array$1<System.IO.DirectoryInfo>
public GetDirectories ($searchPattern: string) : System.Array$1<System.IO.DirectoryInfo>
public GetDirectories ($searchPattern: string, $searchOption: System.IO.SearchOption) : System.Array$1<System.IO.DirectoryInfo>
public GetDirectories ($searchPattern: string, $enumerationOptions: System.IO.EnumerationOptions) : System.Array$1<System.IO.DirectoryInfo>
public EnumerateDirectories () : System.Collections.Generic.IEnumerable$1<System.IO.DirectoryInfo>
public EnumerateDirectories ($searchPattern: string) : System.Collections.Generic.IEnumerable$1<System.IO.DirectoryInfo>
public EnumerateDirectories ($searchPattern: string, $searchOption: System.IO.SearchOption) : System.Collections.Generic.IEnumerable$1<System.IO.DirectoryInfo>
public EnumerateDirectories ($searchPattern: string, $enumerationOptions: System.IO.EnumerationOptions) : System.Collections.Generic.IEnumerable$1<System.IO.DirectoryInfo>
public EnumerateFiles () : System.Collections.Generic.IEnumerable$1<System.IO.FileInfo>
public EnumerateFiles ($searchPattern: string) : System.Collections.Generic.IEnumerable$1<System.IO.FileInfo>
public EnumerateFiles ($searchPattern: string, $searchOption: System.IO.SearchOption) : System.Collections.Generic.IEnumerable$1<System.IO.FileInfo>
public EnumerateFiles ($searchPattern: string, $enumerationOptions: System.IO.EnumerationOptions) : System.Collections.Generic.IEnumerable$1<System.IO.FileInfo>
public EnumerateFileSystemInfos () : System.Collections.Generic.IEnumerable$1<System.IO.FileSystemInfo>
public EnumerateFileSystemInfos ($searchPattern: string) : System.Collections.Generic.IEnumerable$1<System.IO.FileSystemInfo>
public EnumerateFileSystemInfos ($searchPattern: string, $searchOption: System.IO.SearchOption) : System.Collections.Generic.IEnumerable$1<System.IO.FileSystemInfo>
public EnumerateFileSystemInfos ($searchPattern: string, $enumerationOptions: System.IO.EnumerationOptions) : System.Collections.Generic.IEnumerable$1<System.IO.FileSystemInfo>
public MoveTo ($destDirName: string) : void
public Delete () : void
public Delete ($recursive: boolean) : void
public Create ($directorySecurity: System.Security.AccessControl.DirectorySecurity) : void
public CreateSubdirectory ($path: string, $directorySecurity: System.Security.AccessControl.DirectorySecurity) : System.IO.DirectoryInfo
public GetAccessControl () : System.Security.AccessControl.DirectorySecurity
public GetAccessControl ($includeSections: System.Security.AccessControl.AccessControlSections) : System.Security.AccessControl.DirectorySecurity
public SetAccessControl ($directorySecurity: System.Security.AccessControl.DirectorySecurity) : void
public constructor ($path: string)
public constructor ()
}
enum SearchOption
{ TopDirectoryOnly = 0, AllDirectories = 1 }
class EnumerationOptions extends System.Object
{
protected [__keep_incompatibility]: never;
}
class FileInfo extends System.IO.FileSystemInfo implements System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
public get Length(): bigint;
public get DirectoryName(): string;
public get Directory(): System.IO.DirectoryInfo;
public get IsReadOnly(): boolean;
public set IsReadOnly(value: boolean);
public get Name(): string;
public OpenText () : System.IO.StreamReader
public CreateText () : System.IO.StreamWriter
public AppendText () : System.IO.StreamWriter
public CopyTo ($destFileName: string) : System.IO.FileInfo
public CopyTo ($destFileName: string, $overwrite: boolean) : System.IO.FileInfo
public Create () : System.IO.FileStream
public Open ($mode: System.IO.FileMode) : System.IO.FileStream
public Open ($mode: System.IO.FileMode, $access: System.IO.FileAccess) : System.IO.FileStream
public Open ($mode: System.IO.FileMode, $access: System.IO.FileAccess, $share: System.IO.FileShare) : System.IO.FileStream
public OpenRead () : System.IO.FileStream
public OpenWrite () : System.IO.FileStream
public MoveTo ($destFileName: string) : void
public Replace ($destinationFileName: string, $destinationBackupFileName: string) : System.IO.FileInfo
public Replace ($destinationFileName: string, $destinationBackupFileName: string, $ignoreMetadataErrors: boolean) : System.IO.FileInfo
public Decrypt () : void
public Encrypt () : void
public GetAccessControl () : System.Security.AccessControl.FileSecurity
public GetAccessControl ($includeSections: System.Security.AccessControl.AccessControlSections) : System.Security.AccessControl.FileSecurity
public SetAccessControl ($fileSecurity: System.Security.AccessControl.FileSecurity) : void
public constructor ($fileName: string)
public constructor ()
}
class Path extends System.Object
{
protected [__keep_incompatibility]: never;
public static AltDirectorySeparatorChar : number
public static DirectorySeparatorChar : number
public static PathSeparator : number
public static VolumeSeparatorChar : number
public static ChangeExtension ($path: string, $extension: string) : string
public static Combine ($path1: string, $path2: string) : string
public static GetDirectoryName ($path: string) : string
public static GetExtension ($path: string) : string
public static GetFileName ($path: string) : string
public static GetFileNameWithoutExtension ($path: string) : string
public static GetFullPath ($path: string) : string
public static GetPathRoot ($path: string) : string
public static GetTempFileName () : string
public static GetTempPath () : string
public static HasExtension ($path: string) : boolean
public static IsPathRooted ($path: string) : boolean
public static GetInvalidFileNameChars () : System.Array$1<number>
public static GetInvalidPathChars () : System.Array$1<number>
public static GetRandomFileName () : string
public static Combine (...paths: string[]) : string
public static Combine ($path1: string, $path2: string, $path3: string) : string
public static Combine ($path1: string, $path2: string, $path3: string, $path4: string) : string
public static GetRelativePath ($relativeTo: string, $path: string) : string
public static IsPathFullyQualified ($path: string) : boolean
public static GetFullPath ($path: string, $basePath: string) : string
}
}
namespace System.Text {
class Encoding extends System.Object implements System.ICloneable
{
protected [__keep_incompatibility]: never;
}
class StringBuilder extends System.Object implements System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Threading.Tasks {
class Task extends System.Object implements System.IAsyncResult, System.Threading.IThreadPoolWorkItem, System.IDisposable
{
protected [__keep_incompatibility]: never;
}
class Task$1<TResult> extends System.Threading.Tasks.Task implements System.IAsyncResult, System.Threading.IThreadPoolWorkItem, System.IDisposable
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Threading {
interface IThreadPoolWorkItem
{
}
class CancellationToken extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Security.AccessControl {
class ObjectSecurity extends System.Object
{
protected [__keep_incompatibility]: never;
}
class CommonObjectSecurity extends System.Security.AccessControl.ObjectSecurity
{
protected [__keep_incompatibility]: never;
}
class NativeObjectSecurity extends System.Security.AccessControl.CommonObjectSecurity
{
protected [__keep_incompatibility]: never;
}
class FileSystemSecurity extends System.Security.AccessControl.NativeObjectSecurity
{
protected [__keep_incompatibility]: never;
}
class FileSecurity extends System.Security.AccessControl.FileSystemSecurity
{
protected [__keep_incompatibility]: never;
}
enum AccessControlSections
{ None = 0, Audit = 1, Access = 2, Owner = 4, Group = 8, All = 15 }
class DirectorySecurity extends System.Security.AccessControl.FileSystemSecurity
{
protected [__keep_incompatibility]: never;
}
}
namespace UnityEngine {
/** Base class for all objects Unity can reference.
*/
class Object extends System.Object
{
protected [__keep_incompatibility]: never;
/** The name of the object.
*/
public get name(): string;
public set name(value: string);
/** Should the object be hidden, saved with the Scene or modifiable by the user?
*/
public get hideFlags(): UnityEngine.HideFlags;
public set hideFlags(value: UnityEngine.HideFlags);
/** Gets the instance ID of the object.
* @returns Returns the instance ID of the object.
*/
public GetInstanceID () : number
public static op_Implicit ($exists: UnityEngine.Object) : boolean
/** Clones the object original and returns the clone.
* @param $original An existing object that you want to make a copy of.
* @param $position Position for the new object.
* @param $rotation Orientation of the new object.
* @param $parent Parent that will be assigned to the new object.
* @param $instantiateInWorldSpace When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Objects position relative to its new parent.
* @returns The instantiated clone.
*/
public static Instantiate ($original: UnityEngine.Object, $position: UnityEngine.Vector3, $rotation: UnityEngine.Quaternion) : UnityEngine.Object
/** Clones the object original and returns the clone.
* @param $original An existing object that you want to make a copy of.
* @param $position Position for the new object.
* @param $rotation Orientation of the new object.
* @param $parent Parent that will be assigned to the new object.
* @param $instantiateInWorldSpace When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Objects position relative to its new parent.
* @returns The instantiated clone.
*/
public static Instantiate ($original: UnityEngine.Object, $position: UnityEngine.Vector3, $rotation: UnityEngine.Quaternion, $parent: UnityEngine.Transform) : UnityEngine.Object
/** Clones the object original and returns the clone.
* @param $original An existing object that you want to make a copy of.
* @param $position Position for the new object.
* @param $rotation Orientation of the new object.
* @param $parent Parent that will be assigned to the new object.
* @param $instantiateInWorldSpace When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Objects position relative to its new parent.
* @returns The instantiated clone.
*/
public static Instantiate ($original: UnityEngine.Object) : UnityEngine.Object
/** Clones the object original and returns the clone.
* @param $original An existing object that you want to make a copy of.
* @param $position Position for the new object.
* @param $rotation Orientation of the new object.
* @param $parent Parent that will be assigned to the new object.
* @param $instantiateInWorldSpace When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Objects position relative to its new parent.
* @returns The instantiated clone.
*/
public static Instantiate ($original: UnityEngine.Object, $parent: UnityEngine.Transform) : UnityEngine.Object
/** Clones the object original and returns the clone.
* @param $original An existing object that you want to make a copy of.
* @param $position Position for the new object.
* @param $rotation Orientation of the new object.
* @param $parent Parent that will be assigned to the new object.
* @param $instantiateInWorldSpace When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Objects position relative to its new parent.
* @returns The instantiated clone.
*/
public static Instantiate ($original: UnityEngine.Object, $parent: UnityEngine.Transform, $instantiateInWorldSpace: boolean) : UnityEngine.Object
public static Instantiate ($original: UnityEngine.Object, $parent: UnityEngine.Transform, $worldPositionStays: boolean) : UnityEngine.Object
/** Removes a GameObject, component or asset.
* @param $obj The object to destroy.
* @param $t The optional amount of time to delay before destroying the object.
*/
public static Destroy ($obj: UnityEngine.Object, $t: number) : void
/** Removes a GameObject, component or asset.
* @param $obj The object to destroy.
* @param $t The optional amount of time to delay before destroying the object.
*/
public static Destroy ($obj: UnityEngine.Object) : void
/** Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
* @param $obj Object to be destroyed.
* @param $allowDestroyingAssets Set to true to allow assets to be destroyed.
*/
public static DestroyImmediate ($obj: UnityEngine.Object, $allowDestroyingAssets: boolean) : void
/** Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
* @param $obj Object to be destroyed.
* @param $allowDestroyingAssets Set to true to allow assets to be destroyed.
*/
public static DestroyImmediate ($obj: UnityEngine.Object) : void
/** Gets a list of all loaded objects of Type type.
* @param $type The type of object to find.
* @param $includeInactive If true, components attached to inactive GameObjects are also included.
* @returns The array of objects found matching the type specified.
*/
public static FindObjectsOfType ($type: System.Type) : System.Array$1<UnityEngine.Object>
/** Gets a list of all loaded objects of Type type.
* @param $type The type of object to find.
* @param $includeInactive If true, components attached to inactive GameObjects are also included.
* @returns The array of objects found matching the type specified.
*/
public static FindObjectsOfType ($type: System.Type, $includeInactive: boolean) : System.Array$1<UnityEngine.Object>
/** Retrieves a list of all loaded objects of Type type.
* @param $type The type of object to find.
* @param $findObjectsInactive Whether to include components attached to inactive GameObjects. If you don't specify this parameter, this function doesn't include inactive objects in the results.
* @param $sortMode Whether and how to sort the returned array. Not sorting the array makes this function run significantly faster.
* @returns The array of objects found matching the type specified.
*/
public static FindObjectsByType ($type: System.Type, $sortMode: UnityEngine.FindObjectsSortMode) : System.Array$1<UnityEngine.Object>
/** Retrieves a list of all loaded objects of Type type.
* @param $type The type of object to find.
* @param $findObjectsInactive Whether to include components attached to inactive GameObjects. If you don't specify this parameter, this function doesn't include inactive objects in the results.
* @param $sortMode Whether and how to sort the returned array. Not sorting the array makes this function run significantly faster.
* @returns The array of objects found matching the type specified.
*/
public static FindObjectsByType ($type: System.Type, $findObjectsInactive: UnityEngine.FindObjectsInactive, $sortMode: UnityEngine.FindObjectsSortMode) : System.Array$1<UnityEngine.Object>
/** Do not destroy the target Object when loading a new Scene.
* @param $target An Object not destroyed on Scene change.
*/
public static DontDestroyOnLoad ($target: UnityEngine.Object) : void
/** Returns the first active loaded object of Type type.
* @param $type The type of object to find.
* @returns Object The first active loaded object that matches the specified type. It returns null if no Object matches the type.
*/
public static FindObjectOfType ($type: System.Type) : UnityEngine.Object
/** Retrieves the first active loaded object of Type type.
* @param $type The type of object to find.
* @param $findObjectsInactive Whether to include components attached to inactive GameObjects. If you don't specify this parameter, this function doesn't include inactive objects in the results.
* @returns Returns the first active loaded object that matches the specified type. If no object matches the specified type, returns null.
*/
public static FindFirstObjectByType ($type: System.Type) : UnityEngine.Object
/** Retrieves any active loaded object of Type type.
* @param $type The type of object to find.
* @param $findObjectsInactive Whether to include components attached to inactive GameObjects. If you don't specify this parameter, this function doesn't include inactive objects in the results.
* @returns Returns an arbitrary active loaded object that matches the specified type. If no object matches the specified type, returns null.
*/
public static FindAnyObjectByType ($type: System.Type) : UnityEngine.Object
/** Returns the first active loaded object of Type type.
* @param $type The type of object to find.
* @returns Object The first active loaded object that matches the specified type. It returns null if no Object matches the type.
*/
public static FindObjectOfType ($type: System.Type, $includeInactive: boolean) : UnityEngine.Object
/** Retrieves the first active loaded object of Type type.
* @param $type The type of object to find.
* @param $findObjectsInactive Whether to include components attached to inactive GameObjects. If you don't specify this parameter, this function doesn't include inactive objects in the results.
* @returns Returns the first active loaded object that matches the specified type. If no object matches the specified type, returns null.
*/
public static FindFirstObjectByType ($type: System.Type, $findObjectsInactive: UnityEngine.FindObjectsInactive) : UnityEngine.Object
/** Retrieves any active loaded object of Type type.
* @param $type The type of object to find.
* @param $findObjectsInactive Whether to include components attached to inactive GameObjects. If you don't specify this parameter, this function doesn't include inactive objects in the results.
* @returns Returns an arbitrary active loaded object that matches the specified type. If no object matches the specified type, returns null.
*/
public static FindAnyObjectByType ($type: System.Type, $findObjectsInactive: UnityEngine.FindObjectsInactive) : UnityEngine.Object
public static op_Equality ($x: UnityEngine.Object, $y: UnityEngine.Object) : boolean
public static op_Inequality ($x: UnityEngine.Object, $y: UnityEngine.Object) : boolean
public constructor ()
}
/** Representation of 3D vectors and points.
*/
class Vector3 extends System.ValueType implements System.IEquatable$1<UnityEngine.Vector3>, System.IFormattable
{
protected [__keep_incompatibility]: never;
public static kEpsilon : number
public static kEpsilonNormalSqrt : number
/** X component of the vector.
*/
public x : number
/** Y component of the vector.
*/
public y : number
/** Z component of the vector.
*/
public z : number
/** Returns this vector with a magnitude of 1 (Read Only).
*/
public get normalized(): UnityEngine.Vector3;
/** Returns the length of this vector (Read Only).
*/
public get magnitude(): number;
/** Returns the squared length of this vector (Read Only).
*/
public get sqrMagnitude(): number;
/** Shorthand for writing Vector3(0, 0, 0).
*/
public static get zero(): UnityEngine.Vector3;
/** Shorthand for writing Vector3(1, 1, 1).
*/
public static get one(): UnityEngine.Vector3;
/** Shorthand for writing Vector3(0, 0, 1).
*/
public static get forward(): UnityEngine.Vector3;
/** Shorthand for writing Vector3(0, 0, -1).
*/
public static get back(): UnityEngine.Vector3;
/** Shorthand for writing Vector3(0, 1, 0).
*/
public static get up(): UnityEngine.Vector3;
/** Shorthand for writing Vector3(0, -1, 0).
*/
public static get down(): UnityEngine.Vector3;
/** Shorthand for writing Vector3(-1, 0, 0).
*/
public static get left(): UnityEngine.Vector3;
/** Shorthand for writing Vector3(1, 0, 0).
*/
public static get right(): UnityEngine.Vector3;
/** Shorthand for writing Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity).
*/
public static get positiveInfinity(): UnityEngine.Vector3;
/** Shorthand for writing Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity).
*/
public static get negativeInfinity(): UnityEngine.Vector3;
/** Spherically interpolates between two vectors.
*/
public static Slerp ($a: UnityEngine.Vector3, $b: UnityEngine.Vector3, $t: number) : UnityEngine.Vector3
/** Spherically interpolates between two vectors.
*/
public static SlerpUnclamped ($a: UnityEngine.Vector3, $b: UnityEngine.Vector3, $t: number) : UnityEngine.Vector3
/** Makes vectors normalized and orthogonal to each other.
*/
public static OrthoNormalize ($normal: $Ref<UnityEngine.Vector3>, $tangent: $Ref<UnityEngine.Vector3>) : void
/** Makes vectors normalized and orthogonal to each other.
*/
public static OrthoNormalize ($normal: $Ref<UnityEngine.Vector3>, $tangent: $Ref<UnityEngine.Vector3>, $binormal: $Ref<UnityEngine.Vector3>) : void
/** Rotates a vector current towards target.
* @param $current The vector being managed.
* @param $target The vector.
* @param $maxRadiansDelta The maximum angle in radians allowed for this rotation.
* @param $maxMagnitudeDelta The maximum allowed change in vector magnitude for this rotation.
* @returns The location that RotateTowards generates.
*/
public static RotateTowards ($current: UnityEngine.Vector3, $target: UnityEngine.Vector3, $maxRadiansDelta: number, $maxMagnitudeDelta: number) : UnityEngine.Vector3
/** Linearly interpolates between two points.
* @param $a Start value, returned when t = 0.
* @param $b End value, returned when t = 1.
* @param $t Value used to interpolate between a and b.
* @returns Interpolated value, equals to a + (b - a) * t.
*/
public static Lerp ($a: UnityEngine.Vector3, $b: UnityEngine.Vector3, $t: number) : UnityEngine.Vector3
/** Linearly interpolates between two vectors.
*/
public static LerpUnclamped ($a: UnityEngine.Vector3, $b: UnityEngine.Vector3, $t: number) : UnityEngine.Vector3
/** Calculate a position between the points specified by current and target, moving no farther than the distance specified by maxDistanceDelta.
* @param $current The position to move from.
* @param $target The position to move towards.
* @param $maxDistanceDelta Distance to move current per call.
* @returns The new position.
*/
public static MoveTowards ($current: UnityEngine.Vector3, $target: UnityEngine.Vector3, $maxDistanceDelta: number) : UnityEngine.Vector3
/** Gradually changes a vector towards a desired goal over time.
* @param $current The current position.
* @param $target The position we are trying to reach.
* @param $currentVelocity The current velocity, this value is modified by the function every time you call it.
* @param $smoothTime Approximately the time it will take to reach the target. A smaller value will reach the target faster.
* @param $maxSpeed Optionally allows you to clamp the maximum speed.
* @param $deltaTime The time since the last call to this function. By default Time.deltaTime.
*/
public static SmoothDamp ($current: UnityEngine.Vector3, $target: UnityEngine.Vector3, $currentVelocity: $Ref<UnityEngine.Vector3>, $smoothTime: number, $maxSpeed: number) : UnityEngine.Vector3
/** Gradually changes a vector towards a desired goal over time.
* @param $current The current position.
* @param $target The position we are trying to reach.
* @param $currentVelocity The current velocity, this value is modified by the function every time you call it.
* @param $smoothTime Approximately the time it will take to reach the target. A smaller value will reach the target faster.
* @param $maxSpeed Optionally allows you to clamp the maximum speed.
* @param $deltaTime The time since the last call to this function. By default Time.deltaTime.
*/
public static SmoothDamp ($current: UnityEngine.Vector3, $target: UnityEngine.Vector3, $currentVelocity: $Ref<UnityEngine.Vector3>, $smoothTime: number) : UnityEngine.Vector3
/** Gradually changes a vector towards a desired goal over time.
* @param $current The current position.
* @param $target The position we are trying to reach.
* @param $currentVelocity The current velocity, this value is modified by the function every time you call it.
* @param $smoothTime Approximately the time it will take to reach the target. A smaller value will reach the target faster.
* @param $maxSpeed Optionally allows you to clamp the maximum speed.
* @param $deltaTime The time since the last call to this function. By default Time.deltaTime.
*/
public static SmoothDamp ($current: UnityEngine.Vector3, $target: UnityEngine.Vector3, $currentVelocity: $Ref<UnityEngine.Vector3>, $smoothTime: number, $maxSpeed: number, $deltaTime: number) : UnityEngine.Vector3
public get_Item ($index: number) : number
public set_Item ($index: number, $value: number) : void
/** Set x, y and z components of an existing Vector3.
*/
public Set ($newX: number, $newY: number, $newZ: number) : void
/** Multiplies two vectors component-wise.
*/
public static Scale ($a: UnityEngine.Vector3, $b: UnityEngine.Vector3) : UnityEngine.Vector3
/** Multiplies every component of this vector by the same component of scale.
*/
public Scale ($scale: UnityEngine.Vector3) : void
/** Cross Product of two vectors.
*/
public static Cross ($lhs: UnityEngine.Vector3, $rhs: UnityEngine.Vector3) : UnityEngine.Vector3
/** Returns true if the given vector is exactly equal to this vector.
*/
public Equals ($other: any) : boolean
public Equals ($other: UnityEngine.Vector3) : boolean
/** Reflects a vector off the plane defined by a normal.
*/
public static Reflect ($inDirection: UnityEngine.Vector3, $inNormal: UnityEngine.Vector3) : UnityEngine.Vector3
/** Makes this vector have a magnitude of 1.
*/
public static Normalize ($value: UnityEngine.Vector3) : UnityEngine.Vector3
public Normalize () : void
/** Dot Product of two vectors.
*/
public static Dot ($lhs: UnityEngine.Vector3, $rhs: UnityEngine.Vector3) : number
/** Projects a vector onto another vector.
*/
public static Project ($vector: UnityEngine.Vector3, $onNormal: UnityEngine.Vector3) : UnityEngine.Vector3
/** Projects a vector onto a plane defined by a normal orthogonal to the plane.
* @param $planeNormal The direction from the vector towards the plane.
* @param $vector The location of the vector above the plane.
* @returns The location of the vector on the plane.
*/
public static ProjectOnPlane ($vector: UnityEngine.Vector3, $planeNormal: UnityEngine.Vector3) : UnityEngine.Vector3
/** Calculates the angle between vectors from and.
* @param $from The vector from which the angular difference is measured.
* @param $to The vector to which the angular difference is measured.
* @returns The angle in degrees between the two vectors.
*/
public static Angle ($from: UnityEngine.Vector3, $to: UnityEngine.Vector3) : number
/** Calculates the signed angle between vectors from and to in relation to axis.
* @param $from The vector from which the angular difference is measured.
* @param $to The vector to which the angular difference is measured.
* @param $axis A vector around which the other vectors are rotated.
* @returns Returns the signed angle between from and to in degrees.
*/
public static SignedAngle ($from: UnityEngine.Vector3, $to: UnityEngine.Vector3, $axis: UnityEngine.Vector3) : number
/** Returns the distance between a and b.
*/
public static Distance ($a: UnityEngine.Vector3, $b: UnityEngine.Vector3) : number
/** Returns a copy of vector with its magnitude clamped to maxLength.
*/
public static ClampMagnitude ($vector: UnityEngine.Vector3, $maxLength: number) : UnityEngine.Vector3
public static Magnitude ($vector: UnityEngine.Vector3) : number
public static SqrMagnitude ($vector: UnityEngine.Vector3) : number
/** Returns a vector that is made from the smallest components of two vectors.
*/
public static Min ($lhs: UnityEngine.Vector3, $rhs: UnityEngine.Vector3) : UnityEngine.Vector3
/** Returns a vector that is made from the largest components of two vectors.
*/
public static Max ($lhs: UnityEngine.Vector3, $rhs: UnityEngine.Vector3) : UnityEngine.Vector3
public static op_Addition ($a: UnityEngine.Vector3, $b: UnityEngine.Vector3) : UnityEngine.Vector3
public static op_Subtraction ($a: UnityEngine.Vector3, $b: UnityEngine.Vector3) : UnityEngine.Vector3
public static op_UnaryNegation ($a: UnityEngine.Vector3) : UnityEngine.Vector3
public static op_Multiply ($a: UnityEngine.Vector3, $d: number) : UnityEngine.Vector3
public static op_Multiply ($d: number, $a: UnityEngine.Vector3) : UnityEngine.Vector3
public static op_Division ($a: UnityEngine.Vector3, $d: number) : UnityEngine.Vector3
public static op_Equality ($lhs: UnityEngine.Vector3, $rhs: UnityEngine.Vector3) : boolean
public static op_Inequality ($lhs: UnityEngine.Vector3, $rhs: UnityEngine.Vector3) : boolean
/** Returns a formatted string for this vector.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString () : string
/** Returns a formatted string for this vector.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString ($format: string) : string
/** Returns a formatted string for this vector.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString ($format: string, $formatProvider: System.IFormatProvider) : string
public constructor ($x: number, $y: number, $z: number)
public constructor ($x: number, $y: number)
public Equals ($obj: any) : boolean
public static Equals ($objA: any, $objB: any) : boolean
public constructor ()
}
/** Quaternions are used to represent rotations.
*/
class Quaternion extends System.ValueType implements System.IEquatable$1<UnityEngine.Quaternion>, System.IFormattable
{
protected [__keep_incompatibility]: never;
/** X component of the Quaternion. Don't modify this directly unless you know quaternions inside out.
*/
public x : number
/** Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out.
*/
public y : number
/** Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out.
*/
public z : number
/** W component of the Quaternion. Do not directly modify quaternions.
*/
public w : number
public static kEpsilon : number
/** The identity rotation (Read Only).
*/
public static get identity(): UnityEngine.Quaternion;
/** Returns or sets the euler angle representation of the rotation.
*/
public get eulerAngles(): UnityEngine.Vector3;
public set eulerAngles(value: UnityEngine.Vector3);
/** Returns this quaternion with a magnitude of 1 (Read Only).
*/
public get normalized(): UnityEngine.Quaternion;
/** Creates a rotation which rotates from fromDirection to toDirection.
*/
public static FromToRotation ($fromDirection: UnityEngine.Vector3, $toDirection: UnityEngine.Vector3) : UnityEngine.Quaternion
/** Returns the Inverse of rotation.
*/
public static Inverse ($rotation: UnityEngine.Quaternion) : UnityEngine.Quaternion
/** Spherically interpolates between quaternions a and b by ratio t. The parameter t is clamped to the range [0, 1].
* @param $a Start value, returned when t = 0.
* @param $b End value, returned when t = 1.
* @param $t Interpolation ratio.
* @returns A quaternion spherically interpolated between quaternions a and b.
*/
public static Slerp ($a: UnityEngine.Quaternion, $b: UnityEngine.Quaternion, $t: number) : UnityEngine.Quaternion
/** Spherically interpolates between a and b by t. The parameter t is not clamped.
*/
public static SlerpUnclamped ($a: UnityEngine.Quaternion, $b: UnityEngine.Quaternion, $t: number) : UnityEngine.Quaternion
/** Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1].
* @param $a Start value, returned when t = 0.
* @param $b End value, returned when t = 1.
* @param $t Interpolation ratio.
* @returns A quaternion interpolated between quaternions a and b.
*/
public static Lerp ($a: UnityEngine.Quaternion, $b: UnityEngine.Quaternion, $t: number) : UnityEngine.Quaternion
/** Interpolates between a and b by t and normalizes the result afterwards. The parameter t is not clamped.
*/
public static LerpUnclamped ($a: UnityEngine.Quaternion, $b: UnityEngine.Quaternion, $t: number) : UnityEngine.Quaternion
/** Creates a rotation which rotates angle degrees around axis.
*/
public static AngleAxis ($angle: number, $axis: UnityEngine.Vector3) : UnityEngine.Quaternion
/** Creates a rotation with the specified forward and upwards directions.
* @param $forward The direction to look in.
* @param $upwards The vector that defines in which direction up is.
*/
public static LookRotation ($forward: UnityEngine.Vector3, $upwards: UnityEngine.Vector3) : UnityEngine.Quaternion
/** Creates a rotation with the specified forward and upwards directions.
* @param $forward The direction to look in.
* @param $upwards The vector that defines in which direction up is.
*/
public static LookRotation ($forward: UnityEngine.Vector3) : UnityEngine.Quaternion
public get_Item ($index: number) : number
public set_Item ($index: number, $value: number) : void
/** Set x, y, z and w components of an existing Quaternion.
*/
public Set ($newX: number, $newY: number, $newZ: number, $newW: number) : void
public static op_Multiply ($lhs: UnityEngine.Quaternion, $rhs: UnityEngine.Quaternion) : UnityEngine.Quaternion
public static op_Multiply ($rotation: UnityEngine.Quaternion, $point: UnityEngine.Vector3) : UnityEngine.Vector3
public static op_Equality ($lhs: UnityEngine.Quaternion, $rhs: UnityEngine.Quaternion) : boolean
public static op_Inequality ($lhs: UnityEngine.Quaternion, $rhs: UnityEngine.Quaternion) : boolean
/** The dot product between two rotations.
*/
public static Dot ($a: UnityEngine.Quaternion, $b: UnityEngine.Quaternion) : number
/** Creates a rotation with the specified forward and upwards directions.
* @param $view The direction to look in.
* @param $up The vector that defines in which direction up is.
*/
public SetLookRotation ($view: UnityEngine.Vector3) : void
/** Creates a rotation with the specified forward and upwards directions.
* @param $view The direction to look in.
* @param $up The vector that defines in which direction up is.
*/
public SetLookRotation ($view: UnityEngine.Vector3, $up: UnityEngine.Vector3) : void
/** Returns the angle in degrees between two rotations a and b.
*/
public static Angle ($a: UnityEngine.Quaternion, $b: UnityEngine.Quaternion) : number
/** Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis; applied in that order.
*/
public static Euler ($x: number, $y: number, $z: number) : UnityEngine.Quaternion
/** Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis.
*/
public static Euler ($euler: UnityEngine.Vector3) : UnityEngine.Quaternion
/** Converts a rotation to angle-axis representation (angles in degrees).
*/
public ToAngleAxis ($angle: $Ref<number>, $axis: $Ref<UnityEngine.Vector3>) : void
/** Creates a rotation which rotates from fromDirection to toDirection.
*/
public SetFromToRotation ($fromDirection: UnityEngine.Vector3, $toDirection: UnityEngine.Vector3) : void
/** Rotates a rotation from towards to.
*/
public static RotateTowards ($from: UnityEngine.Quaternion, $to: UnityEngine.Quaternion, $maxDegreesDelta: number) : UnityEngine.Quaternion
/** Converts this quaternion to one with the same orientation but with a magnitude of 1.
*/
public static Normalize ($q: UnityEngine.Quaternion) : UnityEngine.Quaternion
public Normalize () : void
public Equals ($other: any) : boolean
public Equals ($other: UnityEngine.Quaternion) : boolean
/** Returns a formatted string for this quaternion.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString () : string
/** Returns a formatted string for this quaternion.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString ($format: string) : string
/** Returns a formatted string for this quaternion.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString ($format: string, $formatProvider: System.IFormatProvider) : string
public constructor ($x: number, $y: number, $z: number, $w: number)
public Equals ($obj: any) : boolean
public static Equals ($objA: any, $objB: any) : boolean
public constructor ()
}
/** Base class for everything attached to a GameObject.
*/
class Component extends UnityEngine.Object
{
protected [__keep_incompatibility]: never;
/** The Transform attached to this GameObject.
*/
public get transform(): UnityEngine.Transform;
/** The game object this component is attached to. A component is always attached to a game object.
*/
public get gameObject(): UnityEngine.GameObject;
/** The tag of this game object.
*/
public get tag(): string;
public set tag(value: string);
/** The non-generic version of this method.
* @param $type The type of Component to retrieve.
* @returns A Component of the matching type, otherwise null if no Component is found.
*/
public GetComponent ($type: System.Type) : UnityEngine.Component
/** The non-generic version of this method.
* @param $type The type of component to search for.
* @param $component The output argument that will contain the component or null.
* @returns Returns true if the component is found, false otherwise.
*/
public TryGetComponent ($type: System.Type, $component: $Ref<UnityEngine.Component>) : boolean
/** The string-based version of this method.
* @param $type The name of the type of Component to get.
* @returns A Component of the matching type, otherwise null if no Component is found.
*/
public GetComponent ($type: string) : UnityEngine.Component
/** This is the non-generic version of this method.
* @param $t The type of component to search for.
* @param $includeInactive Whether to include inactive child GameObjects in the search.
* @returns A Component of the matching type, otherwise null if no Component is found.
*/
public GetComponentInChildren ($t: System.Type, $includeInactive: boolean) : UnityEngine.Component
/** This is the non-generic version of this method.
* @param $t The type of component to search for.
* @param $includeInactive Whether to include inactive child GameObjects in the search.
* @returns A Component of the matching type, otherwise null if no Component is found.
*/
public GetComponentInChildren ($t: System.Type) : UnityEngine.Component
/** The non-generic version of this method.
* @param $t The type of component to search for.
* @param $includeInactive Whether to include inactive child GameObjects in the search.
* @returns An array of all found components matching the specified type.
*/
public GetComponentsInChildren ($t: System.Type, $includeInactive: boolean) : System.Array$1<UnityEngine.Component>
public GetComponentsInChildren ($t: System.Type) : System.Array$1<UnityEngine.Component>
/** The non-generic version of this method.
* @param $t The type of component to search for.
* @param $includeInactive Whether to include inactive parent GameObjects in the search.
* @returns A Component of the matching type, otherwise null if no Component is found.
*/
public GetComponentInParent ($t: System.Type, $includeInactive: boolean) : UnityEngine.Component
/** The non-generic version of this method.
* @param $t The type of component to search for.
* @param $includeInactive Whether to include inactive parent GameObjects in the search.
* @returns A Component of the matching type, otherwise null if no Component is found.
*/
public GetComponentInParent ($t: System.Type) : UnityEngine.Component
/** The non-generic version of this method.
* @param $t The type of component to search for.
* @param $includeInactive Whether to include inactive parent GameObjects in the search.
* @returns An array of all found components matching the specified type.
*/
public GetComponentsInParent ($t: System.Type, $includeInactive: boolean) : System.Array$1<UnityEngine.Component>
public GetComponentsInParent ($t: System.Type) : System.Array$1<UnityEngine.Component>
/** The non-generic version of this method.
* @param $type The type of component to search for.
* @returns An array containing all matching components of type type.
*/
public GetComponents ($type: System.Type) : System.Array$1<UnityEngine.Component>
public GetComponents ($type: System.Type, $results: System.Collections.Generic.List$1<UnityEngine.Component>) : void
/** Checks the GameObject's tag against the defined tag.
* @param $tag The tag to compare.
* @returns Returns true if GameObject has same tag. Returns false otherwise.
*/
public CompareTag ($tag: string) : boolean
/** Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
* @param $methodName Name of method to call.
* @param $value Optional parameter value for the method.
* @param $options Should an error be raised if the method does not exist on the target object?
*/
public SendMessageUpwards ($methodName: string, $value: any, $options: UnityEngine.SendMessageOptions) : void
/** Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
* @param $methodName Name of method to call.
* @param $value Optional parameter value for the method.
* @param $options Should an error be raised if the method does not exist on the target object?
*/
public SendMessageUpwards ($methodName: string, $value: any) : void
/** Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
* @param $methodName Name of method to call.
* @param $value Optional parameter value for the method.
* @param $options Should an error be raised if the method does not exist on the target object?
*/
public SendMessageUpwards ($methodName: string) : void
/** Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
* @param $methodName Name of method to call.
* @param $value Optional parameter value for the method.
* @param $options Should an error be raised if the method does not exist on the target object?
*/
public SendMessageUpwards ($methodName: string, $options: UnityEngine.SendMessageOptions) : void
/** Calls the method named methodName on every MonoBehaviour in this game object.
* @param $methodName Name of the method to call.
* @param $value Optional parameter for the method.
* @param $options Should an error be raised if the target object doesn't implement the method for the message?
*/
public SendMessage ($methodName: string, $value: any) : void
/** Calls the method named methodName on every MonoBehaviour in this game object.
* @param $methodName Name of the method to call.
* @param $value Optional parameter for the method.
* @param $options Should an error be raised if the target object doesn't implement the method for the message?
*/
public SendMessage ($methodName: string) : void
/** Calls the method named methodName on every MonoBehaviour in this game object.
* @param $methodName Name of the method to call.
* @param $value Optional parameter for the method.
* @param $options Should an error be raised if the target object doesn't implement the method for the message?
*/
public SendMessage ($methodName: string, $value: any, $options: UnityEngine.SendMessageOptions) : void
/** Calls the method named methodName on every MonoBehaviour in this game object.
* @param $methodName Name of the method to call.
* @param $value Optional parameter for the method.
* @param $options Should an error be raised if the target object doesn't implement the method for the message?
*/
public SendMessage ($methodName: string, $options: UnityEngine.SendMessageOptions) : void
/** Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
* @param $methodName Name of the method to call.
* @param $parameter Optional parameter to pass to the method (can be any value).
* @param $options Should an error be raised if the method does not exist for a given target object?
*/
public BroadcastMessage ($methodName: string, $parameter: any, $options: UnityEngine.SendMessageOptions) : void
/** Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
* @param $methodName Name of the method to call.
* @param $parameter Optional parameter to pass to the method (can be any value).
* @param $options Should an error be raised if the method does not exist for a given target object?
*/
public BroadcastMessage ($methodName: string, $parameter: any) : void
/** Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
* @param $methodName Name of the method to call.
* @param $parameter Optional parameter to pass to the method (can be any value).
* @param $options Should an error be raised if the method does not exist for a given target object?
*/
public BroadcastMessage ($methodName: string) : void
/** Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
* @param $methodName Name of the method to call.
* @param $parameter Optional parameter to pass to the method (can be any value).
* @param $options Should an error be raised if the method does not exist for a given target object?
*/
public BroadcastMessage ($methodName: string, $options: UnityEngine.SendMessageOptions) : void
public constructor ()
}
/** Position, rotation and scale of an object.
*/
class Transform extends UnityEngine.Component implements System.Collections.IEnumerable
{
protected [__keep_incompatibility]: never;
/** The world space position of the Transform.
*/
public get position(): UnityEngine.Vector3;
public set position(value: UnityEngine.Vector3);
/** Position of the transform relative to the parent transform.
*/
public get localPosition(): UnityEngine.Vector3;
public set localPosition(value: UnityEngine.Vector3);
/** The rotation as Euler angles in degrees.
*/
public get eulerAngles(): UnityEngine.Vector3;
public set eulerAngles(value: UnityEngine.Vector3);
/** The rotation as Euler angles in degrees relative to the parent transform's rotation.
*/
public get localEulerAngles(): UnityEngine.Vector3;
public set localEulerAngles(value: UnityEngine.Vector3);
/** The red axis of the transform in world space.
*/
public get right(): UnityEngine.Vector3;
public set right(value: UnityEngine.Vector3);
/** The green axis of the transform in world space.
*/
public get up(): UnityEngine.Vector3;
public set up(value: UnityEngine.Vector3);
/** Returns a normalized vector representing the blue axis of the transform in world space.
*/
public get forward(): UnityEngine.Vector3;
public set forward(value: UnityEngine.Vector3);
/** A Quaternion that stores the rotation of the Transform in world space.
*/
public get rotation(): UnityEngine.Quaternion;
public set rotation(value: UnityEngine.Quaternion);
/** The rotation of the transform relative to the transform rotation of the parent.
*/
public get localRotation(): UnityEngine.Quaternion;
public set localRotation(value: UnityEngine.Quaternion);
/** The scale of the transform relative to the GameObjects parent.
*/
public get localScale(): UnityEngine.Vector3;
public set localScale(value: UnityEngine.Vector3);
/** The parent of the transform.
*/
public get parent(): UnityEngine.Transform;
public set parent(value: UnityEngine.Transform);
/** Matrix that transforms a point from world space into local space (Read Only).
*/
public get worldToLocalMatrix(): UnityEngine.Matrix4x4;
/** Matrix that transforms a point from local space into world space (Read Only).
*/
public get localToWorldMatrix(): UnityEngine.Matrix4x4;
/** Returns the topmost transform in the hierarchy.
*/
public get root(): UnityEngine.Transform;
/** The number of children the parent Transform has.
*/
public get childCount(): number;
/** The global scale of the object (Read Only).
*/
public get lossyScale(): UnityEngine.Vector3;
/** Has the transform changed since the last time the flag was set to 'false'?
*/
public get hasChanged(): boolean;
public set hasChanged(value: boolean);
/** The transform capacity of the transform's hierarchy data structure.
*/
public get hierarchyCapacity(): number;
public set hierarchyCapacity(value: number);
/** The number of transforms in the transform's hierarchy data structure.
*/
public get hierarchyCount(): number;
/** Set the parent of the transform.
* @param $parent The parent Transform to use.
* @param $worldPositionStays If true, the parent-relative position, scale and rotation are modified such that the object keeps the same world space position, rotation and scale as before.
*/
public SetParent ($p: UnityEngine.Transform) : void
/** Set the parent of the transform.
* @param $parent The parent Transform to use.
* @param $worldPositionStays If true, the parent-relative position, scale and rotation are modified such that the object keeps the same world space position, rotation and scale as before.
*/
public SetParent ($parent: UnityEngine.Transform, $worldPositionStays: boolean) : void
/** Sets the world space position and rotation of the Transform component.
*/
public SetPositionAndRotation ($position: UnityEngine.Vector3, $rotation: UnityEngine.Quaternion) : void
/** Sets the position and rotation of the Transform component in local space (i.e. relative to its parent transform).
*/
public SetLocalPositionAndRotation ($localPosition: UnityEngine.Vector3, $localRotation: UnityEngine.Quaternion) : void
/** Gets the position and rotation of the Transform component in world space.
*/
public GetPositionAndRotation ($position: $Ref<UnityEngine.Vector3>, $rotation: $Ref<UnityEngine.Quaternion>) : void
/** Gets the position and rotation of the Transform component in local space (that is, relative to its parent transform).
*/
public GetLocalPositionAndRotation ($localPosition: $Ref<UnityEngine.Vector3>, $localRotation: $Ref<UnityEngine.Quaternion>) : void
/** Moves the transform in the direction and distance of translation.
*/
public Translate ($translation: UnityEngine.Vector3, $relativeTo: UnityEngine.Space) : void
/** Moves the transform in the direction and distance of translation.
*/
public Translate ($translation: UnityEngine.Vector3) : void
/** Moves the transform by x along the x axis, y along the y axis, and z along the z axis.
*/
public Translate ($x: number, $y: number, $z: number, $relativeTo: UnityEngine.Space) : void
/** Moves the transform by x along the x axis, y along the y axis, and z along the z axis.
*/
public Translate ($x: number, $y: number, $z: number) : void
/** Moves the transform in the direction and distance of translation.
*/
public Translate ($translation: UnityEngine.Vector3, $relativeTo: UnityEngine.Transform) : void
/** Moves the transform by x along the x axis, y along the y axis, and z along the z axis.
*/
public Translate ($x: number, $y: number, $z: number, $relativeTo: UnityEngine.Transform) : void
/** Applies a rotation of eulerAngles.z degrees around the z-axis, eulerAngles.x degrees around the x-axis, and eulerAngles.y degrees around the y-axis (in that order).
* @param $eulers The rotation to apply in euler angles.
* @param $relativeTo Determines whether to rotate the GameObject either locally to the GameObject or relative to the Scene in world space.
*/
public Rotate ($eulers: UnityEngine.Vector3, $relativeTo: UnityEngine.Space) : void
/** Applies a rotation of eulerAngles.z degrees around the z-axis, eulerAngles.x degrees around the x-axis, and eulerAngles.y degrees around the y-axis (in that order).
* @param $eulers The rotation to apply in euler angles.
*/
public Rotate ($eulers: UnityEngine.Vector3) : void
/** The implementation of this method applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order).
* @param $xAngle Degrees to rotate the GameObject around the X axis.
* @param $yAngle Degrees to rotate the GameObject around the Y axis.
* @param $zAngle Degrees to rotate the GameObject around the Z axis.
* @param $relativeTo Determines whether to rotate the GameObject either locally to the GameObject or relative to the Scene in world space.
*/
public Rotate ($xAngle: number, $yAngle: number, $zAngle: number, $relativeTo: UnityEngine.Space) : void
/** The implementation of this method applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order).
* @param $xAngle Degrees to rotate the GameObject around the X axis.
* @param $yAngle Degrees to rotate the GameObject around the Y axis.
* @param $zAngle Degrees to rotate the GameObject around the Z axis.
*/
public Rotate ($xAngle: number, $yAngle: number, $zAngle: number) : void
/** Rotates the object around the given axis by the number of degrees defined by the given angle.
* @param $axis The axis to apply rotation to.
* @param $angle The degrees of rotation to apply.
* @param $relativeTo Determines whether to rotate the GameObject either locally to the GameObject or relative to the Scene in world space.
*/
public Rotate ($axis: UnityEngine.Vector3, $angle: number, $relativeTo: UnityEngine.Space) : void
/** Rotates the object around the given axis by the number of degrees defined by the given angle.
* @param $axis The axis to apply rotation to.
* @param $angle The degrees of rotation to apply.
*/
public Rotate ($axis: UnityEngine.Vector3, $angle: number) : void
/** Rotates the transform about axis passing through point in world coordinates by angle degrees.
*/
public RotateAround ($point: UnityEngine.Vector3, $axis: UnityEngine.Vector3, $angle: number) : void
/** Rotates the transform so the forward vector points at target's current position.
* @param $target Object to point towards.
* @param $worldUp Vector specifying the upward direction.
*/
public LookAt ($target: UnityEngine.Transform, $worldUp: UnityEngine.Vector3) : void
/** Rotates the transform so the forward vector points at target's current position.
* @param $target Object to point towards.
* @param $worldUp Vector specifying the upward direction.
*/
public LookAt ($target: UnityEngine.Transform) : void
/** Rotates the transform so the forward vector points at worldPosition.
* @param $worldPosition Point to look at.
* @param $worldUp Vector specifying the upward direction.
*/
public LookAt ($worldPosition: UnityEngine.Vector3, $worldUp: UnityEngine.Vector3) : void
/** Rotates the transform so the forward vector points at worldPosition.
* @param $worldPosition Point to look at.
* @param $worldUp Vector specifying the upward direction.
*/
public LookAt ($worldPosition: UnityEngine.Vector3) : void
/** Transforms direction from local space to world space.
*/
public TransformDirection ($direction: UnityEngine.Vector3) : UnityEngine.Vector3
/** Transforms direction x, y, z from local space to world space.
*/
public TransformDirection ($x: number, $y: number, $z: number) : UnityEngine.Vector3
/** Transforms a direction from world space to local space. The opposite of Transform.TransformDirection.
*/
public InverseTransformDirection ($direction: UnityEngine.Vector3) : UnityEngine.Vector3
/** Transforms the direction x, y, z from world space to local space. The opposite of Transform.TransformDirection.
*/
public InverseTransformDirection ($x: number, $y: number, $z: number) : UnityEngine.Vector3
/** Transforms vector from local space to world space.
*/
public TransformVector ($vector: UnityEngine.Vector3) : UnityEngine.Vector3
/** Transforms vector x, y, z from local space to world space.
*/
public TransformVector ($x: number, $y: number, $z: number) : UnityEngine.Vector3
/** Transforms a vector from world space to local space. The opposite of Transform.TransformVector.
*/
public InverseTransformVector ($vector: UnityEngine.Vector3) : UnityEngine.Vector3
/** Transforms the vector x, y, z from world space to local space. The opposite of Transform.TransformVector.
*/
public InverseTransformVector ($x: number, $y: number, $z: number) : UnityEngine.Vector3
/** Transforms position from local space to world space.
*/
public TransformPoint ($position: UnityEngine.Vector3) : UnityEngine.Vector3
/** Transforms the position x, y, z from local space to world space.
*/
public TransformPoint ($x: number, $y: number, $z: number) : UnityEngine.Vector3
/** Transforms position from world space to local space.
*/
public InverseTransformPoint ($position: UnityEngine.Vector3) : UnityEngine.Vector3
/** Transforms the position x, y, z from world space to local space.
*/
public InverseTransformPoint ($x: number, $y: number, $z: number) : UnityEngine.Vector3
/** Unparents all children.
*/
public DetachChildren () : void
/** Move the transform to the start of the local transform list.
*/
public SetAsFirstSibling () : void
/** Move the transform to the end of the local transform list.
*/
public SetAsLastSibling () : void
/** Sets the sibling index.
* @param $index Index to set.
*/
public SetSiblingIndex ($index: number) : void
/** Gets the sibling index.
*/
public GetSiblingIndex () : number
/** Finds a child by name n and returns it.
* @param $n Name of child to be found.
* @returns The found child transform. Null if child with matching name isn't found.
*/
public Find ($n: string) : UnityEngine.Transform
/** Is this transform a child of parent?
*/
public IsChildOf ($parent: UnityEngine.Transform) : boolean
public GetEnumerator () : System.Collections.IEnumerator
/** Returns a transform child by index.
* @param $index Index of the child transform to return. Must be smaller than Transform.childCount.
* @returns Transform child by index.
*/
public GetChild ($index: number) : UnityEngine.Transform
}
/** Options to specify if and how to sort objects returned by a function.
*/
enum FindObjectsSortMode
{ None = 0, InstanceID = 1 }
/** Options to control whether object find functions return inactive objects.
*/
enum FindObjectsInactive
{ Exclude = 0, Include = 1 }
/** Bit mask that controls object destruction, saving and visibility in inspectors.
*/
enum HideFlags
{ None = 0, HideInHierarchy = 1, HideInInspector = 2, DontSaveInEditor = 4, NotEditable = 8, DontSaveInBuild = 16, DontUnloadUnusedAsset = 32, DontSave = 52, HideAndDontSave = 61 }
/** Base class for all entities in Unity Scenes.
*/
class GameObject extends UnityEngine.Object
{
protected [__keep_incompatibility]: never;
/** The Transform attached to this GameObject.
*/
public get transform(): UnityEngine.Transform;
/** The layer the GameObject is in.
*/
public get layer(): number;
public set layer(value: number);
/** The local active state of this GameObject. (Read Only)
*/
public get activeSelf(): boolean;
/** Defines whether the GameObject is active in the Scene.
*/
public get activeInHierarchy(): boolean;
/** Gets and sets the GameObject's StaticEditorFlags.
*/
public get isStatic(): boolean;
public set isStatic(value: boolean);
/** The tag of this GameObject.
*/
public get tag(): string;
public set tag(value: string);
/** Scene that the GameObject is part of.
*/
public get scene(): UnityEngine.SceneManagement.Scene;
/** Scene culling mask Unity uses to determine which scene to render the GameObject in.
*/
public get sceneCullingMask(): bigint;
public get gameObject(): UnityEngine.GameObject;
/** Creates a GameObject with a primitive mesh renderer and appropriate collider.
* @param $type The type of primitive object to create.
*/
public static CreatePrimitive ($type: UnityEngine.PrimitiveType) : UnityEngine.GameObject
/** The non-generic version of this method.
* @param $type The type of Component to search for.
* @returns A Component of the matching type, otherwise null if no Component is found.
*/
public GetComponent ($type: System.Type) : UnityEngine.Component
/** The string-based version of this method.
* @param $type The name of the type of Component to search for.
* @returns A Component of the matching type, otherwise null if no Component is found.
*/
public GetComponent ($type: string) : UnityEngine.Component
/** This is the non-generic version of this method.
* @param $type The type of Component to retrieve.
* @param $includeInactive Whether to include inactive child GameObjects in the search.
* @returns A component of the matching type, if found.
*/
public GetComponentInChildren ($type: System.Type, $includeInactive: boolean) : UnityEngine.Component
/** This is the non-generic version of this method.
* @param $type The type of Component to retrieve.
* @param $includeInactive Whether to include inactive child GameObjects in the search.
* @returns A component of the matching type, if found.
*/
public GetComponentInChildren ($type: System.Type) : UnityEngine.Component
/** The non-generic version of this method.
* @param $type The type of component to search for.
* @param $includeInactive Whether to include inactive parent GameObjects in the search.
* @returns A Component of the matching type, otherwise null if no Component is found.
*/
public GetComponentInParent ($type: System.Type, $includeInactive: boolean) : UnityEngine.Component
/** The non-generic version of this method.
* @param $type The type of component to search for.
* @param $includeInactive Whether to include inactive parent GameObjects in the search.
* @returns A Component of the matching type, otherwise null if no Component is found.
*/
public GetComponentInParent ($type: System.Type) : UnityEngine.Component
/** The non-generic version of this method.
* @param $type The type of component to search for.
* @returns An array containing all matching components of type type.
*/
public GetComponents ($type: System.Type) : System.Array$1<UnityEngine.Component>
public GetComponents ($type: System.Type, $results: System.Collections.Generic.List$1<UnityEngine.Component>) : void
/** The non-generic version of this method.
* @param $type The type of component to search for.
* @param $includeInactive Whether to include inactive child GameObjects in the search.
* @returns An array of all found components matching the specified type.
*/
public GetComponentsInChildren ($type: System.Type) : System.Array$1<UnityEngine.Component>
/** The non-generic version of this method.
* @param $type The type of component to search for.
* @param $includeInactive Whether to include inactive child GameObjects in the search.
* @returns An array of all found components matching the specified type.
*/
public GetComponentsInChildren ($type: System.Type, $includeInactive: boolean) : System.Array$1<UnityEngine.Component>
public GetComponentsInParent ($type: System.Type) : System.Array$1<UnityEngine.Component>
/** The non-generic version of this method.
* @param $type The type of component to search for.
* @param $includeInactive Whether to include inactive parent GameObjects in the search.
* @returns An array of all found components matching the specified type.
*/
public GetComponentsInParent ($type: System.Type, $includeInactive: boolean) : System.Array$1<UnityEngine.Component>
/** The non-generic version of this method.
* @param $type The type of component to search for.
* @param $component The output argument that will contain the component or null.
* @returns Returns true if the component is found, false otherwise.
*/
public TryGetComponent ($type: System.Type, $component: $Ref<UnityEngine.Component>) : boolean
/** Returns one active GameObject tagged tag. Returns null if no GameObject was found.
* @param $tag The tag to search for.
*/
public static FindWithTag ($tag: string) : UnityEngine.GameObject
public SendMessageUpwards ($methodName: string, $options: UnityEngine.SendMessageOptions) : void
public SendMessage ($methodName: string, $options: UnityEngine.SendMessageOptions) : void
public BroadcastMessage ($methodName: string, $options: UnityEngine.SendMessageOptions) : void
/** Adds a component class of type componentType to the GameObject. C# Users can use a generic version.
*/
public AddComponent ($componentType: System.Type) : UnityEngine.Component
/** ActivatesDeactivates the GameObject, depending on the given true or false/ value.
* @param $value Activate or deactivate the object, where true activates the GameObject and false deactivates the GameObject.
*/
public SetActive ($value: boolean) : void
/** Is this GameObject tagged with tag ?
* @param $tag The tag to compare.
*/
public CompareTag ($tag: string) : boolean
public static FindGameObjectWithTag ($tag: string) : UnityEngine.GameObject
/** Returns an array of active GameObjects tagged tag. Returns empty array if no GameObject was found.
* @param $tag The name of the tag to search GameObjects for.
*/
public static FindGameObjectsWithTag ($tag: string) : System.Array$1<UnityEngine.GameObject>
/** Calls the method named methodName on every MonoBehaviour in this GameObject and on every ancestor of the behaviour.
* @param $methodName The name of the method to call.
* @param $value An optional parameter value to pass to the called method.
* @param $options Should an error be raised if the method doesn't exist on the target object?
*/
public SendMessageUpwards ($methodName: string, $value: any, $options: UnityEngine.SendMessageOptions) : void
/** Calls the method named methodName on every MonoBehaviour in this GameObject and on every ancestor of the behaviour.
* @param $methodName The name of the method to call.
* @param $value An optional parameter value to pass to the called method.
* @param $options Should an error be raised if the method doesn't exist on the target object?
*/
public SendMessageUpwards ($methodName: string, $value: any) : void
/** Calls the method named methodName on every MonoBehaviour in this GameObject and on every ancestor of the behaviour.
* @param $methodName The name of the method to call.
* @param $value An optional parameter value to pass to the called method.
* @param $options Should an error be raised if the method doesn't exist on the target object?
*/
public SendMessageUpwards ($methodName: string) : void
/** Calls the method named methodName on every MonoBehaviour in this GameObject.
* @param $methodName The name of the method to call.
* @param $value An optional parameter value to pass to the called method.
* @param $options Should an error be raised if the method doesn't exist on the target object?
*/
public SendMessage ($methodName: string, $value: any, $options: UnityEngine.SendMessageOptions) : void
/** Calls the method named methodName on every MonoBehaviour in this GameObject.
* @param $methodName The name of the method to call.
* @param $value An optional parameter value to pass to the called method.
* @param $options Should an error be raised if the method doesn't exist on the target object?
*/
public SendMessage ($methodName: string, $value: any) : void
/** Calls the method named methodName on every MonoBehaviour in this GameObject.
* @param $methodName The name of the method to call.
* @param $value An optional parameter value to pass to the called method.
* @param $options Should an error be raised if the method doesn't exist on the target object?
*/
public SendMessage ($methodName: string) : void
/** Calls the method named methodName on every MonoBehaviour in this GameObject or any of its children.
*/
public BroadcastMessage ($methodName: string, $parameter: any, $options: UnityEngine.SendMessageOptions) : void
/** Calls the method named methodName on every MonoBehaviour in this GameObject or any of its children.
*/
public BroadcastMessage ($methodName: string, $parameter: any) : void
/** Calls the method named methodName on every MonoBehaviour in this GameObject or any of its children.
*/
public BroadcastMessage ($methodName: string) : void
/** Finds a GameObject by name and returns it.
*/
public static Find ($name: string) : UnityEngine.GameObject
public static SetGameObjectsActive ($instanceIDs: Unity.Collections.NativeArray$1<number>, $active: boolean) : void
public static InstantiateGameObjects ($sourceInstanceID: number, $count: number, $newInstanceIDs: Unity.Collections.NativeArray$1<number>, $newTransformInstanceIDs: Unity.Collections.NativeArray$1<number>, $destinationScene?: UnityEngine.SceneManagement.Scene) : void
/** Returns the Scene of a GameObject given by instance ID.
* @param $instanceID The instance ID of a GameObject.
* @returns Scene of GameObject of instance ID.
*/
public static GetScene ($instanceID: number) : UnityEngine.SceneManagement.Scene
public constructor ($name: string)
public constructor ()
public constructor ($name: string, ...components: System.Type[])
}
/** The various primitives that can be created using the GameObject.CreatePrimitive function.
*/
enum PrimitiveType
{ Sphere = 0, Capsule = 1, Cylinder = 2, Cube = 3, Plane = 4, Quad = 5 }
/** Options for how to send a message.
*/
enum SendMessageOptions
{ RequireReceiver = 0, DontRequireReceiver = 1 }
/** Behaviours are Components that can be enabled or disabled.
*/
class Behaviour extends UnityEngine.Component
{
protected [__keep_incompatibility]: never;
/** Enabled Behaviours are Updated, disabled Behaviours are not.
*/
public get enabled(): boolean;
public set enabled(value: boolean);
/** Reports whether a GameObject and its associated Behaviour is active and enabled.
*/
public get isActiveAndEnabled(): boolean;
public constructor ()
}
/** A standard 4x4 transformation matrix.
*/
class Matrix4x4 extends System.ValueType implements System.IEquatable$1<UnityEngine.Matrix4x4>, System.IFormattable
{
protected [__keep_incompatibility]: never;
public m00 : number
public m10 : number
public m20 : number
public m30 : number
public m01 : number
public m11 : number
public m21 : number
public m31 : number
public m02 : number
public m12 : number
public m22 : number
public m32 : number
public m03 : number
public m13 : number
public m23 : number
public m33 : number
/** Attempts to get a rotation quaternion from this matrix.
*/
public get rotation(): UnityEngine.Quaternion;
/** Attempts to get a scale value from the matrix. (Read Only)
*/
public get lossyScale(): UnityEngine.Vector3;
/** Checks whether this is an identity matrix. (Read Only)
*/
public get isIdentity(): boolean;
/** The determinant of the matrix. (Read Only)
*/
public get determinant(): number;
/** This property takes a projection matrix and returns the six plane coordinates that define a projection frustum.
*/
public get decomposeProjection(): UnityEngine.FrustumPlanes;
/** The inverse of this matrix. (Read Only)
*/
public get inverse(): UnityEngine.Matrix4x4;
/** Returns the transpose of this matrix (Read Only).
*/
public get transpose(): UnityEngine.Matrix4x4;
/** Returns a matrix with all elements set to zero (Read Only).
*/
public static get zero(): UnityEngine.Matrix4x4;
/** Returns the identity matrix (Read Only).
*/
public static get identity(): UnityEngine.Matrix4x4;
/** Checks if this matrix is a valid transform matrix.
*/
public ValidTRS () : boolean
public static Determinant ($m: UnityEngine.Matrix4x4) : number
/** Creates a translation, rotation and scaling matrix.
*/
public static TRS ($pos: UnityEngine.Vector3, $q: UnityEngine.Quaternion, $s: UnityEngine.Vector3) : UnityEngine.Matrix4x4
/** Sets this matrix to a translation, rotation and scaling matrix.
*/
public SetTRS ($pos: UnityEngine.Vector3, $q: UnityEngine.Quaternion, $s: UnityEngine.Vector3) : void
/** Computes the inverse of a 3D affine matrix.
* @param $input Input matrix to invert.
* @param $result The result of the inversion. Equal to the input matrix if the function fails.
* @returns Returns true and a valid result if the function succeeds, false and a copy of the input matrix if the function fails.
*/
public static Inverse3DAffine ($input: UnityEngine.Matrix4x4, $result: $Ref<UnityEngine.Matrix4x4>) : boolean
public static Inverse ($m: UnityEngine.Matrix4x4) : UnityEngine.Matrix4x4
public static Transpose ($m: UnityEngine.Matrix4x4) : UnityEngine.Matrix4x4
/** Create an orthogonal projection matrix.
* @param $left Left-side x-coordinate.
* @param $right Right-side x-coordinate.
* @param $bottom Bottom y-coordinate.
* @param $top Top y-coordinate.
* @param $zNear Near depth clipping plane value.
* @param $zFar Far depth clipping plane value.
* @returns The projection matrix.
*/
public static Ortho ($left: number, $right: number, $bottom: number, $top: number, $zNear: number, $zFar: number) : UnityEngine.Matrix4x4
/** Create a perspective projection matrix.
* @param $fov Vertical field-of-view in degrees.
* @param $aspect Aspect ratio (width divided by height).
* @param $zNear Near depth clipping plane value.
* @param $zFar Far depth clipping plane value.
* @returns The projection matrix.
*/
public static Perspective ($fov: number, $aspect: number, $zNear: number, $zFar: number) : UnityEngine.Matrix4x4
/** Create a "look at" matrix.
* @param $from The source point.
* @param $to The target point.
* @param $up The vector describing the up direction (typically Vector3.up).
* @returns The resulting transformation matrix.
*/
public static LookAt ($from: UnityEngine.Vector3, $to: UnityEngine.Vector3, $up: UnityEngine.Vector3) : UnityEngine.Matrix4x4
/** This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in.
* @param $left The X coordinate of the left side of the near projection plane in view space.
* @param $right The X coordinate of the right side of the near projection plane in view space.
* @param $bottom The Y coordinate of the bottom side of the near projection plane in view space.
* @param $top The Y coordinate of the top side of the near projection plane in view space.
* @param $zNear Z distance to the near plane from the origin in view space.
* @param $zFar Z distance to the far plane from the origin in view space.
* @param $frustumPlanes Frustum planes struct that contains the view space coordinates of that define a viewing frustum.
* @returns A projection matrix with a viewing frustum defined by the plane coordinates passed in.
*/
public static Frustum ($left: number, $right: number, $bottom: number, $top: number, $zNear: number, $zFar: number) : UnityEngine.Matrix4x4
/** This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in.
* @param $left The X coordinate of the left side of the near projection plane in view space.
* @param $right The X coordinate of the right side of the near projection plane in view space.
* @param $bottom The Y coordinate of the bottom side of the near projection plane in view space.
* @param $top The Y coordinate of the top side of the near projection plane in view space.
* @param $zNear Z distance to the near plane from the origin in view space.
* @param $zFar Z distance to the far plane from the origin in view space.
* @param $frustumPlanes Frustum planes struct that contains the view space coordinates of that define a viewing frustum.
* @returns A projection matrix with a viewing frustum defined by the plane coordinates passed in.
*/
public static Frustum ($fp: UnityEngine.FrustumPlanes) : UnityEngine.Matrix4x4
public get_Item ($index: number) : number
public set_Item ($index: number, $value: number) : void
public Equals ($other: any) : boolean
public Equals ($other: UnityEngine.Matrix4x4) : boolean
public static op_Multiply ($lhs: UnityEngine.Matrix4x4, $rhs: UnityEngine.Matrix4x4) : UnityEngine.Matrix4x4
public static op_Multiply ($lhs: UnityEngine.Matrix4x4, $vector: UnityEngine.Vector4) : UnityEngine.Vector4
public static op_Equality ($lhs: UnityEngine.Matrix4x4, $rhs: UnityEngine.Matrix4x4) : boolean
public static op_Inequality ($lhs: UnityEngine.Matrix4x4, $rhs: UnityEngine.Matrix4x4) : boolean
/** Get a column of the matrix.
*/
public GetColumn ($index: number) : UnityEngine.Vector4
/** Returns a row of the matrix.
*/
public GetRow ($index: number) : UnityEngine.Vector4
/** Get position vector from the matrix.
*/
public GetPosition () : UnityEngine.Vector3
/** Sets a column of the matrix.
*/
public SetColumn ($index: number, $column: UnityEngine.Vector4) : void
/** Sets a row of the matrix.
*/
public SetRow ($index: number, $row: UnityEngine.Vector4) : void
/** Transforms a position by this matrix (generic).
*/
public MultiplyPoint ($point: UnityEngine.Vector3) : UnityEngine.Vector3
/** Transforms a position by this matrix (fast).
*/
public MultiplyPoint3x4 ($point: UnityEngine.Vector3) : UnityEngine.Vector3
/** Transforms a direction by this matrix.
*/
public MultiplyVector ($vector: UnityEngine.Vector3) : UnityEngine.Vector3
/** Returns a plane that is transformed in space.
*/
public TransformPlane ($plane: UnityEngine.Plane) : UnityEngine.Plane
/** Creates a scaling matrix.
*/
public static Scale ($vector: UnityEngine.Vector3) : UnityEngine.Matrix4x4
/** Creates a translation matrix.
*/
public static Translate ($vector: UnityEngine.Vector3) : UnityEngine.Matrix4x4
/** Creates a rotation matrix.
*/
public static Rotate ($q: UnityEngine.Quaternion) : UnityEngine.Matrix4x4
/** Returns a formatted string for this matrix.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString () : string
/** Returns a formatted string for this matrix.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString ($format: string) : string
/** Returns a formatted string for this matrix.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString ($format: string, $formatProvider: System.IFormatProvider) : string
public constructor ($column0: UnityEngine.Vector4, $column1: UnityEngine.Vector4, $column2: UnityEngine.Vector4, $column3: UnityEngine.Vector4)
public Equals ($obj: any) : boolean
public static Equals ($objA: any, $objB: any) : boolean
public constructor ()
}
/** The coordinate space in which to operate.
*/
enum Space
{ World = 0, Self = 1 }
/** Interface to control the Mecanim animation system.
*/
class Animator extends UnityEngine.Behaviour
{
protected [__keep_incompatibility]: never;
/** Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy.
*/
public get isOptimizable(): boolean;
/** Returns true if the current rig is humanoid, false if it is generic.
*/
public get isHuman(): boolean;
/** Returns true if the current rig has root motion.
*/
public get hasRootMotion(): boolean;
/** Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic).
*/
public get humanScale(): number;
/** Returns whether the animator is initialized successfully.
*/
public get isInitialized(): boolean;
/** Gets the avatar delta position for the last evaluated frame.
*/
public get deltaPosition(): UnityEngine.Vector3;
/** Gets the avatar delta rotation for the last evaluated frame.
*/
public get deltaRotation(): UnityEngine.Quaternion;
/** Gets the avatar velocity for the last evaluated frame.
*/
public get velocity(): UnityEngine.Vector3;
/** Gets the avatar angular velocity for the last evaluated frame.
*/
public get angularVelocity(): UnityEngine.Vector3;
/** The root position, the position of the game object.
*/
public get rootPosition(): UnityEngine.Vector3;
public set rootPosition(value: UnityEngine.Vector3);
/** The root rotation, the rotation of the game object.
*/
public get rootRotation(): UnityEngine.Quaternion;
public set rootRotation(value: UnityEngine.Quaternion);
/** Should root motion be applied?
*/
public get applyRootMotion(): boolean;
public set applyRootMotion(value: boolean);
/** Specifies the update mode of the Animator.
*/
public get updateMode(): UnityEngine.AnimatorUpdateMode;
public set updateMode(value: UnityEngine.AnimatorUpdateMode);
/** Returns true if the object has a transform hierarchy.
*/
public get hasTransformHierarchy(): boolean;
/** The current gravity weight based on current animations that are played.
*/
public get gravityWeight(): number;
/** The position of the body center of mass.
*/
public get bodyPosition(): UnityEngine.Vector3;
public set bodyPosition(value: UnityEngine.Vector3);
/** The rotation of the body center of mass.
*/
public get bodyRotation(): UnityEngine.Quaternion;
public set bodyRotation(value: UnityEngine.Quaternion);
/** Automatic stabilization of feet during transition and blending.
*/
public get stabilizeFeet(): boolean;
public set stabilizeFeet(value: boolean);
/** Returns the number of layers in the controller.
*/
public get layerCount(): number;
/** The AnimatorControllerParameter list used by the animator. (Read Only)
*/
public get parameters(): System.Array$1<UnityEngine.AnimatorControllerParameter>;
/** Returns the number of parameters in the controller.
*/
public get parameterCount(): number;
/** Blends pivot point between body center of mass and feet pivot.
*/
public get feetPivotActive(): number;
public set feetPivotActive(value: number);
/** Gets the pivot weight.
*/
public get pivotWeight(): number;
/** Get the current position of the pivot.
*/
public get pivotPosition(): UnityEngine.Vector3;
/** If automatic matching is active.
*/
public get isMatchingTarget(): boolean;
/** The playback speed of the Animator. 1 is normal playback speed.
*/
public get speed(): number;
public set speed(value: number);
/** Returns the position of the target specified by SetTarget.
*/
public get targetPosition(): UnityEngine.Vector3;
/** Returns the rotation of the target specified by SetTarget.
*/
public get targetRotation(): UnityEngine.Quaternion;
/** Returns the Avatar root Transform.
*/
public get avatarRoot(): UnityEngine.Transform;
/** Controls culling of this Animator component.
*/
public get cullingMode(): UnityEngine.AnimatorCullingMode;
public set cullingMode(value: UnityEngine.AnimatorCullingMode);
/** Sets the playback position in the recording buffer.
*/
public get playbackTime(): number;
public set playbackTime(value: number);
/** Start time of the first frame of the buffer relative to the frame at which StartRecording was called.
*/
public get recorderStartTime(): number;
public set recorderStartTime(value: number);
/** End time of the recorded clip relative to when StartRecording was called.
*/
public get recorderStopTime(): number;
public set recorderStopTime(value: number);
/** Gets the mode of the Animator recorder.
*/
public get recorderMode(): UnityEngine.AnimatorRecorderMode;
/** The runtime representation of AnimatorController that controls the Animator.
*/
public get runtimeAnimatorController(): UnityEngine.RuntimeAnimatorController;
public set runtimeAnimatorController(value: UnityEngine.RuntimeAnimatorController);
/** Returns true if Animator has any playables assigned to it.
*/
public get hasBoundPlayables(): boolean;
/** Gets/Sets the current Avatar.
*/
public get avatar(): UnityEngine.Avatar;
public set avatar(value: UnityEngine.Avatar);
/** The PlayableGraph created by the Animator.
*/
public get playableGraph(): UnityEngine.Playables.PlayableGraph;
/** Additional layers affects the center of mass.
*/
public get layersAffectMassCenter(): boolean;
public set layersAffectMassCenter(value: boolean);
/** Get left foot bottom height.
*/
public get leftFeetBottomHeight(): number;
/** Get right foot bottom height.
*/
public get rightFeetBottomHeight(): number;
public get logWarnings(): boolean;
public set logWarnings(value: boolean);
/** Sets whether the Animator sends events of type AnimationEvent.
*/
public get fireEvents(): boolean;
public set fireEvents(value: boolean);
/** Controls the behaviour of the Animator component when a GameObject is disabled.
*/
public get keepAnimatorStateOnDisable(): boolean;
public set keepAnimatorStateOnDisable(value: boolean);
/** Specifies whether playable graph values are reset or preserved when the Animator is disabled.
*/
public get writeDefaultValuesOnDisable(): boolean;
public set writeDefaultValuesOnDisable(value: boolean);
/** Returns the value of the given float parameter.
* @param $name The parameter name.
* @param $id The parameter ID.
* @returns The value of the parameter.
*/
public GetFloat ($name: string) : number
/** Returns the value of the given float parameter.
* @param $name The parameter name.
* @param $id The parameter ID.
* @returns The value of the parameter.
*/
public GetFloat ($id: number) : number
/** Send float values to the Animator to affect transitions.
* @param $name The parameter name.
* @param $id The parameter ID.
* @param $value The new parameter value.
* @param $dampTime The damper total time.
* @param $deltaTime The delta time to give to the damper.
*/
public SetFloat ($name: string, $value: number) : void
/** Send float values to the Animator to affect transitions.
* @param $name The parameter name.
* @param $id The parameter ID.
* @param $value The new parameter value.
* @param $dampTime The damper total time.
* @param $deltaTime The delta time to give to the damper.
*/
public SetFloat ($name: string, $value: number, $dampTime: number, $deltaTime: number) : void
/** Send float values to the Animator to affect transitions.
* @param $name The parameter name.
* @param $id The parameter ID.
* @param $value The new parameter value.
* @param $dampTime The damper total time.
* @param $deltaTime The delta time to give to the damper.
*/
public SetFloat ($id: number, $value: number) : void
/** Send float values to the Animator to affect transitions.
* @param $name The parameter name.
* @param $id The parameter ID.
* @param $value The new parameter value.
* @param $dampTime The damper total time.
* @param $deltaTime The delta time to give to the damper.
*/
public SetFloat ($id: number, $value: number, $dampTime: number, $deltaTime: number) : void
/** Returns the value of the given boolean parameter.
* @param $name The parameter name.
* @param $id The parameter ID.
* @returns The value of the parameter.
*/
public GetBool ($name: string) : boolean
/** Returns the value of the given boolean parameter.
* @param $name The parameter name.
* @param $id The parameter ID.
* @returns The value of the parameter.
*/
public GetBool ($id: number) : boolean
/** Sets the value of the given boolean parameter.
* @param $name The parameter name.
* @param $id The parameter ID.
* @param $value The new parameter value.
*/
public SetBool ($name: string, $value: boolean) : void
/** Sets the value of the given boolean parameter.
* @param $name The parameter name.
* @param $id The parameter ID.
* @param $value The new parameter value.
*/
public SetBool ($id: number, $value: boolean) : void
/** Returns the value of the given integer parameter.
* @param $name The parameter name.
* @param $id The parameter ID.
* @returns The value of the parameter.
*/
public GetInteger ($name: string) : number
/** Returns the value of the given integer parameter.
* @param $name The parameter name.
* @param $id The parameter ID.
* @returns The value of the parameter.
*/
public GetInteger ($id: number) : number
/** Sets the value of the given integer parameter.
* @param $name The parameter name.
* @param $id The parameter ID.
* @param $value The new parameter value.
*/
public SetInteger ($name: string, $value: number) : void
/** Sets the value of the given integer parameter.
* @param $name The parameter name.
* @param $id The parameter ID.
* @param $value The new parameter value.
*/
public SetInteger ($id: number, $value: number) : void
/** Sets the value of the given trigger parameter.
* @param $name The parameter name.
* @param $id The parameter ID.
*/
public SetTrigger ($name: string) : void
/** Sets the value of the given trigger parameter.
* @param $name The parameter name.
* @param $id The parameter ID.
*/
public SetTrigger ($id: number) : void
/** Resets the value of the given trigger parameter.
* @param $name The parameter name.
* @param $id The parameter ID.
*/
public ResetTrigger ($name: string) : void
/** Resets the value of the given trigger parameter.
* @param $name The parameter name.
* @param $id The parameter ID.
*/
public ResetTrigger ($id: number) : void
/** Returns true if the parameter is controlled by a curve, false otherwise.
* @param $name The parameter name.
* @param $id The parameter ID.
* @returns True if the parameter is controlled by a curve, false otherwise.
*/
public IsParameterControlledByCurve ($name: string) : boolean
/** Returns true if the parameter is controlled by a curve, false otherwise.
* @param $name The parameter name.
* @param $id The parameter ID.
* @returns True if the parameter is controlled by a curve, false otherwise.
*/
public IsParameterControlledByCurve ($id: number) : boolean
/** Gets the position of an IK goal.
* @param $goal The AvatarIKGoal that is queried.
* @returns Return the current position of this IK goal in world space.
*/
public GetIKPosition ($goal: UnityEngine.AvatarIKGoal) : UnityEngine.Vector3
/** Sets the position of an IK goal.
* @param $goal The AvatarIKGoal that is set.
* @param $goalPosition The position in world space.
*/
public SetIKPosition ($goal: UnityEngine.AvatarIKGoal, $goalPosition: UnityEngine.Vector3) : void
/** Gets the rotation of an IK goal.
* @param $goal The AvatarIKGoal that is is queried.
*/
public GetIKRotation ($goal: UnityEngine.AvatarIKGoal) : UnityEngine.Quaternion
/** Sets the rotation of an IK goal.
* @param $goal The AvatarIKGoal that is set.
* @param $goalRotation The rotation in world space.
*/
public SetIKRotation ($goal: UnityEngine.AvatarIKGoal, $goalRotation: UnityEngine.Quaternion) : void
/** Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).
* @param $goal The AvatarIKGoal that is queried.
*/
public GetIKPositionWeight ($goal: UnityEngine.AvatarIKGoal) : number
/** Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).
* @param $goal The AvatarIKGoal that is set.
* @param $value The translative weight.
*/
public SetIKPositionWeight ($goal: UnityEngine.AvatarIKGoal, $value: number) : void
/** Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).
* @param $goal The AvatarIKGoal that is queried.
*/
public GetIKRotationWeight ($goal: UnityEngine.AvatarIKGoal) : number
/** Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).
* @param $goal The AvatarIKGoal that is set.
* @param $value The rotational weight.
*/
public SetIKRotationWeight ($goal: UnityEngine.AvatarIKGoal, $value: number) : void
/** Gets the position of an IK hint.
* @param $hint The AvatarIKHint that is queried.
* @returns Return the current position of this IK hint in world space.
*/
public GetIKHintPosition ($hint: UnityEngine.AvatarIKHint) : UnityEngine.Vector3
/** Sets the position of an IK hint.
* @param $hint The AvatarIKHint that is set.
* @param $hintPosition The position in world space.
*/
public SetIKHintPosition ($hint: UnityEngine.AvatarIKHint, $hintPosition: UnityEngine.Vector3) : void
/** Gets the translative weight of an IK Hint (0 = at the original animation before IK, 1 = at the hint).
* @param $hint The AvatarIKHint that is queried.
* @returns Return translative weight.
*/
public GetIKHintPositionWeight ($hint: UnityEngine.AvatarIKHint) : number
/** Sets the translative weight of an IK hint (0 = at the original animation before IK, 1 = at the hint).
* @param $hint The AvatarIKHint that is set.
* @param $value The translative weight.
*/
public SetIKHintPositionWeight ($hint: UnityEngine.AvatarIKHint, $value: number) : void
/** Sets the look at position.
* @param $lookAtPosition The position to lookAt.
*/
public SetLookAtPosition ($lookAtPosition: UnityEngine.Vector3) : void
/** Set look at weights.
* @param $weight (0-1) the global weight of the LookAt, multiplier for other parameters.
* @param $bodyWeight (0-1) determines how much the body is involved in the LookAt.
* @param $headWeight (0-1) determines how much the head is involved in the LookAt.
* @param $eyesWeight (0-1) determines how much the eyes are involved in the LookAt.
* @param $clampWeight (0-1) 0.0 means the character is unrestrained in motion. 1.0 means the character is clamped (look at becomes impossible). 0.5 means the character is able to move on half of the possible range (180 degrees).
*/
public SetLookAtWeight ($weight: number) : void
/** Set look at weights.
* @param $weight (0-1) the global weight of the LookAt, multiplier for other parameters.
* @param $bodyWeight (0-1) determines how much the body is involved in the LookAt.
* @param $headWeight (0-1) determines how much the head is involved in the LookAt.
* @param $eyesWeight (0-1) determines how much the eyes are involved in the LookAt.
* @param $clampWeight (0-1) 0.0 means the character is unrestrained in motion. 1.0 means the character is clamped (look at becomes impossible). 0.5 means the character is able to move on half of the possible range (180 degrees).
*/
public SetLookAtWeight ($weight: number, $bodyWeight: number) : void
/** Set look at weights.
* @param $weight (0-1) the global weight of the LookAt, multiplier for other parameters.
* @param $bodyWeight (0-1) determines how much the body is involved in the LookAt.
* @param $headWeight (0-1) determines how much the head is involved in the LookAt.
* @param $eyesWeight (0-1) determines how much the eyes are involved in the LookAt.
* @param $clampWeight (0-1) 0.0 means the character is unrestrained in motion. 1.0 means the character is clamped (look at becomes impossible). 0.5 means the character is able to move on half of the possible range (180 degrees).
*/
public SetLookAtWeight ($weight: number, $bodyWeight: number, $headWeight: number) : void
/** Set look at weights.
* @param $weight (0-1) the global weight of the LookAt, multiplier for other parameters.
* @param $bodyWeight (0-1) determines how much the body is involved in the LookAt.
* @param $headWeight (0-1) determines how much the head is involved in the LookAt.
* @param $eyesWeight (0-1) determines how much the eyes are involved in the LookAt.
* @param $clampWeight (0-1) 0.0 means the character is unrestrained in motion. 1.0 means the character is clamped (look at becomes impossible). 0.5 means the character is able to move on half of the possible range (180 degrees).
*/
public SetLookAtWeight ($weight: number, $bodyWeight: number, $headWeight: number, $eyesWeight: number) : void
/** Set look at weights.
* @param $weight (0-1) the global weight of the LookAt, multiplier for other parameters.
* @param $bodyWeight (0-1) determines how much the body is involved in the LookAt.
* @param $headWeight (0-1) determines how much the head is involved in the LookAt.
* @param $eyesWeight (0-1) determines how much the eyes are involved in the LookAt.
* @param $clampWeight (0-1) 0.0 means the character is unrestrained in motion. 1.0 means the character is clamped (look at becomes impossible). 0.5 means the character is able to move on half of the possible range (180 degrees).
*/
public SetLookAtWeight ($weight: number, $bodyWeight: number, $headWeight: number, $eyesWeight: number, $clampWeight: number) : void
/** Sets local rotation of a human bone during a IK pass.
* @param $humanBoneId The human bone Id.
* @param $rotation The local rotation.
*/
public SetBoneLocalRotation ($humanBoneId: UnityEngine.HumanBodyBones, $rotation: UnityEngine.Quaternion) : void
public GetBehaviours ($fullPathHash: number, $layerIndex: number) : System.Array$1<UnityEngine.StateMachineBehaviour>
/** Returns the layer name.
* @param $layerIndex The layer index.
* @returns The layer name.
*/
public GetLayerName ($layerIndex: number) : string
/** Returns the index of the layer with the given name.
* @param $layerName The layer name.
* @returns The layer index.
*/
public GetLayerIndex ($layerName: string) : number
/** Returns the weight of the layer at the specified index.
* @param $layerIndex The layer index.
* @returns The layer weight.
*/
public GetLayerWeight ($layerIndex: number) : number
/** Sets the weight of the layer at the given index.
* @param $layerIndex The layer index.
* @param $weight The new layer weight.
*/
public SetLayerWeight ($layerIndex: number, $weight: number) : void
/** Returns an AnimatorStateInfo with the information on the current state.
* @param $layerIndex The layer index.
* @returns An AnimatorStateInfo with the information on the current state.
*/
public GetCurrentAnimatorStateInfo ($layerIndex: number) : UnityEngine.AnimatorStateInfo
/** Returns an AnimatorStateInfo with the information on the next state.
* @param $layerIndex The layer index.
* @returns An AnimatorStateInfo with the information on the next state.
*/
public GetNextAnimatorStateInfo ($layerIndex: number) : UnityEngine.AnimatorStateInfo
/** Returns an AnimatorTransitionInfo with the informations on the current transition.
* @param $layerIndex The layer's index.
* @returns An AnimatorTransitionInfo with the informations on the current transition.
*/
public GetAnimatorTransitionInfo ($layerIndex: number) : UnityEngine.AnimatorTransitionInfo
/** Returns the number of AnimatorClipInfo in the current state.
* @param $layerIndex The layer index.
* @returns The number of AnimatorClipInfo in the current state.
*/
public GetCurrentAnimatorClipInfoCount ($layerIndex: number) : number
/** Returns the number of AnimatorClipInfo in the next state.
* @param $layerIndex The layer index.
* @returns The number of AnimatorClipInfo in the next state.
*/
public GetNextAnimatorClipInfoCount ($layerIndex: number) : number
/** Returns an array of all the AnimatorClipInfo in the current state of the given layer.
* @param $layerIndex The layer index.
* @returns An array of all the AnimatorClipInfo in the current state.
*/
public GetCurrentAnimatorClipInfo ($layerIndex: number) : System.Array$1<UnityEngine.AnimatorClipInfo>
/** Returns an array of all the AnimatorClipInfo in the next state of the given layer.
* @param $layerIndex The layer index.
* @returns An array of all the AnimatorClipInfo in the next state.
*/
public GetNextAnimatorClipInfo ($layerIndex: number) : System.Array$1<UnityEngine.AnimatorClipInfo>
public GetCurrentAnimatorClipInfo ($layerIndex: number, $clips: System.Collections.Generic.List$1<UnityEngine.AnimatorClipInfo>) : void
public GetNextAnimatorClipInfo ($layerIndex: number, $clips: System.Collections.Generic.List$1<UnityEngine.AnimatorClipInfo>) : void
/** Returns true if there is a transition on the given layer, false otherwise.
* @param $layerIndex The layer index.
* @returns True if there is a transition on the given layer, false otherwise.
*/
public IsInTransition ($layerIndex: number) : boolean
/** See AnimatorController.parameters.
*/
public GetParameter ($index: number) : UnityEngine.AnimatorControllerParameter
public MatchTarget ($matchPosition: UnityEngine.Vector3, $matchRotation: UnityEngine.Quaternion, $targetBodyPart: UnityEngine.AvatarTarget, $weightMask: UnityEngine.MatchTargetWeightMask, $startNormalizedTime: number) : void
/** Automatically adjust the GameObject position and rotation.
* @param $matchPosition The position we want the body part to reach.
* @param $matchRotation The rotation in which we want the body part to be.
* @param $targetBodyPart The body part that is involved in the match.
* @param $weightMask Structure that contains weights for matching position and rotation.
* @param $startNormalizedTime Start time within the animation clip (0 - beginning of clip, 1 - end of clip).
* @param $targetNormalizedTime End time within the animation clip (0 - beginning of clip, 1 - end of clip), values greater than 1 can be set to trigger a match after a certain number of loops. Ex: 2.3 means at 30% of 2nd loop.
* @param $completeMatch Allows you to specify what should happen if the MatchTarget function is interrupted. A value of true causes the GameObject to immediately move to the matchPosition if interrupted. A value of false causes the GameObject to stay at its current position if interrupted.
*/
public MatchTarget ($matchPosition: UnityEngine.Vector3, $matchRotation: UnityEngine.Quaternion, $targetBodyPart: UnityEngine.AvatarTarget, $weightMask: UnityEngine.MatchTargetWeightMask, $startNormalizedTime: number, $targetNormalizedTime: number) : void
public MatchTarget ($matchPosition: UnityEngine.Vector3, $matchRotation: UnityEngine.Quaternion, $targetBodyPart: UnityEngine.AvatarTarget, $weightMask: UnityEngine.MatchTargetWeightMask, $startNormalizedTime: number, $targetNormalizedTime: number, $completeMatch: boolean) : void
/** Interrupts the automatic target matching.
*/
public InterruptMatchTarget () : void
/** Interrupts the automatic target matching.
*/
public InterruptMatchTarget ($completeMatch: boolean) : void
public CrossFadeInFixedTime ($stateName: string, $fixedTransitionDuration: number) : void
public CrossFadeInFixedTime ($stateName: string, $fixedTransitionDuration: number, $layer: number) : void
public CrossFadeInFixedTime ($stateName: string, $fixedTransitionDuration: number, $layer: number, $fixedTimeOffset: number) : void
/** Creates a crossfade from the current state to any other state using times in seconds.
* @param $stateName The name of the state.
* @param $stateHashName The hash name of the state.
* @param $fixedTransitionDuration The duration of the transition (in seconds).
* @param $layer The layer where the crossfade occurs.
* @param $fixedTimeOffset The time of the state (in seconds).
* @param $normalizedTransitionTime The time of the transition (normalized).
*/
public CrossFadeInFixedTime ($stateName: string, $fixedTransitionDuration: number, $layer: number, $fixedTimeOffset: number, $normalizedTransitionTime: number) : void
public CrossFadeInFixedTime ($stateHashName: number, $fixedTransitionDuration: number, $layer: number, $fixedTimeOffset: number) : void
public CrossFadeInFixedTime ($stateHashName: number, $fixedTransitionDuration: number, $layer: number) : void
public CrossFadeInFixedTime ($stateHashName: number, $fixedTransitionDuration: number) : void
/** Creates a crossfade from the current state to any other state using times in seconds.
* @param $stateName The name of the state.
* @param $stateHashName The hash name of the state.
* @param $fixedTransitionDuration The duration of the transition (in seconds).
* @param $layer The layer where the crossfade occurs.
* @param $fixedTimeOffset The time of the state (in seconds).
* @param $normalizedTransitionTime The time of the transition (normalized).
*/
public CrossFadeInFixedTime ($stateHashName: number, $fixedTransitionDuration: number, $layer: number, $fixedTimeOffset: number, $normalizedTransitionTime: number) : void
/** Forces a write of the default values stored in the animator.
*/
public WriteDefaultValues () : void
public CrossFade ($stateName: string, $normalizedTransitionDuration: number, $layer: number, $normalizedTimeOffset: number) : void
public CrossFade ($stateName: string, $normalizedTransitionDuration: number, $layer: number) : void
public CrossFade ($stateName: string, $normalizedTransitionDuration: number) : void
/** Creates a crossfade from the current state to any other state using normalized times.
* @param $stateName The name of the state.
* @param $stateHashName The hash name of the state.
* @param $normalizedTransitionDuration The duration of the transition (normalized).
* @param $layer The layer where the crossfade occurs.
* @param $normalizedTimeOffset The time of the state (normalized).
* @param $normalizedTransitionTime The time of the transition (normalized).
*/
public CrossFade ($stateName: string, $normalizedTransitionDuration: number, $layer: number, $normalizedTimeOffset: number, $normalizedTransitionTime: number) : void
/** Creates a crossfade from the current state to any other state using normalized times.
* @param $stateName The name of the state.
* @param $stateHashName The hash name of the state.
* @param $normalizedTransitionDuration The duration of the transition (normalized).
* @param $layer The layer where the crossfade occurs.
* @param $normalizedTimeOffset The time of the state (normalized).
* @param $normalizedTransitionTime The time of the transition (normalized).
*/
public CrossFade ($stateHashName: number, $normalizedTransitionDuration: number, $layer: number, $normalizedTimeOffset: number, $normalizedTransitionTime: number) : void
public CrossFade ($stateHashName: number, $normalizedTransitionDuration: number, $layer: number, $normalizedTimeOffset: number) : void
public CrossFade ($stateHashName: number, $normalizedTransitionDuration: number, $layer: number) : void
public CrossFade ($stateHashName: number, $normalizedTransitionDuration: number) : void
public PlayInFixedTime ($stateName: string, $layer: number) : void
public PlayInFixedTime ($stateName: string) : void
/** Plays a state.
* @param $stateName The state name.
* @param $stateNameHash The state hash name. If stateNameHash is 0, it changes the current state time.
* @param $layer The layer index. If layer is -1, it plays the first state with the given state name or hash.
* @param $fixedTime The time offset (in seconds).
*/
public PlayInFixedTime ($stateName: string, $layer: number, $fixedTime: number) : void
/** Plays a state.
* @param $stateName The state name.
* @param $stateNameHash The state hash name. If stateNameHash is 0, it changes the current state time.
* @param $layer The layer index. If layer is -1, it plays the first state with the given state name or hash.
* @param $fixedTime The time offset (in seconds).
*/
public PlayInFixedTime ($stateNameHash: number, $layer: number, $fixedTime: number) : void
public PlayInFixedTime ($stateNameHash: number, $layer: number) : void
public PlayInFixedTime ($stateNameHash: number) : void
public Play ($stateName: string, $layer: number) : void
public Play ($stateName: string) : void
/** Plays a state.
* @param $stateName The state name.
* @param $stateNameHash The state hash name. If stateNameHash is 0, it changes the current state time.
* @param $layer The layer index. If layer is -1, it plays the first state with the given state name or hash.
* @param $normalizedTime The time offset between zero and one.
*/
public Play ($stateName: string, $layer: number, $normalizedTime: number) : void
/** Plays a state.
* @param $stateName The state name.
* @param $stateNameHash The state hash name. If stateNameHash is 0, it changes the current state time.
* @param $layer The layer index. If layer is -1, it plays the first state with the given state name or hash.
* @param $normalizedTime The time offset between zero and one.
*/
public Play ($stateNameHash: number, $layer: number, $normalizedTime: number) : void
public Play ($stateNameHash: number, $layer: number) : void
public Play ($stateNameHash: number) : void
/** Sets an AvatarTarget and a targetNormalizedTime for the current state.
* @param $targetIndex The avatar body part that is queried.
* @param $targetNormalizedTime The current state Time that is queried.
*/
public SetTarget ($targetIndex: UnityEngine.AvatarTarget, $targetNormalizedTime: number) : void
/** Retrieves the Transform mapped to a human bone based on its id.
* @param $humanBoneId The human bone to be queried. See the HumanBodyBones enum for a list of possible values.
* @returns Returns the Transform mapped to the human bone. Returns null if the human bone has no Transform.
*/
public GetBoneTransform ($humanBoneId: UnityEngine.HumanBodyBones) : UnityEngine.Transform
/** Sets the animator in playback mode.
*/
public StartPlayback () : void
/** Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic.
*/
public StopPlayback () : void
/** Sets the animator in recording mode, and allocates a circular buffer of size frameCount.
* @param $frameCount The number of frames (updates) that will be recorded. If frameCount is 0, the recording will continue until the user calls StopRecording. The maximum value for frameCount is 10000.
*/
public StartRecording ($frameCount: number) : void
/** Stops animator record mode.
*/
public StopRecording () : void
/** Returns true if the state exists in this layer, false otherwise.
* @param $layerIndex The layer index.
* @param $stateID The state ID.
* @returns True if the state exists in this layer, false otherwise.
*/
public HasState ($layerIndex: number, $stateID: number) : boolean
/** Generates an parameter id from a string.
* @param $name The string to convert to Id.
*/
public static StringToHash ($name: string) : number
/** Evaluates the animator based on deltaTime.
* @param $deltaTime The time delta.
*/
public Update ($deltaTime: number) : void
/** Rebind all the animated properties and mesh data with the Animator.
*/
public Rebind () : void
/** Apply the default Root Motion.
*/
public ApplyBuiltinRootMotion () : void
public constructor ()
}
/** Information about what animation clips is played and its weight.
*/
class AnimationInfo extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** The update mode of the Animator.
*/
enum AnimatorUpdateMode
{ Normal = 0, AnimatePhysics = 1, UnscaledTime = 2 }
/** IK Goal.
*/
enum AvatarIKGoal
{ LeftFoot = 0, RightFoot = 1, LeftHand = 2, RightHand = 3 }
/** IK Hint.
*/
enum AvatarIKHint
{ LeftKnee = 0, RightKnee = 1, LeftElbow = 2, RightElbow = 3 }
/** Human Body Bones.
*/
enum HumanBodyBones
{ Hips = 0, LeftUpperLeg = 1, RightUpperLeg = 2, LeftLowerLeg = 3, RightLowerLeg = 4, LeftFoot = 5, RightFoot = 6, Spine = 7, Chest = 8, UpperChest = 54, Neck = 9, Head = 10, LeftShoulder = 11, RightShoulder = 12, LeftUpperArm = 13, RightUpperArm = 14, LeftLowerArm = 15, RightLowerArm = 16, LeftHand = 17, RightHand = 18, LeftToes = 19, RightToes = 20, LeftEye = 21, RightEye = 22, Jaw = 23, LeftThumbProximal = 24, LeftThumbIntermediate = 25, LeftThumbDistal = 26, LeftIndexProximal = 27, LeftIndexIntermediate = 28, LeftIndexDistal = 29, LeftMiddleProximal = 30, LeftMiddleIntermediate = 31, LeftMiddleDistal = 32, LeftRingProximal = 33, LeftRingIntermediate = 34, LeftRingDistal = 35, LeftLittleProximal = 36, LeftLittleIntermediate = 37, LeftLittleDistal = 38, RightThumbProximal = 39, RightThumbIntermediate = 40, RightThumbDistal = 41, RightIndexProximal = 42, RightIndexIntermediate = 43, RightIndexDistal = 44, RightMiddleProximal = 45, RightMiddleIntermediate = 46, RightMiddleDistal = 47, RightRingProximal = 48, RightRingIntermediate = 49, RightRingDistal = 50, RightLittleProximal = 51, RightLittleIntermediate = 52, RightLittleDistal = 53, LastBone = 55 }
/** A class you can derive from if you want to create objects that live independently of GameObjects.
*/
class ScriptableObject extends UnityEngine.Object
{
protected [__keep_incompatibility]: never;
/** Creates an instance of a scriptable object.
* @param $className The type of the ScriptableObject to create, as the name of the type.
* @param $type The type of the ScriptableObject to create, as a System.Type instance.
* @returns The created ScriptableObject.
*/
public static CreateInstance ($className: string) : UnityEngine.ScriptableObject
/** Creates an instance of a scriptable object.
* @param $className The type of the ScriptableObject to create, as the name of the type.
* @param $type The type of the ScriptableObject to create, as a System.Type instance.
* @returns The created ScriptableObject.
*/
public static CreateInstance ($type: System.Type) : UnityEngine.ScriptableObject
public constructor ()
}
/** StateMachineBehaviour is a component that can be added to a state machine state. It's the base class every script on a state derives from.
*/
class StateMachineBehaviour extends UnityEngine.ScriptableObject
{
protected [__keep_incompatibility]: never;
}
/** Information about the current or next state.
*/
class AnimatorStateInfo extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Information about the current transition.
*/
class AnimatorTransitionInfo extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Information about clip being played and blended by the Animator.
*/
class AnimatorClipInfo extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Used to communicate between scripting and the controller. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in Animation Clips and can be sampled using the scripting API.
*/
class AnimatorControllerParameter extends System.Object
{
protected [__keep_incompatibility]: never;
}
/** Target.
*/
enum AvatarTarget
{ Root = 0, Body = 1, LeftFoot = 2, RightFoot = 3, LeftHand = 4, RightHand = 5 }
/** Use this struct to specify the position and rotation weight mask for Animator.MatchTarget.
*/
class MatchTargetWeightMask extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Culling mode for the Animator.
*/
enum AnimatorCullingMode
{ AlwaysAnimate = 0, CullUpdateTransforms = 1, CullCompletely = 2, BasedOnRenderers = 1 }
/** The mode of the Animator's recorder.
*/
enum AnimatorRecorderMode
{ Offline = 0, Playback = 1, Record = 2 }
/** The runtime representation of the AnimatorController. Use this representation to change the Animator Controller during runtime.
*/
class RuntimeAnimatorController extends UnityEngine.Object
{
protected [__keep_incompatibility]: never;
}
/** Avatar definition.
*/
class Avatar extends UnityEngine.Object
{
protected [__keep_incompatibility]: never;
}
/** AssetBundles let you stream additional assets via the UnityWebRequest class and instantiate them at runtime.
*/
class AssetBundle extends UnityEngine.Object
{
protected [__keep_incompatibility]: never;
/** Return true if the AssetBundle is a streamed Scene AssetBundle.
*/
public get isStreamedSceneAssetBundle(): boolean;
/** Controls the size of the shared AssetBundle loading cache. Default value is 1MB.
*/
public static get memoryBudgetKB(): number;
public static set memoryBudgetKB(value: number);
/** Unloads all currently loaded AssetBundles.
* @param $unloadAllObjects Determines whether the current instances of objects loaded from AssetBundles will also be unloaded.
*/
public static UnloadAllAssetBundles ($unloadAllObjects: boolean) : void
/** To use when you need to get a list of all the currently loaded Asset Bundles.
* @returns Returns IEnumerable<AssetBundle> of all currently loaded Asset Bundles.
*/
public static GetAllLoadedAssetBundles () : System.Collections.Generic.IEnumerable$1<UnityEngine.AssetBundle>
public static LoadFromFileAsync ($path: string) : UnityEngine.AssetBundleCreateRequest
public static LoadFromFileAsync ($path: string, $crc: number) : UnityEngine.AssetBundleCreateRequest
/** Asynchronously loads an AssetBundle from a file on disk.
* @param $path Path of the file on disk.
* @param $crc An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.
* @param $offset An optional byte offset. This value specifies where to start reading the AssetBundle from.
* @returns Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded.
*/
public static LoadFromFileAsync ($path: string, $crc: number, $offset: bigint) : UnityEngine.AssetBundleCreateRequest
public static LoadFromFile ($path: string) : UnityEngine.AssetBundle
public static LoadFromFile ($path: string, $crc: number) : UnityEngine.AssetBundle
/** Synchronously loads an AssetBundle from a file on disk.
* @param $path Path of the file on disk.
* @param $crc An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.
* @param $offset An optional byte offset. This value specifies where to start reading the AssetBundle from.
* @returns Loaded AssetBundle object or null if failed.
*/
public static LoadFromFile ($path: string, $crc: number, $offset: bigint) : UnityEngine.AssetBundle
public static LoadFromMemoryAsync ($binary: System.Array$1<number>) : UnityEngine.AssetBundleCreateRequest
/** Asynchronously create an AssetBundle from a memory region.
* @param $binary Array of bytes with the AssetBundle data.
* @param $crc An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.
* @returns Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded.
*/
public static LoadFromMemoryAsync ($binary: System.Array$1<number>, $crc: number) : UnityEngine.AssetBundleCreateRequest
public static LoadFromMemory ($binary: System.Array$1<number>) : UnityEngine.AssetBundle
/** Synchronously create an AssetBundle from a memory region.
* @param $binary Array of bytes with the AssetBundle data.
* @param $crc An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.
* @returns Loaded AssetBundle object or null if failed.
*/
public static LoadFromMemory ($binary: System.Array$1<number>, $crc: number) : UnityEngine.AssetBundle
/** Asynchronously loads an AssetBundle from a managed Stream.
* @param $stream The managed Stream object. Unity calls Read(), Seek() and the Length property on this object to load the AssetBundle data.
* @param $crc An optional CRC-32 checksum of the uncompressed content.
* @param $managedReadBufferSize You can use this to override the size of the read buffer Unity uses while loading data. The default size is 32KB.
* @returns Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded.
*/
public static LoadFromStreamAsync ($stream: System.IO.Stream, $crc: number, $managedReadBufferSize: number) : UnityEngine.AssetBundleCreateRequest
public static LoadFromStreamAsync ($stream: System.IO.Stream, $crc: number) : UnityEngine.AssetBundleCreateRequest
public static LoadFromStreamAsync ($stream: System.IO.Stream) : UnityEngine.AssetBundleCreateRequest
/** Synchronously loads an AssetBundle from a managed Stream.
* @param $stream The managed Stream object. Unity calls Read(), Seek() and the Length property on this object to load the AssetBundle data.
* @param $crc An optional CRC-32 checksum of the uncompressed content.
* @param $managedReadBufferSize You can use this to override the size of the read buffer Unity uses while loading data. The default size is 32KB.
* @returns The loaded AssetBundle object or null when the object fails to load.
*/
public static LoadFromStream ($stream: System.IO.Stream, $crc: number, $managedReadBufferSize: number) : UnityEngine.AssetBundle
public static LoadFromStream ($stream: System.IO.Stream, $crc: number) : UnityEngine.AssetBundle
public static LoadFromStream ($stream: System.IO.Stream) : UnityEngine.AssetBundle
/** Set the 16-bytes key for AssetBundle Decryption. Set NULL will remove the key from memory.
*/
public static SetAssetBundleDecryptKey ($password: string) : void
/** Check if an AssetBundle contains a specific object.
*/
public Contains ($name: string) : boolean
/** Loads asset with name of type T from the bundle.
*/
public LoadAsset ($name: string) : UnityEngine.Object
/** Loads asset with name of a given type from the bundle.
*/
public LoadAsset ($name: string, $type: System.Type) : UnityEngine.Object
/** Asynchronously loads asset with name of a given T from the bundle.
*/
public LoadAssetAsync ($name: string) : UnityEngine.AssetBundleRequest
/** Asynchronously loads asset with name of a given type from the bundle.
*/
public LoadAssetAsync ($name: string, $type: System.Type) : UnityEngine.AssetBundleRequest
/** Loads asset and sub assets with name of type T from the bundle.
*/
public LoadAssetWithSubAssets ($name: string) : System.Array$1<UnityEngine.Object>
/** Loads asset and sub assets with name of a given type from the bundle.
*/
public LoadAssetWithSubAssets ($name: string, $type: System.Type) : System.Array$1<UnityEngine.Object>
/** Loads asset with sub assets with name of type T from the bundle asynchronously.
*/
public LoadAssetWithSubAssetsAsync ($name: string) : UnityEngine.AssetBundleRequest
/** Loads asset with sub assets with name of a given type from the bundle asynchronously.
*/
public LoadAssetWithSubAssetsAsync ($name: string, $type: System.Type) : UnityEngine.AssetBundleRequest
/** Loads all assets contained in the asset bundle that inherit from type T.
*/
public LoadAllAssets () : System.Array$1<UnityEngine.Object>
/** Loads all assets contained in the asset bundle that inherit from type.
*/
public LoadAllAssets ($type: System.Type) : System.Array$1<UnityEngine.Object>
/** Loads all assets contained in the asset bundle that inherit from T asynchronously.
*/
public LoadAllAssetsAsync () : UnityEngine.AssetBundleRequest
/** Loads all assets contained in the asset bundle that inherit from type asynchronously.
*/
public LoadAllAssetsAsync ($type: System.Type) : UnityEngine.AssetBundleRequest
/** Unloads an AssetBundle freeing its data.
* @param $unloadAllLoadedObjects Determines whether the current instances of objects loaded from the AssetBundle will also be unloaded.
*/
public Unload ($unloadAllLoadedObjects: boolean) : void
/** Unloads assets in the bundle.
* @returns Asynchronous unload request for an AssetBundle.
*/
public UnloadAsync ($unloadAllLoadedObjects: boolean) : UnityEngine.AssetBundleUnloadOperation
/** Return all asset names in the AssetBundle.
*/
public GetAllAssetNames () : System.Array$1<string>
/** Return all the Scene asset paths (paths to *.unity assets) in the AssetBundle.
*/
public GetAllScenePaths () : System.Array$1<string>
/** Asynchronously recompress a downloaded/stored AssetBundle from one BuildCompression to another.
* @param $inputPath Path to the AssetBundle to recompress.
* @param $outputPath Path to the recompressed AssetBundle to be generated. Can be the same as inputPath.
* @param $method The compression method, level and blocksize to use during recompression. Only some BuildCompression types are supported (see note).
* @param $expectedCRC CRC of the AssetBundle to test against. Testing this requires additional file reading and computation. Pass in 0 to skip this check. Unity does not compute a CRC when the source and destination BuildCompression are the same, so no CRC verification takes place (see note).
* @param $priority The priority at which the recompression operation should run. This sets thread priority during the operation and does not effect the order in which operations are performed. Recompression operations run on a background worker thread.
*/
public static RecompressAssetBundleAsync ($inputPath: string, $outputPath: string, $method: UnityEngine.BuildCompression, $expectedCRC?: number, $priority?: UnityEngine.ThreadPriority) : UnityEngine.AssetBundleRecompressOperation
}
/** Base class for all yield instructions.
*/
class YieldInstruction extends System.Object
{
protected [__keep_incompatibility]: never;
}
/** Asynchronous operation coroutine.
*/
class AsyncOperation extends UnityEngine.YieldInstruction
{
protected [__keep_incompatibility]: never;
/** Has the operation finished? (Read Only)
*/
public get isDone(): boolean;
/** What's the operation's progress. (Read Only)
*/
public get progress(): number;
/** Priority lets you tweak in which order async operation calls will be performed.
*/
public get priority(): number;
public set priority(value: number);
/** Allow Scenes to be activated as soon as it is ready.
*/
public get allowSceneActivation(): boolean;
public set allowSceneActivation(value: boolean);
public add_completed ($value: System.Action$1<UnityEngine.AsyncOperation>) : void
public remove_completed ($value: System.Action$1<UnityEngine.AsyncOperation>) : void
public constructor ()
}
/** Asynchronous create request for an AssetBundle.
*/
class AssetBundleCreateRequest extends UnityEngine.AsyncOperation
{
protected [__keep_incompatibility]: never;
/** Asset object being loaded (Read Only).
*/
public get assetBundle(): UnityEngine.AssetBundle;
public constructor ()
}
/** Asynchronous load request from the Resources bundle.
*/
class ResourceRequest extends UnityEngine.AsyncOperation
{
protected [__keep_incompatibility]: never;
}
/** Asynchronous load request from an AssetBundle.
*/
class AssetBundleRequest extends UnityEngine.ResourceRequest
{
protected [__keep_incompatibility]: never;
/** Asset object being loaded (Read Only).
*/
public get asset(): UnityEngine.Object;
/** Asset objects with sub assets being loaded. (Read Only)
*/
public get allAssets(): System.Array$1<UnityEngine.Object>;
public constructor ()
}
/** Async unload operation for an AssetBundle.
*/
class AssetBundleUnloadOperation extends UnityEngine.AsyncOperation
{
protected [__keep_incompatibility]: never;
}
/** Asynchronous AssetBundle recompression from one compression method and level to another.
*/
class AssetBundleRecompressOperation extends UnityEngine.AsyncOperation
{
protected [__keep_incompatibility]: never;
}
/** Contains information about compression methods, compression levels and block sizes that are supported by Asset Bundle compression at build time and recompression at runtime.
*/
class BuildCompression extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Priority of a thread.
*/
enum ThreadPriority
{ Low = 0, BelowNormal = 1, Normal = 2, High = 4 }
/** A container for audio data.
*/
class AudioClip extends UnityEngine.Object
{
protected [__keep_incompatibility]: never;
/** The length of the audio clip in seconds. (Read Only)
*/
public get length(): number;
/** The length of the audio clip in samples. (Read Only)
*/
public get samples(): number;
/** The number of channels in the audio clip. (Read Only)
*/
public get channels(): number;
/** The sample frequency of the clip in Hertz. (Read Only)
*/
public get frequency(): number;
/** The load type of the clip (read-only).
*/
public get loadType(): UnityEngine.AudioClipLoadType;
/** Preloads audio data of the clip when the clip asset is loaded. When this flag is off, scripts have to call AudioClip.LoadAudioData() to load the data before the clip can be played. Properties like length, channels and format are available before the audio data has been loaded.
*/
public get preloadAudioData(): boolean;
/** Returns true if this audio clip is ambisonic (read-only).
*/
public get ambisonic(): boolean;
/** Corresponding to the "Load In Background" flag in the inspector, when this flag is set, the loading will happen delayed without blocking the main thread.
*/
public get loadInBackground(): boolean;
/** Returns the current load state of the audio data associated with an AudioClip.
*/
public get loadState(): UnityEngine.AudioDataLoadState;
/** Loads the audio data of a clip. Clips that have "Preload Audio Data" set will load the audio data automatically.
* @returns Returns true if loading succeeded.
*/
public LoadAudioData () : boolean
/** Unloads the audio data associated with the clip. This works only for AudioClips that are based on actual sound file assets.
* @returns Returns false if unloading failed.
*/
public UnloadAudioData () : boolean
/** Fills an array with sample data from the clip.
*/
public GetData ($data: System.Array$1<number>, $offsetSamples: number) : boolean
/** Set sample data in a clip.
*/
public SetData ($data: System.Array$1<number>, $offsetSamples: number) : boolean
/** Creates a user AudioClip with a name and with the given length in samples, channels and frequency.
* @param $name Name of clip.
* @param $lengthSamples Number of sample frames.
* @param $channels Number of channels per frame.
* @param $frequency Sample frequency of clip.
* @param $_3D Audio clip is played back in 3D.
* @param $stream True if clip is streamed, that is if the pcmreadercallback generates data on the fly.
* @param $pcmreadercallback This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously.
* @param $pcmsetpositioncallback This callback is invoked whenever the clip loops or changes playback position.
* @returns A reference to the created AudioClip.
*/
public static Create ($name: string, $lengthSamples: number, $channels: number, $frequency: number, $stream: boolean) : UnityEngine.AudioClip
public static Create ($name: string, $lengthSamples: number, $channels: number, $frequency: number, $stream: boolean, $pcmreadercallback: UnityEngine.AudioClip.PCMReaderCallback) : UnityEngine.AudioClip
public static Create ($name: string, $lengthSamples: number, $channels: number, $frequency: number, $stream: boolean, $pcmreadercallback: UnityEngine.AudioClip.PCMReaderCallback, $pcmsetpositioncallback: UnityEngine.AudioClip.PCMSetPositionCallback) : UnityEngine.AudioClip
}
/** Determines how the audio clip is loaded in.
*/
enum AudioClipLoadType
{ DecompressOnLoad = 0, CompressedInMemory = 1, Streaming = 2 }
/** Value describing the current load state of the audio data associated with an AudioClip.
*/
enum AudioDataLoadState
{ Unloaded = 0, Loading = 1, Loaded = 2, Failed = 3 }
class AudioBehaviour extends UnityEngine.Behaviour
{
protected [__keep_incompatibility]: never;
}
/** Representation of a listener in 3D space.
*/
class AudioListener extends UnityEngine.AudioBehaviour
{
protected [__keep_incompatibility]: never;
/** Controls the game sound volume (0.0 to 1.0).
*/
public static get volume(): number;
public static set volume(value: number);
/** The paused state of the audio system.
*/
public static get pause(): boolean;
public static set pause(value: boolean);
/** This lets you set whether the Audio Listener should be updated in the fixed or dynamic update.
*/
public get velocityUpdateMode(): UnityEngine.AudioVelocityUpdateMode;
public set velocityUpdateMode(value: UnityEngine.AudioVelocityUpdateMode);
/** Provides a block of the listener (master)'s output data.
* @param $samples The array to populate with audio samples. Its length must be a power of 2.
* @param $channel The channel to sample from.
*/
public static GetOutputData ($samples: System.Array$1<number>, $channel: number) : void
/** Provides a block of the listener (master)'s spectrum data.
* @param $samples The array to populate with audio samples. Its length must be a power of 2.
* @param $channel The channel to sample from.
* @param $window The FFTWindow type to use when sampling.
*/
public static GetSpectrumData ($samples: System.Array$1<number>, $channel: number, $window: UnityEngine.FFTWindow) : void
public constructor ()
}
/** Describes when an AudioSource or AudioListener is updated.
*/
enum AudioVelocityUpdateMode
{ Auto = 0, Fixed = 1, Dynamic = 2 }
/** Spectrum analysis windowing types.
*/
enum FFTWindow
{ Rectangular = 0, Triangle = 1, Hamming = 2, Hanning = 3, Blackman = 4, BlackmanHarris = 5 }
/** A representation of audio sources in 3D.
*/
class AudioSource extends UnityEngine.AudioBehaviour
{
protected [__keep_incompatibility]: never;
/** The volume of the audio source (0.0 to 1.0).
*/
public get volume(): number;
public set volume(value: number);
/** The pitch of the audio source.
*/
public get pitch(): number;
public set pitch(value: number);
/** Playback position in seconds.
*/
public get time(): number;
public set time(value: number);
/** Playback position in PCM samples.
*/
public get timeSamples(): number;
public set timeSamples(value: number);
/** The default AudioClip to play.
*/
public get clip(): UnityEngine.AudioClip;
public set clip(value: UnityEngine.AudioClip);
/** The target group to which the AudioSource should route its signal.
*/
public get outputAudioMixerGroup(): UnityEngine.Audio.AudioMixerGroup;
public set outputAudioMixerGroup(value: UnityEngine.Audio.AudioMixerGroup);
/** Gets or sets the gamepad audio output type for this audio source.
*/
public get gamepadSpeakerOutputType(): UnityEngine.GamepadSpeakerOutputType;
public set gamepadSpeakerOutputType(value: UnityEngine.GamepadSpeakerOutputType);
/** Is the clip playing right now (Read Only)?
*/
public get isPlaying(): boolean;
/** True if all sounds played by the AudioSource (main sound started by Play() or playOnAwake as well as one-shots) are culled by the audio system.
*/
public get isVirtual(): boolean;
/** Is the audio clip looping?
*/
public get loop(): boolean;
public set loop(value: boolean);
/** This makes the audio source not take into account the volume of the audio listener.
*/
public get ignoreListenerVolume(): boolean;
public set ignoreListenerVolume(value: boolean);
/** If set to true, the audio source will automatically start playing on awake.
*/
public get playOnAwake(): boolean;
public set playOnAwake(value: boolean);
/** Allows AudioSource to play even though AudioListener.pause is set to true. This is useful for the menu element sounds or background music in pause menus.
*/
public get ignoreListenerPause(): boolean;
public set ignoreListenerPause(value: boolean);
/** Whether the Audio Source should be updated in the fixed or dynamic update.
*/
public get velocityUpdateMode(): UnityEngine.AudioVelocityUpdateMode;
public set velocityUpdateMode(value: UnityEngine.AudioVelocityUpdateMode);
/** Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo.
*/
public get panStereo(): number;
public set panStereo(value: number);
/** Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D.
*/
public get spatialBlend(): number;
public set spatialBlend(value: number);
/** Enables or disables spatialization.
*/
public get spatialize(): boolean;
public set spatialize(value: boolean);
/** Determines if the spatializer effect is inserted before or after the effect filters.
*/
public get spatializePostEffects(): boolean;
public set spatializePostEffects(value: boolean);
/** The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones.
*/
public get reverbZoneMix(): number;
public set reverbZoneMix(value: number);
/** Bypass effects (Applied from filter components or global listener filters).
*/
public get bypassEffects(): boolean;
public set bypassEffects(value: boolean);
/** When set global effects on the AudioListener will not be applied to the audio signal generated by the AudioSource. Does not apply if the AudioSource is playing into a mixer group.
*/
public get bypassListenerEffects(): boolean;
public set bypassListenerEffects(value: boolean);
/** When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones.
*/
public get bypassReverbZones(): boolean;
public set bypassReverbZones(value: boolean);
/** Sets the Doppler scale for this AudioSource.
*/
public get dopplerLevel(): number;
public set dopplerLevel(value: number);
/** Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space.
*/
public get spread(): number;
public set spread(value: number);
/** Sets the priority of the AudioSource.
*/
public get priority(): number;
public set priority(value: number);
/** Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume.
*/
public get mute(): boolean;
public set mute(value: boolean);
/** Within the Min distance the AudioSource will cease to grow louder in volume.
*/
public get minDistance(): number;
public set minDistance(value: number);
/** (Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.
*/
public get maxDistance(): number;
public set maxDistance(value: number);
/** Sets/Gets how the AudioSource attenuates over distance.
*/
public get rolloffMode(): UnityEngine.AudioRolloffMode;
public set rolloffMode(value: UnityEngine.AudioRolloffMode);
/** Enable playing of audio source though a specfic gamepad.
* @param $slot Slot number of the gamepad (0-3).
* @returns Returns TRUE if enabling audio output through this users controller was successful.
*/
public PlayOnGamepad ($slot: number) : boolean
/** Disables audio output to a gamepad for this audio source.
* @returns Returns true if successful.
*/
public DisableGamepadOutput () : boolean
public SetGamepadSpeakerMixLevel ($slot: number, $mixLevel: number) : boolean
public SetGamepadSpeakerMixLevelDefault ($slot: number) : boolean
public SetGamepadSpeakerRestrictedAudio ($slot: number, $restricted: boolean) : boolean
/** Check if the platform supports an audio output type on gamepads.
* @param $outputType The desired output type.
* @returns Returns true if the gamepad supports the specified audio output type.
*/
public static GamepadSpeakerSupportsOutputType ($outputType: UnityEngine.GamepadSpeakerOutputType) : boolean
public Play () : void
/** Plays the clip.
* @param $delay Deprecated. Delay in number of samples, assuming a 44100Hz sample rate (meaning that Play(44100) will delay the playing by exactly 1 sec).
*/
public Play ($delay: bigint) : void
/** Plays the clip with a delay specified in seconds. Users are advised to use this function instead of the old Play(delay) function that took a delay specified in samples relative to a reference rate of 44.1 kHz as an argument.
* @param $delay Delay time specified in seconds.
*/
public PlayDelayed ($delay: number) : void
/** Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from.
* @param $time Time in seconds on the absolute time-line that AudioSettings.dspTime refers to for when the sound should start playing.
*/
public PlayScheduled ($time: number) : void
/** Plays an AudioClip, and scales the AudioSource volume by volumeScale.
* @param $clip The clip being played.
* @param $volumeScale The scale of the volume (0-1).
*/
public PlayOneShot ($clip: UnityEngine.AudioClip) : void
/** Plays an AudioClip, and scales the AudioSource volume by volumeScale.
* @param $clip The clip being played.
* @param $volumeScale The scale of the volume (0-1).
*/
public PlayOneShot ($clip: UnityEngine.AudioClip, $volumeScale: number) : void
/** Changes the time at which a sound that has already been scheduled to play will start.
* @param $time Time in seconds.
*/
public SetScheduledStartTime ($time: number) : void
/** Changes the time at which a sound that has already been scheduled to play will end. Notice that depending on the timing not all rescheduling requests can be fulfilled.
* @param $time Time in seconds.
*/
public SetScheduledEndTime ($time: number) : void
/** Stops playing the clip.
*/
public Stop () : void
/** Pauses playing the clip.
*/
public Pause () : void
/** Unpause the paused playback of this AudioSource.
*/
public UnPause () : void
/** Plays an AudioClip at a given position in world space.
* @param $clip Audio data to play.
* @param $position Position in world space from which sound originates.
* @param $volume Playback volume.
*/
public static PlayClipAtPoint ($clip: UnityEngine.AudioClip, $position: UnityEngine.Vector3) : void
/** Plays an AudioClip at a given position in world space.
* @param $clip Audio data to play.
* @param $position Position in world space from which sound originates.
* @param $volume Playback volume.
*/
public static PlayClipAtPoint ($clip: UnityEngine.AudioClip, $position: UnityEngine.Vector3, $volume: number) : void
/** Set the custom curve for the given AudioSourceCurveType.
* @param $type The curve type that should be set.
* @param $curve The curve that should be applied to the given curve type.
*/
public SetCustomCurve ($type: UnityEngine.AudioSourceCurveType, $curve: UnityEngine.AnimationCurve) : void
/** Get the current custom curve for the given AudioSourceCurveType.
* @param $type The curve type to get.
* @returns The custom AnimationCurve corresponding to the given curve type.
*/
public GetCustomCurve ($type: UnityEngine.AudioSourceCurveType) : UnityEngine.AnimationCurve
/** Provides a block of the currently playing source's output data.
* @param $samples The array to populate with audio samples. Its length must be a power of 2.
* @param $channel The channel to sample from.
*/
public GetOutputData ($samples: System.Array$1<number>, $channel: number) : void
/** Provides a block of the currently playing audio source's spectrum data.
* @param $samples The array to populate with audio samples. Its length must be a power of 2.
* @param $channel The channel to sample from.
* @param $window The FFTWindow type to use when sampling.
*/
public GetSpectrumData ($samples: System.Array$1<number>, $channel: number, $window: UnityEngine.FFTWindow) : void
/** Sets a user-defined parameter of a custom spatializer effect that is attached to an AudioSource.
* @param $index Zero-based index of user-defined parameter to be set.
* @param $value New value of the user-defined parameter.
* @returns True, if the parameter could be set.
*/
public SetSpatializerFloat ($index: number, $value: number) : boolean
/** Reads a user-defined parameter of a custom spatializer effect that is attached to an AudioSource.
* @param $index Zero-based index of user-defined parameter to be read.
* @param $value Return value of the user-defined parameter that is read.
* @returns True, if the parameter could be read.
*/
public GetSpatializerFloat ($index: number, $value: $Ref<number>) : boolean
/** Reads a user-defined parameter of a custom ambisonic decoder effect that is attached to an AudioSource.
* @param $index Zero-based index of user-defined parameter to be read.
* @param $value Return value of the user-defined parameter that is read.
* @returns True, if the parameter could be read.
*/
public GetAmbisonicDecoderFloat ($index: number, $value: $Ref<number>) : boolean
/** Sets a user-defined parameter of a custom ambisonic decoder effect that is attached to an AudioSource.
* @param $index Zero-based index of user-defined parameter to be set.
* @param $value New value of the user-defined parameter.
* @returns True, if the parameter could be set.
*/
public SetAmbisonicDecoderFloat ($index: number, $value: number) : boolean
public constructor ()
}
/** Gamepad audio output types.
*/
enum GamepadSpeakerOutputType
{ Speaker = 0, Vibration = 1, SecondaryVibration = 2 }
/** This defines the curve type of the different custom curves that can be queried and set within the AudioSource.
*/
enum AudioSourceCurveType
{ CustomRolloff = 0, SpatialBlend = 1, ReverbZoneMix = 2, Spread = 3 }
/** Store a collection of Keyframes that can be evaluated over time.
*/
class AnimationCurve extends System.Object implements System.IEquatable$1<UnityEngine.AnimationCurve>
{
protected [__keep_incompatibility]: never;
}
/** Rolloff modes that a 3D sound can have in an audio source.
*/
enum AudioRolloffMode
{ Logarithmic = 0, Linear = 1, Custom = 2 }
/** Base class for Texture handling.
*/
class Texture extends UnityEngine.Object
{
protected [__keep_incompatibility]: never;
/** Can be used with Texture constructors that take a mip count to indicate that all mips should be generated. The value of this field is -1.
*/
public static GenerateAllMips : number
/** How many mipmap levels are in this Texture (Read Only).
*/
public get mipmapCount(): number;
public static get anisotropicFiltering(): UnityEngine.AnisotropicFiltering;
public static set anisotropicFiltering(value: UnityEngine.AnisotropicFiltering);
/** Returns the GraphicsFormat format or color format of a Texture object.
*/
public get graphicsFormat(): UnityEngine.Experimental.Rendering.GraphicsFormat;
/** Width of the Texture in pixels (Read Only).
*/
public get width(): number;
public set width(value: number);
/** Height of the Texture in pixels (Read Only).
*/
public get height(): number;
public set height(value: number);
/** Dimensionality (type) of the Texture (Read Only).
*/
public get dimension(): UnityEngine.Rendering.TextureDimension;
public set dimension(value: UnityEngine.Rendering.TextureDimension);
/** Whether Unity stores an additional copy of this texture's pixel data in CPU-addressable memory.
*/
public get isReadable(): boolean;
/** Texture coordinate wrapping mode.
*/
public get wrapMode(): UnityEngine.TextureWrapMode;
public set wrapMode(value: UnityEngine.TextureWrapMode);
/** Texture U coordinate wrapping mode.
*/
public get wrapModeU(): UnityEngine.TextureWrapMode;
public set wrapModeU(value: UnityEngine.TextureWrapMode);
/** Texture V coordinate wrapping mode.
*/
public get wrapModeV(): UnityEngine.TextureWrapMode;
public set wrapModeV(value: UnityEngine.TextureWrapMode);
/** Texture W coordinate wrapping mode for Texture3D.
*/
public get wrapModeW(): UnityEngine.TextureWrapMode;
public set wrapModeW(value: UnityEngine.TextureWrapMode);
/** Filtering mode of the Texture.
*/
public get filterMode(): UnityEngine.FilterMode;
public set filterMode(value: UnityEngine.FilterMode);
/** Defines the anisotropic filtering level of the Texture.
*/
public get anisoLevel(): number;
public set anisoLevel(value: number);
/** The mipmap bias of the Texture.
*/
public get mipMapBias(): number;
public set mipMapBias(value: number);
public get texelSize(): UnityEngine.Vector2;
/** This counter is incremented when the Texture is updated.
*/
public get updateCount(): number;
/** Returns true if the texture pixel data is in sRGB color space (Read Only).
*/
public get isDataSRGB(): boolean;
/** The hash value of the Texture.
*/
public get imageContentsHash(): UnityEngine.Hash128;
public set imageContentsHash(value: UnityEngine.Hash128);
/** The total amount of Texture memory that Unity would use if it loads all Textures at mipmap level 0.
This is a theoretical value that does not take into account any input from the streaming system or any other input, for example when you set the`Texture2D.requestedMipmapLevel` manually.
To see a Texture memory value that takes inputs into account, use `desiredTextureMemory`.
`totalTextureMemory` only includes instances of Texture2D and CubeMap Textures. This value does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.
*/
public static get totalTextureMemory(): bigint;
/** The total size of the Textures, in bytes, that Unity loads if there were no other constraints. Before Unity loads any Textures, it applies the which reduces the loaded Texture resolution if the Texture sizes exceed its value. The desiredTextureMemory value takes into account the mipmap levels that Unity has requested or that you have set manually.
For example, if Unity does not load a Texture at full resolution because it is far away or its requested mipmap level is greater than 0, Unity reduces the desiredTextureMemory value to match the total memory needed.
The desiredTextureMemory value can be greater than the Texture.targetTextureMemory value.
*/
public static get desiredTextureMemory(): bigint;
/** The total amount of Texture memory that Unity allocates to the Textures in the scene after it applies the and finishes loading Textures. `targetTextureMemory`also takes mipmap streaming settings into account. This value only includes instances of Texture2D and CubeMap Textures. This value does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.
*/
public static get targetTextureMemory(): bigint;
/** The amount of memory that all Textures in the scene use.
*/
public static get currentTextureMemory(): bigint;
/** The amount of memory Unity allocates for non-streaming Textures in the scene. This only includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.
*/
public static get nonStreamingTextureMemory(): bigint;
/** How many times has a Texture been uploaded due to Texture mipmap streaming.
*/
public static get streamingMipmapUploadCount(): bigint;
/** Number of renderers registered with the Texture streaming system.
*/
public static get streamingRendererCount(): bigint;
/** Number of streaming Textures.
*/
public static get streamingTextureCount(): bigint;
/** The number of non-streaming Textures in the scene. This includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.
*/
public static get nonStreamingTextureCount(): bigint;
/** Number of streaming Textures with outstanding mipmaps to be loaded.
*/
public static get streamingTexturePendingLoadCount(): bigint;
/** Number of streaming Textures with mipmaps currently loading.
*/
public static get streamingTextureLoadingCount(): bigint;
/** Force streaming Textures to load all mipmap levels.
*/
public static get streamingTextureForceLoadAll(): boolean;
public static set streamingTextureForceLoadAll(value: boolean);
/** This property forces the streaming Texture system to discard all unused mipmaps instead of caching them until the Texture is exceeded. This is useful when you profile or write tests to keep a predictable set of Textures in memory.
*/
public static get streamingTextureDiscardUnusedMips(): boolean;
public static set streamingTextureDiscardUnusedMips(value: boolean);
/** Allow Unity internals to perform Texture creation on any thread (rather than the dedicated render thread).
*/
public static get allowThreadedTextureCreation(): boolean;
public static set allowThreadedTextureCreation(value: boolean);
/** Sets Anisotropic limits.
*/
public static SetGlobalAnisotropicFilteringLimits ($forcedMin: number, $globalMax: number) : void
/** Retrieve a native (underlying graphics API) pointer to the Texture resource.
* @returns Pointer to an underlying graphics API Texture resource.
*/
public GetNativeTexturePtr () : System.IntPtr
/** Increment the update counter.
*/
public IncrementUpdateCount () : void
/** This function sets mipmap streaming debug properties on any materials that use this Texture through the mipmap streaming system.
*/
public static SetStreamingTextureMaterialDebugProperties () : void
}
/** Anisotropic filtering mode.
*/
enum AnisotropicFiltering
{ Disable = 0, Enable = 1, ForceEnable = 2 }
/** Wrap mode for textures.
*/
enum TextureWrapMode
{ Repeat = 0, Clamp = 1, Mirror = 2, MirrorOnce = 3 }
/** Filtering mode for textures. Corresponds to the settings in a.
*/
enum FilterMode
{ Point = 0, Bilinear = 1, Trilinear = 2 }
/** Representation of 2D vectors and points.
*/
class Vector2 extends System.ValueType implements System.IEquatable$1<UnityEngine.Vector2>, System.IFormattable
{
protected [__keep_incompatibility]: never;
/** X component of the vector.
*/
public x : number
/** Y component of the vector.
*/
public y : number
public static kEpsilon : number
public static kEpsilonNormalSqrt : number
/** Returns this vector with a magnitude of 1 (Read Only).
*/
public get normalized(): UnityEngine.Vector2;
/** Returns the length of this vector (Read Only).
*/
public get magnitude(): number;
/** Returns the squared length of this vector (Read Only).
*/
public get sqrMagnitude(): number;
/** Shorthand for writing Vector2(0, 0).
*/
public static get zero(): UnityEngine.Vector2;
/** Shorthand for writing Vector2(1, 1).
*/
public static get one(): UnityEngine.Vector2;
/** Shorthand for writing Vector2(0, 1).
*/
public static get up(): UnityEngine.Vector2;
/** Shorthand for writing Vector2(0, -1).
*/
public static get down(): UnityEngine.Vector2;
/** Shorthand for writing Vector2(-1, 0).
*/
public static get left(): UnityEngine.Vector2;
/** Shorthand for writing Vector2(1, 0).
*/
public static get right(): UnityEngine.Vector2;
/** Shorthand for writing Vector2(float.PositiveInfinity, float.PositiveInfinity).
*/
public static get positiveInfinity(): UnityEngine.Vector2;
/** Shorthand for writing Vector2(float.NegativeInfinity, float.NegativeInfinity).
*/
public static get negativeInfinity(): UnityEngine.Vector2;
public get_Item ($index: number) : number
public set_Item ($index: number, $value: number) : void
/** Set x and y components of an existing Vector2.
*/
public Set ($newX: number, $newY: number) : void
/** Linearly interpolates between vectors a and b by t.
*/
public static Lerp ($a: UnityEngine.Vector2, $b: UnityEngine.Vector2, $t: number) : UnityEngine.Vector2
/** Linearly interpolates between vectors a and b by t.
*/
public static LerpUnclamped ($a: UnityEngine.Vector2, $b: UnityEngine.Vector2, $t: number) : UnityEngine.Vector2
/** Moves a point current towards target.
*/
public static MoveTowards ($current: UnityEngine.Vector2, $target: UnityEngine.Vector2, $maxDistanceDelta: number) : UnityEngine.Vector2
/** Multiplies two vectors component-wise.
*/
public static Scale ($a: UnityEngine.Vector2, $b: UnityEngine.Vector2) : UnityEngine.Vector2
/** Multiplies every component of this vector by the same component of scale.
*/
public Scale ($scale: UnityEngine.Vector2) : void
/** Makes this vector have a magnitude of 1.
*/
public Normalize () : void
/** Returns a formatted string for this vector.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString () : string
/** Returns a formatted string for this vector.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString ($format: string) : string
/** Returns a formatted string for this vector.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString ($format: string, $formatProvider: System.IFormatProvider) : string
/** Returns true if the given vector is exactly equal to this vector.
*/
public Equals ($other: any) : boolean
public Equals ($other: UnityEngine.Vector2) : boolean
/** Reflects a vector off the vector defined by a normal.
*/
public static Reflect ($inDirection: UnityEngine.Vector2, $inNormal: UnityEngine.Vector2) : UnityEngine.Vector2
/** Returns the 2D vector perpendicular to this 2D vector. The result is always rotated 90-degrees in a counter-clockwise direction for a 2D coordinate system where the positive Y axis goes up.
* @param $inDirection The input direction.
* @returns The perpendicular direction.
*/
public static Perpendicular ($inDirection: UnityEngine.Vector2) : UnityEngine.Vector2
/** Dot Product of two vectors.
*/
public static Dot ($lhs: UnityEngine.Vector2, $rhs: UnityEngine.Vector2) : number
/** Gets the unsigned angle in degrees between from and to.
* @param $from The vector from which the angular difference is measured.
* @param $to The vector to which the angular difference is measured.
* @returns The unsigned angle in degrees between the two vectors.
*/
public static Angle ($from: UnityEngine.Vector2, $to: UnityEngine.Vector2) : number
/** Gets the signed angle in degrees between from and to.
* @param $from The vector from which the angular difference is measured.
* @param $to The vector to which the angular difference is measured.
* @returns The signed angle in degrees between the two vectors.
*/
public static SignedAngle ($from: UnityEngine.Vector2, $to: UnityEngine.Vector2) : number
/** Returns the distance between a and b.
*/
public static Distance ($a: UnityEngine.Vector2, $b: UnityEngine.Vector2) : number
/** Returns a copy of vector with its magnitude clamped to maxLength.
*/
public static ClampMagnitude ($vector: UnityEngine.Vector2, $maxLength: number) : UnityEngine.Vector2
public static SqrMagnitude ($a: UnityEngine.Vector2) : number
public SqrMagnitude () : number
/** Returns a vector that is made from the smallest components of two vectors.
*/
public static Min ($lhs: UnityEngine.Vector2, $rhs: UnityEngine.Vector2) : UnityEngine.Vector2
/** Returns a vector that is made from the largest components of two vectors.
*/
public static Max ($lhs: UnityEngine.Vector2, $rhs: UnityEngine.Vector2) : UnityEngine.Vector2
/** Gradually changes a vector towards a desired goal over time.
* @param $current The current position.
* @param $target The position we are trying to reach.
* @param $currentVelocity The current velocity, this value is modified by the function every time you call it.
* @param $smoothTime Approximately the time it will take to reach the target. A smaller value will reach the target faster.
* @param $maxSpeed Optionally allows you to clamp the maximum speed.
* @param $deltaTime The time since the last call to this function. By default Time.deltaTime.
*/
public static SmoothDamp ($current: UnityEngine.Vector2, $target: UnityEngine.Vector2, $currentVelocity: $Ref<UnityEngine.Vector2>, $smoothTime: number, $maxSpeed: number) : UnityEngine.Vector2
/** Gradually changes a vector towards a desired goal over time.
* @param $current The current position.
* @param $target The position we are trying to reach.
* @param $currentVelocity The current velocity, this value is modified by the function every time you call it.
* @param $smoothTime Approximately the time it will take to reach the target. A smaller value will reach the target faster.
* @param $maxSpeed Optionally allows you to clamp the maximum speed.
* @param $deltaTime The time since the last call to this function. By default Time.deltaTime.
*/
public static SmoothDamp ($current: UnityEngine.Vector2, $target: UnityEngine.Vector2, $currentVelocity: $Ref<UnityEngine.Vector2>, $smoothTime: number) : UnityEngine.Vector2
/** Gradually changes a vector towards a desired goal over time.
* @param $current The current position.
* @param $target The position we are trying to reach.
* @param $currentVelocity The current velocity, this value is modified by the function every time you call it.
* @param $smoothTime Approximately the time it will take to reach the target. A smaller value will reach the target faster.
* @param $maxSpeed Optionally allows you to clamp the maximum speed.
* @param $deltaTime The time since the last call to this function. By default Time.deltaTime.
*/
public static SmoothDamp ($current: UnityEngine.Vector2, $target: UnityEngine.Vector2, $currentVelocity: $Ref<UnityEngine.Vector2>, $smoothTime: number, $maxSpeed: number, $deltaTime: number) : UnityEngine.Vector2
public static op_Addition ($a: UnityEngine.Vector2, $b: UnityEngine.Vector2) : UnityEngine.Vector2
public static op_Subtraction ($a: UnityEngine.Vector2, $b: UnityEngine.Vector2) : UnityEngine.Vector2
public static op_Multiply ($a: UnityEngine.Vector2, $b: UnityEngine.Vector2) : UnityEngine.Vector2
public static op_Division ($a: UnityEngine.Vector2, $b: UnityEngine.Vector2) : UnityEngine.Vector2
public static op_UnaryNegation ($a: UnityEngine.Vector2) : UnityEngine.Vector2
public static op_Multiply ($a: UnityEngine.Vector2, $d: number) : UnityEngine.Vector2
public static op_Multiply ($d: number, $a: UnityEngine.Vector2) : UnityEngine.Vector2
public static op_Division ($a: UnityEngine.Vector2, $d: number) : UnityEngine.Vector2
public static op_Equality ($lhs: UnityEngine.Vector2, $rhs: UnityEngine.Vector2) : boolean
public static op_Inequality ($lhs: UnityEngine.Vector2, $rhs: UnityEngine.Vector2) : boolean
public static op_Implicit ($v: UnityEngine.Vector3) : UnityEngine.Vector2
public static op_Implicit ($v: UnityEngine.Vector2) : UnityEngine.Vector3
public constructor ($x: number, $y: number)
public Equals ($obj: any) : boolean
public static Equals ($objA: any, $objB: any) : boolean
public constructor ()
}
/** Represents a 128-bit hash value.
*/
class Hash128 extends System.ValueType implements System.IEquatable$1<UnityEngine.Hash128>, System.IComparable, System.IComparable$1<UnityEngine.Hash128>
{
protected [__keep_incompatibility]: never;
}
/** Representation of RGBA colors.
*/
class Color extends System.ValueType implements System.IEquatable$1<UnityEngine.Color>, System.IFormattable
{
protected [__keep_incompatibility]: never;
/** Red component of the color.
*/
public r : number
/** Green component of the color.
*/
public g : number
/** Blue component of the color.
*/
public b : number
/** Alpha component of the color (0 is transparent, 1 is opaque).
*/
public a : number
/** Solid red. RGBA is (1, 0, 0, 1).
*/
public static get red(): UnityEngine.Color;
/** Solid green. RGBA is (0, 1, 0, 1).
*/
public static get green(): UnityEngine.Color;
/** Solid blue. RGBA is (0, 0, 1, 1).
*/
public static get blue(): UnityEngine.Color;
/** Solid white. RGBA is (1, 1, 1, 1).
*/
public static get white(): UnityEngine.Color;
/** Solid black. RGBA is (0, 0, 0, 1).
*/
public static get black(): UnityEngine.Color;
/** Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at!
*/
public static get yellow(): UnityEngine.Color;
/** Cyan. RGBA is (0, 1, 1, 1).
*/
public static get cyan(): UnityEngine.Color;
/** Magenta. RGBA is (1, 0, 1, 1).
*/
public static get magenta(): UnityEngine.Color;
/** Gray. RGBA is (0.5, 0.5, 0.5, 1).
*/
public static get gray(): UnityEngine.Color;
/** English spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1).
*/
public static get grey(): UnityEngine.Color;
/** Completely transparent. RGBA is (0, 0, 0, 0).
*/
public static get clear(): UnityEngine.Color;
/** The grayscale value of the color. (Read Only)
*/
public get grayscale(): number;
/** A linear value of an sRGB color.
*/
public get linear(): UnityEngine.Color;
/** A version of the color that has had the gamma curve applied.
*/
public get gamma(): UnityEngine.Color;
/** Returns the maximum color component value: Max(r,g,b).
*/
public get maxColorComponent(): number;
/** Returns a formatted string of this color.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString () : string
/** Returns a formatted string of this color.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString ($format: string) : string
/** Returns a formatted string of this color.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString ($format: string, $formatProvider: System.IFormatProvider) : string
public Equals ($other: any) : boolean
public Equals ($other: UnityEngine.Color) : boolean
public static op_Addition ($a: UnityEngine.Color, $b: UnityEngine.Color) : UnityEngine.Color
public static op_Subtraction ($a: UnityEngine.Color, $b: UnityEngine.Color) : UnityEngine.Color
public static op_Multiply ($a: UnityEngine.Color, $b: UnityEngine.Color) : UnityEngine.Color
public static op_Multiply ($a: UnityEngine.Color, $b: number) : UnityEngine.Color
public static op_Multiply ($b: number, $a: UnityEngine.Color) : UnityEngine.Color
public static op_Division ($a: UnityEngine.Color, $b: number) : UnityEngine.Color
public static op_Equality ($lhs: UnityEngine.Color, $rhs: UnityEngine.Color) : boolean
public static op_Inequality ($lhs: UnityEngine.Color, $rhs: UnityEngine.Color) : boolean
/** Linearly interpolates between colors a and b by t.
* @param $a Color a.
* @param $b Color b.
* @param $t Float for combining a and b.
*/
public static Lerp ($a: UnityEngine.Color, $b: UnityEngine.Color, $t: number) : UnityEngine.Color
/** Linearly interpolates between colors a and b by t.
*/
public static LerpUnclamped ($a: UnityEngine.Color, $b: UnityEngine.Color, $t: number) : UnityEngine.Color
public static op_Implicit ($c: UnityEngine.Color) : UnityEngine.Vector4
public static op_Implicit ($v: UnityEngine.Vector4) : UnityEngine.Color
public get_Item ($index: number) : number
public set_Item ($index: number, $value: number) : void
/** Calculates the hue, saturation and value of an RGB input color.
* @param $rgbColor An input color.
* @param $H Output variable for hue.
* @param $S Output variable for saturation.
* @param $V Output variable for value.
*/
public static RGBToHSV ($rgbColor: UnityEngine.Color, $H: $Ref<number>, $S: $Ref<number>, $V: $Ref<number>) : void
/** Creates an RGB colour from HSV input.
* @param $H Hue [0..1].
* @param $S Saturation [0..1].
* @param $V Brightness value [0..1].
* @param $hdr Output HDR colours. If true, the returned colour will not be clamped to [0..1].
* @returns An opaque colour with HSV matching the input.
*/
public static HSVToRGB ($H: number, $S: number, $V: number) : UnityEngine.Color
/** Creates an RGB colour from HSV input.
* @param $H Hue [0..1].
* @param $S Saturation [0..1].
* @param $V Brightness value [0..1].
* @param $hdr Output HDR colours. If true, the returned colour will not be clamped to [0..1].
* @returns An opaque colour with HSV matching the input.
*/
public static HSVToRGB ($H: number, $S: number, $V: number, $hdr: boolean) : UnityEngine.Color
public constructor ($r: number, $g: number, $b: number, $a: number)
public constructor ($r: number, $g: number, $b: number)
public Equals ($obj: any) : boolean
public static Equals ($objA: any, $objB: any) : boolean
public constructor ()
}
/** Representation of four-dimensional vectors.
*/
class Vector4 extends System.ValueType implements System.IEquatable$1<UnityEngine.Vector4>, System.IFormattable
{
protected [__keep_incompatibility]: never;
public static kEpsilon : number
/** X component of the vector.
*/
public x : number
/** Y component of the vector.
*/
public y : number
/** Z component of the vector.
*/
public z : number
/** W component of the vector.
*/
public w : number
/** Returns this vector with a magnitude of 1 (Read Only).
*/
public get normalized(): UnityEngine.Vector4;
/** Returns the length of this vector (Read Only).
*/
public get magnitude(): number;
/** Returns the squared length of this vector (Read Only).
*/
public get sqrMagnitude(): number;
/** Shorthand for writing Vector4(0,0,0,0).
*/
public static get zero(): UnityEngine.Vector4;
/** Shorthand for writing Vector4(1,1,1,1).
*/
public static get one(): UnityEngine.Vector4;
/** Shorthand for writing Vector4(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity).
*/
public static get positiveInfinity(): UnityEngine.Vector4;
/** Shorthand for writing Vector4(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity).
*/
public static get negativeInfinity(): UnityEngine.Vector4;
public get_Item ($index: number) : number
public set_Item ($index: number, $value: number) : void
/** Set x, y, z and w components of an existing Vector4.
*/
public Set ($newX: number, $newY: number, $newZ: number, $newW: number) : void
/** Linearly interpolates between two vectors.
*/
public static Lerp ($a: UnityEngine.Vector4, $b: UnityEngine.Vector4, $t: number) : UnityEngine.Vector4
/** Linearly interpolates between two vectors.
*/
public static LerpUnclamped ($a: UnityEngine.Vector4, $b: UnityEngine.Vector4, $t: number) : UnityEngine.Vector4
/** Moves a point current towards target.
*/
public static MoveTowards ($current: UnityEngine.Vector4, $target: UnityEngine.Vector4, $maxDistanceDelta: number) : UnityEngine.Vector4
/** Multiplies two vectors component-wise.
*/
public static Scale ($a: UnityEngine.Vector4, $b: UnityEngine.Vector4) : UnityEngine.Vector4
/** Multiplies every component of this vector by the same component of scale.
*/
public Scale ($scale: UnityEngine.Vector4) : void
/** Returns true if the given vector is exactly equal to this vector.
*/
public Equals ($other: any) : boolean
public Equals ($other: UnityEngine.Vector4) : boolean
public static Normalize ($a: UnityEngine.Vector4) : UnityEngine.Vector4
/** Makes this vector have a magnitude of 1.
*/
public Normalize () : void
/** Dot Product of two vectors.
*/
public static Dot ($a: UnityEngine.Vector4, $b: UnityEngine.Vector4) : number
/** Projects a vector onto another vector.
*/
public static Project ($a: UnityEngine.Vector4, $b: UnityEngine.Vector4) : UnityEngine.Vector4
/** Returns the distance between a and b.
*/
public static Distance ($a: UnityEngine.Vector4, $b: UnityEngine.Vector4) : number
public static Magnitude ($a: UnityEngine.Vector4) : number
/** Returns a vector that is made from the smallest components of two vectors.
*/
public static Min ($lhs: UnityEngine.Vector4, $rhs: UnityEngine.Vector4) : UnityEngine.Vector4
/** Returns a vector that is made from the largest components of two vectors.
*/
public static Max ($lhs: UnityEngine.Vector4, $rhs: UnityEngine.Vector4) : UnityEngine.Vector4
public static op_Addition ($a: UnityEngine.Vector4, $b: UnityEngine.Vector4) : UnityEngine.Vector4
public static op_Subtraction ($a: UnityEngine.Vector4, $b: UnityEngine.Vector4) : UnityEngine.Vector4
public static op_UnaryNegation ($a: UnityEngine.Vector4) : UnityEngine.Vector4
public static op_Multiply ($a: UnityEngine.Vector4, $d: number) : UnityEngine.Vector4
public static op_Multiply ($d: number, $a: UnityEngine.Vector4) : UnityEngine.Vector4
public static op_Division ($a: UnityEngine.Vector4, $d: number) : UnityEngine.Vector4
public static op_Equality ($lhs: UnityEngine.Vector4, $rhs: UnityEngine.Vector4) : boolean
public static op_Inequality ($lhs: UnityEngine.Vector4, $rhs: UnityEngine.Vector4) : boolean
public static op_Implicit ($v: UnityEngine.Vector3) : UnityEngine.Vector4
public static op_Implicit ($v: UnityEngine.Vector4) : UnityEngine.Vector3
public static op_Implicit ($v: UnityEngine.Vector2) : UnityEngine.Vector4
public static op_Implicit ($v: UnityEngine.Vector4) : UnityEngine.Vector2
/** Returns a formatted string for this vector.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString () : string
/** Returns a formatted string for this vector.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString ($format: string) : string
/** Returns a formatted string for this vector.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString ($format: string, $formatProvider: System.IFormatProvider) : string
public static SqrMagnitude ($a: UnityEngine.Vector4) : number
public SqrMagnitude () : number
public constructor ($x: number, $y: number, $z: number, $w: number)
public constructor ($x: number, $y: number, $z: number)
public constructor ($x: number, $y: number)
public Equals ($obj: any) : boolean
public static Equals ($objA: any, $objB: any) : boolean
public constructor ()
}
/** Structure describing the status of a finger touching the screen.
*/
class Touch extends System.ValueType
{
protected [__keep_incompatibility]: never;
/** The unique index for the touch.
*/
public get fingerId(): number;
public set fingerId(value: number);
/** The position of the touch in screen space pixel coordinates.
*/
public get position(): UnityEngine.Vector2;
public set position(value: UnityEngine.Vector2);
/** The first position of the touch contact in screen space pixel coordinates.
*/
public get rawPosition(): UnityEngine.Vector2;
public set rawPosition(value: UnityEngine.Vector2);
/** The position delta since last change in pixel coordinates.
*/
public get deltaPosition(): UnityEngine.Vector2;
public set deltaPosition(value: UnityEngine.Vector2);
/** Amount of time that has passed since the last recorded change in Touch values.
*/
public get deltaTime(): number;
public set deltaTime(value: number);
/** Number of taps.
*/
public get tapCount(): number;
public set tapCount(value: number);
/** Describes the phase of the touch.
*/
public get phase(): UnityEngine.TouchPhase;
public set phase(value: UnityEngine.TouchPhase);
/** The current amount of pressure being applied to a touch. 1.0f is considered to be the pressure of an average touch. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f.
*/
public get pressure(): number;
public set pressure(value: number);
/** The maximum possible pressure value for a platform. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f.
*/
public get maximumPossiblePressure(): number;
public set maximumPossiblePressure(value: number);
/** A value that indicates whether a touch was of Direct, Indirect (or remote), or Stylus type.
*/
public get type(): UnityEngine.TouchType;
public set type(value: UnityEngine.TouchType);
/** Value of 0 radians indicates that the stylus is parallel to the surface, pi/2 indicates that it is perpendicular.
*/
public get altitudeAngle(): number;
public set altitudeAngle(value: number);
/** Value of 0 radians indicates that the stylus is pointed along the x-axis of the device.
*/
public get azimuthAngle(): number;
public set azimuthAngle(value: number);
/** An estimated value of the radius of a touch. Add radiusVariance to get the maximum touch size, subtract it to get the minimum touch size.
*/
public get radius(): number;
public set radius(value: number);
/** This value determines the accuracy of the touch radius. Add this value to the radius to get the maximum touch size, subtract it to get the minimum touch size.
*/
public get radiusVariance(): number;
public set radiusVariance(value: number);
}
/** Describes phase of a finger touch.
*/
enum TouchPhase
{ Began = 0, Moved = 1, Stationary = 2, Ended = 3, Canceled = 4 }
/** Describes whether a touch is direct, indirect (or remote), or from a stylus.
*/
enum TouchType
{ Direct = 0, Indirect = 1, Stylus = 2 }
/** Access to application runtime data.
*/
class Application extends System.Object
{
protected [__keep_incompatibility]: never;
/** Returns true when called in any kind of built Player, or when called in the Editor in Play mode (Read Only).
*/
public static get isPlaying(): boolean;
/** Whether the Player currently has focus (Read-only).
*/
public static get isFocused(): boolean;
/** Returns a GUID for this build (Read Only).
*/
public static get buildGUID(): string;
/** Should the Player be running when the application is in the background?
*/
public static get runInBackground(): boolean;
public static set runInBackground(value: boolean);
/** Returns true when Unity is launched with the -batchmode flag from the command line (Read Only).
*/
public static get isBatchMode(): boolean;
/** Contains the path to the game data folder on the target device (Read Only).
*/
public static get dataPath(): string;
/** The path to the StreamingAssets folder (Read Only).
*/
public static get streamingAssetsPath(): string;
/** Contains the path to a persistent data directory (Read Only).
*/
public static get persistentDataPath(): string;
/** Contains the path to a temporary data / cache directory (Read Only).
*/
public static get temporaryCachePath(): string;
/** The URL of the document. For WebGL, this is a web URL. For Android, iOS, or Universal Windows Platform (UWP) this is a deep link URL (Read Only).
*/
public static get absoluteURL(): string;
/** The version of the Unity runtime used to play the content.
*/
public static get unityVersion(): string;
/** Returns application version number (Read Only).
*/
public static get version(): string;
/** Returns the name of the store or package that installed the application (Read Only).
*/
public static get installerName(): string;
/** Returns the application identifier at runtime.
*/
public static get identifier(): string;
/** Returns application install mode (Read Only).
*/
public static get installMode(): UnityEngine.ApplicationInstallMode;
/** Returns application running in sandbox (Read Only).
*/
public static get sandboxType(): UnityEngine.ApplicationSandboxType;
/** Returns application product name (Read Only).
*/
public static get productName(): string;
/** Returns application company name (Read Only).
*/
public static get companyName(): string;
/** A unique cloud project identifier. It is unique for every project (Read Only).
*/
public static get cloudProjectId(): string;
/** Specifies the frame rate at which Unity tries to render your game.
*/
public static get targetFrameRate(): number;
public static set targetFrameRate(value: number);
/** Returns the path to the console log file, or an empty string if the current platform does not support log files.
*/
public static get consoleLogPath(): string;
/** Priority of background loading thread.
*/
public static get backgroundLoadingPriority(): UnityEngine.ThreadPriority;
public static set backgroundLoadingPriority(value: UnityEngine.ThreadPriority);
/** Returns false if application is altered in any way after it was built.
*/
public static get genuine(): boolean;
/** Returns true if application integrity can be confirmed.
*/
public static get genuineCheckAvailable(): boolean;
/** Returns the platform the game is running on (Read Only).
*/
public static get platform(): UnityEngine.RuntimePlatform;
/** Identifies whether the current Runtime platform is a known mobile platform.
*/
public static get isMobilePlatform(): boolean;
/** Is the current Runtime platform a known console platform.
*/
public static get isConsolePlatform(): boolean;
/** The language the user's operating system is running in.
*/
public static get systemLanguage(): UnityEngine.SystemLanguage;
/** Returns the type of internet reachability currently possible on the device.
*/
public static get internetReachability(): UnityEngine.NetworkReachability;
/** Cancellation token raised on exiting Play mode (Editor) or on quitting the application (Read Only).
*/
public static get exitCancellationToken(): System.Threading.CancellationToken;
/** Whether the game is running inside the Unity Editor (Read Only).
*/
public static get isEditor(): boolean;
public static Quit ($exitCode: number) : void
/** Quits the player application.
* @param $exitCode An optional exit code to return when the player application terminates on Windows, Mac and Linux. Defaults to 0.
*/
public static Quit () : void
/** Unloads the Unity Player.
*/
public static Unload () : void
/** Checks if the streamed level can be loaded.
*/
public static CanStreamedLevelBeLoaded ($levelIndex: number) : boolean
/** Checks if the streamed level can be loaded.
*/
public static CanStreamedLevelBeLoaded ($levelName: string) : boolean
/** Returns true if the given object is part of the playing world either in any kind of built Player or in Play Mode.
* @param $obj The object to test.
* @returns True if the object is part of the playing world.
*/
public static IsPlaying ($obj: UnityEngine.Object) : boolean
/** Is Unity activated with the Pro license?
*/
public static HasProLicense () : boolean
public static RequestAdvertisingIdentifierAsync ($delegateMethod: UnityEngine.Application.AdvertisingIdentifierCallback) : boolean
/** Opens the URL specified, subject to the permissions and limitations of your apps current platform and environment.
* @param $url The URL to open.
*/
public static OpenURL ($url: string) : void
/** Get stack trace logging options. The default value is StackTraceLogType.ScriptOnly.
*/
public static GetStackTraceLogType ($logType: UnityEngine.LogType) : UnityEngine.StackTraceLogType
/** Set stack trace logging options. The default value is StackTraceLogType.ScriptOnly.
*/
public static SetStackTraceLogType ($logType: UnityEngine.LogType, $stackTraceType: UnityEngine.StackTraceLogType) : void
/** Request authorization to use the webcam or microphone on iOS and WebGL.
*/
public static RequestUserAuthorization ($mode: UnityEngine.UserAuthorization) : UnityEngine.AsyncOperation
/** Check if the user has authorized use of the webcam or microphone on iOS and WebGL.
*/
public static HasUserAuthorization ($mode: UnityEngine.UserAuthorization) : boolean
public static add_lowMemory ($value: UnityEngine.Application.LowMemoryCallback) : void
public static remove_lowMemory ($value: UnityEngine.Application.LowMemoryCallback) : void
public static add_memoryUsageChanged ($value: UnityEngine.Application.MemoryUsageChangedCallback) : void
public static remove_memoryUsageChanged ($value: UnityEngine.Application.MemoryUsageChangedCallback) : void
public static add_logMessageReceived ($value: UnityEngine.Application.LogCallback) : void
public static remove_logMessageReceived ($value: UnityEngine.Application.LogCallback) : void
public static add_logMessageReceivedThreaded ($value: UnityEngine.Application.LogCallback) : void
public static remove_logMessageReceivedThreaded ($value: UnityEngine.Application.LogCallback) : void
public static add_onBeforeRender ($value: UnityEngine.Events.UnityAction) : void
public static remove_onBeforeRender ($value: UnityEngine.Events.UnityAction) : void
public static add_focusChanged ($value: System.Action$1<boolean>) : void
public static remove_focusChanged ($value: System.Action$1<boolean>) : void
public static add_deepLinkActivated ($value: System.Action$1<string>) : void
public static remove_deepLinkActivated ($value: System.Action$1<string>) : void
public static add_wantsToQuit ($value: System.Func$1<boolean>) : void
public static remove_wantsToQuit ($value: System.Func$1<boolean>) : void
public static add_quitting ($value: System.Action) : void
public static remove_quitting ($value: System.Action) : void
public static add_unloading ($value: System.Action) : void
public static remove_unloading ($value: System.Action) : void
public constructor ()
}
/** Application installation mode (Read Only).
*/
enum ApplicationInstallMode
{ Unknown = 0, Store = 1, DeveloperBuild = 2, Adhoc = 3, Enterprise = 4, Editor = 5 }
/** Application sandbox type.
*/
enum ApplicationSandboxType
{ Unknown = 0, NotSandboxed = 1, Sandboxed = 2, SandboxBroken = 3 }
/** Stack trace logging options.
*/
enum StackTraceLogType
{ None = 0, ScriptOnly = 1, Full = 2 }
/** The type of the log message in Debug.unityLogger.Log or delegate registered with Application.RegisterLogCallback.
*/
enum LogType
{ Error = 0, Assert = 1, Warning = 2, Log = 3, Exception = 4 }
/** Constants to pass to Application.RequestUserAuthorization.
*/
enum UserAuthorization
{ WebCam = 1, Microphone = 2 }
/** The platform application is running. Returned by Application.platform.
*/
enum RuntimePlatform
{ OSXEditor = 0, OSXPlayer = 1, WindowsPlayer = 2, OSXWebPlayer = 3, OSXDashboardPlayer = 4, WindowsWebPlayer = 5, WindowsEditor = 7, IPhonePlayer = 8, XBOX360 = 10, PS3 = 9, Android = 11, NaCl = 12, FlashPlayer = 15, LinuxPlayer = 13, LinuxEditor = 16, WebGLPlayer = 17, MetroPlayerX86 = 18, WSAPlayerX86 = 18, MetroPlayerX64 = 19, WSAPlayerX64 = 19, MetroPlayerARM = 20, WSAPlayerARM = 20, WP8Player = 21, BB10Player = 22, BlackBerryPlayer = 22, TizenPlayer = 23, PSP2 = 24, PS4 = 25, PSM = 26, XboxOne = 27, SamsungTVPlayer = 28, WiiU = 30, tvOS = 31, Switch = 32, Lumin = 33, Stadia = 34, CloudRendering = 35, GameCoreScarlett = -1, GameCoreXboxSeries = 36, GameCoreXboxOne = 37, PS5 = 38, EmbeddedLinuxArm64 = 39, EmbeddedLinuxArm32 = 40, EmbeddedLinuxX64 = 41, EmbeddedLinuxX86 = 42, LinuxServer = 43, WindowsServer = 44, OSXServer = 45, QNXArm32 = 46, QNXArm64 = 47, QNXX64 = 48, QNXX86 = 49, VisionOS = 50 }
/** The language the user's operating system is running in. Returned by Application.systemLanguage.
*/
enum SystemLanguage
{ Afrikaans = 0, Arabic = 1, Basque = 2, Belarusian = 3, Bulgarian = 4, Catalan = 5, Chinese = 6, Czech = 7, Danish = 8, Dutch = 9, English = 10, Estonian = 11, Faroese = 12, Finnish = 13, French = 14, German = 15, Greek = 16, Hebrew = 17, Hugarian = 18, Icelandic = 19, Indonesian = 20, Italian = 21, Japanese = 22, Korean = 23, Latvian = 24, Lithuanian = 25, Norwegian = 26, Polish = 27, Portuguese = 28, Romanian = 29, Russian = 30, SerboCroatian = 31, Slovak = 32, Slovenian = 33, Spanish = 34, Swedish = 35, Thai = 36, Turkish = 37, Ukrainian = 38, Vietnamese = 39, ChineseSimplified = 40, ChineseTraditional = 41, Hindi = 42, Unknown = 43, Hungarian = 18 }
/** Describes network reachability options.
*/
enum NetworkReachability
{ NotReachable = 0, ReachableViaCarrierDataNetwork = 1, ReachableViaLocalAreaNetwork = 2 }
/** Contains information about a change in the application's memory usage.
*/
class ApplicationMemoryUsageChange extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** The material class.
*/
class Material extends UnityEngine.Object
{
protected [__keep_incompatibility]: never;
/** The shader used by the material.
*/
public get shader(): UnityEngine.Shader;
public set shader(value: UnityEngine.Shader);
/** The main color of the Material.
*/
public get color(): UnityEngine.Color;
public set color(value: UnityEngine.Color);
/** The main texture.
*/
public get mainTexture(): UnityEngine.Texture;
public set mainTexture(value: UnityEngine.Texture);
/** The offset of the main texture.
*/
public get mainTextureOffset(): UnityEngine.Vector2;
public set mainTextureOffset(value: UnityEngine.Vector2);
/** The scale of the main texture.
*/
public get mainTextureScale(): UnityEngine.Vector2;
public set mainTextureScale(value: UnityEngine.Vector2);
/** Render queue of this material.
*/
public get renderQueue(): number;
public set renderQueue(value: number);
/** An array containing the local shader keywords that are currently enabled for this material.
*/
public get enabledKeywords(): System.Array$1<UnityEngine.Rendering.LocalKeyword>;
public set enabledKeywords(value: System.Array$1<UnityEngine.Rendering.LocalKeyword>);
/** Defines how the material should interact with lightmaps and lightprobes.
*/
public get globalIlluminationFlags(): UnityEngine.MaterialGlobalIlluminationFlags;
public set globalIlluminationFlags(value: UnityEngine.MaterialGlobalIlluminationFlags);
/** Gets and sets whether the Double Sided Global Illumination setting is enabled for this material.
*/
public get doubleSidedGI(): boolean;
public set doubleSidedGI(value: boolean);
/** Gets and sets whether GPU instancing is enabled for this material.
*/
public get enableInstancing(): boolean;
public set enableInstancing(value: boolean);
/** How many passes are in this material (Read Only).
*/
public get passCount(): number;
/** An array containing names of the local shader keywords that are currently enabled for this material.
*/
public get shaderKeywords(): System.Array$1<string>;
public set shaderKeywords(value: System.Array$1<string>);
/** Parent of this material.
*/
public get parent(): UnityEngine.Material;
public set parent(value: UnityEngine.Material);
/** Returns true if this material is a material variant.
* @returns True if the material is a variant.
*/
public get isVariant(): boolean;
/** Checks if the ShaderLab file assigned to the Material has a property with the given name.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @param $name The name of the property.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasProperty ($nameID: number) : boolean
/** Checks if the ShaderLab file assigned to the Material has a property with the given name.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @param $name The name of the property.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasProperty ($name: string) : boolean
/** Checks if the ShaderLab file assigned to the Material has a Float property with the given name. This also works with the Float Array property.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @param $name The name of the property.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasFloat ($name: string) : boolean
/** Checks if the ShaderLab file assigned to the Material has a Float property with the given name. This also works with the Float Array property.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @param $name The name of the property.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasFloat ($nameID: number) : boolean
/** This method is deprecated. Use HasFloat or HasInteger instead.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @param $name The name of the property.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasInt ($name: string) : boolean
/** This method is deprecated. Use HasFloat or HasInteger instead.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @param $name The name of the property.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasInt ($nameID: number) : boolean
/** Checks if the ShaderLab file assigned to the Material has an Integer property with the given name.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @param $name The name of the property.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasInteger ($name: string) : boolean
/** Checks if the ShaderLab file assigned to the Material has an Integer property with the given name.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @param $name The name of the property.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasInteger ($nameID: number) : boolean
/** Checks if the ShaderLab file assigned to the Material has a Texture property with the given name.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @param $name The name of the property.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasTexture ($name: string) : boolean
/** Checks if the ShaderLab file assigned to the Material has a Texture property with the given name.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @param $name The name of the property.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasTexture ($nameID: number) : boolean
/** Checks if the ShaderLab file assigned to the Material has a Matrix property with the given name. This also works with the Matrix Array property.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @param $name The name of the property.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasMatrix ($name: string) : boolean
/** Checks if the ShaderLab file assigned to the Material has a Matrix property with the given name. This also works with the Matrix Array property.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @param $name The name of the property.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasMatrix ($nameID: number) : boolean
/** Checks if the ShaderLab file assigned to the Material has a Vector property with the given name. This also works with the Vector Array property.
* @param $name The name of the property.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasVector ($name: string) : boolean
/** Checks if the ShaderLab file assigned to the Material has a Vector property with the given name. This also works with the Vector Array property.
* @param $name The name of the property.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasVector ($nameID: number) : boolean
/** Checks if the ShaderLab file assigned to the Material has a Color property with the given name.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @param $name The name of the property.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasColor ($name: string) : boolean
/** Checks if the ShaderLab file assigned to the Material has a Color property with the given name.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @param $name The name of the property.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasColor ($nameID: number) : boolean
/** Checks if the ShaderLab file assigned to the Material has a ComputeBuffer property with the given name.
* @param $name The name of the property.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasBuffer ($name: string) : boolean
/** Checks if the ShaderLab file assigned to the Material has a ComputeBuffer property with the given name.
* @param $name The name of the property.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasBuffer ($nameID: number) : boolean
/** Checks if the ShaderLab file assigned to the Material has a ConstantBuffer property with the given name.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @param $name The name of the property.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasConstantBuffer ($name: string) : boolean
/** Checks if the ShaderLab file assigned to the Material has a ConstantBuffer property with the given name.
* @param $nameID The name ID of the property. Use Shader.PropertyToID to get this ID.
* @param $name The name of the property.
* @returns Returns true if the ShaderLab file assigned to the Material has this property.
*/
public HasConstantBuffer ($nameID: number) : boolean
/** Enables a local shader keyword for this material.
* @param $keyword The name of the Rendering.LocalKeyword to enable.
*/
public EnableKeyword ($keyword: string) : void
/** Disables a local shader keyword for this material.
* @param $keyword The name of the Rendering.LocalKeyword to disable.
*/
public DisableKeyword ($keyword: string) : void
/** Checks whether a local shader keyword is enabled for this material.
* @param $keyword The name of the Rendering.LocalKeyword to check.
* @returns Returns true if a Rendering.LocalKeyword with the given name is enabled for this material.
*/
public IsKeywordEnabled ($keyword: string) : boolean
/** Enables a local shader keyword for this material.
* @param $keyword The name of the Rendering.LocalKeyword to enable.
*/
public EnableKeyword ($keyword: $Ref<UnityEngine.Rendering.LocalKeyword>) : void
/** Disables a local shader keyword for this material.
* @param $keyword The name of the Rendering.LocalKeyword to disable.
*/
public DisableKeyword ($keyword: $Ref<UnityEngine.Rendering.LocalKeyword>) : void
/** Sets the state of a local shader keyword for this material.
* @param $keyword The Rendering.LocalKeyword to enable or disable.
* @param $value The desired keyword state.
*/
public SetKeyword ($keyword: $Ref<UnityEngine.Rendering.LocalKeyword>, $value: boolean) : void
/** Checks whether a local shader keyword is enabled for this material.
* @param $keyword The name of the Rendering.LocalKeyword to check.
* @returns Returns true if a Rendering.LocalKeyword with the given name is enabled for this material.
*/
public IsKeywordEnabled ($keyword: $Ref<UnityEngine.Rendering.LocalKeyword>) : boolean
/** Enables or disables a Shader pass on a per-Material level.
* @param $passName Shader pass name (case insensitive).
* @param $enabled Flag indicating whether this Shader pass should be enabled.
*/
public SetShaderPassEnabled ($passName: string, $enabled: boolean) : void
/** Checks whether a given Shader pass is enabled on this Material.
* @param $passName Shader pass name (case insensitive).
* @returns True if the Shader pass is enabled.
*/
public GetShaderPassEnabled ($passName: string) : boolean
/** Returns the name of the shader pass at index pass.
*/
public GetPassName ($pass: number) : string
/** Returns the index of the pass passName.
*/
public FindPass ($passName: string) : number
/** Sets an override tag/value on the material.
* @param $tag Name of the tag to set.
* @param $val Name of the value to set. Empty string to clear the override flag.
*/
public SetOverrideTag ($tag: string, $val: string) : void
/** Get the value of material's shader tag.
*/
public GetTag ($tag: string, $searchFallbacks: boolean, $defaultValue: string) : string
/** Get the value of material's shader tag.
*/
public GetTag ($tag: string, $searchFallbacks: boolean) : string
/** Interpolate properties between two materials.
*/
public Lerp ($start: UnityEngine.Material, $end: UnityEngine.Material, $t: number) : void
/** Activate the given pass for rendering.
* @param $pass Shader pass number to setup.
* @returns If false is returned, no rendering should be done.
*/
public SetPass ($pass: number) : boolean
/** Copy properties from other material into this material.
*/
public CopyPropertiesFromMaterial ($mat: UnityEngine.Material) : void
/** Copies properties, keyword states and settings from mat to this material, but only if they exist in both materials.
* @param $mat The Material to copy from.
*/
public CopyMatchingPropertiesFromMaterial ($mat: UnityEngine.Material) : void
/** Computes a CRC hash value from the content of the material.
*/
public ComputeCRC () : number
/** Returns the names of all texture properties exposed on this material.
* @param $outNames Names of all texture properties exposed on this material.
* @returns Names of all texture properties exposed on this material.
*/
public GetTexturePropertyNames () : System.Array$1<string>
/** Return the name IDs of all texture properties exposed on this material.
* @param $outNames IDs of all texture properties exposed on this material.
* @returns IDs of all texture properties exposed on this material.
*/
public GetTexturePropertyNameIDs () : System.Array$1<number>
public GetTexturePropertyNames ($outNames: System.Collections.Generic.List$1<string>) : void
public GetTexturePropertyNameIDs ($outNames: System.Collections.Generic.List$1<number>) : void
/** Returns True if the given material is an ancestor of this Material.
* @param $ancestor The specific ancestor to find in the hierarchy.
* @returns True if the given material is an ancestor of this Material.
*/
public IsChildOf ($ancestor: UnityEngine.Material) : boolean
/** Removes all property overrides on this material.
*/
public RevertAllPropertyOverrides () : void
/** Checks whether a property is overriden by this material.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_SrcBlend".
* @returns Returns true if the property you pass in is overriden by this material. Otherwise, returns false.
*/
public IsPropertyOverriden ($nameID: number) : boolean
/** Checks whether a property is locked by this material.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_SrcBlend".
* @returns Returns true if the property you pass in is locked by this material. Otherwise, returns false.
*/
public IsPropertyLocked ($nameID: number) : boolean
/** Checks whether a property is locked by any of ancestor of this material.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_SrcBlend".
* @returns Returns true if the property you pass in is locked by any of ancestor of this material. Otherwise, returns false.
*/
public IsPropertyLockedByAncestor ($nameID: number) : boolean
/** Checks whether a property is overriden by this material.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_SrcBlend".
* @returns Returns true if the property you pass in is overriden by this material. Otherwise, returns false.
*/
public IsPropertyOverriden ($name: string) : boolean
/** Checks whether a property is locked by this material.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_SrcBlend".
* @returns Returns true if the property you pass in is locked by this material. Otherwise, returns false.
*/
public IsPropertyLocked ($name: string) : boolean
/** Checks whether a property is locked by any of ancestor of this material.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_SrcBlend".
* @returns Returns true if the property you pass in is locked by any of ancestor of this material. Otherwise, returns false.
*/
public IsPropertyLockedByAncestor ($name: string) : boolean
/** Sets the lock state of a property for this material.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_SrcBlend".
* @param $value The desired lock state.
*/
public SetPropertyLock ($nameID: number, $value: boolean) : void
/** Applies an override associated with a Material Variant to a target.
* @param $destination The Material to which the Editor applies the override.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_SrcBlend".
* @param $recordUndo Wheter the editor should record an undo operation for this action.
*/
public ApplyPropertyOverride ($destination: UnityEngine.Material, $nameID: number, $recordUndo?: boolean) : void
/** Removes the override on a property.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_SrcBlend".
*/
public RevertPropertyOverride ($nameID: number) : void
/** Sets the lock state of a property for this material.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_SrcBlend".
* @param $value The desired lock state.
*/
public SetPropertyLock ($name: string, $value: boolean) : void
/** Applies an override associated with a Material Variant to a target.
* @param $destination The Material to which the Editor applies the override.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_SrcBlend".
* @param $recordUndo Wheter the editor should record an undo operation for this action.
*/
public ApplyPropertyOverride ($destination: UnityEngine.Material, $name: string, $recordUndo?: boolean) : void
/** Removes the override on a property.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_SrcBlend".
*/
public RevertPropertyOverride ($name: string) : void
/** This method is deprecated. Use SetFloat or SetInteger instead.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $value Integer value to set.
* @param $name Property name, e.g. "_SrcBlend".
*/
public SetInt ($name: string, $value: number) : void
/** This method is deprecated. Use SetFloat or SetInteger instead.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $value Integer value to set.
* @param $name Property name, e.g. "_SrcBlend".
*/
public SetInt ($nameID: number, $value: number) : void
/** Sets a named float value.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $value Float value to set.
* @param $name Property name, e.g. "_Glossiness".
*/
public SetFloat ($name: string, $value: number) : void
/** Sets a named float value.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $value Float value to set.
* @param $name Property name, e.g. "_Glossiness".
*/
public SetFloat ($nameID: number, $value: number) : void
/** Sets a named integer value.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $value Integer value to set.
* @param $name Property name, e.g. "_SrcBlend".
*/
public SetInteger ($name: string, $value: number) : void
/** Sets a named integer value.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $value Integer value to set.
* @param $name Property name, e.g. "_SrcBlend".
*/
public SetInteger ($nameID: number, $value: number) : void
/** Sets a color value.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_Color".
* @param $value Color value to set.
*/
public SetColor ($name: string, $value: UnityEngine.Color) : void
/** Sets a color value.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_Color".
* @param $value Color value to set.
*/
public SetColor ($nameID: number, $value: UnityEngine.Color) : void
/** Sets a named vector value.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_WaveAndDistance".
* @param $value Vector value to set.
*/
public SetVector ($name: string, $value: UnityEngine.Vector4) : void
/** Sets a named vector value.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_WaveAndDistance".
* @param $value Vector value to set.
*/
public SetVector ($nameID: number, $value: UnityEngine.Vector4) : void
/** Sets a named matrix for the shader.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_CubemapRotation".
* @param $value Matrix value to set.
*/
public SetMatrix ($name: string, $value: UnityEngine.Matrix4x4) : void
/** Sets a named matrix for the shader.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_CubemapRotation".
* @param $value Matrix value to set.
*/
public SetMatrix ($nameID: number, $value: UnityEngine.Matrix4x4) : void
/** Sets a named texture.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_MainTex".
* @param $value Texture to set.
* @param $element Optional parameter that specifies the type of data to set from the RenderTexture.
*/
public SetTexture ($name: string, $value: UnityEngine.Texture) : void
/** Sets a named texture.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_MainTex".
* @param $value Texture to set.
* @param $element Optional parameter that specifies the type of data to set from the RenderTexture.
*/
public SetTexture ($nameID: number, $value: UnityEngine.Texture) : void
/** Sets a named texture.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_MainTex".
* @param $value Texture to set.
* @param $element Optional parameter that specifies the type of data to set from the RenderTexture.
*/
public SetTexture ($name: string, $value: UnityEngine.RenderTexture, $element: UnityEngine.Rendering.RenderTextureSubElement) : void
/** Sets a named texture.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_MainTex".
* @param $value Texture to set.
* @param $element Optional parameter that specifies the type of data to set from the RenderTexture.
*/
public SetTexture ($nameID: number, $value: UnityEngine.RenderTexture, $element: UnityEngine.Rendering.RenderTextureSubElement) : void
/** Sets a named buffer value.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name.
* @param $value The ComputeBuffer or GraphicsBuffer value to set.
*/
public SetBuffer ($name: string, $value: UnityEngine.ComputeBuffer) : void
/** Sets a named buffer value.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name.
* @param $value The ComputeBuffer or GraphicsBuffer value to set.
*/
public SetBuffer ($nameID: number, $value: UnityEngine.ComputeBuffer) : void
/** Sets a named buffer value.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name.
* @param $value The ComputeBuffer or GraphicsBuffer value to set.
*/
public SetBuffer ($name: string, $value: UnityEngine.GraphicsBuffer) : void
/** Sets a named buffer value.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name.
* @param $value The ComputeBuffer or GraphicsBuffer value to set.
*/
public SetBuffer ($nameID: number, $value: UnityEngine.GraphicsBuffer) : void
/** Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material.
* @param $name The name of the constant buffer to override.
* @param $value The ComputeBuffer to override the constant buffer values with, or null to remove binding.
* @param $offset Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0.
* @param $size The number of bytes to bind.
* @param $nameID The shader property ID of the constant buffer to override.
*/
public SetConstantBuffer ($name: string, $value: UnityEngine.ComputeBuffer, $offset: number, $size: number) : void
/** Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material.
* @param $name The name of the constant buffer to override.
* @param $value The ComputeBuffer to override the constant buffer values with, or null to remove binding.
* @param $offset Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0.
* @param $size The number of bytes to bind.
* @param $nameID The shader property ID of the constant buffer to override.
*/
public SetConstantBuffer ($nameID: number, $value: UnityEngine.ComputeBuffer, $offset: number, $size: number) : void
/** Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material.
* @param $name The name of the constant buffer to override.
* @param $value The ComputeBuffer to override the constant buffer values with, or null to remove binding.
* @param $offset Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0.
* @param $size The number of bytes to bind.
* @param $nameID The shader property ID of the constant buffer to override.
*/
public SetConstantBuffer ($name: string, $value: UnityEngine.GraphicsBuffer, $offset: number, $size: number) : void
/** Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material.
* @param $name The name of the constant buffer to override.
* @param $value The ComputeBuffer to override the constant buffer values with, or null to remove binding.
* @param $offset Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0.
* @param $size The number of bytes to bind.
* @param $nameID The shader property ID of the constant buffer to override.
*/
public SetConstantBuffer ($nameID: number, $value: UnityEngine.GraphicsBuffer, $offset: number, $size: number) : void
public SetFloatArray ($name: string, $values: System.Collections.Generic.List$1<number>) : void
public SetFloatArray ($nameID: number, $values: System.Collections.Generic.List$1<number>) : void
/** Sets a float array property.
* @param $name Property name.
* @param $nameID Property name ID. Use Shader.PropertyToID to get this ID.
* @param $values Array of values to set.
*/
public SetFloatArray ($name: string, $values: System.Array$1<number>) : void
/** Sets a float array property.
* @param $name Property name.
* @param $nameID Property name ID. Use Shader.PropertyToID to get this ID.
* @param $values Array of values to set.
*/
public SetFloatArray ($nameID: number, $values: System.Array$1<number>) : void
public SetColorArray ($name: string, $values: System.Collections.Generic.List$1<UnityEngine.Color>) : void
public SetColorArray ($nameID: number, $values: System.Collections.Generic.List$1<UnityEngine.Color>) : void
/** Sets a color array property.
* @param $name Property name.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $values Array of values to set.
*/
public SetColorArray ($name: string, $values: System.Array$1<UnityEngine.Color>) : void
/** Sets a color array property.
* @param $name Property name.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $values Array of values to set.
*/
public SetColorArray ($nameID: number, $values: System.Array$1<UnityEngine.Color>) : void
public SetVectorArray ($name: string, $values: System.Collections.Generic.List$1<UnityEngine.Vector4>) : void
public SetVectorArray ($nameID: number, $values: System.Collections.Generic.List$1<UnityEngine.Vector4>) : void
/** Sets a vector array property.
* @param $name Property name.
* @param $values Array of values to set.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
*/
public SetVectorArray ($name: string, $values: System.Array$1<UnityEngine.Vector4>) : void
/** Sets a vector array property.
* @param $name Property name.
* @param $values Array of values to set.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
*/
public SetVectorArray ($nameID: number, $values: System.Array$1<UnityEngine.Vector4>) : void
public SetMatrixArray ($name: string, $values: System.Collections.Generic.List$1<UnityEngine.Matrix4x4>) : void
public SetMatrixArray ($nameID: number, $values: System.Collections.Generic.List$1<UnityEngine.Matrix4x4>) : void
/** Sets a matrix array property.
* @param $name Property name.
* @param $values Array of values to set.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
*/
public SetMatrixArray ($name: string, $values: System.Array$1<UnityEngine.Matrix4x4>) : void
/** Sets a matrix array property.
* @param $name Property name.
* @param $values Array of values to set.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
*/
public SetMatrixArray ($nameID: number, $values: System.Array$1<UnityEngine.Matrix4x4>) : void
/** This method is deprecated. Use GetFloat or GetInteger instead.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetInt ($name: string) : number
/** This method is deprecated. Use GetFloat or GetInteger instead.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetInt ($nameID: number) : number
/** Get a named float value.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetFloat ($name: string) : number
/** Get a named float value.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetFloat ($nameID: number) : number
/** Get a named integer value.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetInteger ($name: string) : number
/** Get a named integer value.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetInteger ($nameID: number) : number
/** Get a named color value.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetColor ($name: string) : UnityEngine.Color
/** Get a named color value.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetColor ($nameID: number) : UnityEngine.Color
/** Get a named vector value.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetVector ($name: string) : UnityEngine.Vector4
/** Get a named vector value.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetVector ($nameID: number) : UnityEngine.Vector4
/** Get a named matrix value from the shader.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetMatrix ($name: string) : UnityEngine.Matrix4x4
/** Get a named matrix value from the shader.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetMatrix ($nameID: number) : UnityEngine.Matrix4x4
/** Get a named texture.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetTexture ($name: string) : UnityEngine.Texture
/** Get a named texture.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetTexture ($nameID: number) : UnityEngine.Texture
/** Get a named Graphics Buffer value.
* @param $name The name of the graphics buffer resource property to return.
* @returns Returns the handle of the graphics buffer resource property.
*/
public GetBuffer ($name: string) : UnityEngine.GraphicsBufferHandle
/** Get a named Constant Buffer value.
* @param $name The name of the constant buffer property to return.
* @returns Returns the handle of the constant buffer graphics resource.
*/
public GetConstantBuffer ($name: string) : UnityEngine.GraphicsBufferHandle
/** Get a named float array.
* @param $name The name of the property.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
*/
public GetFloatArray ($name: string) : System.Array$1<number>
/** Get a named float array.
* @param $name The name of the property.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
*/
public GetFloatArray ($nameID: number) : System.Array$1<number>
/** Get a named color array.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetColorArray ($name: string) : System.Array$1<UnityEngine.Color>
/** Get a named color array.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetColorArray ($nameID: number) : System.Array$1<UnityEngine.Color>
/** Get a named vector array.
* @param $name The name of the property.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
*/
public GetVectorArray ($name: string) : System.Array$1<UnityEngine.Vector4>
/** Get a named vector array.
* @param $name The name of the property.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
*/
public GetVectorArray ($nameID: number) : System.Array$1<UnityEngine.Vector4>
/** Get a named matrix array.
* @param $name The name of the property.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
*/
public GetMatrixArray ($name: string) : System.Array$1<UnityEngine.Matrix4x4>
/** Get a named matrix array.
* @param $name The name of the property.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
*/
public GetMatrixArray ($nameID: number) : System.Array$1<UnityEngine.Matrix4x4>
public GetFloatArray ($name: string, $values: System.Collections.Generic.List$1<number>) : void
public GetFloatArray ($nameID: number, $values: System.Collections.Generic.List$1<number>) : void
public GetColorArray ($name: string, $values: System.Collections.Generic.List$1<UnityEngine.Color>) : void
public GetColorArray ($nameID: number, $values: System.Collections.Generic.List$1<UnityEngine.Color>) : void
public GetVectorArray ($name: string, $values: System.Collections.Generic.List$1<UnityEngine.Vector4>) : void
public GetVectorArray ($nameID: number, $values: System.Collections.Generic.List$1<UnityEngine.Vector4>) : void
public GetMatrixArray ($name: string, $values: System.Collections.Generic.List$1<UnityEngine.Matrix4x4>) : void
public GetMatrixArray ($nameID: number, $values: System.Collections.Generic.List$1<UnityEngine.Matrix4x4>) : void
/** Sets the placement offset of a given texture. The name parameter is defined in the shader. This method creates a new Material instance.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name The name of the texture property as defined in the shader. For example: "_MainTex".
* @param $value Texture placement offset.
*/
public SetTextureOffset ($name: string, $value: UnityEngine.Vector2) : void
/** Sets the placement offset of a given texture. The name parameter is defined in the shader. This method creates a new Material instance.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name The name of the texture property as defined in the shader. For example: "_MainTex".
* @param $value Texture placement offset.
*/
public SetTextureOffset ($nameID: number, $value: UnityEngine.Vector2) : void
/** Sets the placement scale of texture propertyName.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_MainTex".
* @param $value Texture placement scale.
*/
public SetTextureScale ($name: string, $value: UnityEngine.Vector2) : void
/** Sets the placement scale of texture propertyName.
* @param $nameID Property name ID, use Shader.PropertyToID to get it.
* @param $name Property name, e.g. "_MainTex".
* @param $value Texture placement scale.
*/
public SetTextureScale ($nameID: number, $value: UnityEngine.Vector2) : void
/** Gets the placement offset of texture propertyName.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetTextureOffset ($name: string) : UnityEngine.Vector2
/** Gets the placement offset of texture propertyName.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetTextureOffset ($nameID: number) : UnityEngine.Vector2
/** Gets the placement scale of texture propertyName.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetTextureScale ($name: string) : UnityEngine.Vector2
/** Gets the placement scale of texture propertyName.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public GetTextureScale ($nameID: number) : UnityEngine.Vector2
/** Retrieves a list of the named properties in the material that match the input property type.
* @param $type The type to use to query the material for named properties.
*/
public GetPropertyNames ($type: UnityEngine.MaterialPropertyType) : System.Array$1<string>
public constructor ($shader: UnityEngine.Shader)
public constructor ($source: UnityEngine.Material)
public constructor ()
}
/** Shader scripts used for all rendering.
*/
class Shader extends UnityEngine.Object
{
protected [__keep_incompatibility]: never;
/** Sets the limit on the number of shader variant chunks Unity loads and keeps in memory.
*/
public static get maximumChunksOverride(): number;
public static set maximumChunksOverride(value: number);
/** Shader LOD level for this shader.
*/
public get maximumLOD(): number;
public set maximumLOD(value: number);
/** Shader LOD level for all shaders.
*/
public static get globalMaximumLOD(): number;
public static set globalMaximumLOD(value: number);
/** Can this shader run on the end-users graphics card? (Read Only)
*/
public get isSupported(): boolean;
/** Render pipeline currently in use.
*/
public static get globalRenderPipeline(): string;
public static set globalRenderPipeline(value: string);
/** An array containing the global shader keywords that are currently enabled.
*/
public static get enabledGlobalKeywords(): System.Array$1<UnityEngine.Rendering.GlobalKeyword>;
/** An array containing the global shader keywords that currently exist. This includes enabled and disabled global shader keywords.
*/
public static get globalKeywords(): System.Array$1<UnityEngine.Rendering.GlobalKeyword>;
/** The local keyword space of this shader.
*/
public get keywordSpace(): UnityEngine.Rendering.LocalKeywordSpace;
/** Render queue of this shader. (Read Only)
*/
public get renderQueue(): number;
/** Returns the number of shader passes on the active SubShader.
*/
public get passCount(): number;
/** Returns the number of SubShaders in this shader.
*/
public get subshaderCount(): number;
/** Finds a shader with the given name. Returns null if the shader is not found.
*/
public static Find ($name: string) : UnityEngine.Shader
/** Enables a global shader keyword.
* @param $keyword The name of the Rendering.GlobalKeyword to enable.
*/
public static EnableKeyword ($keyword: string) : void
/** Disables a global shader keyword.
* @param $keyword The name of the Rendering.GlobalKeyword to disable.
*/
public static DisableKeyword ($keyword: string) : void
/** Checks whether a global shader keyword is enabled.
* @param $keyword The name of the Rendering.GlobalKeyword to check.
* @returns Returns true if a global shader keyword with the given name exists, and is enabled. Otherwise, returns false.
*/
public static IsKeywordEnabled ($keyword: string) : boolean
/** Enables a global shader keyword.
* @param $keyword The name of the Rendering.GlobalKeyword to enable.
*/
public static EnableKeyword ($keyword: $Ref<UnityEngine.Rendering.GlobalKeyword>) : void
/** Disables a global shader keyword.
* @param $keyword The name of the Rendering.GlobalKeyword to disable.
*/
public static DisableKeyword ($keyword: $Ref<UnityEngine.Rendering.GlobalKeyword>) : void
/** Sets the state of a global shader keyword.
* @param $keyword The Rendering.GlobalKeyword to enable or disable.
* @param $value The desired keyword state.
*/
public static SetKeyword ($keyword: $Ref<UnityEngine.Rendering.GlobalKeyword>, $value: boolean) : void
/** Checks whether a global shader keyword is enabled.
* @param $keyword The Rendering.GlobalKeyword to check.
* @returns Returns true if the given global shader keyword is enabled. Otherwise, returns false.
*/
public static IsKeywordEnabled ($keyword: $Ref<UnityEngine.Rendering.GlobalKeyword>) : boolean
/** Prewarms all shader variants of all Shaders currently in memory.
*/
public static WarmupAllShaders () : void
/** Gets unique identifier for a shader property name.
* @param $name Shader property name.
* @returns Unique integer for the name.
*/
public static PropertyToID ($name: string) : number
/** Returns the dependency shader.
* @param $name The name of the dependency to query.
*/
public GetDependency ($name: string) : UnityEngine.Shader
/** Returns the number of passes in the given SubShader.
* @param $subshaderIndex The index of the SubShader.
*/
public GetPassCountInSubshader ($subshaderIndex: number) : number
/** Searches for the tag specified by tagName on the shader's active SubShader and returns the value of the tag.
* @param $passIndex The index of the pass.
* @param $tagName The name of the tag.
*/
public FindPassTagValue ($passIndex: number, $tagName: UnityEngine.Rendering.ShaderTagId) : UnityEngine.Rendering.ShaderTagId
/** Searches for the tag specified by tagName on the SubShader specified by subshaderIndex and returns the value of the tag.
* @param $subshaderIndex The index of the SubShader.
* @param $passIndex The index of the pass.
* @param $tagName The name of the tag.
*/
public FindPassTagValue ($subshaderIndex: number, $passIndex: number, $tagName: UnityEngine.Rendering.ShaderTagId) : UnityEngine.Rendering.ShaderTagId
/** Searches for the tag specified by tagName on the SubShader specified by subshaderIndex and returns the value of the tag.
* @param $subshaderIndex The index of the SubShader.
* @param $tagName The name of the tag.
*/
public FindSubshaderTagValue ($subshaderIndex: number, $tagName: UnityEngine.Rendering.ShaderTagId) : UnityEngine.Rendering.ShaderTagId
/** This method is deprecated. Use SetGlobalFloat or SetGlobalInteger instead.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static SetGlobalInt ($name: string, $value: number) : void
/** This method is deprecated. Use SetGlobalFloat or SetGlobalInteger instead.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static SetGlobalInt ($nameID: number, $value: number) : void
/** Sets a global float property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static SetGlobalFloat ($name: string, $value: number) : void
/** Sets a global float property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static SetGlobalFloat ($nameID: number, $value: number) : void
/** Sets a global integer property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static SetGlobalInteger ($name: string, $value: number) : void
/** Sets a global integer property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static SetGlobalInteger ($nameID: number, $value: number) : void
/** Sets a global vector property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static SetGlobalVector ($name: string, $value: UnityEngine.Vector4) : void
/** Sets a global vector property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static SetGlobalVector ($nameID: number, $value: UnityEngine.Vector4) : void
/** Sets a global color property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static SetGlobalColor ($name: string, $value: UnityEngine.Color) : void
/** Sets a global color property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static SetGlobalColor ($nameID: number, $value: UnityEngine.Color) : void
/** Sets a global matrix property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static SetGlobalMatrix ($name: string, $value: UnityEngine.Matrix4x4) : void
/** Sets a global matrix property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static SetGlobalMatrix ($nameID: number, $value: UnityEngine.Matrix4x4) : void
/** Sets a global texture property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
* @param $value The texture to set.
* @param $element Optional parameter that specifies the type of data to set from the RenderTexture.
*/
public static SetGlobalTexture ($name: string, $value: UnityEngine.Texture) : void
/** Sets a global texture property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
* @param $value The texture to set.
* @param $element Optional parameter that specifies the type of data to set from the RenderTexture.
*/
public static SetGlobalTexture ($nameID: number, $value: UnityEngine.Texture) : void
/** Sets a global texture property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
* @param $value The texture to set.
* @param $element Optional parameter that specifies the type of data to set from the RenderTexture.
*/
public static SetGlobalTexture ($name: string, $value: UnityEngine.RenderTexture, $element: UnityEngine.Rendering.RenderTextureSubElement) : void
/** Sets a global texture property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
* @param $value The texture to set.
* @param $element Optional parameter that specifies the type of data to set from the RenderTexture.
*/
public static SetGlobalTexture ($nameID: number, $value: UnityEngine.RenderTexture, $element: UnityEngine.Rendering.RenderTextureSubElement) : void
/** Sets a global buffer property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
* @param $value The buffer to set.
*/
public static SetGlobalBuffer ($name: string, $value: UnityEngine.ComputeBuffer) : void
/** Sets a global buffer property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
* @param $value The buffer to set.
*/
public static SetGlobalBuffer ($nameID: number, $value: UnityEngine.ComputeBuffer) : void
/** Sets a global buffer property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
* @param $value The buffer to set.
*/
public static SetGlobalBuffer ($name: string, $value: UnityEngine.GraphicsBuffer) : void
/** Sets a global buffer property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
* @param $value The buffer to set.
*/
public static SetGlobalBuffer ($nameID: number, $value: UnityEngine.GraphicsBuffer) : void
/** Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for all shader types.
* @param $nameID The name ID of the constant buffer retrieved by Shader.PropertyToID.
* @param $name The name of the constant buffer to override.
* @param $value The buffer to override the constant buffer values with, or null to remove binding.
* @param $offset Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0.
* @param $size The number of bytes to bind.
*/
public static SetGlobalConstantBuffer ($name: string, $value: UnityEngine.ComputeBuffer, $offset: number, $size: number) : void
/** Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for all shader types.
* @param $nameID The name ID of the constant buffer retrieved by Shader.PropertyToID.
* @param $name The name of the constant buffer to override.
* @param $value The buffer to override the constant buffer values with, or null to remove binding.
* @param $offset Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0.
* @param $size The number of bytes to bind.
*/
public static SetGlobalConstantBuffer ($nameID: number, $value: UnityEngine.ComputeBuffer, $offset: number, $size: number) : void
/** Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for all shader types.
* @param $nameID The name ID of the constant buffer retrieved by Shader.PropertyToID.
* @param $name The name of the constant buffer to override.
* @param $value The buffer to override the constant buffer values with, or null to remove binding.
* @param $offset Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0.
* @param $size The number of bytes to bind.
*/
public static SetGlobalConstantBuffer ($name: string, $value: UnityEngine.GraphicsBuffer, $offset: number, $size: number) : void
/** Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for all shader types.
* @param $nameID The name ID of the constant buffer retrieved by Shader.PropertyToID.
* @param $name The name of the constant buffer to override.
* @param $value The buffer to override the constant buffer values with, or null to remove binding.
* @param $offset Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0.
* @param $size The number of bytes to bind.
*/
public static SetGlobalConstantBuffer ($nameID: number, $value: UnityEngine.GraphicsBuffer, $offset: number, $size: number) : void
public static SetGlobalFloatArray ($name: string, $values: System.Collections.Generic.List$1<number>) : void
public static SetGlobalFloatArray ($nameID: number, $values: System.Collections.Generic.List$1<number>) : void
/** Sets a global float array property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static SetGlobalFloatArray ($name: string, $values: System.Array$1<number>) : void
/** Sets a global float array property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static SetGlobalFloatArray ($nameID: number, $values: System.Array$1<number>) : void
public static SetGlobalVectorArray ($name: string, $values: System.Collections.Generic.List$1<UnityEngine.Vector4>) : void
public static SetGlobalVectorArray ($nameID: number, $values: System.Collections.Generic.List$1<UnityEngine.Vector4>) : void
/** Sets a global vector array property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static SetGlobalVectorArray ($name: string, $values: System.Array$1<UnityEngine.Vector4>) : void
/** Sets a global vector array property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static SetGlobalVectorArray ($nameID: number, $values: System.Array$1<UnityEngine.Vector4>) : void
public static SetGlobalMatrixArray ($name: string, $values: System.Collections.Generic.List$1<UnityEngine.Matrix4x4>) : void
public static SetGlobalMatrixArray ($nameID: number, $values: System.Collections.Generic.List$1<UnityEngine.Matrix4x4>) : void
/** Sets a global matrix array property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static SetGlobalMatrixArray ($name: string, $values: System.Array$1<UnityEngine.Matrix4x4>) : void
/** Sets a global matrix array property for all shaders.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static SetGlobalMatrixArray ($nameID: number, $values: System.Array$1<UnityEngine.Matrix4x4>) : void
/** This method is deprecated. Use GetGlobalFloat or GetGlobalInteger instead.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalInt ($name: string) : number
/** This method is deprecated. Use GetGlobalFloat or GetGlobalInteger instead.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalInt ($nameID: number) : number
/** Gets a global float property for all shaders previously set using SetGlobalFloat.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalFloat ($name: string) : number
/** Gets a global float property for all shaders previously set using SetGlobalFloat.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalFloat ($nameID: number) : number
/** Gets a global integer property for all shaders previously set using SetGlobalInteger.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalInteger ($name: string) : number
/** Gets a global integer property for all shaders previously set using SetGlobalInteger.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalInteger ($nameID: number) : number
/** Gets a global vector property for all shaders previously set using SetGlobalVector.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalVector ($name: string) : UnityEngine.Vector4
/** Gets a global vector property for all shaders previously set using SetGlobalVector.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalVector ($nameID: number) : UnityEngine.Vector4
/** Gets a global color property for all shaders previously set using SetGlobalColor.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalColor ($name: string) : UnityEngine.Color
/** Gets a global color property for all shaders previously set using SetGlobalColor.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalColor ($nameID: number) : UnityEngine.Color
/** Gets a global matrix property for all shaders previously set using SetGlobalMatrix.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalMatrix ($name: string) : UnityEngine.Matrix4x4
/** Gets a global matrix property for all shaders previously set using SetGlobalMatrix.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalMatrix ($nameID: number) : UnityEngine.Matrix4x4
/** Gets a global texture property for all shaders previously set using SetGlobalTexture.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalTexture ($name: string) : UnityEngine.Texture
/** Gets a global texture property for all shaders previously set using SetGlobalTexture.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalTexture ($nameID: number) : UnityEngine.Texture
/** Gets a global float array for all shaders previously set using SetGlobalFloatArray.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalFloatArray ($name: string) : System.Array$1<number>
/** Gets a global float array for all shaders previously set using SetGlobalFloatArray.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalFloatArray ($nameID: number) : System.Array$1<number>
/** Gets a global vector array for all shaders previously set using SetGlobalVectorArray.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalVectorArray ($name: string) : System.Array$1<UnityEngine.Vector4>
/** Gets a global vector array for all shaders previously set using SetGlobalVectorArray.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalVectorArray ($nameID: number) : System.Array$1<UnityEngine.Vector4>
/** Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalMatrixArray ($name: string) : System.Array$1<UnityEngine.Matrix4x4>
/** Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray.
* @param $nameID The name ID of the property retrieved by Shader.PropertyToID.
* @param $name The name of the property.
*/
public static GetGlobalMatrixArray ($nameID: number) : System.Array$1<UnityEngine.Matrix4x4>
public static GetGlobalFloatArray ($name: string, $values: System.Collections.Generic.List$1<number>) : void
public static GetGlobalFloatArray ($nameID: number, $values: System.Collections.Generic.List$1<number>) : void
public static GetGlobalVectorArray ($name: string, $values: System.Collections.Generic.List$1<UnityEngine.Vector4>) : void
public static GetGlobalVectorArray ($nameID: number, $values: System.Collections.Generic.List$1<UnityEngine.Vector4>) : void
public static GetGlobalMatrixArray ($name: string, $values: System.Collections.Generic.List$1<UnityEngine.Matrix4x4>) : void
public static GetGlobalMatrixArray ($nameID: number, $values: System.Collections.Generic.List$1<UnityEngine.Matrix4x4>) : void
/** Returns the number of properties in this Shader.
*/
public GetPropertyCount () : number
/** Finds the index of a shader property by its name.
* @param $propertyName The name of the shader property.
*/
public FindPropertyIndex ($propertyName: string) : number
/** Returns the name of the shader property at the specified index.
* @param $propertyIndex The index of the shader property.
*/
public GetPropertyName ($propertyIndex: number) : string
/** Returns the nameId of the shader property at the specified index.
* @param $propertyIndex The index of the shader property.
*/
public GetPropertyNameId ($propertyIndex: number) : number
/** Returns the ShaderPropertyType of the property at the specified index.
* @param $propertyIndex The index of the shader property.
*/
public GetPropertyType ($propertyIndex: number) : UnityEngine.Rendering.ShaderPropertyType
/** Returns the description string of the shader property at the specified index.
* @param $propertyIndex The index of the shader property.
*/
public GetPropertyDescription ($propertyIndex: number) : string
/** Returns the ShaderPropertyFlags of the shader property at the specified index.
* @param $propertyIndex The index of the shader property.
*/
public GetPropertyFlags ($propertyIndex: number) : UnityEngine.Rendering.ShaderPropertyFlags
/** Returns an array of strings containing attributes of the shader property at the specified index.
* @param $propertyIndex The index of the shader property.
*/
public GetPropertyAttributes ($propertyIndex: number) : System.Array$1<string>
/** Returns the default float value of the shader property at the specified index.
* @param $propertyIndex The index of the shader property.
*/
public GetPropertyDefaultFloatValue ($propertyIndex: number) : number
/** Returns the default Vector4 value of the shader property at the specified index.
* @param $propertyIndex The index of the shader property.
*/
public GetPropertyDefaultVectorValue ($propertyIndex: number) : UnityEngine.Vector4
/** Returns the min and max limits for a <a href="Rendering.ShaderPropertyType.Range.html">Range</a> property at the specified index.
* @param $propertyIndex The index of the shader property.
*/
public GetPropertyRangeLimits ($propertyIndex: number) : UnityEngine.Vector2
/** Returns the default int value of the shader property at the specified index.
* @param $propertyIndex The index of the shader property.
*/
public GetPropertyDefaultIntValue ($propertyIndex: number) : number
/** Returns the TextureDimension of a <a href="Rendering.ShaderPropertyType.Texture.html">Texture</a> shader property at the specified index.
* @param $propertyIndex The index of the shader property.
*/
public GetPropertyTextureDimension ($propertyIndex: number) : UnityEngine.Rendering.TextureDimension
/** Returns the default Texture name of a <a href="Rendering.ShaderPropertyType.Texture.html">Texture</a> shader property at the specified index.
* @param $propertyIndex The index of the shader property.
*/
public GetPropertyTextureDefaultName ($propertyIndex: number) : string
/** Find the name of a texture stack a texture belongs too.
* @param $propertyIndex Index of the property.
* @param $stackName On exit, contanis the name of the stack if one was found.
* @param $layerIndex On exit, contains the stack layer index of the texture property.
* @returns True, if a stack was found for the given texture property, false if not.
*/
public FindTextureStack ($propertyIndex: number, $stackName: $Ref<string>, $layerIndex: $Ref<number>) : boolean
}
/** How the material interacts with lightmaps and lightprobes.
*/
enum MaterialGlobalIlluminationFlags
{ None = 0, RealtimeEmissive = 1, BakedEmissive = 2, EmissiveIsBlack = 4, AnyEmissive = 3 }
/** Render textures are textures that can be rendered to.
*/
class RenderTexture extends UnityEngine.Texture
{
protected [__keep_incompatibility]: never;
/** The width of the render texture in pixels.
*/
public get width(): number;
public set width(value: number);
/** The height of the render texture in pixels.
*/
public get height(): number;
public set height(value: number);
/** Dimensionality (type) of the render texture.
*/
public get dimension(): UnityEngine.Rendering.TextureDimension;
public set dimension(value: UnityEngine.Rendering.TextureDimension);
/** The color format of the render texture. You can set the color format to None to achieve depth-only rendering.
*/
public get graphicsFormat(): UnityEngine.Experimental.Rendering.GraphicsFormat;
public set graphicsFormat(value: UnityEngine.Experimental.Rendering.GraphicsFormat);
/** Render texture has mipmaps when this flag is set.
*/
public get useMipMap(): boolean;
public set useMipMap(value: boolean);
/** Does this render texture use sRGB read/write conversions? (Read Only).
*/
public get sRGB(): boolean;
/** If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any.
*/
public get vrUsage(): UnityEngine.VRTextureUsage;
public set vrUsage(value: UnityEngine.VRTextureUsage);
/** The render texture memoryless mode property.
*/
public get memorylessMode(): UnityEngine.RenderTextureMemoryless;
public set memorylessMode(value: UnityEngine.RenderTextureMemoryless);
public get format(): UnityEngine.RenderTextureFormat;
public set format(value: UnityEngine.RenderTextureFormat);
/** The format of the stencil data that you can encapsulate within a RenderTexture.
Specifying this property creates a stencil element for the RenderTexture and sets its format.
This allows for stencil data to be bound as a Texture to all shader types for the platforms that support it.
This property does not specify the format of the stencil buffer, which is constrained by the depth buffer format specified in RenderTexture.depth.
Currently, most platforms only support R8_UInt (DirectX11, DirectX12), while PS4 also supports R8_UNorm.
*/
public get stencilFormat(): UnityEngine.Experimental.Rendering.GraphicsFormat;
public set stencilFormat(value: UnityEngine.Experimental.Rendering.GraphicsFormat);
/** The format of the depth/stencil buffer.
*/
public get depthStencilFormat(): UnityEngine.Experimental.Rendering.GraphicsFormat;
public set depthStencilFormat(value: UnityEngine.Experimental.Rendering.GraphicsFormat);
/** Mipmap levels are generated automatically when this flag is set.
*/
public get autoGenerateMips(): boolean;
public set autoGenerateMips(value: boolean);
/** Volume extent of a 3D render texture or number of slices of array texture.
*/
public get volumeDepth(): number;
public set volumeDepth(value: number);
/** The antialiasing level for the RenderTexture.
*/
public get antiAliasing(): number;
public set antiAliasing(value: number);
/** If true and antiAliasing is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader.
*/
public get bindTextureMS(): boolean;
public set bindTextureMS(value: boolean);
/** Enable random access write into this render texture on Shader Model 5.0 level shaders.
*/
public get enableRandomWrite(): boolean;
public set enableRandomWrite(value: boolean);
/** Is the render texture marked to be scaled by the.
*/
public get useDynamicScale(): boolean;
public set useDynamicScale(value: boolean);
public get isPowerOfTwo(): boolean;
public set isPowerOfTwo(value: boolean);
/** Currently active render texture.
*/
public static get active(): UnityEngine.RenderTexture;
public static set active(value: UnityEngine.RenderTexture);
/** Color buffer of the render texture (Read Only).
*/
public get colorBuffer(): UnityEngine.RenderBuffer;
/** Depth/stencil buffer of the render texture (Read Only).
*/
public get depthBuffer(): UnityEngine.RenderBuffer;
/** The precision of the render texture's depth buffer in bits (0, 16, 24 and 32 are supported).
*/
public get depth(): number;
public set depth(value: number);
/** This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties.
*/
public get descriptor(): UnityEngine.RenderTextureDescriptor;
public set descriptor(value: UnityEngine.RenderTextureDescriptor);
/** Retrieve a native (underlying graphics API) pointer to the depth buffer resource.
* @returns Pointer to an underlying graphics API depth buffer resource.
*/
public GetNativeDepthBufferPtr () : System.IntPtr
/** Hint the GPU driver that the contents of the RenderTexture will not be used.
* @param $discardColor Should the colour buffer be discarded?
* @param $discardDepth Should the depth buffer be discarded?
*/
public DiscardContents ($discardColor: boolean, $discardDepth: boolean) : void
/** Hint the GPU driver that the contents of the RenderTexture will not be used.
* @param $discardColor Should the colour buffer be discarded?
* @param $discardDepth Should the depth buffer be discarded?
*/
public DiscardContents () : void
/** Force an antialiased render texture to be resolved.
* @param $target The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source.
*/
public ResolveAntiAliasedSurface () : void
/** Force an antialiased render texture to be resolved.
* @param $target The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source.
*/
public ResolveAntiAliasedSurface ($target: UnityEngine.RenderTexture) : void
/** Assigns this RenderTexture as a global shader property named propertyName.
*/
public SetGlobalShaderProperty ($propertyName: string) : void
/** Actually creates the RenderTexture.
* @returns True if the texture is created, else false.
*/
public Create () : boolean
/** Releases the RenderTexture.
*/
public Release () : void
/** Is the render texture actually created?
*/
public IsCreated () : boolean
/** Generate mipmap levels of a render texture.
*/
public GenerateMips () : void
public ConvertToEquirect ($equirect: UnityEngine.RenderTexture, $eye?: UnityEngine.Camera.MonoOrStereoscopicEye) : void
/** Does a RenderTexture have stencil buffer?
* @param $rt Render texture, or null for main screen.
*/
public static SupportsStencil ($rt: UnityEngine.RenderTexture) : boolean
/** Release a temporary texture allocated with GetTemporary.
*/
public static ReleaseTemporary ($temp: UnityEngine.RenderTexture) : void
/** Allocate a temporary render texture.
* @param $width Width in pixels.
* @param $height Height in pixels.
* @param $depthBuffer Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer.
* @param $format Render texture format.
* @param $readWrite Color space conversion mode.
* @param $antiAliasing Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed.
* @param $memorylessMode Render texture memoryless mode.
* @param $vrUsage How Unity uses the RenderTexture as a VR eye texture. The default is VRTextureUsage.None.
* @param $useDynamicScale Determines whether Unity scales the render texture using. The default is false.
* @param $desc Use this RenderTextureDesc for the settings when creating the temporary RenderTexture.
*/
public static GetTemporary ($desc: UnityEngine.RenderTextureDescriptor) : UnityEngine.RenderTexture
public static GetTemporary ($width: number, $height: number, $depthBuffer: number, $format: UnityEngine.Experimental.Rendering.GraphicsFormat, $antiAliasing: number, $memorylessMode: UnityEngine.RenderTextureMemoryless, $vrUsage: UnityEngine.VRTextureUsage, $useDynamicScale: boolean) : UnityEngine.RenderTexture
public static GetTemporary ($width: number, $height: number, $depthBuffer: number, $format: UnityEngine.Experimental.Rendering.GraphicsFormat, $antiAliasing: number, $memorylessMode: UnityEngine.RenderTextureMemoryless, $vrUsage: UnityEngine.VRTextureUsage) : UnityEngine.RenderTexture
public static GetTemporary ($width: number, $height: number, $depthBuffer: number, $format: UnityEngine.Experimental.Rendering.GraphicsFormat, $antiAliasing: number, $memorylessMode: UnityEngine.RenderTextureMemoryless) : UnityEngine.RenderTexture
public static GetTemporary ($width: number, $height: number, $depthBuffer: number, $format: UnityEngine.Experimental.Rendering.GraphicsFormat, $antiAliasing: number) : UnityEngine.RenderTexture
public static GetTemporary ($width: number, $height: number, $depthBuffer: number, $format: UnityEngine.Experimental.Rendering.GraphicsFormat) : UnityEngine.RenderTexture
/** Allocate a temporary render texture.
* @param $width Width in pixels.
* @param $height Height in pixels.
* @param $depthBuffer Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer.
* @param $format Render texture format.
* @param $readWrite Color space conversion mode.
* @param $antiAliasing Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed.
* @param $memorylessMode Render texture memoryless mode.
* @param $vrUsage How Unity uses the RenderTexture as a VR eye texture. The default is VRTextureUsage.None.
* @param $useDynamicScale Determines whether Unity scales the render texture using. The default is false.
* @param $desc Use this RenderTextureDesc for the settings when creating the temporary RenderTexture.
*/
public static GetTemporary ($width: number, $height: number, $depthBuffer: number, $format: UnityEngine.RenderTextureFormat, $readWrite: UnityEngine.RenderTextureReadWrite, $antiAliasing: number, $memorylessMode: UnityEngine.RenderTextureMemoryless, $vrUsage: UnityEngine.VRTextureUsage, $useDynamicScale: boolean) : UnityEngine.RenderTexture
public static GetTemporary ($width: number, $height: number, $depthBuffer: number, $format: UnityEngine.RenderTextureFormat, $readWrite: UnityEngine.RenderTextureReadWrite, $antiAliasing: number, $memorylessMode: UnityEngine.RenderTextureMemoryless, $vrUsage: UnityEngine.VRTextureUsage) : UnityEngine.RenderTexture
public static GetTemporary ($width: number, $height: number, $depthBuffer: number, $format: UnityEngine.RenderTextureFormat, $readWrite: UnityEngine.RenderTextureReadWrite, $antiAliasing: number, $memorylessMode: UnityEngine.RenderTextureMemoryless) : UnityEngine.RenderTexture
public static GetTemporary ($width: number, $height: number, $depthBuffer: number, $format: UnityEngine.RenderTextureFormat, $readWrite: UnityEngine.RenderTextureReadWrite, $antiAliasing: number) : UnityEngine.RenderTexture
public static GetTemporary ($width: number, $height: number, $depthBuffer: number, $format: UnityEngine.RenderTextureFormat, $readWrite: UnityEngine.RenderTextureReadWrite) : UnityEngine.RenderTexture
public static GetTemporary ($width: number, $height: number, $depthBuffer: number, $format: UnityEngine.RenderTextureFormat) : UnityEngine.RenderTexture
public static GetTemporary ($width: number, $height: number, $depthBuffer: number) : UnityEngine.RenderTexture
public static GetTemporary ($width: number, $height: number) : UnityEngine.RenderTexture
public constructor ($desc: UnityEngine.RenderTextureDescriptor)
public constructor ($textureToCopy: UnityEngine.RenderTexture)
public constructor ($width: number, $height: number, $depth: number, $format: UnityEngine.Experimental.Rendering.DefaultFormat)
public constructor ($width: number, $height: number, $depth: number, $format: UnityEngine.Experimental.Rendering.GraphicsFormat)
public constructor ($width: number, $height: number, $depth: number, $format: UnityEngine.Experimental.Rendering.GraphicsFormat, $mipCount: number)
public constructor ($width: number, $height: number, $colorFormat: UnityEngine.Experimental.Rendering.GraphicsFormat, $depthStencilFormat: UnityEngine.Experimental.Rendering.GraphicsFormat, $mipCount: number)
public constructor ($width: number, $height: number, $colorFormat: UnityEngine.Experimental.Rendering.GraphicsFormat, $depthStencilFormat: UnityEngine.Experimental.Rendering.GraphicsFormat)
public constructor ($width: number, $height: number, $depth: number, $format: UnityEngine.RenderTextureFormat, $readWrite: UnityEngine.RenderTextureReadWrite)
public constructor ($width: number, $height: number, $depth: number, $format: UnityEngine.RenderTextureFormat)
public constructor ($width: number, $height: number, $depth: number)
public constructor ($width: number, $height: number, $depth: number, $format: UnityEngine.RenderTextureFormat, $mipCount: number)
public constructor ()
}
/** GPU data buffer, mostly for use with compute shaders.
*/
class ComputeBuffer extends System.Object implements System.IDisposable
{
protected [__keep_incompatibility]: never;
}
/** GPU graphics data buffer, for working with geometry or compute shader data.
*/
class GraphicsBuffer extends System.Object implements System.IDisposable
{
protected [__keep_incompatibility]: never;
}
/** Represents the internal handle/id of a GraphicsBuffer.
*/
class GraphicsBufferHandle extends System.ValueType implements System.IEquatable$1<UnityEngine.GraphicsBufferHandle>
{
protected [__keep_incompatibility]: never;
}
/** The type of a given material property.
*/
enum MaterialPropertyType
{ Float = 0, Int = 1, Vector = 2, Matrix = 3, Texture = 4, ConstantBuffer = 5, ComputeBuffer = 6 }
/** Representation of rays.
*/
class Ray extends System.ValueType implements System.IFormattable
{
protected [__keep_incompatibility]: never;
/** The origin point of the ray.
*/
public get origin(): UnityEngine.Vector3;
public set origin(value: UnityEngine.Vector3);
/** The direction of the ray.
*/
public get direction(): UnityEngine.Vector3;
public set direction(value: UnityEngine.Vector3);
/** Returns a point at distance units along the ray.
*/
public GetPoint ($distance: number) : UnityEngine.Vector3
/** Returns a formatted string for this ray.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString () : string
/** Returns a formatted string for this ray.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString ($format: string) : string
/** Returns a formatted string for this ray.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString ($format: string, $formatProvider: System.IFormatProvider) : string
public constructor ($origin: UnityEngine.Vector3, $direction: UnityEngine.Vector3)
public constructor ()
}
/** A Camera is a device through which the player views the world.
*/
class Camera extends UnityEngine.Behaviour
{
protected [__keep_incompatibility]: never;
/** The minimum allowed aperture.
*/
public static kMinAperture : number
/** The maximum allowed aperture.
*/
public static kMaxAperture : number
/** The minimum blade count for the aperture diaphragm.
*/
public static kMinBladeCount : number
/** The maximum blade count for the aperture diaphragm.
*/
public static kMaxBladeCount : number
/** Delegate that you can use to execute custom code before a Camera culls the scene.
*/
public static onPreCull : UnityEngine.Camera.CameraCallback
/** Delegate that you can use to execute custom code before a Camera renders the scene.
*/
public static onPreRender : UnityEngine.Camera.CameraCallback
/** Delegate that you can use to execute custom code after a Camera renders the scene.
*/
public static onPostRender : UnityEngine.Camera.CameraCallback
/** The distance of the near clipping plane from the the Camera, in world units.
*/
public get nearClipPlane(): number;
public set nearClipPlane(value: number);
/** The distance of the far clipping plane from the Camera, in world units.
*/
public get farClipPlane(): number;
public set farClipPlane(value: number);
/** The vertical field of view of the Camera, in degrees.
*/
public get fieldOfView(): number;
public set fieldOfView(value: number);
/** The rendering path that should be used, if possible.
*/
public get renderingPath(): UnityEngine.RenderingPath;
public set renderingPath(value: UnityEngine.RenderingPath);
/** The rendering path that is currently being used (Read Only).
*/
public get actualRenderingPath(): UnityEngine.RenderingPath;
/** High dynamic range rendering.
*/
public get allowHDR(): boolean;
public set allowHDR(value: boolean);
/** MSAA rendering.
*/
public get allowMSAA(): boolean;
public set allowMSAA(value: boolean);
/** Dynamic Resolution Scaling.
*/
public get allowDynamicResolution(): boolean;
public set allowDynamicResolution(value: boolean);
/** Should camera rendering be forced into a RenderTexture.
*/
public get forceIntoRenderTexture(): boolean;
public set forceIntoRenderTexture(value: boolean);
/** Camera's half-size when in orthographic mode.
*/
public get orthographicSize(): number;
public set orthographicSize(value: number);
/** Is the camera orthographic (true) or perspective (false)?
*/
public get orthographic(): boolean;
public set orthographic(value: boolean);
/** Opaque object sorting mode.
*/
public get opaqueSortMode(): UnityEngine.Rendering.OpaqueSortMode;
public set opaqueSortMode(value: UnityEngine.Rendering.OpaqueSortMode);
/** Transparent object sorting mode.
*/
public get transparencySortMode(): UnityEngine.TransparencySortMode;
public set transparencySortMode(value: UnityEngine.TransparencySortMode);
/** An axis that describes the direction along which the distances of objects are measured for the purpose of sorting.
*/
public get transparencySortAxis(): UnityEngine.Vector3;
public set transparencySortAxis(value: UnityEngine.Vector3);
/** Camera's depth in the camera rendering order.
*/
public get depth(): number;
public set depth(value: number);
/** The aspect ratio (width divided by height).
*/
public get aspect(): number;
public set aspect(value: number);
/** Get the world-space speed of the camera (Read Only).
*/
public get velocity(): UnityEngine.Vector3;
/** This is used to render parts of the Scene selectively.
*/
public get cullingMask(): number;
public set cullingMask(value: number);
/** Mask to select which layers can trigger events on the camera.
*/
public get eventMask(): number;
public set eventMask(value: number);
/** How to perform per-layer culling for a Camera.
*/
public get layerCullSpherical(): boolean;
public set layerCullSpherical(value: boolean);
/** Identifies what kind of camera this is, using the CameraType enum.
*/
public get cameraType(): UnityEngine.CameraType;
public set cameraType(value: UnityEngine.CameraType);
/** Sets the culling mask used to determine which objects from which Scenes to draw.
See EditorSceneManager.SetSceneCullingMask.
*/
public get overrideSceneCullingMask(): bigint;
public set overrideSceneCullingMask(value: bigint);
/** Per-layer culling distances.
*/
public get layerCullDistances(): System.Array$1<number>;
public set layerCullDistances(value: System.Array$1<number>);
/** Whether or not the Camera will use occlusion culling during rendering.
*/
public get useOcclusionCulling(): boolean;
public set useOcclusionCulling(value: boolean);
/** Sets a custom matrix for the camera to use for all culling queries.
*/
public get cullingMatrix(): UnityEngine.Matrix4x4;
public set cullingMatrix(value: UnityEngine.Matrix4x4);
/** The color with which the screen will be cleared.
*/
public get backgroundColor(): UnityEngine.Color;
public set backgroundColor(value: UnityEngine.Color);
/** How the camera clears the background.
*/
public get clearFlags(): UnityEngine.CameraClearFlags;
public set clearFlags(value: UnityEngine.CameraClearFlags);
/** How and if camera generates a depth texture.
*/
public get depthTextureMode(): UnityEngine.DepthTextureMode;
public set depthTextureMode(value: UnityEngine.DepthTextureMode);
/** Should the camera clear the stencil buffer after the deferred light pass?
*/
public get clearStencilAfterLightingPass(): boolean;
public set clearStencilAfterLightingPass(value: boolean);
/** Enable usePhysicalProperties to use physical camera properties to compute the field of view and the frustum.
*/
public get usePhysicalProperties(): boolean;
public set usePhysicalProperties(value: boolean);
/** The sensor sensitivity of the camera. To use this property, enable UsePhysicalProperties.
*/
public get iso(): number;
public set iso(value: number);
/** The exposure time of the camera, in seconts. To use this property, enable UsePhysicalProperties.
*/
public get shutterSpeed(): number;
public set shutterSpeed(value: number);
/** The camera aperture. To use this property, enable UsePhysicalProperties.
*/
public get aperture(): number;
public set aperture(value: number);
/** The focus distance of the lens. To use this property, enable UsePhysicalProperties.
*/
public get focusDistance(): number;
public set focusDistance(value: number);
/** The camera focal length, expressed in millimeters. To use this property, enable UsePhysicalProperties.
*/
public get focalLength(): number;
public set focalLength(value: number);
/** The blade count in the lens of the camera. To use this property, enable UsePhysicalProperties.
*/
public get bladeCount(): number;
public set bladeCount(value: number);
/** The curvature of the blades. To use this property, enable UsePhysicalProperties.
*/
public get curvature(): UnityEngine.Vector2;
public set curvature(value: UnityEngine.Vector2);
/** The camera barrel clipping. To use this property, enable UsePhysicalProperties.
*/
public get barrelClipping(): number;
public set barrelClipping(value: number);
/** The camera anamorphism. To use this property, enable UsePhysicalProperties.
*/
public get anamorphism(): number;
public set anamorphism(value: number);
/** The size of the camera sensor, expressed in millimeters.
*/
public get sensorSize(): UnityEngine.Vector2;
public set sensorSize(value: UnityEngine.Vector2);
/** The lens offset of the camera. The lens shift is relative to the sensor size. For example, a lens shift of 0.5 offsets the sensor by half its horizontal size.
*/
public get lensShift(): UnityEngine.Vector2;
public set lensShift(value: UnityEngine.Vector2);
/** There are two gates for a camera, the sensor gate and the resolution gate. The physical camera sensor gate is defined by the sensorSize property, the resolution gate is defined by the render target area.
*/
public get gateFit(): UnityEngine.Camera.GateFitMode;
public set gateFit(value: UnityEngine.Camera.GateFitMode);
/** Where on the screen is the camera rendered in normalized coordinates.
*/
public get rect(): UnityEngine.Rect;
public set rect(value: UnityEngine.Rect);
/** Where on the screen is the camera rendered in pixel coordinates.
*/
public get pixelRect(): UnityEngine.Rect;
public set pixelRect(value: UnityEngine.Rect);
/** How wide is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only).
*/
public get pixelWidth(): number;
/** How tall is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only).
*/
public get pixelHeight(): number;
/** How wide is the camera in pixels (accounting for dynamic resolution scaling) (Read Only).
*/
public get scaledPixelWidth(): number;
/** How tall is the camera in pixels (accounting for dynamic resolution scaling) (Read Only).
*/
public get scaledPixelHeight(): number;
/** Destination render texture.
*/
public get targetTexture(): UnityEngine.RenderTexture;
public set targetTexture(value: UnityEngine.RenderTexture);
/** Gets the temporary RenderTexture target for this Camera.
*/
public get activeTexture(): UnityEngine.RenderTexture;
/** Set the target display for this Camera.
*/
public get targetDisplay(): number;
public set targetDisplay(value: number);
/** Matrix that transforms from camera space to world space (Read Only).
*/
public get cameraToWorldMatrix(): UnityEngine.Matrix4x4;
/** Matrix that transforms from world to camera space.
*/
public get worldToCameraMatrix(): UnityEngine.Matrix4x4;
public set worldToCameraMatrix(value: UnityEngine.Matrix4x4);
/** Set a custom projection matrix.
*/
public get projectionMatrix(): UnityEngine.Matrix4x4;
public set projectionMatrix(value: UnityEngine.Matrix4x4);
/** Get or set the raw projection matrix with no camera offset (no jittering).
*/
public get nonJitteredProjectionMatrix(): UnityEngine.Matrix4x4;
public set nonJitteredProjectionMatrix(value: UnityEngine.Matrix4x4);
/** Should the jittered matrix be used for transparency rendering?
*/
public get useJitteredProjectionMatrixForTransparentRendering(): boolean;
public set useJitteredProjectionMatrixForTransparentRendering(value: boolean);
/** Get the view projection matrix used on the last frame.
*/
public get previousViewProjectionMatrix(): UnityEngine.Matrix4x4;
/** The first enabled Camera component that is tagged "MainCamera" (Read Only).
*/
public static get main(): UnityEngine.Camera;
/** The camera we are currently rendering with, for low-level render control only (Read Only).
*/
public static get current(): UnityEngine.Camera;
/** If not null, the camera will only render the contents of the specified Scene.
*/
public get scene(): UnityEngine.SceneManagement.Scene;
public set scene(value: UnityEngine.SceneManagement.Scene);
/** Stereoscopic rendering.
*/
public get stereoEnabled(): boolean;
/** The distance between the virtual eyes. Use this to query or set the current eye separation. Note that most VR devices provide this value, in which case setting the value will have no effect.
*/
public get stereoSeparation(): number;
public set stereoSeparation(value: number);
/** Distance to a point where virtual eyes converge.
*/
public get stereoConvergence(): number;
public set stereoConvergence(value: number);
/** Determines whether the stereo view matrices are suitable to allow for a single pass cull.
*/
public get areVRStereoViewMatricesWithinSingleCullTolerance(): boolean;
/** Defines which eye of a VR display the Camera renders into.
*/
public get stereoTargetEye(): UnityEngine.StereoTargetEyeMask;
public set stereoTargetEye(value: UnityEngine.StereoTargetEyeMask);
/** Returns the eye that is currently rendering.
If called when stereo is not enabled it will return Camera.MonoOrStereoscopicEye.Mono.
If called during a camera rendering callback such as OnRenderImage it will return the currently rendering eye.
If called outside of a rendering callback and stereo is enabled, it will return the default eye which is Camera.MonoOrStereoscopicEye.Left.
*/
public get stereoActiveEye(): UnityEngine.Camera.MonoOrStereoscopicEye;
/** The number of cameras in the current Scene.
*/
public static get allCamerasCount(): number;
/** Returns all enabled cameras in the Scene.
*/
public static get allCameras(): System.Array$1<UnityEngine.Camera>;
public get sceneViewFilterMode(): UnityEngine.Camera.SceneViewFilterMode;
/** Number of command buffers set up on this camera (Read Only).
*/
public get commandBufferCount(): number;
/** Revert all camera parameters to default.
*/
public Reset () : void
/** Resets this Camera's transparency sort settings to the default. Default transparency settings are taken from GraphicsSettings instead of directly from this Camera.
*/
public ResetTransparencySortSettings () : void
/** Revert the aspect ratio to the screen's aspect ratio.
*/
public ResetAspect () : void
/** Make culling queries reflect the camera's built in parameters.
*/
public ResetCullingMatrix () : void
/** Make the camera render with shader replacement.
*/
public SetReplacementShader ($shader: UnityEngine.Shader, $replacementTag: string) : void
/** Remove shader replacement from camera.
*/
public ResetReplacementShader () : void
/**
Retrieves the effective vertical field of view of the camera, including GateFit.
Fitting the sensor gate and the resolution gate has an impact on the final field of view. If the sensor gate aspect ratio is the same as the resolution gate aspect ratio or if the camera is not in physical mode, then this method returns the same value as the fieldofview property.
* @returns Returns the effective vertical field of view.
*/
public GetGateFittedFieldOfView () : number
/**
Retrieves the effective lens offset of the camera, including GateFit.
Fitting the sensor gate and the resolution gate has an impact on the final obliqueness of the projection. If the sensor gate aspect ratio is the same as the resolution gate aspect ratio, then this method returns the same value as the lenshift property. If the camera is not in physical mode, then this methods returns Vector2.zero.
* @returns Returns the effective lens shift value.
*/
public GetGateFittedLensShift () : UnityEngine.Vector2
/** Sets the Camera to render to the chosen buffers of one or more RenderTextures.
* @param $colorBuffer The RenderBuffer(s) to which color information will be rendered.
* @param $depthBuffer The RenderBuffer to which depth information will be rendered.
*/
public SetTargetBuffers ($colorBuffer: UnityEngine.RenderBuffer, $depthBuffer: UnityEngine.RenderBuffer) : void
/** Sets the Camera to render to the chosen buffers of one or more RenderTextures.
* @param $colorBuffer The RenderBuffer(s) to which color information will be rendered.
* @param $depthBuffer The RenderBuffer to which depth information will be rendered.
*/
public SetTargetBuffers ($colorBuffer: System.Array$1<UnityEngine.RenderBuffer>, $depthBuffer: UnityEngine.RenderBuffer) : void
/** Make the rendering position reflect the camera's position in the Scene.
*/
public ResetWorldToCameraMatrix () : void
/** Make the projection reflect normal camera's parameters.
*/
public ResetProjectionMatrix () : void
/** Calculates and returns oblique near-plane projection matrix.
* @param $clipPlane Vector4 that describes a clip plane.
* @returns Oblique near-plane projection matrix.
*/
public CalculateObliqueMatrix ($clipPlane: UnityEngine.Vector4) : UnityEngine.Matrix4x4
public WorldToScreenPoint ($position: UnityEngine.Vector3, $eye: UnityEngine.Camera.MonoOrStereoscopicEye) : UnityEngine.Vector3
public WorldToViewportPoint ($position: UnityEngine.Vector3, $eye: UnityEngine.Camera.MonoOrStereoscopicEye) : UnityEngine.Vector3
public ViewportToWorldPoint ($position: UnityEngine.Vector3, $eye: UnityEngine.Camera.MonoOrStereoscopicEye) : UnityEngine.Vector3
public ScreenToWorldPoint ($position: UnityEngine.Vector3, $eye: UnityEngine.Camera.MonoOrStereoscopicEye) : UnityEngine.Vector3
/** Transforms position from world space into screen space.
* @param $eye Optional argument that can be used to specify which eye transform to use. Default is Mono.
*/
public WorldToScreenPoint ($position: UnityEngine.Vector3) : UnityEngine.Vector3
/** Transforms position from world space into viewport space.
* @param $eye Optional argument that can be used to specify which eye transform to use. Default is Mono.
*/
public WorldToViewportPoint ($position: UnityEngine.Vector3) : UnityEngine.Vector3
/** Transforms position from viewport space into world space.
* @param $position The 3d vector in Viewport space.
* @returns The 3d vector in World space.
*/
public ViewportToWorldPoint ($position: UnityEngine.Vector3) : UnityEngine.Vector3
/** Transforms a point from screen space into world space, where world space is defined as the coordinate system at the very top of your game's hierarchy.
* @param $position A screen space position (often mouse x, y), plus a z position for depth (for example, a camera clipping plane).
* @param $eye By default, Camera.MonoOrStereoscopicEye.Mono. Can be set to Camera.MonoOrStereoscopicEye.Left or Camera.MonoOrStereoscopicEye.Right for use in stereoscopic rendering (e.g., for VR).
* @returns The worldspace point created by converting the screen space point at the provided distance z from the camera plane.
*/
public ScreenToWorldPoint ($position: UnityEngine.Vector3) : UnityEngine.Vector3
/** Transforms position from screen space into viewport space.
*/
public ScreenToViewportPoint ($position: UnityEngine.Vector3) : UnityEngine.Vector3
/** Transforms position from viewport space into screen space.
*/
public ViewportToScreenPoint ($position: UnityEngine.Vector3) : UnityEngine.Vector3
public ViewportPointToRay ($pos: UnityEngine.Vector3, $eye: UnityEngine.Camera.MonoOrStereoscopicEye) : UnityEngine.Ray
/** Returns a ray going from camera through a viewport point.
* @param $eye Optional argument that can be used to specify which eye transform to use. Default is Mono.
*/
public ViewportPointToRay ($pos: UnityEngine.Vector3) : UnityEngine.Ray
public ScreenPointToRay ($pos: UnityEngine.Vector3, $eye: UnityEngine.Camera.MonoOrStereoscopicEye) : UnityEngine.Ray
/** Returns a ray going from camera through a screen point.
* @param $pos A 3D point, with the x and y coordinates containing a 2D screenspace point in pixels. The lower left pixel of the screen is (0,0). The upper right pixel of the screen is (screen width in pixels - 1, screen height in pixels - 1). Unity ignores the z coordinate.
* @param $eye Optional argument that can be used to specify which eye transform to use. Default is Mono.
*/
public ScreenPointToRay ($pos: UnityEngine.Vector3) : UnityEngine.Ray
public CalculateFrustumCorners ($viewport: UnityEngine.Rect, $z: number, $eye: UnityEngine.Camera.MonoOrStereoscopicEye, $outCorners: System.Array$1<UnityEngine.Vector3>) : void
public static CalculateProjectionMatrixFromPhysicalProperties ($output: $Ref<UnityEngine.Matrix4x4>, $focalLength: number, $sensorSize: UnityEngine.Vector2, $lensShift: UnityEngine.Vector2, $nearClip: number, $farClip: number, $gateFitParameters?: UnityEngine.Camera.GateFitParameters) : void
/** Converts focal length to field of view.
* @param $focalLength Focal length in millimeters.
* @param $sensorSize Sensor size in millimeters. Use the sensor height to get the vertical field of view. Use the sensor width to get the horizontal field of view.
* @returns field of view in degrees.
*/
public static FocalLengthToFieldOfView ($focalLength: number, $sensorSize: number) : number
/** Converts field of view to focal length. Use either sensor height and vertical field of view or sensor width and horizontal field of view.
* @param $fieldOfView field of view in degrees.
* @param $sensorSize Sensor size in millimeters.
* @returns Focal length in millimeters.
*/
public static FieldOfViewToFocalLength ($fieldOfView: number, $sensorSize: number) : number
/** Converts the horizontal field of view (FOV) to the vertical FOV, based on the value of the aspect ratio parameter.
* @param $horizontalFOV The horizontal FOV value in degrees.
* @param $aspectRatio The aspect ratio value used for the conversion
*/
public static HorizontalToVerticalFieldOfView ($horizontalFieldOfView: number, $aspectRatio: number) : number
/** Converts the vertical field of view (FOV) to the horizontal FOV, based on the value of the aspect ratio parameter.
* @param $verticalFieldOfView The vertical FOV value in degrees.
* @param $aspectRatio The aspect ratio value used for the conversion
*/
public static VerticalToHorizontalFieldOfView ($verticalFieldOfView: number, $aspectRatio: number) : number
public GetStereoNonJitteredProjectionMatrix ($eye: UnityEngine.Camera.StereoscopicEye) : UnityEngine.Matrix4x4
public GetStereoViewMatrix ($eye: UnityEngine.Camera.StereoscopicEye) : UnityEngine.Matrix4x4
public CopyStereoDeviceProjectionMatrixToNonJittered ($eye: UnityEngine.Camera.StereoscopicEye) : void
public GetStereoProjectionMatrix ($eye: UnityEngine.Camera.StereoscopicEye) : UnityEngine.Matrix4x4
public SetStereoProjectionMatrix ($eye: UnityEngine.Camera.StereoscopicEye, $matrix: UnityEngine.Matrix4x4) : void
/** Reset the camera to using the Unity computed projection matrices for all stereoscopic eyes.
*/
public ResetStereoProjectionMatrices () : void
public SetStereoViewMatrix ($eye: UnityEngine.Camera.StereoscopicEye, $matrix: UnityEngine.Matrix4x4) : void
/** Reset the camera to using the Unity computed view matrices for all stereoscopic eyes.
*/
public ResetStereoViewMatrices () : void
/** Fills an array of Camera with the current cameras in the Scene, without allocating a new array.
* @param $cameras An array to be filled up with cameras currently in the Scene.
*/
public static GetAllCameras ($cameras: System.Array$1<UnityEngine.Camera>) : number
/** Render into a static cubemap from this camera.
* @param $cubemap The cube map to render to.
* @param $faceMask A bitmask which determines which of the six faces are rendered to.
* @returns False if rendering fails, else true.
*/
public RenderToCubemap ($cubemap: UnityEngine.Cubemap, $faceMask: number) : boolean
public RenderToCubemap ($cubemap: UnityEngine.Cubemap) : boolean
/** Render into a cubemap from this camera.
* @param $faceMask A bitfield indicating which cubemap faces should be rendered into.
* @param $cubemap The texture to render to.
* @returns False if rendering fails, else true.
*/
public RenderToCubemap ($cubemap: UnityEngine.RenderTexture, $faceMask: number) : boolean
public RenderToCubemap ($cubemap: UnityEngine.RenderTexture) : boolean
public RenderToCubemap ($cubemap: UnityEngine.RenderTexture, $faceMask: number, $stereoEye: UnityEngine.Camera.MonoOrStereoscopicEye) : boolean
/** Render the camera manually.
*/
public Render () : void
/** Render the camera with shader replacement.
*/
public RenderWithShader ($shader: UnityEngine.Shader, $replacementTag: string) : void
public RenderDontRestore () : void
public static SetupCurrent ($cur: UnityEngine.Camera) : void
/** Makes this camera's settings match other camera.
* @param $other Copy camera settings to the other camera.
*/
public CopyFrom ($other: UnityEngine.Camera) : void
/** Remove command buffers from execution at a specified place.
* @param $evt When to execute the command buffer during rendering.
*/
public RemoveCommandBuffers ($evt: UnityEngine.Rendering.CameraEvent) : void
/** Remove all command buffers set on this camera.
*/
public RemoveAllCommandBuffers () : void
/** Add a command buffer to be executed at a specified place.
* @param $evt When to execute the command buffer during rendering.
* @param $buffer The buffer to execute.
*/
public AddCommandBuffer ($evt: UnityEngine.Rendering.CameraEvent, $buffer: UnityEngine.Rendering.CommandBuffer) : void
/** Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point.
* @param $evt The point during the graphics processing at which this command buffer should commence on the GPU.
* @param $buffer The buffer to execute.
* @param $queueType The desired async compute queue type to execute the buffer on.
*/
public AddCommandBufferAsync ($evt: UnityEngine.Rendering.CameraEvent, $buffer: UnityEngine.Rendering.CommandBuffer, $queueType: UnityEngine.Rendering.ComputeQueueType) : void
/** Remove command buffer from execution at a specified place.
* @param $evt When to execute the command buffer during rendering.
* @param $buffer The buffer to execute.
*/
public RemoveCommandBuffer ($evt: UnityEngine.Rendering.CameraEvent, $buffer: UnityEngine.Rendering.CommandBuffer) : void
/** Get command buffers to be executed at a specified place.
* @param $evt When to execute the command buffer during rendering.
* @returns Array of command buffers.
*/
public GetCommandBuffers ($evt: UnityEngine.Rendering.CameraEvent) : System.Array$1<UnityEngine.Rendering.CommandBuffer>
/** Get culling parameters for a camera.
* @param $cullingParameters Resultant culling parameters.
* @param $stereoAware Generate single-pass stereo aware culling parameters.
* @returns Flag indicating whether culling parameters are valid.
*/
public TryGetCullingParameters ($cullingParameters: $Ref<UnityEngine.Rendering.ScriptableCullingParameters>) : boolean
/** Get culling parameters for a camera.
* @param $cullingParameters Resultant culling parameters.
* @param $stereoAware Generate single-pass stereo aware culling parameters.
* @returns Flag indicating whether culling parameters are valid.
*/
public TryGetCullingParameters ($stereoAware: boolean, $cullingParameters: $Ref<UnityEngine.Rendering.ScriptableCullingParameters>) : boolean
public constructor ()
}
/** Rendering path of a Camera.
*/
enum RenderingPath
{ UsePlayerSettings = -1, VertexLit = 0, Forward = 1, DeferredLighting = 2, DeferredShading = 3 }
/** Transparent object sorting mode of a Camera.
*/
enum TransparencySortMode
{ Default = 0, Perspective = 1, Orthographic = 2, CustomAxis = 3 }
/** Describes different types of camera.
*/
enum CameraType
{ Game = 1, SceneView = 2, Preview = 4, VR = 8, Reflection = 16 }
/** Values for Camera.clearFlags, determining what to clear when rendering a Camera.
*/
enum CameraClearFlags
{ Skybox = 1, Color = 2, SolidColor = 2, Depth = 3, Nothing = 4 }
/** Depth texture generation mode for Camera.
*/
enum DepthTextureMode
{ None = 0, Depth = 1, DepthNormals = 2, MotionVectors = 4 }
/** A 2D Rectangle defined by X and Y position, width and height.
*/
class Rect extends System.ValueType implements System.IEquatable$1<UnityEngine.Rect>, System.IFormattable
{
protected [__keep_incompatibility]: never;
/** Shorthand for writing new Rect(0,0,0,0).
*/
public static get zero(): UnityEngine.Rect;
/** The X coordinate of the rectangle.
*/
public get x(): number;
public set x(value: number);
/** The Y coordinate of the rectangle.
*/
public get y(): number;
public set y(value: number);
/** The X and Y position of the rectangle.
*/
public get position(): UnityEngine.Vector2;
public set position(value: UnityEngine.Vector2);
/** The position of the center of the rectangle.
*/
public get center(): UnityEngine.Vector2;
public set center(value: UnityEngine.Vector2);
/** The position of the minimum corner of the rectangle.
*/
public get min(): UnityEngine.Vector2;
public set min(value: UnityEngine.Vector2);
/** The position of the maximum corner of the rectangle.
*/
public get max(): UnityEngine.Vector2;
public set max(value: UnityEngine.Vector2);
/** The width of the rectangle, measured from the X position.
*/
public get width(): number;
public set width(value: number);
/** The height of the rectangle, measured from the Y position.
*/
public get height(): number;
public set height(value: number);
/** The width and height of the rectangle.
*/
public get size(): UnityEngine.Vector2;
public set size(value: UnityEngine.Vector2);
/** The minimum X coordinate of the rectangle.
*/
public get xMin(): number;
public set xMin(value: number);
/** The minimum Y coordinate of the rectangle.
*/
public get yMin(): number;
public set yMin(value: number);
/** The maximum X coordinate of the rectangle.
*/
public get xMax(): number;
public set xMax(value: number);
/** The maximum Y coordinate of the rectangle.
*/
public get yMax(): number;
public set yMax(value: number);
/** Creates a rectangle from min/max coordinate values.
* @param $xmin The minimum X coordinate.
* @param $ymin The minimum Y coordinate.
* @param $xmax The maximum X coordinate.
* @param $ymax The maximum Y coordinate.
* @returns A rectangle matching the specified coordinates.
*/
public static MinMaxRect ($xmin: number, $ymin: number, $xmax: number, $ymax: number) : UnityEngine.Rect
/** Set components of an existing Rect.
*/
public Set ($x: number, $y: number, $width: number, $height: number) : void
/** Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.
* @param $point Point to test.
* @param $allowInverse Does the test allow the Rect's width and height to be negative?
* @returns True if the point lies within the specified rectangle.
*/
public Contains ($point: UnityEngine.Vector2) : boolean
/** Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.
* @param $point Point to test.
* @param $allowInverse Does the test allow the Rect's width and height to be negative?
* @returns True if the point lies within the specified rectangle.
*/
public Contains ($point: UnityEngine.Vector3) : boolean
/** Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.
* @param $point Point to test.
* @param $allowInverse Does the test allow the Rect's width and height to be negative?
* @returns True if the point lies within the specified rectangle.
*/
public Contains ($point: UnityEngine.Vector3, $allowInverse: boolean) : boolean
/** Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.
* @param $other Other rectangle to test overlapping with.
* @param $allowInverse Does the test allow the widths and heights of the Rects to be negative?
*/
public Overlaps ($other: UnityEngine.Rect) : boolean
/** Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.
* @param $other Other rectangle to test overlapping with.
* @param $allowInverse Does the test allow the widths and heights of the Rects to be negative?
*/
public Overlaps ($other: UnityEngine.Rect, $allowInverse: boolean) : boolean
/** Returns a point inside a rectangle, given normalized coordinates.
* @param $rectangle Rectangle to get a point inside.
* @param $normalizedRectCoordinates Normalized coordinates to get a point for.
*/
public static NormalizedToPoint ($rectangle: UnityEngine.Rect, $normalizedRectCoordinates: UnityEngine.Vector2) : UnityEngine.Vector2
/** Returns the normalized coordinates cooresponding the the point.
* @param $rectangle Rectangle to get normalized coordinates inside.
* @param $point A point inside the rectangle to get normalized coordinates for.
*/
public static PointToNormalized ($rectangle: UnityEngine.Rect, $point: UnityEngine.Vector2) : UnityEngine.Vector2
public static op_Inequality ($lhs: UnityEngine.Rect, $rhs: UnityEngine.Rect) : boolean
public static op_Equality ($lhs: UnityEngine.Rect, $rhs: UnityEngine.Rect) : boolean
public Equals ($other: any) : boolean
public Equals ($other: UnityEngine.Rect) : boolean
/** Returns a formatted string for this Rect.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString () : string
/** Returns a formatted string for this Rect.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString ($format: string) : string
/** Returns a formatted string for this Rect.
* @param $format A numeric format string.
* @param $formatProvider An object that specifies culture-specific formatting.
*/
public ToString ($format: string, $formatProvider: System.IFormatProvider) : string
public constructor ($x: number, $y: number, $width: number, $height: number)
public constructor ($position: UnityEngine.Vector2, $size: UnityEngine.Vector2)
public constructor ($source: UnityEngine.Rect)
public Equals ($obj: any) : boolean
public static Equals ($objA: any, $objB: any) : boolean
public constructor ()
}
/** Color or depth buffer part of a RenderTexture.
*/
class RenderBuffer extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Enum values for the Camera's targetEye property.
*/
enum StereoTargetEyeMask
{ None = 0, Left = 1, Right = 2, Both = 3 }
/** Class for handling cube maps, Use this to create or modify existing.
*/
class Cubemap extends UnityEngine.Texture
{
protected [__keep_incompatibility]: never;
}
/** This struct contains the view space coordinates of the near projection plane.
*/
class FrustumPlanes extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Representation of a plane in 3D space.
*/
class Plane extends System.ValueType implements System.IFormattable
{
protected [__keep_incompatibility]: never;
/** Normal vector of the plane.
*/
public get normal(): UnityEngine.Vector3;
public set normal(value: UnityEngine.Vector3);
/** The distance measured from the Plane to the origin, along the Plane's normal.
*/
public get distance(): number;
public set distance(value: number);
/** Returns a copy of the plane that faces in the opposite direction.
*/
public get flipped(): UnityEngine.Plane;
/** Sets a plane using a point that lies within it along with a normal to orient it.
* @param $inNormal The plane's normal vector.
* @param $inPoint A point that lies on the plane.
*/
public SetNormalAndPosition ($inNormal: UnityEngine.Vector3, $inPoint: UnityEngine.Vector3) : void
/** Sets a plane using three points that lie within it. The points go around clockwise as you look down on the top surface of the plane.
* @param $a First point in clockwise order.
* @param $b Second point in clockwise order.
* @param $c Third point in clockwise order.
*/
public Set3Points ($a: UnityEngine.Vector3, $b: UnityEngine.Vector3, $c: UnityEngine.Vector3) : void
/** Makes the plane face in the opposite direction.
*/
public Flip () : void
/** Moves the plane in space by the translation vector.
* @param $translation The offset in space to move the plane with.
*/
public Translate ($translation: UnityEngine.Vector3) : void
/** Returns a copy of the given plane that is moved in space by the given translation.
* @param $plane The plane to move in space.
* @param $translation The offset in space to move the plane with.
* @returns The translated plane.
*/
public static Translate ($plane: UnityEngine.Plane, $translation: UnityEngine.Vector3) : UnityEngine.Plane
/** For a given point returns the closest point on the plane.
* @param $point The point to project onto the plane.
* @returns A point on the plane that is closest to point.
*/
public ClosestPointOnPlane ($point: UnityEngine.Vector3) : UnityEngine.Vector3
/** Returns a signed distance from plane to point.
*/
public GetDistanceToPoint ($point: UnityEngine.Vector3) : number
/** Is a point on the positive side of the plane?
*/
public GetSide ($point: UnityEngine.Vector3) : boolean
/** Are two points on the same side of the plane?
*/
public SameSide ($inPt0: UnityEngine.Vector3, $inPt1: UnityEngine.Vector3) : boolean
/** Intersects a ray with the plane.
*/
public Raycast ($ray: UnityEngine.Ray, $enter: $Ref<number>) : boolean
public ToString () : string
public ToString ($format: string) : string
public ToString ($format: string, $formatProvider: System.IFormatProvider) : string
public constructor ($inNormal: UnityEngine.Vector3, $inPoint: UnityEngine.Vector3)
public constructor ($inNormal: UnityEngine.Vector3, $d: number)
public constructor ($a: UnityEngine.Vector3, $b: UnityEngine.Vector3, $c: UnityEngine.Vector3)
public constructor ()
}
enum TexGenMode
{ None = 0, SphereMap = 1, Object = 2, EyeLinear = 3, CubeReflect = 4, CubeNormal = 5 }
/** This enum describes how the RenderTexture is used as a VR eye texture. Instead of using the values of this enum manually, use the value returned by XR.XRSettings.eyeTextureDesc|eyeTextureDesc or other VR functions returning a RenderTextureDescriptor.
*/
enum VRTextureUsage
{ None = 0, OneEye = 1, TwoEyes = 2, DeviceSpecific = 3 }
/** Flags enumeration of the render texture memoryless modes.
*/
enum RenderTextureMemoryless
{ None = 0, Color = 1, Depth = 2, MSAA = 4 }
/** Format of a RenderTexture.
*/
enum RenderTextureFormat
{ ARGB32 = 0, Depth = 1, ARGBHalf = 2, Shadowmap = 3, RGB565 = 4, ARGB4444 = 5, ARGB1555 = 6, Default = 7, ARGB2101010 = 8, DefaultHDR = 9, ARGB64 = 10, ARGBFloat = 11, RGFloat = 12, RGHalf = 13, RFloat = 14, RHalf = 15, R8 = 16, ARGBInt = 17, RGInt = 18, RInt = 19, BGRA32 = 20, RGB111110Float = 22, RG32 = 23, RGBAUShort = 24, RG16 = 25, BGRA10101010_XR = 26, BGR101010_XR = 27, R16 = 28 }
/** This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties. Avoid using the default constructor as it does not initialize some flags with the recommended values.
*/
class RenderTextureDescriptor extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Color space conversion mode of a RenderTexture.
*/
enum RenderTextureReadWrite
{ Default = 0, Linear = 1, sRGB = 2 }
/** Class containing methods to ease debugging while developing a game.
*/
class Debug extends System.Object
{
protected [__keep_incompatibility]: never;
/** Get default debug logger.
*/
public static get unityLogger(): UnityEngine.ILogger;
/** Allows you to enable or disable the developer console.
*/
public static get developerConsoleEnabled(): boolean;
public static set developerConsoleEnabled(value: boolean);
/** Controls whether the development console is visible.
*/
public static get developerConsoleVisible(): boolean;
public static set developerConsoleVisible(value: boolean);
/** In the Build Settings dialog there is a check box called "Development Build".
*/
public static get isDebugBuild(): boolean;
/** Draws a line between specified start and end points.
* @param $start Point in world space where the line should start.
* @param $end Point in world space where the line should end.
* @param $color Color of the line.
* @param $duration How long the line should be visible for.
* @param $depthTest Determines whether objects closer to the camera obscure the line.
*/
public static DrawLine ($start: UnityEngine.Vector3, $end: UnityEngine.Vector3, $color: UnityEngine.Color, $duration: number) : void
/** Draws a line between specified start and end points.
* @param $start Point in world space where the line should start.
* @param $end Point in world space where the line should end.
* @param $color Color of the line.
* @param $duration How long the line should be visible for.
* @param $depthTest Determines whether objects closer to the camera obscure the line.
*/
public static DrawLine ($start: UnityEngine.Vector3, $end: UnityEngine.Vector3, $color: UnityEngine.Color) : void
/** Draws a line between specified start and end points.
* @param $start Point in world space where the line should start.
* @param $end Point in world space where the line should end.
* @param $color Color of the line.
* @param $duration How long the line should be visible for.
* @param $depthTest Determines whether objects closer to the camera obscure the line.
*/
public static DrawLine ($start: UnityEngine.Vector3, $end: UnityEngine.Vector3) : void
/** Draws a line between specified start and end points.
* @param $start Point in world space where the line should start.
* @param $end Point in world space where the line should end.
* @param $color Color of the line.
* @param $duration How long the line should be visible for.
* @param $depthTest Determines whether objects closer to the camera obscure the line.
*/
public static DrawLine ($start: UnityEngine.Vector3, $end: UnityEngine.Vector3, $color: UnityEngine.Color, $duration: number, $depthTest: boolean) : void
/** Draws a line from start to start + dir in world coordinates.
* @param $start Point in world space where the ray should start.
* @param $dir Direction and length of the ray.
* @param $color Color of the drawn line.
* @param $duration How long the line will be visible for (in seconds).
* @param $depthTest Determines whether objects closer to the camera obscure the line.
*/
public static DrawRay ($start: UnityEngine.Vector3, $dir: UnityEngine.Vector3, $color: UnityEngine.Color, $duration: number) : void
/** Draws a line from start to start + dir in world coordinates.
* @param $start Point in world space where the ray should start.
* @param $dir Direction and length of the ray.
* @param $color Color of the drawn line.
* @param $duration How long the line will be visible for (in seconds).
* @param $depthTest Determines whether objects closer to the camera obscure the line.
*/
public static DrawRay ($start: UnityEngine.Vector3, $dir: UnityEngine.Vector3, $color: UnityEngine.Color) : void
/** Draws a line from start to start + dir in world coordinates.
* @param $start Point in world space where the ray should start.
* @param $dir Direction and length of the ray.
* @param $color Color of the drawn line.
* @param $duration How long the line will be visible for (in seconds).
* @param $depthTest Determines whether objects closer to the camera obscure the line.
*/
public static DrawRay ($start: UnityEngine.Vector3, $dir: UnityEngine.Vector3) : void
/** Draws a line from start to start + dir in world coordinates.
* @param $start Point in world space where the ray should start.
* @param $dir Direction and length of the ray.
* @param $color Color of the drawn line.
* @param $duration How long the line will be visible for (in seconds).
* @param $depthTest Determines whether objects closer to the camera obscure the line.
*/
public static DrawRay ($start: UnityEngine.Vector3, $dir: UnityEngine.Vector3, $color: UnityEngine.Color, $duration: number, $depthTest: boolean) : void
/** Pauses the editor.
*/
public static Break () : void
public static DebugBreak () : void
/** Logs a message to the Unity Console.
* @param $message String or object to be converted to string representation for display.
* @param $context Object to which the message applies.
*/
public static Log ($message: any) : void
/** Logs a message to the Unity Console.
* @param $message String or object to be converted to string representation for display.
* @param $context Object to which the message applies.
*/
public static Log ($message: any, $context: UnityEngine.Object) : void
/** Logs a formatted message to the Unity Console.
* @param $format A composite format string.
* @param $args Format arguments.
* @param $context Object to which the message applies.
* @param $logType Type of message e.g. warn or error etc.
* @param $logOptions Option flags to treat the log message special.
*/
public static LogFormat ($format: string, ...args: any[]) : void
/** Logs a formatted message to the Unity Console.
* @param $format A composite format string.
* @param $args Format arguments.
* @param $context Object to which the message applies.
* @param $logType Type of message e.g. warn or error etc.
* @param $logOptions Option flags to treat the log message special.
*/
public static LogFormat ($context: UnityEngine.Object, $format: string, ...args: any[]) : void
/** Logs a formatted message to the Unity Console.
* @param $format A composite format string.
* @param $args Format arguments.
* @param $context Object to which the message applies.
* @param $logType Type of message e.g. warn or error etc.
* @param $logOptions Option flags to treat the log message special.
*/
public static LogFormat ($logType: UnityEngine.LogType, $logOptions: UnityEngine.LogOption, $context: UnityEngine.Object, $format: string, ...args: any[]) : void
/** A variant of Debug.Log that logs an error message to the console.
* @param $message String or object to be converted to string representation for display.
* @param $context Object to which the message applies.
*/
public static LogError ($message: any) : void
/** A variant of Debug.Log that logs an error message to the console.
* @param $message String or object to be converted to string representation for display.
* @param $context Object to which the message applies.
*/
public static LogError ($message: any, $context: UnityEngine.Object) : void
/** Logs a formatted error message to the Unity console.
* @param $format A composite format string.
* @param $args Format arguments.
* @param $context Object to which the message applies.
*/
public static LogErrorFormat ($format: string, ...args: any[]) : void
/** Logs a formatted error message to the Unity console.
* @param $format A composite format string.
* @param $args Format arguments.
* @param $context Object to which the message applies.
*/
public static LogErrorFormat ($context: UnityEngine.Object, $format: string, ...args: any[]) : void
/** Clears errors from the developer console.
*/
public static ClearDeveloperConsole () : void
/** A variant of Debug.Log that logs an error message to the console.
* @param $context Object to which the message applies.
* @param $exception Runtime Exception.
*/
public static LogException ($exception: System.Exception) : void
/** A variant of Debug.Log that logs an error message to the console.
* @param $context Object to which the message applies.
* @param $exception Runtime Exception.
*/
public static LogException ($exception: System.Exception, $context: UnityEngine.Object) : void
/** A variant of Debug.Log that logs a warning message to the console.
* @param $message String or object to be converted to string representation for display.
* @param $context Object to which the message applies.
*/
public static LogWarning ($message: any) : void
/** A variant of Debug.Log that logs a warning message to the console.
* @param $message String or object to be converted to string representation for display.
* @param $context Object to which the message applies.
*/
public static LogWarning ($message: any, $context: UnityEngine.Object) : void
/** Logs a formatted warning message to the Unity Console.
* @param $format A composite format string.
* @param $args Format arguments.
* @param $context Object to which the message applies.
*/
public static LogWarningFormat ($format: string, ...args: any[]) : void
/** Logs a formatted warning message to the Unity Console.
* @param $format A composite format string.
* @param $args Format arguments.
* @param $context Object to which the message applies.
*/
public static LogWarningFormat ($context: UnityEngine.Object, $format: string, ...args: any[]) : void
/** Assert a condition and logs an error message to the Unity console on failure.
* @param $condition Condition you expect to be true.
* @param $context Object to which the message applies.
* @param $message String or object to be converted to string representation for display.
*/
public static Assert ($condition: boolean) : void
/** Assert a condition and logs an error message to the Unity console on failure.
* @param $condition Condition you expect to be true.
* @param $context Object to which the message applies.
* @param $message String or object to be converted to string representation for display.
*/
public static Assert ($condition: boolean, $context: UnityEngine.Object) : void
/** Assert a condition and logs an error message to the Unity console on failure.
* @param $condition Condition you expect to be true.
* @param $context Object to which the message applies.
* @param $message String or object to be converted to string representation for display.
*/
public static Assert ($condition: boolean, $message: any) : void
public static Assert ($condition: boolean, $message: string) : void
/** Assert a condition and logs an error message to the Unity console on failure.
* @param $condition Condition you expect to be true.
* @param $context Object to which the message applies.
* @param $message String or object to be converted to string representation for display.
*/
public static Assert ($condition: boolean, $message: any, $context: UnityEngine.Object) : void
public static Assert ($condition: boolean, $message: string, $context: UnityEngine.Object) : void
/** Assert a condition and logs a formatted error message to the Unity console on failure.
* @param $condition Condition you expect to be true.
* @param $format A composite format string.
* @param $args Format arguments.
* @param $context Object to which the message applies.
*/
public static AssertFormat ($condition: boolean, $format: string, ...args: any[]) : void
/** Assert a condition and logs a formatted error message to the Unity console on failure.
* @param $condition Condition you expect to be true.
* @param $format A composite format string.
* @param $args Format arguments.
* @param $context Object to which the message applies.
*/
public static AssertFormat ($condition: boolean, $context: UnityEngine.Object, $format: string, ...args: any[]) : void
/** A variant of Debug.Log that logs an assertion message to the console.
* @param $message String or object to be converted to string representation for display.
* @param $context Object to which the message applies.
*/
public static LogAssertion ($message: any) : void
/** A variant of Debug.Log that logs an assertion message to the console.
* @param $message String or object to be converted to string representation for display.
* @param $context Object to which the message applies.
*/
public static LogAssertion ($message: any, $context: UnityEngine.Object) : void
/** Logs a formatted assertion message to the Unity console.
* @param $format A composite format string.
* @param $args Format arguments.
* @param $context Object to which the message applies.
*/
public static LogAssertionFormat ($format: string, ...args: any[]) : void
/** Logs a formatted assertion message to the Unity console.
* @param $format A composite format string.
* @param $args Format arguments.
* @param $context Object to which the message applies.
*/
public static LogAssertionFormat ($context: UnityEngine.Object, $format: string, ...args: any[]) : void
public constructor ()
}
interface ILogger extends UnityEngine.ILogHandler
{
}
interface ILogHandler
{
}
/** Option flags for specifying special treatment of a log message.
*/
enum LogOption
{ None = 0, NoStacktrace = 1 }
/** Provides access to a display / screen for rendering operations.
*/
class Display extends System.Object
{
protected [__keep_incompatibility]: never;
/** The list of connected displays.
*/
public static displays : System.Array$1<UnityEngine.Display>
/** Horizontal resolution that the display is rendering at in the viewport.
*/
public get renderingWidth(): number;
/** Vertical resolution that the display is rendering at.
*/
public get renderingHeight(): number;
/** Horizontal native display resolution.
*/
public get systemWidth(): number;
/** Vertical native display resolution.
*/
public get systemHeight(): number;
/** Color RenderBuffer.
*/
public get colorBuffer(): UnityEngine.RenderBuffer;
/** Depth RenderBuffer.
*/
public get depthBuffer(): UnityEngine.RenderBuffer;
/** Gets the state of the display and returns true if the display is active and false if otherwise.
*/
public get active(): boolean;
/** True when the back buffer requires an intermediate texture to render.
*/
public get requiresBlitToBackbuffer(): boolean;
/** True when doing a blit to the back buffer requires manual color space conversion.
*/
public get requiresSrgbBlitToBackbuffer(): boolean;
/** Main Display.
*/
public static get main(): UnityEngine.Display;
/** Get the Editors active GameView display target.
*/
public static get activeEditorGameViewTarget(): number;
/** Activates an external display. For example, a secondary monitor connected to the system.
*/
public Activate () : void
/** Windows platforms only. Activates an external display with a specific width, height and refresh rate. For example, a secondary monitor connected to the system.
* @param $width Windows platforms only. Width of the window to open.
* @param $height Windows platforms only. Height of the window to open.
* @param $refreshRate Refresh Rate of the window to open.
*/
public Activate ($width: number, $height: number, $refreshRate: UnityEngine.RefreshRate) : void
/** Windows platforms only. Sets rendering size and position on screen.
* @param $width Windows platforms only. The width of the window.
* @param $height Windows platforms only. The height of the window.
* @param $x Windows platforms only. The x position of the window.
* @param $y Windows platforms only. The y position of the window.
*/
public SetParams ($width: number, $height: number, $x: number, $y: number) : void
/** Sets rendering resolution for the display.
* @param $w The rendering width in pixels.
* @param $h The rendering height in pixels.
*/
public SetRenderingResolution ($w: number, $h: number) : void
/** Query relative mouse coordinates.
* @param $inputMouseCoordinates Mouse Input Position as Coordinates.
*/
public static RelativeMouseAt ($inputMouseCoordinates: UnityEngine.Vector3) : UnityEngine.Vector3
public static add_onDisplaysUpdated ($value: UnityEngine.Display.DisplaysUpdatedDelegate) : void
public static remove_onDisplaysUpdated ($value: UnityEngine.Display.DisplaysUpdatedDelegate) : void
}
/** Represents the display refresh rate. This is how many frames the display can show per second.
*/
class RefreshRate extends System.ValueType implements System.IEquatable$1<UnityEngine.RefreshRate>, System.IComparable$1<UnityEngine.RefreshRate>
{
protected [__keep_incompatibility]: never;
}
/** Represents a Gradient used for animating colors.
*/
class Gradient extends System.Object implements System.IEquatable$1<UnityEngine.Gradient>
{
protected [__keep_incompatibility]: never;
/** All color keys defined in the gradient.
*/
public get colorKeys(): System.Array$1<UnityEngine.GradientColorKey>;
public set colorKeys(value: System.Array$1<UnityEngine.GradientColorKey>);
/** All alpha keys defined in the gradient.
*/
public get alphaKeys(): System.Array$1<UnityEngine.GradientAlphaKey>;
public set alphaKeys(value: System.Array$1<UnityEngine.GradientAlphaKey>);
/** Controls how the gradient colors are interpolated.
*/
public get mode(): UnityEngine.GradientMode;
public set mode(value: UnityEngine.GradientMode);
/** Indicates the color space that the gradient color keys are using.
*/
public get colorSpace(): UnityEngine.ColorSpace;
public set colorSpace(value: UnityEngine.ColorSpace);
/** Calculate color at a given time.
* @param $time Time of the evaluation (0 - 1).
*/
public Evaluate ($time: number) : UnityEngine.Color
/** Setup Gradient with an array of color keys and alpha keys.
* @param $colorKeys Color keys of the gradient (maximum 8 color keys).
* @param $alphaKeys Alpha keys of the gradient (maximum 8 alpha keys).
*/
public SetKeys ($colorKeys: System.Array$1<UnityEngine.GradientColorKey>, $alphaKeys: System.Array$1<UnityEngine.GradientAlphaKey>) : void
public Equals ($o: any) : boolean
public Equals ($other: UnityEngine.Gradient) : boolean
public constructor ()
public Equals ($obj: any) : boolean
public static Equals ($objA: any, $objB: any) : boolean
}
/** Color key used by Gradient.
*/
class GradientColorKey extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Alpha key used by Gradient.
*/
class GradientAlphaKey extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Color interpolation mode used by Gradient.
*/
enum GradientMode
{ Blend = 0, Fixed = 1, PerceptualBlend = 2 }
/** Color space for player settings.
*/
enum ColorSpace
{ Uninitialized = -1, Gamma = 0, Linear = 1 }
/** Provides access to display information.
*/
class Screen extends System.Object
{
protected [__keep_incompatibility]: never;
/** The current width of the screen window in pixels (Read Only).
*/
public static get width(): number;
/** The current height of the screen window in pixels (Read Only).
*/
public static get height(): number;
/** The current DPI of the screen / device (Read Only).
*/
public static get dpi(): number;
/** The current screen resolution (Read Only).
*/
public static get currentResolution(): UnityEngine.Resolution;
/** Returns all full-screen resolutions that the monitor supports (Read Only).
*/
public static get resolutions(): System.Array$1<UnityEngine.Resolution>;
/** Enables full-screen mode for the application.
*/
public static get fullScreen(): boolean;
public static set fullScreen(value: boolean);
/** Set this property to one of the values in FullScreenMode to change the display mode of your application.
*/
public static get fullScreenMode(): UnityEngine.FullScreenMode;
public static set fullScreenMode(value: UnityEngine.FullScreenMode);
/** Returns the safe area of the screen in pixels (Read Only).
*/
public static get safeArea(): UnityEngine.Rect;
/** Returns a list of screen areas that are not functional for displaying content (Read Only).
*/
public static get cutouts(): System.Array$1<UnityEngine.Rect>;
/** Enables auto-rotation to portrait.
*/
public static get autorotateToPortrait(): boolean;
public static set autorotateToPortrait(value: boolean);
/** Enables auto-rotation to portrait, upside down.
*/
public static get autorotateToPortraitUpsideDown(): boolean;
public static set autorotateToPortraitUpsideDown(value: boolean);
/** Enables auto-rotation to landscape left.
*/
public static get autorotateToLandscapeLeft(): boolean;
public static set autorotateToLandscapeLeft(value: boolean);
/** Enables auto-rotation to landscape right.
*/
public static get autorotateToLandscapeRight(): boolean;
public static set autorotateToLandscapeRight(value: boolean);
/** Specifies logical orientation of the screen.
*/
public static get orientation(): UnityEngine.ScreenOrientation;
public static set orientation(value: UnityEngine.ScreenOrientation);
/** A power saving setting, allowing the screen to dim some time after the last active user interaction.
*/
public static get sleepTimeout(): number;
public static set sleepTimeout(value: number);
/** Indicates the current brightness of the screen.
*/
public static get brightness(): number;
public static set brightness(value: number);
/** The position of the top left corner of the main window relative to the top left corner of the display.
*/
public static get mainWindowPosition(): UnityEngine.Vector2Int;
/** The display information associated with the display that the main application window is on.
*/
public static get mainWindowDisplayInfo(): UnityEngine.DisplayInfo;
/** Switches the screen resolution.
*/
public static SetResolution ($width: number, $height: number, $fullscreenMode: UnityEngine.FullScreenMode, $preferredRefreshRate: UnityEngine.RefreshRate) : void
/** Switches the screen resolution.
*/
public static SetResolution ($width: number, $height: number, $fullscreenMode: UnityEngine.FullScreenMode) : void
/** Switches the screen resolution.
*/
public static SetResolution ($width: number, $height: number, $fullscreen: boolean) : void
public static GetDisplayLayout ($displayLayout: System.Collections.Generic.List$1<UnityEngine.DisplayInfo>) : void
/** Moves the main window to the specified position relative to the top left corner of the specified display. Position value is represented in pixels. Moving the window is an asynchronous operation, which can take multiple frames.
* @param $display The target display where the window should move to.
* @param $position The position the window moves to. Relative to the top left corner of the specified display in pixels.
* @returns Returns AsyncOperation that represents moving the window.
*/
public static MoveMainWindowTo ($display: $Ref<UnityEngine.DisplayInfo>, $position: UnityEngine.Vector2Int) : UnityEngine.AsyncOperation
public constructor ()
}
/** Represents a display resolution.
*/
class Resolution extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Sets the full-screen mode. See the description of each mode for information on platform compatibility.
*/
enum FullScreenMode
{ ExclusiveFullScreen = 0, FullScreenWindow = 1, MaximizedWindow = 2, Windowed = 3 }
/** Describes screen orientation.
*/
enum ScreenOrientation
{ Portrait = 1, PortraitUpsideDown = 2, LandscapeLeft = 3, LandscapeRight = 4, AutoRotation = 5, Unknown = 0, Landscape = 3 }
/** Representation of 2D vectors and points using integers.
*/
class Vector2Int extends System.ValueType implements System.IEquatable$1<UnityEngine.Vector2Int>, System.IFormattable
{
protected [__keep_incompatibility]: never;
}
/** Represents a connected display.
*/
class DisplayInfo extends System.ValueType implements System.IEquatable$1<UnityEngine.DisplayInfo>
{
protected [__keep_incompatibility]: never;
}
/** Raw interface to Unity's drawing functions.
*/
class Graphics extends System.Object
{
protected [__keep_incompatibility]: never;
/** Returns the currently active color gamut.
*/
public static get activeColorGamut(): UnityEngine.ColorGamut;
/** The GraphicsTier for the current device.
*/
public static get activeTier(): UnityEngine.Rendering.GraphicsTier;
public static set activeTier(value: UnityEngine.Rendering.GraphicsTier);
/** True when rendering over native UI is enabled in Player Settings (readonly).
*/
public static get preserveFramebufferAlpha(): boolean;
/** The minimum OpenGL ES version. The value is specified in PlayerSettings.
*/
public static get minOpenGLESVersion(): UnityEngine.Rendering.OpenGLESVersion;
/** Currently active color buffer (Read Only).
*/
public static get activeColorBuffer(): UnityEngine.RenderBuffer;
/** Currently active depth/stencil buffer (Read Only).
*/
public static get activeDepthBuffer(): UnityEngine.RenderBuffer;
/** Clear random write targets for level pixel shaders.
*/
public static ClearRandomWriteTargets () : void
/** Execute a command buffer.
* @param $buffer The buffer to execute.
*/
public static ExecuteCommandBuffer ($buffer: UnityEngine.Rendering.CommandBuffer) : void
/** Executes a command buffer on an async compute queue with the queue selected based on the ComputeQueueType parameter passed.
* @param $buffer The CommandBuffer to be executed.
* @param $queueType Describes the desired async compute queue the supplied CommandBuffer should be executed on.
*/
public static ExecuteCommandBufferAsync ($buffer: UnityEngine.Rendering.CommandBuffer, $queueType: UnityEngine.Rendering.ComputeQueueType) : void
/** Sets current render target.
* @param $rt RenderTexture to set as active render target.
* @param $mipLevel Mipmap level to render into (use 0 if not mipmapped).
* @param $face Cubemap face to render into (use Unknown if not a cubemap).
* @param $depthSlice Depth slice to render into (use 0 if not a 3D or 2DArray render target).
* @param $colorBuffer Color buffer to render into.
* @param $depthBuffer Depth buffer to render into.
* @param $colorBuffers Color buffers to render into (for multiple render target effects).
* @param $setup Full render target setup information.
*/
public static SetRenderTarget ($rt: UnityEngine.RenderTexture, $mipLevel: number, $face: UnityEngine.CubemapFace, $depthSlice: number) : void
/** Sets current render target.
* @param $rt RenderTexture to set as active render target.
* @param $mipLevel Mipmap level to render into (use 0 if not mipmapped).
* @param $face Cubemap face to render into (use Unknown if not a cubemap).
* @param $depthSlice Depth slice to render into (use 0 if not a 3D or 2DArray render target).
* @param $colorBuffer Color buffer to render into.
* @param $depthBuffer Depth buffer to render into.
* @param $colorBuffers Color buffers to render into (for multiple render target effects).
* @param $setup Full render target setup information.
*/
public static SetRenderTarget ($colorBuffer: UnityEngine.RenderBuffer, $depthBuffer: UnityEngine.RenderBuffer, $mipLevel: number, $face: UnityEngine.CubemapFace, $depthSlice: number) : void
/** Sets current render target.
* @param $rt RenderTexture to set as active render target.
* @param $mipLevel Mipmap level to render into (use 0 if not mipmapped).
* @param $face Cubemap face to render into (use Unknown if not a cubemap).
* @param $depthSlice Depth slice to render into (use 0 if not a 3D or 2DArray render target).
* @param $colorBuffer Color buffer to render into.
* @param $depthBuffer Depth buffer to render into.
* @param $colorBuffers Color buffers to render into (for multiple render target effects).
* @param $setup Full render target setup information.
*/
public static SetRenderTarget ($colorBuffers: System.Array$1<UnityEngine.RenderBuffer>, $depthBuffer: UnityEngine.RenderBuffer) : void
/** Sets current render target.
* @param $rt RenderTexture to set as active render target.
* @param $mipLevel Mipmap level to render into (use 0 if not mipmapped).
* @param $face Cubemap face to render into (use Unknown if not a cubemap).
* @param $depthSlice Depth slice to render into (use 0 if not a 3D or 2DArray render target).
* @param $colorBuffer Color buffer to render into.
* @param $depthBuffer Depth buffer to render into.
* @param $colorBuffers Color buffers to render into (for multiple render target effects).
* @param $setup Full render target setup information.
*/
public static SetRenderTarget ($setup: UnityEngine.RenderTargetSetup) : void
/** Set random write target for level pixel shaders.
* @param $index Index of the random write target in the shader.
* @param $uav Buffer or texture to set as the write target.
* @param $preserveCounterValue Whether to leave the append/consume counter value unchanged.
*/
public static SetRandomWriteTarget ($index: number, $uav: UnityEngine.RenderTexture) : void
/** Set random write target for level pixel shaders.
* @param $index Index of the random write target in the shader.
* @param $uav Buffer or texture to set as the write target.
* @param $preserveCounterValue Whether to leave the append/consume counter value unchanged.
*/
public static SetRandomWriteTarget ($index: number, $uav: UnityEngine.ComputeBuffer, $preserveCounterValue: boolean) : void
/** Set random write target for level pixel shaders.
* @param $index Index of the random write target in the shader.
* @param $uav Buffer or texture to set as the write target.
* @param $preserveCounterValue Whether to leave the append/consume counter value unchanged.
*/
public static SetRandomWriteTarget ($index: number, $uav: UnityEngine.GraphicsBuffer, $preserveCounterValue: boolean) : void
/** Copies pixel data from one texture to another.
* @param $src The source texture.
* @param $dst The destination texture.
* @param $srcElement The element in the source texture to copy from. For example, the CubemapFace in a Cubemap or the slice in a texture array. Set the value to 0 if src is a 2D texture.
* @param $srcMip The mipmap level to copy from. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @param $dstElement The element in the source texture to copy to. For example, the CubemapFace in a Cubemap or the slice in a texture array. Set the value to 0 if `dst` is a 2D texture.
* @param $dstMip The mipmap level to write to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @param $srcX The starting x coordinate of src to copy from. 0 is the left of the texture.
* @param $srcY The starting y coordinate of src to copy from. 0 is the bottom of the texture.
* @param $srcWidth The width of src to copy.
* @param $srcHeight The height of src to copy.
* @param $dstX The x coordinate of dst to copy to.
* @param $dstY The y coordinate to dst to copy to.
*/
public static CopyTexture ($src: UnityEngine.Texture, $dst: UnityEngine.Texture) : void
public static CopyTexture ($src: UnityEngine.Texture, $srcElement: number, $dst: UnityEngine.Texture, $dstElement: number) : void
/** Copies pixel data from one texture to another.
* @param $src The source texture.
* @param $dst The destination texture.
* @param $srcElement The element in the source texture to copy from. For example, the CubemapFace in a Cubemap or the slice in a texture array. Set the value to 0 if src is a 2D texture.
* @param $srcMip The mipmap level to copy from. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @param $dstElement The element in the source texture to copy to. For example, the CubemapFace in a Cubemap or the slice in a texture array. Set the value to 0 if `dst` is a 2D texture.
* @param $dstMip The mipmap level to write to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @param $srcX The starting x coordinate of src to copy from. 0 is the left of the texture.
* @param $srcY The starting y coordinate of src to copy from. 0 is the bottom of the texture.
* @param $srcWidth The width of src to copy.
* @param $srcHeight The height of src to copy.
* @param $dstX The x coordinate of dst to copy to.
* @param $dstY The y coordinate to dst to copy to.
*/
public static CopyTexture ($src: UnityEngine.Texture, $srcElement: number, $srcMip: number, $dst: UnityEngine.Texture, $dstElement: number, $dstMip: number) : void
/** Copies pixel data from one texture to another.
* @param $src The source texture.
* @param $dst The destination texture.
* @param $srcElement The element in the source texture to copy from. For example, the CubemapFace in a Cubemap or the slice in a texture array. Set the value to 0 if src is a 2D texture.
* @param $srcMip The mipmap level to copy from. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @param $dstElement The element in the source texture to copy to. For example, the CubemapFace in a Cubemap or the slice in a texture array. Set the value to 0 if `dst` is a 2D texture.
* @param $dstMip The mipmap level to write to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @param $srcX The starting x coordinate of src to copy from. 0 is the left of the texture.
* @param $srcY The starting y coordinate of src to copy from. 0 is the bottom of the texture.
* @param $srcWidth The width of src to copy.
* @param $srcHeight The height of src to copy.
* @param $dstX The x coordinate of dst to copy to.
* @param $dstY The y coordinate to dst to copy to.
*/
public static CopyTexture ($src: UnityEngine.Texture, $srcElement: number, $srcMip: number, $srcX: number, $srcY: number, $srcWidth: number, $srcHeight: number, $dst: UnityEngine.Texture, $dstElement: number, $dstMip: number, $dstX: number, $dstY: number) : void
/** Copies the pixel data from one texture, converts the data into a different format, and copies it into another texture.
* @param $src The source texture. The texture must be a Texture2D or Cubemap.
* @param $dst The destination texture. The texture must be a Texture2D, Texture2DArray, Cubemap, or CubemapArray. The texture must also be uncompressed and correspond to a supported RenderTextureFormat.
* @param $srcElement The element in the source texture to copy from. Use CubemapFace if src is a Cubemap. Set the value to 0 if src is a 2D texture.
* @param $dstElement The element in the source texture to copy to. For example, the CubemapFace in a Cubemap or the slice in a texture array. Set the value to 0 if `dst` is a 2D texture.
* @returns true if the method succeeded.
*/
public static ConvertTexture ($src: UnityEngine.Texture, $dst: UnityEngine.Texture) : boolean
/** Copies the pixel data from one texture, converts the data into a different format, and copies it into another texture.
* @param $src The source texture. The texture must be a Texture2D or Cubemap.
* @param $dst The destination texture. The texture must be a Texture2D, Texture2DArray, Cubemap, or CubemapArray. The texture must also be uncompressed and correspond to a supported RenderTextureFormat.
* @param $srcElement The element in the source texture to copy from. Use CubemapFace if src is a Cubemap. Set the value to 0 if src is a 2D texture.
* @param $dstElement The element in the source texture to copy to. For example, the CubemapFace in a Cubemap or the slice in a texture array. Set the value to 0 if `dst` is a 2D texture.
* @returns true if the method succeeded.
*/
public static ConvertTexture ($src: UnityEngine.Texture, $srcElement: number, $dst: UnityEngine.Texture, $dstElement: number) : boolean
/** Shortcut for calling Graphics.CreateGraphicsFence with Rendering.GraphicsFenceType.AsyncQueueSynchronisation as the first parameter.
* @param $stage Which SynchronisationStage to insert the fence after.
* @returns Returns a new GraphicsFence.
*/
public static CreateAsyncGraphicsFence ($stage: UnityEngine.Rendering.SynchronisationStage) : UnityEngine.Rendering.GraphicsFence
/** Shortcut for calling Graphics.CreateGraphicsFence with Rendering.GraphicsFenceType.AsyncQueueSynchronisation as the first parameter.
* @param $stage Which SynchronisationStage to insert the fence after.
* @returns Returns a new GraphicsFence.
*/
public static CreateAsyncGraphicsFence () : UnityEngine.Rendering.GraphicsFence
/** Creates a GraphicsFence.
* @param $fenceType The Rendering.GraphicsFenceType to create. Currently the only supported value is Rendering.GraphicsFenceType.AsyncQueueSynchronisation.
* @param $stage Which SynchronisationStage to insert the fence after.
* @returns Returns a new GraphicsFence.
*/
public static CreateGraphicsFence ($fenceType: UnityEngine.Rendering.GraphicsFenceType, $stage: UnityEngine.Rendering.SynchronisationStageFlags) : UnityEngine.Rendering.GraphicsFence
/** Instructs the GPU to pause processing of the queue until it passes through the GraphicsFence fence.
* @param $fence The GraphicsFence the GPU waits for. The fenceType of the graphics fence must be Rendering.GraphicsFenceType.AsyncQueueSynchronisation.
* @param $stage Which SynchronisationStage to wait for.
*/
public static WaitOnAsyncGraphicsFence ($fence: UnityEngine.Rendering.GraphicsFence) : void
/** Instructs the GPU to pause processing of the queue until it passes through the GraphicsFence fence.
* @param $fence The GraphicsFence the GPU waits for. The fenceType of the graphics fence must be Rendering.GraphicsFenceType.AsyncQueueSynchronisation.
* @param $stage Which SynchronisationStage to wait for.
*/
public static WaitOnAsyncGraphicsFence ($fence: UnityEngine.Rendering.GraphicsFence, $stage: UnityEngine.Rendering.SynchronisationStage) : void
/** Copies the contents of one GraphicsBuffer into another.
* @param $source The source buffer.
* @param $dest The destination buffer.
*/
public static CopyBuffer ($source: UnityEngine.GraphicsBuffer, $dest: UnityEngine.GraphicsBuffer) : void
/** Draw a texture in screen coordinates.
* @param $screenRect Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.
* @param $texture Texture to draw.
* @param $sourceRect Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.
* @param $leftBorder Number of pixels from the left that are not affected by scale.
* @param $rightBorder Number of pixels from the right that are not affected by scale.
* @param $topBorder Number of pixels from the top that are not affected by scale.
* @param $bottomBorder Number of pixels from the bottom that are not affected by scale.
* @param $color Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.
* @param $mat Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.
* @param $pass If -1 (default), draws all passes in the material. Otherwise, draws given pass only.
*/
public static DrawTexture ($screenRect: UnityEngine.Rect, $texture: UnityEngine.Texture, $sourceRect: UnityEngine.Rect, $leftBorder: number, $rightBorder: number, $topBorder: number, $bottomBorder: number, $color: UnityEngine.Color, $mat: UnityEngine.Material, $pass: number) : void
/** Draw a texture in screen coordinates.
* @param $screenRect Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.
* @param $texture Texture to draw.
* @param $sourceRect Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.
* @param $leftBorder Number of pixels from the left that are not affected by scale.
* @param $rightBorder Number of pixels from the right that are not affected by scale.
* @param $topBorder Number of pixels from the top that are not affected by scale.
* @param $bottomBorder Number of pixels from the bottom that are not affected by scale.
* @param $color Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.
* @param $mat Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.
* @param $pass If -1 (default), draws all passes in the material. Otherwise, draws given pass only.
*/
public static DrawTexture ($screenRect: UnityEngine.Rect, $texture: UnityEngine.Texture, $sourceRect: UnityEngine.Rect, $leftBorder: number, $rightBorder: number, $topBorder: number, $bottomBorder: number, $mat: UnityEngine.Material, $pass: number) : void
/** Draw a texture in screen coordinates.
* @param $screenRect Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.
* @param $texture Texture to draw.
* @param $sourceRect Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.
* @param $leftBorder Number of pixels from the left that are not affected by scale.
* @param $rightBorder Number of pixels from the right that are not affected by scale.
* @param $topBorder Number of pixels from the top that are not affected by scale.
* @param $bottomBorder Number of pixels from the bottom that are not affected by scale.
* @param $color Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.
* @param $mat Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.
* @param $pass If -1 (default), draws all passes in the material. Otherwise, draws given pass only.
*/
public static DrawTexture ($screenRect: UnityEngine.Rect, $texture: UnityEngine.Texture, $leftBorder: number, $rightBorder: number, $topBorder: number, $bottomBorder: number, $mat: UnityEngine.Material, $pass: number) : void
/** Draw a texture in screen coordinates.
* @param $screenRect Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.
* @param $texture Texture to draw.
* @param $sourceRect Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.
* @param $leftBorder Number of pixels from the left that are not affected by scale.
* @param $rightBorder Number of pixels from the right that are not affected by scale.
* @param $topBorder Number of pixels from the top that are not affected by scale.
* @param $bottomBorder Number of pixels from the bottom that are not affected by scale.
* @param $color Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.
* @param $mat Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.
* @param $pass If -1 (default), draws all passes in the material. Otherwise, draws given pass only.
*/
public static DrawTexture ($screenRect: UnityEngine.Rect, $texture: UnityEngine.Texture, $mat: UnityEngine.Material, $pass: number) : void
public static RenderMesh ($rparams: $Ref<UnityEngine.RenderParams>, $mesh: UnityEngine.Mesh, $submeshIndex: number, $objectToWorld: UnityEngine.Matrix4x4, $prevObjectToWorld?: UnityEngine.Matrix4x4 | null) : void
/** Renders multiple instances of a mesh using GPU instancing and rendering command arguments from commandBuffer.
* @param $rparams The parameters Unity uses to render the mesh.
* @param $mesh The Mesh to render.
* @param $commandBuffer A command buffer that provides rendering command arguments (see GraphicsBuffer.IndirectDrawIndexedArgs).
* @param $commandCount The number of rendering commands to execute in the commandBuffer.
* @param $startCommand The first command to execute in the commandBuffer.
*/
public static RenderMeshIndirect ($rparams: $Ref<UnityEngine.RenderParams>, $mesh: UnityEngine.Mesh, $commandBuffer: UnityEngine.GraphicsBuffer, $commandCount?: number, $startCommand?: number) : void
/** Renders multiple instances of a Mesh using GPU instancing and a custom shader.
* @param $rparams The parameters Unity uses to render the Mesh primitives.
* @param $mesh The Mesh to render.
* @param $submeshIndex The index of a submesh Unity renders when the Mesh contains multiple Materials (submeshes). For a Mesh with a single Material, use value 0.
* @param $instanceCount The number of instances to render.
*/
public static RenderMeshPrimitives ($rparams: $Ref<UnityEngine.RenderParams>, $mesh: UnityEngine.Mesh, $submeshIndex: number, $instanceCount?: number) : void
/** Renders non-indexed primitives with GPU instancing and a custom shader.
* @param $rparams The parameters Unity uses to render the primitives.
* @param $topology Primitive topology (for example, triangles or lines).
* @param $vertexCount The number of vertices per instance.
* @param $instanceCount The number of instances to render.
*/
public static RenderPrimitives ($rparams: $Ref<UnityEngine.RenderParams>, $topology: UnityEngine.MeshTopology, $vertexCount: number, $instanceCount?: number) : void
/** Renders indexed primitives with GPU instancing and a custom shader.
* @param $rparams The parameters Unity uses to render the primitives.
* @param $topology Primitive topology (for example, triangles or lines).
* @param $indexBuffer The index buffer for the rendered primitives.
* @param $indexCount The number of indices per instance.
* @param $startIndex The first index in the indexBuffer.
* @param $instanceCount The number of instances to render.
*/
public static RenderPrimitivesIndexed ($rparams: $Ref<UnityEngine.RenderParams>, $topology: UnityEngine.MeshTopology, $indexBuffer: UnityEngine.GraphicsBuffer, $indexCount: number, $startIndex?: number, $instanceCount?: number) : void
/** Renders primitives with GPU instancing and a custom shader using rendering command arguments from commandBuffer.
* @param $rparams The parameters Unity uses to render the primitives.
* @param $topology Primitive topology (for example, triangles or lines).
* @param $commandBuffer A command buffer that provides rendering command arguments (see GraphicsBuffer.IndirectDrawArgs).
* @param $commandCount The number of rendering commands to execute in the commandBuffer.
* @param $startCommand The first command to execute in the commandBuffer.
*/
public static RenderPrimitivesIndirect ($rparams: $Ref<UnityEngine.RenderParams>, $topology: UnityEngine.MeshTopology, $commandBuffer: UnityEngine.GraphicsBuffer, $commandCount?: number, $startCommand?: number) : void
/** Renders indexed primitives with GPU instancing and a custom shader with rendering command arguments from commandBuffer.
* @param $rparams The parameters Unity uses to render the primitives.
* @param $topology Primitive topology (for example, triangles or lines).
* @param $indexBuffer Index buffer for the rendered primitives.
* @param $commandBuffer A command buffer that provides rendering command arguments (see GraphicsBuffer.IndirectDrawIndexedArgs).
* @param $commandCount The number of rendering commands to execute in the commandBuffer.
* @param $startCommand The first command to execute in the commandBuffer.
*/
public static RenderPrimitivesIndexedIndirect ($rparams: $Ref<UnityEngine.RenderParams>, $topology: UnityEngine.MeshTopology, $indexBuffer: UnityEngine.GraphicsBuffer, $commandBuffer: UnityEngine.GraphicsBuffer, $commandCount?: number, $startCommand?: number) : void
/** Draw a mesh immediately.
* @param $mesh The Mesh to draw.
* @param $position Position of the mesh.
* @param $rotation Rotation of the mesh.
* @param $matrix The transformation matrix of the mesh (combines position, rotation and other transformations).
* @param $materialIndex Subset of the mesh to draw.
*/
public static DrawMeshNow ($mesh: UnityEngine.Mesh, $position: UnityEngine.Vector3, $rotation: UnityEngine.Quaternion, $materialIndex: number) : void
/** Draw a mesh immediately.
* @param $mesh The Mesh to draw.
* @param $position Position of the mesh.
* @param $rotation Rotation of the mesh.
* @param $matrix The transformation matrix of the mesh (combines position, rotation and other transformations).
* @param $materialIndex Subset of the mesh to draw.
*/
public static DrawMeshNow ($mesh: UnityEngine.Mesh, $matrix: UnityEngine.Matrix4x4, $materialIndex: number) : void
/** Draw a mesh immediately.
* @param $mesh The Mesh to draw.
* @param $position Position of the mesh.
* @param $rotation Rotation of the mesh.
* @param $matrix The transformation matrix of the mesh (combines position, rotation and other transformations).
* @param $materialIndex Subset of the mesh to draw.
*/
public static DrawMeshNow ($mesh: UnityEngine.Mesh, $position: UnityEngine.Vector3, $rotation: UnityEngine.Quaternion) : void
/** Draw a mesh immediately.
* @param $mesh The Mesh to draw.
* @param $position Position of the mesh.
* @param $rotation Rotation of the mesh.
* @param $matrix The transformation matrix of the mesh (combines position, rotation and other transformations).
* @param $materialIndex Subset of the mesh to draw.
*/
public static DrawMeshNow ($mesh: UnityEngine.Mesh, $matrix: UnityEngine.Matrix4x4) : void
/** Draw a mesh.
* @param $mesh The Mesh to draw.
* @param $position Position of the mesh.
* @param $rotation Rotation of the mesh.
* @param $matrix Transformation matrix of the mesh (combines position, rotation and other transformations).
* @param $material Material to use.
* @param $layer the mesh is drawn on.
* @param $camera If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only.
* @param $submeshIndex Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.
* @param $properties Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
* @param $castShadows Determines whether the mesh can cast shadows.
* @param $receiveShadows Determines whether the mesh can receive shadows.
* @param $useLightProbes Should the mesh use light probes?
* @param $probeAnchor If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.
* @param $lightProbeUsage LightProbeUsage for the mesh.
*/
public static DrawMesh ($mesh: UnityEngine.Mesh, $position: UnityEngine.Vector3, $rotation: UnityEngine.Quaternion, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: boolean, $receiveShadows: boolean, $useLightProbes: boolean) : void
/** Draw a mesh.
* @param $mesh The Mesh to draw.
* @param $position Position of the mesh.
* @param $rotation Rotation of the mesh.
* @param $matrix Transformation matrix of the mesh (combines position, rotation and other transformations).
* @param $material Material to use.
* @param $layer the mesh is drawn on.
* @param $camera If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only.
* @param $submeshIndex Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.
* @param $properties Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
* @param $castShadows Determines whether the mesh can cast shadows.
* @param $receiveShadows Determines whether the mesh can receive shadows.
* @param $useLightProbes Should the mesh use light probes?
* @param $probeAnchor If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.
* @param $lightProbeUsage LightProbeUsage for the mesh.
*/
public static DrawMesh ($mesh: UnityEngine.Mesh, $position: UnityEngine.Vector3, $rotation: UnityEngine.Quaternion, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean, $probeAnchor: UnityEngine.Transform, $useLightProbes: boolean) : void
/** Draw a mesh.
* @param $mesh The Mesh to draw.
* @param $position Position of the mesh.
* @param $rotation Rotation of the mesh.
* @param $matrix Transformation matrix of the mesh (combines position, rotation and other transformations).
* @param $material Material to use.
* @param $layer the mesh is drawn on.
* @param $camera If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only.
* @param $submeshIndex Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.
* @param $properties Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
* @param $castShadows Determines whether the mesh can cast shadows.
* @param $receiveShadows Determines whether the mesh can receive shadows.
* @param $useLightProbes Should the mesh use light probes?
* @param $probeAnchor If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.
* @param $lightProbeUsage LightProbeUsage for the mesh.
*/
public static DrawMesh ($mesh: UnityEngine.Mesh, $matrix: UnityEngine.Matrix4x4, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: boolean, $receiveShadows: boolean, $useLightProbes: boolean) : void
/** Draw a mesh.
* @param $mesh The Mesh to draw.
* @param $position Position of the mesh.
* @param $rotation Rotation of the mesh.
* @param $matrix Transformation matrix of the mesh (combines position, rotation and other transformations).
* @param $material Material to use.
* @param $layer the mesh is drawn on.
* @param $camera If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only.
* @param $submeshIndex Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.
* @param $properties Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
* @param $castShadows Determines whether the mesh can cast shadows.
* @param $receiveShadows Determines whether the mesh can receive shadows.
* @param $useLightProbes Should the mesh use light probes?
* @param $probeAnchor If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.
* @param $lightProbeUsage LightProbeUsage for the mesh.
*/
public static DrawMesh ($mesh: UnityEngine.Mesh, $matrix: UnityEngine.Matrix4x4, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean, $probeAnchor: UnityEngine.Transform, $lightProbeUsage: UnityEngine.Rendering.LightProbeUsage, $lightProbeProxyVolume: UnityEngine.LightProbeProxyVolume) : void
/** Draws the same mesh multiple times using GPU instancing.
* @param $mesh The Mesh to draw.
* @param $submeshIndex Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.
* @param $material Material to use.
* @param $matrices The array of object transformation matrices.
* @param $count The number of instances to be drawn.
* @param $properties Additional material properties to apply. See MaterialPropertyBlock.
* @param $castShadows Determines whether the Meshes should cast shadows.
* @param $receiveShadows Determines whether the Meshes should receive shadows.
* @param $layer to use.
* @param $camera If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only.
* @param $lightProbeUsage LightProbeUsage for the instances.
*/
public static DrawMeshInstanced ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $matrices: System.Array$1<UnityEngine.Matrix4x4>, $count: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean, $layer: number, $camera: UnityEngine.Camera, $lightProbeUsage: UnityEngine.Rendering.LightProbeUsage, $lightProbeProxyVolume: UnityEngine.LightProbeProxyVolume) : void
public static DrawMeshInstanced ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $matrices: System.Collections.Generic.List$1<UnityEngine.Matrix4x4>, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean, $layer: number, $camera: UnityEngine.Camera, $lightProbeUsage: UnityEngine.Rendering.LightProbeUsage, $lightProbeProxyVolume: UnityEngine.LightProbeProxyVolume) : void
/** This function is now obsolete. Use Graphics.RenderMeshPrimitives instead. Draws the same mesh multiple times using GPU instancing.
This is similar to Graphics.DrawMeshInstancedIndirect, except that when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer.
* @param $mesh The Mesh to draw.
* @param $submeshIndex Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.
* @param $material Material to use.
* @param $bounds The bounding volume surrounding the instances you intend to draw.
* @param $count The number of instances to be drawn.
* @param $properties Additional material properties to apply. See MaterialPropertyBlock.
* @param $castShadows Determines whether the Meshes should cast shadows.
* @param $receiveShadows Determines whether the Meshes should receive shadows.
* @param $layer to use.
* @param $camera If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only.
* @param $lightProbeUsage LightProbeUsage for the instances.
*/
public static DrawMeshInstancedProcedural ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $bounds: UnityEngine.Bounds, $count: number, $properties?: UnityEngine.MaterialPropertyBlock, $castShadows?: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows?: boolean, $layer?: number, $camera?: UnityEngine.Camera, $lightProbeUsage?: UnityEngine.Rendering.LightProbeUsage, $lightProbeProxyVolume?: UnityEngine.LightProbeProxyVolume) : void
/** This function is now obsolete. Use Graphics.RenderMeshIndirect instead. Draws the same mesh multiple times using GPU instancing.
* @param $mesh The Mesh to draw.
* @param $submeshIndex Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.
* @param $material Material to use.
* @param $bounds The bounding volume surrounding the instances you intend to draw.
* @param $bufferWithArgs The GPU buffer containing the arguments for how many instances of this mesh to draw.
* @param $argsOffset The byte offset into the buffer, where the draw arguments start.
* @param $properties Additional material properties to apply. See MaterialPropertyBlock.
* @param $castShadows Determines whether the mesh can cast shadows.
* @param $receiveShadows Determines whether the mesh can receive shadows.
* @param $layer to use.
* @param $camera If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only.
* @param $lightProbeUsage LightProbeUsage for the instances.
*/
public static DrawMeshInstancedIndirect ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $bounds: UnityEngine.Bounds, $bufferWithArgs: UnityEngine.ComputeBuffer, $argsOffset: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean, $layer: number, $camera: UnityEngine.Camera, $lightProbeUsage: UnityEngine.Rendering.LightProbeUsage, $lightProbeProxyVolume: UnityEngine.LightProbeProxyVolume) : void
/** This function is now obsolete. Use Graphics.RenderMeshIndirect instead. Draws the same mesh multiple times using GPU instancing.
* @param $mesh The Mesh to draw.
* @param $submeshIndex Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.
* @param $material Material to use.
* @param $bounds The bounding volume surrounding the instances you intend to draw.
* @param $bufferWithArgs The GPU buffer containing the arguments for how many instances of this mesh to draw.
* @param $argsOffset The byte offset into the buffer, where the draw arguments start.
* @param $properties Additional material properties to apply. See MaterialPropertyBlock.
* @param $castShadows Determines whether the mesh can cast shadows.
* @param $receiveShadows Determines whether the mesh can receive shadows.
* @param $layer to use.
* @param $camera If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only.
* @param $lightProbeUsage LightProbeUsage for the instances.
*/
public static DrawMeshInstancedIndirect ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $bounds: UnityEngine.Bounds, $bufferWithArgs: UnityEngine.GraphicsBuffer, $argsOffset: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean, $layer: number, $camera: UnityEngine.Camera, $lightProbeUsage: UnityEngine.Rendering.LightProbeUsage, $lightProbeProxyVolume: UnityEngine.LightProbeProxyVolume) : void
/** Draws procedural geometry on the GPU.
* @param $topology Topology of the procedural geometry.
* @param $vertexCount Vertex count to render.
* @param $instanceCount Instance count to render.
*/
public static DrawProceduralNow ($topology: UnityEngine.MeshTopology, $vertexCount: number, $instanceCount?: number) : void
/** Draws procedural geometry on the GPU.
* @param $topology Topology of the procedural geometry.
* @param $indexCount Index count to render.
* @param $instanceCount Instance count to render.
* @param $indexBuffer Index buffer used to submit vertices to the GPU.
*/
public static DrawProceduralNow ($topology: UnityEngine.MeshTopology, $indexBuffer: UnityEngine.GraphicsBuffer, $indexCount: number, $instanceCount?: number) : void
/** Draws procedural geometry on the GPU.
* @param $topology Topology of the procedural geometry.
* @param $bufferWithArgs Buffer with draw arguments.
* @param $argsOffset Byte offset where in the buffer the draw arguments are.
*/
public static DrawProceduralIndirectNow ($topology: UnityEngine.MeshTopology, $bufferWithArgs: UnityEngine.ComputeBuffer, $argsOffset?: number) : void
/** Draws procedural geometry on the GPU.
* @param $topology Topology of the procedural geometry.
* @param $indexBuffer Index buffer used to submit vertices to the GPU.
* @param $bufferWithArgs Buffer with draw arguments.
* @param $argsOffset Byte offset where in the buffer the draw arguments are.
*/
public static DrawProceduralIndirectNow ($topology: UnityEngine.MeshTopology, $indexBuffer: UnityEngine.GraphicsBuffer, $bufferWithArgs: UnityEngine.ComputeBuffer, $argsOffset?: number) : void
/** Draws procedural geometry on the GPU.
* @param $topology Topology of the procedural geometry.
* @param $bufferWithArgs Buffer with draw arguments.
* @param $argsOffset Byte offset where in the buffer the draw arguments are.
*/
public static DrawProceduralIndirectNow ($topology: UnityEngine.MeshTopology, $bufferWithArgs: UnityEngine.GraphicsBuffer, $argsOffset?: number) : void
/** Draws procedural geometry on the GPU.
* @param $topology Topology of the procedural geometry.
* @param $indexBuffer Index buffer used to submit vertices to the GPU.
* @param $bufferWithArgs Buffer with draw arguments.
* @param $argsOffset Byte offset where in the buffer the draw arguments are.
*/
public static DrawProceduralIndirectNow ($topology: UnityEngine.MeshTopology, $indexBuffer: UnityEngine.GraphicsBuffer, $bufferWithArgs: UnityEngine.GraphicsBuffer, $argsOffset?: number) : void
/** This function is now obsolete. For non-indexed rendering, use Graphics.RenderPrimitives instead.
For indexed rendering, use Graphics.RenderPrimitivesIndexed. Draws procedural geometry on the GPU.
* @param $material Material to use.
* @param $bounds The bounding volume surrounding the instances you intend to draw.
* @param $topology Topology of the procedural geometry.
* @param $vertexCount Vertex count to render.
* @param $instanceCount Instance count to render.
* @param $camera If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only.
* @param $properties Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
* @param $castShadows Determines whether the mesh can cast shadows.
* @param $receiveShadows Determines whether the mesh can receive shadows.
* @param $layer to use.
*/
public static DrawProcedural ($material: UnityEngine.Material, $bounds: UnityEngine.Bounds, $topology: UnityEngine.MeshTopology, $vertexCount: number, $instanceCount?: number, $camera?: UnityEngine.Camera, $properties?: UnityEngine.MaterialPropertyBlock, $castShadows?: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows?: boolean, $layer?: number) : void
/** Draws procedural geometry on the GPU, with an index buffer.
* @param $material Material to use.
* @param $bounds The bounding volume surrounding the instances you intend to draw.
* @param $topology Topology of the procedural geometry.
* @param $indexBuffer Index buffer used to submit vertices to the GPU.
* @param $instanceCount Instance count to render.
* @param $indexCount Index count to render.
* @param $camera If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only.
* @param $properties Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
* @param $castShadows Determines whether the mesh can cast shadows.
* @param $receiveShadows Determines whether the mesh can receive shadows.
* @param $layer to use.
*/
public static DrawProcedural ($material: UnityEngine.Material, $bounds: UnityEngine.Bounds, $topology: UnityEngine.MeshTopology, $indexBuffer: UnityEngine.GraphicsBuffer, $indexCount: number, $instanceCount?: number, $camera?: UnityEngine.Camera, $properties?: UnityEngine.MaterialPropertyBlock, $castShadows?: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows?: boolean, $layer?: number) : void
/** Draws procedural geometry on the GPU.
* @param $material Material to use.
* @param $bounds The bounding volume surrounding the instances you intend to draw.
* @param $topology Topology of the procedural geometry.
* @param $camera If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only.
* @param $bufferWithArgs Buffer with draw arguments.
* @param $argsOffset Byte offset where in the buffer the draw arguments are.
* @param $properties Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
* @param $castShadows Determines whether the mesh can cast shadows.
* @param $receiveShadows Determines whether the mesh can receive shadows.
* @param $layer to use.
*/
public static DrawProceduralIndirect ($material: UnityEngine.Material, $bounds: UnityEngine.Bounds, $topology: UnityEngine.MeshTopology, $bufferWithArgs: UnityEngine.ComputeBuffer, $argsOffset?: number, $camera?: UnityEngine.Camera, $properties?: UnityEngine.MaterialPropertyBlock, $castShadows?: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows?: boolean, $layer?: number) : void
/** Draws procedural geometry on the GPU.
* @param $material Material to use.
* @param $bounds The bounding volume surrounding the instances you intend to draw.
* @param $topology Topology of the procedural geometry.
* @param $camera If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only.
* @param $bufferWithArgs Buffer with draw arguments.
* @param $argsOffset Byte offset where in the buffer the draw arguments are.
* @param $properties Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
* @param $castShadows Determines whether the mesh can cast shadows.
* @param $receiveShadows Determines whether the mesh can receive shadows.
* @param $layer to use.
*/
public static DrawProceduralIndirect ($material: UnityEngine.Material, $bounds: UnityEngine.Bounds, $topology: UnityEngine.MeshTopology, $bufferWithArgs: UnityEngine.GraphicsBuffer, $argsOffset?: number, $camera?: UnityEngine.Camera, $properties?: UnityEngine.MaterialPropertyBlock, $castShadows?: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows?: boolean, $layer?: number) : void
/** Draws procedural geometry on the GPU.
* @param $material Material to use.
* @param $bounds The bounding volume surrounding the instances you intend to draw.
* @param $topology Topology of the procedural geometry.
* @param $indexBuffer Index buffer used to submit vertices to the GPU.
* @param $camera If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only.
* @param $bufferWithArgs Buffer with draw arguments.
* @param $argsOffset Byte offset where in the buffer the draw arguments are.
* @param $properties Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
* @param $castShadows Determines whether the mesh can cast shadows.
* @param $receiveShadows Determines whether the mesh can receive shadows.
* @param $layer to use.
*/
public static DrawProceduralIndirect ($material: UnityEngine.Material, $bounds: UnityEngine.Bounds, $topology: UnityEngine.MeshTopology, $indexBuffer: UnityEngine.GraphicsBuffer, $bufferWithArgs: UnityEngine.ComputeBuffer, $argsOffset?: number, $camera?: UnityEngine.Camera, $properties?: UnityEngine.MaterialPropertyBlock, $castShadows?: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows?: boolean, $layer?: number) : void
/** Draws procedural geometry on the GPU.
* @param $material Material to use.
* @param $bounds The bounding volume surrounding the instances you intend to draw.
* @param $topology Topology of the procedural geometry.
* @param $indexBuffer Index buffer used to submit vertices to the GPU.
* @param $camera If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only.
* @param $bufferWithArgs Buffer with draw arguments.
* @param $argsOffset Byte offset where in the buffer the draw arguments are.
* @param $properties Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
* @param $castShadows Determines whether the mesh can cast shadows.
* @param $receiveShadows Determines whether the mesh can receive shadows.
* @param $layer to use.
*/
public static DrawProceduralIndirect ($material: UnityEngine.Material, $bounds: UnityEngine.Bounds, $topology: UnityEngine.MeshTopology, $indexBuffer: UnityEngine.GraphicsBuffer, $bufferWithArgs: UnityEngine.GraphicsBuffer, $argsOffset?: number, $camera?: UnityEngine.Camera, $properties?: UnityEngine.MaterialPropertyBlock, $castShadows?: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows?: boolean, $layer?: number) : void
/** Uses a shader to copy the pixel data from a texture into a render texture.
* @param $source The source texture.
* @param $dest The destination RenderTexture.
* @param $mat The material to use. If you don't provide mat, Unity uses a default material.
* @param $pass If the value is -1, Unity draws all the passes in mat. Otherwise, Unity draws only the pass you set pass to. The default value is -1.
* @param $scale The scale to apply.
* @param $offset The offset to apply.
* @param $sourceDepthSlice The element in the source texture to copy from, for example the texture in a texture array. You can't use sourceDepthSlice to specify a face in a Cubemap.
* @param $destDepthSlice The element in the destination texture to copy from, for example the texture in a texture array. You can't use destDepthSlice to specify a face in a Cubemap.
*/
public static Blit ($source: UnityEngine.Texture, $dest: UnityEngine.RenderTexture) : void
/** Uses a shader to copy the pixel data from a texture into a render texture.
* @param $source The source texture.
* @param $dest The destination RenderTexture.
* @param $mat The material to use. If you don't provide mat, Unity uses a default material.
* @param $pass If the value is -1, Unity draws all the passes in mat. Otherwise, Unity draws only the pass you set pass to. The default value is -1.
* @param $scale The scale to apply.
* @param $offset The offset to apply.
* @param $sourceDepthSlice The element in the source texture to copy from, for example the texture in a texture array. You can't use sourceDepthSlice to specify a face in a Cubemap.
* @param $destDepthSlice The element in the destination texture to copy from, for example the texture in a texture array. You can't use destDepthSlice to specify a face in a Cubemap.
*/
public static Blit ($source: UnityEngine.Texture, $dest: UnityEngine.RenderTexture, $sourceDepthSlice: number, $destDepthSlice: number) : void
/** Uses a shader to copy the pixel data from a texture into a render texture.
* @param $source The source texture.
* @param $dest The destination RenderTexture.
* @param $mat The material to use. If you don't provide mat, Unity uses a default material.
* @param $pass If the value is -1, Unity draws all the passes in mat. Otherwise, Unity draws only the pass you set pass to. The default value is -1.
* @param $scale The scale to apply.
* @param $offset The offset to apply.
* @param $sourceDepthSlice The element in the source texture to copy from, for example the texture in a texture array. You can't use sourceDepthSlice to specify a face in a Cubemap.
* @param $destDepthSlice The element in the destination texture to copy from, for example the texture in a texture array. You can't use destDepthSlice to specify a face in a Cubemap.
*/
public static Blit ($source: UnityEngine.Texture, $dest: UnityEngine.RenderTexture, $scale: UnityEngine.Vector2, $offset: UnityEngine.Vector2) : void
/** Uses a shader to copy the pixel data from a texture into a render texture.
* @param $source The source texture.
* @param $dest The destination RenderTexture.
* @param $mat The material to use. If you don't provide mat, Unity uses a default material.
* @param $pass If the value is -1, Unity draws all the passes in mat. Otherwise, Unity draws only the pass you set pass to. The default value is -1.
* @param $scale The scale to apply.
* @param $offset The offset to apply.
* @param $sourceDepthSlice The element in the source texture to copy from, for example the texture in a texture array. You can't use sourceDepthSlice to specify a face in a Cubemap.
* @param $destDepthSlice The element in the destination texture to copy from, for example the texture in a texture array. You can't use destDepthSlice to specify a face in a Cubemap.
*/
public static Blit ($source: UnityEngine.Texture, $dest: UnityEngine.RenderTexture, $scale: UnityEngine.Vector2, $offset: UnityEngine.Vector2, $sourceDepthSlice: number, $destDepthSlice: number) : void
/** Uses a shader to copy the pixel data from a texture into a render texture.
* @param $source The source texture.
* @param $dest The destination RenderTexture.
* @param $mat The material to use. If you don't provide mat, Unity uses a default material.
* @param $pass If the value is -1, Unity draws all the passes in mat. Otherwise, Unity draws only the pass you set pass to. The default value is -1.
* @param $scale The scale to apply.
* @param $offset The offset to apply.
* @param $sourceDepthSlice The element in the source texture to copy from, for example the texture in a texture array. You can't use sourceDepthSlice to specify a face in a Cubemap.
* @param $destDepthSlice The element in the destination texture to copy from, for example the texture in a texture array. You can't use destDepthSlice to specify a face in a Cubemap.
*/
public static Blit ($source: UnityEngine.Texture, $dest: UnityEngine.RenderTexture, $mat: UnityEngine.Material, $pass: number) : void
public static Blit ($source: UnityEngine.Texture, $dest: UnityEngine.RenderTexture, $mat: UnityEngine.Material, $pass: number, $destDepthSlice: number) : void
public static Blit ($source: UnityEngine.Texture, $dest: UnityEngine.RenderTexture, $mat: UnityEngine.Material) : void
/** Uses a shader to copy the pixel data from a texture into a render texture.
* @param $source The source texture.
* @param $dest The destination RenderTexture.
* @param $mat The material to use. If you don't provide mat, Unity uses a default material.
* @param $pass If the value is -1, Unity draws all the passes in mat. Otherwise, Unity draws only the pass you set pass to. The default value is -1.
* @param $scale The scale to apply.
* @param $offset The offset to apply.
* @param $sourceDepthSlice The element in the source texture to copy from, for example the texture in a texture array. You can't use sourceDepthSlice to specify a face in a Cubemap.
* @param $destDepthSlice The element in the destination texture to copy from, for example the texture in a texture array. You can't use destDepthSlice to specify a face in a Cubemap.
*/
public static Blit ($source: UnityEngine.Texture, $mat: UnityEngine.Material, $pass: number) : void
/** Uses a shader to copy the pixel data from a texture into a render texture.
* @param $source The source texture.
* @param $dest The destination RenderTexture.
* @param $mat The material to use. If you don't provide mat, Unity uses a default material.
* @param $pass If the value is -1, Unity draws all the passes in mat. Otherwise, Unity draws only the pass you set pass to. The default value is -1.
* @param $scale The scale to apply.
* @param $offset The offset to apply.
* @param $sourceDepthSlice The element in the source texture to copy from, for example the texture in a texture array. You can't use sourceDepthSlice to specify a face in a Cubemap.
* @param $destDepthSlice The element in the destination texture to copy from, for example the texture in a texture array. You can't use destDepthSlice to specify a face in a Cubemap.
*/
public static Blit ($source: UnityEngine.Texture, $mat: UnityEngine.Material, $pass: number, $destDepthSlice: number) : void
public static Blit ($source: UnityEngine.Texture, $mat: UnityEngine.Material) : void
/** Copies source texture into destination, for multi-tap shader.
* @param $source Source texture.
* @param $dest Destination RenderTexture, or null to blit directly to screen.
* @param $mat Material to use for copying. Material's shader should do some post-processing effect.
* @param $offsets Variable number of filtering offsets. Offsets are given in pixels.
* @param $destDepthSlice The texture array destination slice to blit to.
*/
public static BlitMultiTap ($source: UnityEngine.Texture, $dest: UnityEngine.RenderTexture, $mat: UnityEngine.Material, ...offsets: UnityEngine.Vector2[]) : void
/** Copies source texture into destination, for multi-tap shader.
* @param $source Source texture.
* @param $dest Destination RenderTexture, or null to blit directly to screen.
* @param $mat Material to use for copying. Material's shader should do some post-processing effect.
* @param $offsets Variable number of filtering offsets. Offsets are given in pixels.
* @param $destDepthSlice The texture array destination slice to blit to.
*/
public static BlitMultiTap ($source: UnityEngine.Texture, $dest: UnityEngine.RenderTexture, $mat: UnityEngine.Material, $destDepthSlice: number, ...offsets: UnityEngine.Vector2[]) : void
public static DrawMesh ($mesh: UnityEngine.Mesh, $position: UnityEngine.Vector3, $rotation: UnityEngine.Quaternion, $material: UnityEngine.Material, $layer: number) : void
public static DrawMesh ($mesh: UnityEngine.Mesh, $position: UnityEngine.Vector3, $rotation: UnityEngine.Quaternion, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera) : void
public static DrawMesh ($mesh: UnityEngine.Mesh, $position: UnityEngine.Vector3, $rotation: UnityEngine.Quaternion, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number) : void
public static DrawMesh ($mesh: UnityEngine.Mesh, $position: UnityEngine.Vector3, $rotation: UnityEngine.Quaternion, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number, $properties: UnityEngine.MaterialPropertyBlock) : void
public static DrawMesh ($mesh: UnityEngine.Mesh, $position: UnityEngine.Vector3, $rotation: UnityEngine.Quaternion, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: boolean) : void
public static DrawMesh ($mesh: UnityEngine.Mesh, $position: UnityEngine.Vector3, $rotation: UnityEngine.Quaternion, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: boolean, $receiveShadows: boolean) : void
public static DrawMesh ($mesh: UnityEngine.Mesh, $position: UnityEngine.Vector3, $rotation: UnityEngine.Quaternion, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode) : void
public static DrawMesh ($mesh: UnityEngine.Mesh, $position: UnityEngine.Vector3, $rotation: UnityEngine.Quaternion, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean) : void
public static DrawMesh ($mesh: UnityEngine.Mesh, $position: UnityEngine.Vector3, $rotation: UnityEngine.Quaternion, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean, $probeAnchor: UnityEngine.Transform) : void
public static DrawMesh ($mesh: UnityEngine.Mesh, $matrix: UnityEngine.Matrix4x4, $material: UnityEngine.Material, $layer: number) : void
public static DrawMesh ($mesh: UnityEngine.Mesh, $matrix: UnityEngine.Matrix4x4, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera) : void
public static DrawMesh ($mesh: UnityEngine.Mesh, $matrix: UnityEngine.Matrix4x4, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number) : void
public static DrawMesh ($mesh: UnityEngine.Mesh, $matrix: UnityEngine.Matrix4x4, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number, $properties: UnityEngine.MaterialPropertyBlock) : void
public static DrawMesh ($mesh: UnityEngine.Mesh, $matrix: UnityEngine.Matrix4x4, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: boolean) : void
public static DrawMesh ($mesh: UnityEngine.Mesh, $matrix: UnityEngine.Matrix4x4, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: boolean, $receiveShadows: boolean) : void
public static DrawMesh ($mesh: UnityEngine.Mesh, $matrix: UnityEngine.Matrix4x4, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode) : void
public static DrawMesh ($mesh: UnityEngine.Mesh, $matrix: UnityEngine.Matrix4x4, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean) : void
public static DrawMesh ($mesh: UnityEngine.Mesh, $matrix: UnityEngine.Matrix4x4, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean, $probeAnchor: UnityEngine.Transform) : void
/** Draw a mesh.
* @param $mesh The Mesh to draw.
* @param $position Position of the mesh.
* @param $rotation Rotation of the mesh.
* @param $matrix Transformation matrix of the mesh (combines position, rotation and other transformations).
* @param $material Material to use.
* @param $layer the mesh is drawn on.
* @param $camera If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only.
* @param $submeshIndex Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.
* @param $properties Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
* @param $castShadows Determines whether the mesh can cast shadows.
* @param $receiveShadows Determines whether the mesh can receive shadows.
* @param $useLightProbes Should the mesh use light probes?
* @param $probeAnchor If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.
* @param $lightProbeUsage LightProbeUsage for the mesh.
*/
public static DrawMesh ($mesh: UnityEngine.Mesh, $matrix: UnityEngine.Matrix4x4, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean, $probeAnchor: UnityEngine.Transform, $useLightProbes: boolean) : void
/** Draw a mesh.
* @param $mesh The Mesh to draw.
* @param $position Position of the mesh.
* @param $rotation Rotation of the mesh.
* @param $matrix Transformation matrix of the mesh (combines position, rotation and other transformations).
* @param $material Material to use.
* @param $layer the mesh is drawn on.
* @param $camera If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only.
* @param $submeshIndex Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.
* @param $properties Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
* @param $castShadows Determines whether the mesh can cast shadows.
* @param $receiveShadows Determines whether the mesh can receive shadows.
* @param $useLightProbes Should the mesh use light probes?
* @param $probeAnchor If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.
* @param $lightProbeUsage LightProbeUsage for the mesh.
*/
public static DrawMesh ($mesh: UnityEngine.Mesh, $matrix: UnityEngine.Matrix4x4, $material: UnityEngine.Material, $layer: number, $camera: UnityEngine.Camera, $submeshIndex: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean, $probeAnchor: UnityEngine.Transform, $lightProbeUsage: UnityEngine.Rendering.LightProbeUsage) : void
public static DrawMeshInstanced ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $matrices: System.Array$1<UnityEngine.Matrix4x4>) : void
public static DrawMeshInstanced ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $matrices: System.Array$1<UnityEngine.Matrix4x4>, $count: number) : void
public static DrawMeshInstanced ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $matrices: System.Array$1<UnityEngine.Matrix4x4>, $count: number, $properties: UnityEngine.MaterialPropertyBlock) : void
public static DrawMeshInstanced ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $matrices: System.Array$1<UnityEngine.Matrix4x4>, $count: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode) : void
public static DrawMeshInstanced ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $matrices: System.Array$1<UnityEngine.Matrix4x4>, $count: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean) : void
public static DrawMeshInstanced ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $matrices: System.Array$1<UnityEngine.Matrix4x4>, $count: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean, $layer: number) : void
public static DrawMeshInstanced ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $matrices: System.Array$1<UnityEngine.Matrix4x4>, $count: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean, $layer: number, $camera: UnityEngine.Camera) : void
public static DrawMeshInstanced ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $matrices: System.Array$1<UnityEngine.Matrix4x4>, $count: number, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean, $layer: number, $camera: UnityEngine.Camera, $lightProbeUsage: UnityEngine.Rendering.LightProbeUsage) : void
public static DrawMeshInstanced ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $matrices: System.Collections.Generic.List$1<UnityEngine.Matrix4x4>) : void
public static DrawMeshInstanced ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $matrices: System.Collections.Generic.List$1<UnityEngine.Matrix4x4>, $properties: UnityEngine.MaterialPropertyBlock) : void
public static DrawMeshInstanced ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $matrices: System.Collections.Generic.List$1<UnityEngine.Matrix4x4>, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode) : void
public static DrawMeshInstanced ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $matrices: System.Collections.Generic.List$1<UnityEngine.Matrix4x4>, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean) : void
public static DrawMeshInstanced ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $matrices: System.Collections.Generic.List$1<UnityEngine.Matrix4x4>, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean, $layer: number) : void
public static DrawMeshInstanced ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $matrices: System.Collections.Generic.List$1<UnityEngine.Matrix4x4>, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean, $layer: number, $camera: UnityEngine.Camera) : void
public static DrawMeshInstanced ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $matrices: System.Collections.Generic.List$1<UnityEngine.Matrix4x4>, $properties: UnityEngine.MaterialPropertyBlock, $castShadows: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows: boolean, $layer: number, $camera: UnityEngine.Camera, $lightProbeUsage: UnityEngine.Rendering.LightProbeUsage) : void
public static DrawMeshInstancedIndirect ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $bounds: UnityEngine.Bounds, $bufferWithArgs: UnityEngine.ComputeBuffer, $argsOffset?: number, $properties?: UnityEngine.MaterialPropertyBlock, $castShadows?: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows?: boolean, $layer?: number, $camera?: UnityEngine.Camera, $lightProbeUsage?: UnityEngine.Rendering.LightProbeUsage) : void
public static DrawMeshInstancedIndirect ($mesh: UnityEngine.Mesh, $submeshIndex: number, $material: UnityEngine.Material, $bounds: UnityEngine.Bounds, $bufferWithArgs: UnityEngine.GraphicsBuffer, $argsOffset?: number, $properties?: UnityEngine.MaterialPropertyBlock, $castShadows?: UnityEngine.Rendering.ShadowCastingMode, $receiveShadows?: boolean, $layer?: number, $camera?: UnityEngine.Camera, $lightProbeUsage?: UnityEngine.Rendering.LightProbeUsage) : void
/** Draw a texture in screen coordinates.
* @param $screenRect Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.
* @param $texture Texture to draw.
* @param $sourceRect Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.
* @param $leftBorder Number of pixels from the left that are not affected by scale.
* @param $rightBorder Number of pixels from the right that are not affected by scale.
* @param $topBorder Number of pixels from the top that are not affected by scale.
* @param $bottomBorder Number of pixels from the bottom that are not affected by scale.
* @param $color Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.
* @param $mat Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.
* @param $pass If -1 (default), draws all passes in the material. Otherwise, draws given pass only.
*/
public static DrawTexture ($screenRect: UnityEngine.Rect, $texture: UnityEngine.Texture, $sourceRect: UnityEngine.Rect, $leftBorder: number, $rightBorder: number, $topBorder: number, $bottomBorder: number, $color: UnityEngine.Color, $mat: UnityEngine.Material) : void
public static DrawTexture ($screenRect: UnityEngine.Rect, $texture: UnityEngine.Texture, $sourceRect: UnityEngine.Rect, $leftBorder: number, $rightBorder: number, $topBorder: number, $bottomBorder: number, $color: UnityEngine.Color) : void
/** Draw a texture in screen coordinates.
* @param $screenRect Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.
* @param $texture Texture to draw.
* @param $sourceRect Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.
* @param $leftBorder Number of pixels from the left that are not affected by scale.
* @param $rightBorder Number of pixels from the right that are not affected by scale.
* @param $topBorder Number of pixels from the top that are not affected by scale.
* @param $bottomBorder Number of pixels from the bottom that are not affected by scale.
* @param $color Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.
* @param $mat Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.
* @param $pass If -1 (default), draws all passes in the material. Otherwise, draws given pass only.
*/
public static DrawTexture ($screenRect: UnityEngine.Rect, $texture: UnityEngine.Texture, $sourceRect: UnityEngine.Rect, $leftBorder: number, $rightBorder: number, $topBorder: number, $bottomBorder: number, $mat: UnityEngine.Material) : void
public static DrawTexture ($screenRect: UnityEngine.Rect, $texture: UnityEngine.Texture, $sourceRect: UnityEngine.Rect, $leftBorder: number, $rightBorder: number, $topBorder: number, $bottomBorder: number) : void
/** Draw a texture in screen coordinates.
* @param $screenRect Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.
* @param $texture Texture to draw.
* @param $sourceRect Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.
* @param $leftBorder Number of pixels from the left that are not affected by scale.
* @param $rightBorder Number of pixels from the right that are not affected by scale.
* @param $topBorder Number of pixels from the top that are not affected by scale.
* @param $bottomBorder Number of pixels from the bottom that are not affected by scale.
* @param $color Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.
* @param $mat Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.
* @param $pass If -1 (default), draws all passes in the material. Otherwise, draws given pass only.
*/
public static DrawTexture ($screenRect: UnityEngine.Rect, $texture: UnityEngine.Texture, $leftBorder: number, $rightBorder: number, $topBorder: number, $bottomBorder: number, $mat: UnityEngine.Material) : void
public static DrawTexture ($screenRect: UnityEngine.Rect, $texture: UnityEngine.Texture, $leftBorder: number, $rightBorder: number, $topBorder: number, $bottomBorder: number) : void
/** Draw a texture in screen coordinates.
* @param $screenRect Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.
* @param $texture Texture to draw.
* @param $sourceRect Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.
* @param $leftBorder Number of pixels from the left that are not affected by scale.
* @param $rightBorder Number of pixels from the right that are not affected by scale.
* @param $topBorder Number of pixels from the top that are not affected by scale.
* @param $bottomBorder Number of pixels from the bottom that are not affected by scale.
* @param $color Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.
* @param $mat Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.
* @param $pass If -1 (default), draws all passes in the material. Otherwise, draws given pass only.
*/
public static DrawTexture ($screenRect: UnityEngine.Rect, $texture: UnityEngine.Texture, $mat: UnityEngine.Material) : void
public static DrawTexture ($screenRect: UnityEngine.Rect, $texture: UnityEngine.Texture) : void
public static SetRenderTarget ($rt: UnityEngine.RenderTexture) : void
public static SetRenderTarget ($rt: UnityEngine.RenderTexture, $mipLevel: number) : void
public static SetRenderTarget ($rt: UnityEngine.RenderTexture, $mipLevel: number, $face: UnityEngine.CubemapFace) : void
public static SetRenderTarget ($colorBuffer: UnityEngine.RenderBuffer, $depthBuffer: UnityEngine.RenderBuffer) : void
public static SetRenderTarget ($colorBuffer: UnityEngine.RenderBuffer, $depthBuffer: UnityEngine.RenderBuffer, $mipLevel: number) : void
public static SetRenderTarget ($colorBuffer: UnityEngine.RenderBuffer, $depthBuffer: UnityEngine.RenderBuffer, $mipLevel: number, $face: UnityEngine.CubemapFace) : void
public static SetRandomWriteTarget ($index: number, $uav: UnityEngine.ComputeBuffer) : void
public static SetRandomWriteTarget ($index: number, $uav: UnityEngine.GraphicsBuffer) : void
public constructor ()
}
/** Represents a color gamut.
*/
enum ColorGamut
{ sRGB = 0, Rec709 = 1, Rec2020 = 2, DisplayP3 = 3, HDR10 = 4, DolbyHDR = 5, P3D65G22 = 6 }
/** Cubemap face.
*/
enum CubemapFace
{ Unknown = -1, PositiveX = 0, NegativeX = 1, PositiveY = 2, NegativeY = 3, PositiveZ = 4, NegativeZ = 5 }
/** Fully describes setup of RenderTarget.
*/
class RenderTargetSetup extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Rendering parameters used by various rendering functions.
*/
class RenderParams extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** A class that allows you to create or modify meshes.
*/
class Mesh extends UnityEngine.Object
{
protected [__keep_incompatibility]: never;
/** Format of the mesh index buffer data.
*/
public get indexFormat(): UnityEngine.Rendering.IndexFormat;
public set indexFormat(value: UnityEngine.Rendering.IndexFormat);
/** Gets the number of vertex buffers present in the Mesh. (Read Only)
*/
public get vertexBufferCount(): number;
/** The intended target usage of the Mesh GPU vertex buffer.
*/
public get vertexBufferTarget(): UnityEngine.GraphicsBuffer.Target;
public set vertexBufferTarget(value: UnityEngine.GraphicsBuffer.Target);
/** The intended target usage of the Mesh GPU index buffer.
*/
public get indexBufferTarget(): UnityEngine.GraphicsBuffer.Target;
public set indexBufferTarget(value: UnityEngine.GraphicsBuffer.Target);
/** Returns BlendShape count on this mesh.
*/
public get blendShapeCount(): number;
/** The number of bindposes in the Mesh.
*/
public get bindposeCount(): number;
/** The bind poses. The bind pose at each index refers to the bone with the same index.
*/
public get bindposes(): System.Array$1<UnityEngine.Matrix4x4>;
public set bindposes(value: System.Array$1<UnityEngine.Matrix4x4>);
/** Returns true if the Mesh is read/write enabled, or false if it is not.
*/
public get isReadable(): boolean;
/** Returns the number of vertices in the Mesh (Read Only).
*/
public get vertexCount(): number;
/** The number of sub-meshes inside the Mesh object.
*/
public get subMeshCount(): number;
public set subMeshCount(value: number);
/** The bounding volume of the Mesh.
*/
public get bounds(): UnityEngine.Bounds;
public set bounds(value: UnityEngine.Bounds);
/** Returns a copy of the vertex positions or assigns a new vertex positions array.
*/
public get vertices(): System.Array$1<UnityEngine.Vector3>;
public set vertices(value: System.Array$1<UnityEngine.Vector3>);
/** The normals of the Mesh.
*/
public get normals(): System.Array$1<UnityEngine.Vector3>;
public set normals(value: System.Array$1<UnityEngine.Vector3>);
/** The tangents of the Mesh.
*/
public get tangents(): System.Array$1<UnityEngine.Vector4>;
public set tangents(value: System.Array$1<UnityEngine.Vector4>);
/** The texture coordinates (UVs) in the first channel.
*/
public get uv(): System.Array$1<UnityEngine.Vector2>;
public set uv(value: System.Array$1<UnityEngine.Vector2>);
/** The texture coordinates (UVs) in the second channel.
*/
public get uv2(): System.Array$1<UnityEngine.Vector2>;
public set uv2(value: System.Array$1<UnityEngine.Vector2>);
/** The texture coordinates (UVs) in the third channel.
*/
public get uv3(): System.Array$1<UnityEngine.Vector2>;
public set uv3(value: System.Array$1<UnityEngine.Vector2>);
/** The texture coordinates (UVs) in the fourth channel.
*/
public get uv4(): System.Array$1<UnityEngine.Vector2>;
public set uv4(value: System.Array$1<UnityEngine.Vector2>);
/** The texture coordinates (UVs) in the fifth channel.
*/
public get uv5(): System.Array$1<UnityEngine.Vector2>;
public set uv5(value: System.Array$1<UnityEngine.Vector2>);
/** The texture coordinates (UVs) in the sixth channel.
*/
public get uv6(): System.Array$1<UnityEngine.Vector2>;
public set uv6(value: System.Array$1<UnityEngine.Vector2>);
/** The texture coordinates (UVs) in the seventh channel.
*/
public get uv7(): System.Array$1<UnityEngine.Vector2>;
public set uv7(value: System.Array$1<UnityEngine.Vector2>);
/** The texture coordinates (UVs) in the eighth channel.
*/
public get uv8(): System.Array$1<UnityEngine.Vector2>;
public set uv8(value: System.Array$1<UnityEngine.Vector2>);
/** Vertex colors of the Mesh.
*/
public get colors(): System.Array$1<UnityEngine.Color>;
public set colors(value: System.Array$1<UnityEngine.Color>);
/** Vertex colors of the Mesh.
*/
public get colors32(): System.Array$1<UnityEngine.Color32>;
public set colors32(value: System.Array$1<UnityEngine.Color32>);
/** Returns the number of vertex attributes that the mesh has. (Read Only)
*/
public get vertexAttributeCount(): number;
/** An array containing all triangles in the Mesh.
*/
public get triangles(): System.Array$1<number>;
public set triangles(value: System.Array$1<number>);
/** The BoneWeight for each vertex in the Mesh, which represents 4 bones per vertex.
*/
public get boneWeights(): System.Array$1<UnityEngine.BoneWeight>;
public set boneWeights(value: System.Array$1<UnityEngine.BoneWeight>);
/** The dimension of data in the bone weight buffer.
*/
public get skinWeightBufferLayout(): UnityEngine.SkinWeights;
/** Sets the index buffer size and format.
* @param $indexCount Size of index buffer.
* @param $format Format of the indices.
*/
public SetIndexBufferParams ($indexCount: number, $format: UnityEngine.Rendering.IndexFormat) : void
/** Returns information about a vertex attribute based on its index.
* @param $index The vertex attribute index (0 to vertexAttributeCount-1).
* @returns Information about the vertex attribute.
*/
public GetVertexAttribute ($index: number) : UnityEngine.Rendering.VertexAttributeDescriptor
/** Checks if a specific vertex data attribute exists on this Mesh.
* @param $attr Vertex data attribute to check for.
* @returns Returns true if the data attribute is present in the mesh.
*/
public HasVertexAttribute ($attr: UnityEngine.Rendering.VertexAttribute) : boolean
/** Get dimension of a specific vertex data attribute on this Mesh.
* @param $attr Vertex data attribute to check for.
* @returns Dimensionality of the data attribute, or zero if it is not present.
*/
public GetVertexAttributeDimension ($attr: UnityEngine.Rendering.VertexAttribute) : number
/** Get format of a specific vertex data attribute on this Mesh.
* @param $attr Vertex data attribute to check for.
* @returns Format of the data attribute.
*/
public GetVertexAttributeFormat ($attr: UnityEngine.Rendering.VertexAttribute) : UnityEngine.Rendering.VertexAttributeFormat
/** Gets the vertex buffer stream index of a specific vertex data attribute on this Mesh.
* @param $attr The vertex data attribute to check for.
* @returns Stream index of the data attribute, or -1 if it is not present.
*/
public GetVertexAttributeStream ($attr: UnityEngine.Rendering.VertexAttribute) : number
/** Get offset within a vertex buffer stream of a specific vertex data attribute on this Mesh.
* @param $attr The vertex data attribute to check for.
* @returns The byte offset within a atream of the data attribute, or -1 if it is not present.
*/
public GetVertexAttributeOffset ($attr: UnityEngine.Rendering.VertexAttribute) : number
/** Get vertex buffer stream stride in bytes.
* @param $stream Vertex data stream index to check for.
* @returns Vertex data size in bytes in this stream, or zero if the stream is not present.
*/
public GetVertexBufferStride ($stream: number) : number
/** Retrieves a native (underlying graphics API) pointer to the vertex buffer.
* @param $index Which vertex buffer to get (some Meshes might have more than one). See vertexBufferCount.
* @returns Pointer to the underlying graphics API vertex buffer.
*/
public GetNativeVertexBufferPtr ($index: number) : System.IntPtr
/** Retrieves a native (underlying graphics API) pointer to the index buffer.
* @returns Pointer to the underlying graphics API index buffer.
*/
public GetNativeIndexBufferPtr () : System.IntPtr
/** Clears all blend shapes from Mesh.
*/
public ClearBlendShapes () : void
/** Returns name of BlendShape by given index.
*/
public GetBlendShapeName ($shapeIndex: number) : string
/** Returns index of BlendShape by given name.
*/
public GetBlendShapeIndex ($blendShapeName: string) : number
/** Returns the frame count for a blend shape.
* @param $shapeIndex The shape index to get frame count from.
*/
public GetBlendShapeFrameCount ($shapeIndex: number) : number
/** Returns the weight of a blend shape frame.
* @param $shapeIndex The shape index of the frame.
* @param $frameIndex The frame index to get the weight from.
*/
public GetBlendShapeFrameWeight ($shapeIndex: number, $frameIndex: number) : number
/** Retreives deltaVertices, deltaNormals and deltaTangents of a blend shape frame.
* @param $shapeIndex The shape index of the frame.
* @param $frameIndex The frame index to get the weight from.
* @param $deltaVertices Delta vertices output array for the frame being retreived.
* @param $deltaNormals Delta normals output array for the frame being retreived.
* @param $deltaTangents Delta tangents output array for the frame being retreived.
*/
public GetBlendShapeFrameVertices ($shapeIndex: number, $frameIndex: number, $deltaVertices: System.Array$1<UnityEngine.Vector3>, $deltaNormals: System.Array$1<UnityEngine.Vector3>, $deltaTangents: System.Array$1<UnityEngine.Vector3>) : void
/** Adds a new blend shape frame.
* @param $shapeName Name of the blend shape to add a frame to.
* @param $frameWeight Weight for the frame being added.
* @param $deltaVertices Delta vertices for the frame being added.
* @param $deltaNormals Delta normals for the frame being added.
* @param $deltaTangents Delta tangents for the frame being added.
*/
public AddBlendShapeFrame ($shapeName: string, $frameWeight: number, $deltaVertices: System.Array$1<UnityEngine.Vector3>, $deltaNormals: System.Array$1<UnityEngine.Vector3>, $deltaTangents: System.Array$1<UnityEngine.Vector3>) : void
public SetBoneWeights ($bonesPerVertex: Unity.Collections.NativeArray$1<number>, $weights: Unity.Collections.NativeArray$1<UnityEngine.BoneWeight1>) : void
/** Gets the bone weights for the Mesh.
* @returns Returns all non-zero bone weights for the Mesh, in vertex index order.
*/
public GetAllBoneWeights () : Unity.Collections.NativeArray$1<UnityEngine.BoneWeight1>
/** The number of non-zero bone weights for each vertex.
* @returns Returns the number of non-zero bone weights for each vertex.
*/
public GetBonesPerVertex () : Unity.Collections.NativeArray$1<number>
/** Gets the bind poses of the Mesh.
* @returns The array of bindposes belonging to the Mesh.
*/
public GetBindposes () : Unity.Collections.NativeArray$1<UnityEngine.Matrix4x4>
/** Sets the information about a sub-mesh of the Mesh.
* @param $index Sub-mesh index. See subMeshCount. Out of range indices throw an exception.
* @param $desc Sub-mesh data.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public SetSubMesh ($index: number, $desc: UnityEngine.Rendering.SubMeshDescriptor, $flags?: UnityEngine.Rendering.MeshUpdateFlags) : void
/** Get information about a sub-mesh of the Mesh.
* @param $index Sub-mesh index. See subMeshCount. Out of range indices throw an exception.
* @returns Sub-mesh data.
*/
public GetSubMesh ($index: number) : UnityEngine.Rendering.SubMeshDescriptor
/** Notify Renderer components of mesh geometry change.
*/
public MarkModified () : void
/** The UV distribution metric can be used to calculate the desired mipmap level based on the position of the camera.
* @param $uvSetIndex UV set index to return the UV distibution metric for. 0 for first.
* @returns Average of triangle area / uv area.
*/
public GetUVDistributionMetric ($uvSetIndex: number) : number
public GetVertices ($vertices: System.Collections.Generic.List$1<UnityEngine.Vector3>) : void
public SetVertices ($inVertices: System.Collections.Generic.List$1<UnityEngine.Vector3>) : void
public SetVertices ($inVertices: System.Collections.Generic.List$1<UnityEngine.Vector3>, $start: number, $length: number) : void
public SetVertices ($inVertices: System.Collections.Generic.List$1<UnityEngine.Vector3>, $start: number, $length: number, $flags: UnityEngine.Rendering.MeshUpdateFlags) : void
/** Assigns a new vertex positions array.
* @param $inVertices Per-vertex positions.
*/
public SetVertices ($inVertices: System.Array$1<UnityEngine.Vector3>) : void
/** Sets the vertex positions of the Mesh, using a part of the input array.
* @param $inVertices Per-vertex positions.
* @param $start Index of the first element to take from the input array.
* @param $length Number of elements to take from the input array.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public SetVertices ($inVertices: System.Array$1<UnityEngine.Vector3>, $start: number, $length: number) : void
/** Sets the vertex positions of the Mesh, using a part of the input array.
* @param $inVertices Per-vertex positions.
* @param $start Index of the first element to take from the input array.
* @param $length Number of elements to take from the input array.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public SetVertices ($inVertices: System.Array$1<UnityEngine.Vector3>, $start: number, $length: number, $flags: UnityEngine.Rendering.MeshUpdateFlags) : void
public GetNormals ($normals: System.Collections.Generic.List$1<UnityEngine.Vector3>) : void
public SetNormals ($inNormals: System.Collections.Generic.List$1<UnityEngine.Vector3>) : void
public SetNormals ($inNormals: System.Collections.Generic.List$1<UnityEngine.Vector3>, $start: number, $length: number) : void
public SetNormals ($inNormals: System.Collections.Generic.List$1<UnityEngine.Vector3>, $start: number, $length: number, $flags: UnityEngine.Rendering.MeshUpdateFlags) : void
/** Set the normals of the Mesh.
* @param $inNormals Per-vertex normals.
*/
public SetNormals ($inNormals: System.Array$1<UnityEngine.Vector3>) : void
/** Sets the vertex normals of the Mesh, using a part of the input array.
* @param $inNormals Per-vertex normals.
* @param $start Index of the first element to take from the input array.
* @param $length Number of elements to take from the input array.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public SetNormals ($inNormals: System.Array$1<UnityEngine.Vector3>, $start: number, $length: number) : void
/** Sets the vertex normals of the Mesh, using a part of the input array.
* @param $inNormals Per-vertex normals.
* @param $start Index of the first element to take from the input array.
* @param $length Number of elements to take from the input array.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public SetNormals ($inNormals: System.Array$1<UnityEngine.Vector3>, $start: number, $length: number, $flags: UnityEngine.Rendering.MeshUpdateFlags) : void
public GetTangents ($tangents: System.Collections.Generic.List$1<UnityEngine.Vector4>) : void
public SetTangents ($inTangents: System.Collections.Generic.List$1<UnityEngine.Vector4>) : void
public SetTangents ($inTangents: System.Collections.Generic.List$1<UnityEngine.Vector4>, $start: number, $length: number) : void
public SetTangents ($inTangents: System.Collections.Generic.List$1<UnityEngine.Vector4>, $start: number, $length: number, $flags: UnityEngine.Rendering.MeshUpdateFlags) : void
/** Set the tangents of the Mesh.
* @param $inTangents Per-vertex tangents.
*/
public SetTangents ($inTangents: System.Array$1<UnityEngine.Vector4>) : void
/** Sets the tangents of the Mesh, using a part of the input array.
* @param $inTangents Per-vertex tangents.
* @param $start Index of the first element to take from the input array.
* @param $length Number of elements to take from the input array.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public SetTangents ($inTangents: System.Array$1<UnityEngine.Vector4>, $start: number, $length: number) : void
/** Sets the tangents of the Mesh, using a part of the input array.
* @param $inTangents Per-vertex tangents.
* @param $start Index of the first element to take from the input array.
* @param $length Number of elements to take from the input array.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public SetTangents ($inTangents: System.Array$1<UnityEngine.Vector4>, $start: number, $length: number, $flags: UnityEngine.Rendering.MeshUpdateFlags) : void
public GetColors ($colors: System.Collections.Generic.List$1<UnityEngine.Color>) : void
public SetColors ($inColors: System.Collections.Generic.List$1<UnityEngine.Color>) : void
public SetColors ($inColors: System.Collections.Generic.List$1<UnityEngine.Color>, $start: number, $length: number) : void
public SetColors ($inColors: System.Collections.Generic.List$1<UnityEngine.Color>, $start: number, $length: number, $flags: UnityEngine.Rendering.MeshUpdateFlags) : void
/** Set the per-vertex colors of the Mesh.
* @param $inColors Per-vertex colors.
*/
public SetColors ($inColors: System.Array$1<UnityEngine.Color>) : void
/** Sets the per-vertex colors of the Mesh, using a part of the input array.
* @param $inColors Per-vertex colors.
* @param $start Index of the first element to take from the input array.
* @param $length Number of elements to take from the input array.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public SetColors ($inColors: System.Array$1<UnityEngine.Color>, $start: number, $length: number) : void
/** Sets the per-vertex colors of the Mesh, using a part of the input array.
* @param $inColors Per-vertex colors.
* @param $start Index of the first element to take from the input array.
* @param $length Number of elements to take from the input array.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public SetColors ($inColors: System.Array$1<UnityEngine.Color>, $start: number, $length: number, $flags: UnityEngine.Rendering.MeshUpdateFlags) : void
public GetColors ($colors: System.Collections.Generic.List$1<UnityEngine.Color32>) : void
public SetColors ($inColors: System.Collections.Generic.List$1<UnityEngine.Color32>) : void
public SetColors ($inColors: System.Collections.Generic.List$1<UnityEngine.Color32>, $start: number, $length: number) : void
public SetColors ($inColors: System.Collections.Generic.List$1<UnityEngine.Color32>, $start: number, $length: number, $flags: UnityEngine.Rendering.MeshUpdateFlags) : void
/** Set the per-vertex colors of the Mesh.
* @param $inColors Per-vertex colors.
*/
public SetColors ($inColors: System.Array$1<UnityEngine.Color32>) : void
/** Sets the per-vertex colors of the Mesh, using a part of the input array.
* @param $inColors Per-vertex colors.
* @param $start Index of the first element to take from the input array.
* @param $length Number of elements to take from the input array.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public SetColors ($inColors: System.Array$1<UnityEngine.Color32>, $start: number, $length: number) : void
/** Sets the per-vertex colors of the Mesh, using a part of the input array.
* @param $inColors Per-vertex colors.
* @param $start Index of the first element to take from the input array.
* @param $length Number of elements to take from the input array.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public SetColors ($inColors: System.Array$1<UnityEngine.Color32>, $start: number, $length: number, $flags: UnityEngine.Rendering.MeshUpdateFlags) : void
public SetUVs ($channel: number, $uvs: System.Collections.Generic.List$1<UnityEngine.Vector2>) : void
public SetUVs ($channel: number, $uvs: System.Collections.Generic.List$1<UnityEngine.Vector3>) : void
public SetUVs ($channel: number, $uvs: System.Collections.Generic.List$1<UnityEngine.Vector4>) : void
public SetUVs ($channel: number, $uvs: System.Collections.Generic.List$1<UnityEngine.Vector2>, $start: number, $length: number) : void
public SetUVs ($channel: number, $uvs: System.Collections.Generic.List$1<UnityEngine.Vector2>, $start: number, $length: number, $flags: UnityEngine.Rendering.MeshUpdateFlags) : void
public SetUVs ($channel: number, $uvs: System.Collections.Generic.List$1<UnityEngine.Vector3>, $start: number, $length: number) : void
public SetUVs ($channel: number, $uvs: System.Collections.Generic.List$1<UnityEngine.Vector3>, $start: number, $length: number, $flags: UnityEngine.Rendering.MeshUpdateFlags) : void
public SetUVs ($channel: number, $uvs: System.Collections.Generic.List$1<UnityEngine.Vector4>, $start: number, $length: number) : void
public SetUVs ($channel: number, $uvs: System.Collections.Generic.List$1<UnityEngine.Vector4>, $start: number, $length: number, $flags: UnityEngine.Rendering.MeshUpdateFlags) : void
/** Sets the texture coordinates (UVs) stored in a given channel.
* @param $channel The channel, in [0..7] range.
* @param $uvs The UV data to set.
*/
public SetUVs ($channel: number, $uvs: System.Array$1<UnityEngine.Vector2>) : void
/** Sets the texture coordinates (UVs) stored in a given channel.
* @param $channel The channel, in [0..7] range.
* @param $uvs The UV data to set.
*/
public SetUVs ($channel: number, $uvs: System.Array$1<UnityEngine.Vector3>) : void
/** Sets the texture coordinates (UVs) stored in a given channel.
* @param $channel The channel, in [0..7] range.
* @param $uvs The UV data to set.
*/
public SetUVs ($channel: number, $uvs: System.Array$1<UnityEngine.Vector4>) : void
/** Sets the UVs of the Mesh, using a part of the input array.
* @param $channel The UV channel, in [0..7] range.
* @param $uvs UVs to set for the given index.
* @param $start Index of the first element to take from the input array.
* @param $length Number of elements to take from the input array.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public SetUVs ($channel: number, $uvs: System.Array$1<UnityEngine.Vector2>, $start: number, $length: number) : void
/** Sets the UVs of the Mesh, using a part of the input array.
* @param $channel The UV channel, in [0..7] range.
* @param $uvs UVs to set for the given index.
* @param $start Index of the first element to take from the input array.
* @param $length Number of elements to take from the input array.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public SetUVs ($channel: number, $uvs: System.Array$1<UnityEngine.Vector2>, $start: number, $length: number, $flags: UnityEngine.Rendering.MeshUpdateFlags) : void
/** Sets the UVs of the Mesh, using a part of the input array.
* @param $channel The UV channel, in [0..7] range.
* @param $uvs UVs to set for the given index.
* @param $start Index of the first element to take from the input array.
* @param $length Number of elements to take from the input array.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public SetUVs ($channel: number, $uvs: System.Array$1<UnityEngine.Vector3>, $start: number, $length: number) : void
/** Sets the UVs of the Mesh, using a part of the input array.
* @param $channel The UV channel, in [0..7] range.
* @param $uvs UVs to set for the given index.
* @param $start Index of the first element to take from the input array.
* @param $length Number of elements to take from the input array.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public SetUVs ($channel: number, $uvs: System.Array$1<UnityEngine.Vector3>, $start: number, $length: number, $flags: UnityEngine.Rendering.MeshUpdateFlags) : void
/** Sets the UVs of the Mesh, using a part of the input array.
* @param $channel The UV channel, in [0..7] range.
* @param $uvs UVs to set for the given index.
* @param $start Index of the first element to take from the input array.
* @param $length Number of elements to take from the input array.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public SetUVs ($channel: number, $uvs: System.Array$1<UnityEngine.Vector4>, $start: number, $length: number) : void
/** Sets the UVs of the Mesh, using a part of the input array.
* @param $channel The UV channel, in [0..7] range.
* @param $uvs UVs to set for the given index.
* @param $start Index of the first element to take from the input array.
* @param $length Number of elements to take from the input array.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public SetUVs ($channel: number, $uvs: System.Array$1<UnityEngine.Vector4>, $start: number, $length: number, $flags: UnityEngine.Rendering.MeshUpdateFlags) : void
public GetUVs ($channel: number, $uvs: System.Collections.Generic.List$1<UnityEngine.Vector2>) : void
public GetUVs ($channel: number, $uvs: System.Collections.Generic.List$1<UnityEngine.Vector3>) : void
public GetUVs ($channel: number, $uvs: System.Collections.Generic.List$1<UnityEngine.Vector4>) : void
/** Get information about vertex attributes of a Mesh.
* @returns Array of vertex attribute information.
*/
public GetVertexAttributes () : System.Array$1<UnityEngine.Rendering.VertexAttributeDescriptor>
/** Get information about vertex attributes of a Mesh, without memory allocations.
* @param $attributes Collection of vertex attributes to receive the results.
* @returns The number of vertex attributes returned in the attributes container.
*/
public GetVertexAttributes ($attributes: System.Array$1<UnityEngine.Rendering.VertexAttributeDescriptor>) : number
public GetVertexAttributes ($attributes: System.Collections.Generic.List$1<UnityEngine.Rendering.VertexAttributeDescriptor>) : number
/** Sets the vertex buffer size and layout.
* @param $vertexCount The number of vertices in the Mesh.
* @param $attributes Layout of the vertex data -- which attributes are present, their data types and so on.
*/
public SetVertexBufferParams ($vertexCount: number, ...attributes: UnityEngine.Rendering.VertexAttributeDescriptor[]) : void
public SetVertexBufferParams ($vertexCount: number, $attributes: Unity.Collections.NativeArray$1<UnityEngine.Rendering.VertexAttributeDescriptor>) : void
/** Gets a snapshot of Mesh data for read-only access.
* @param $mesh The input mesh.
* @param $meshes The input meshes.
* @returns Returns a MeshDataArray containing read-only MeshData structs. See Mesh.MeshDataArray and Mesh.MeshData.
*/
public static AcquireReadOnlyMeshData ($mesh: UnityEngine.Mesh) : UnityEngine.Mesh.MeshDataArray
/** Gets a snapshot of Mesh data for read-only access.
* @param $mesh The input mesh.
* @param $meshes The input meshes.
* @returns Returns a MeshDataArray containing read-only MeshData structs. See Mesh.MeshDataArray and Mesh.MeshData.
*/
public static AcquireReadOnlyMeshData ($meshes: System.Array$1<UnityEngine.Mesh>) : UnityEngine.Mesh.MeshDataArray
public static AcquireReadOnlyMeshData ($meshes: System.Collections.Generic.List$1<UnityEngine.Mesh>) : UnityEngine.Mesh.MeshDataArray
/** Allocates data structures for Mesh creation using C# Jobs.
* @param $meshCount The amount of meshes that will be created.
* @returns Returns a MeshDataArray containing writeable MeshData structs. See Mesh.MeshDataArray and Mesh.MeshData.
*/
public static AllocateWritableMeshData ($meshCount: number) : UnityEngine.Mesh.MeshDataArray
public static ApplyAndDisposeWritableMeshData ($data: UnityEngine.Mesh.MeshDataArray, $mesh: UnityEngine.Mesh, $flags?: UnityEngine.Rendering.MeshUpdateFlags) : void
public static ApplyAndDisposeWritableMeshData ($data: UnityEngine.Mesh.MeshDataArray, $meshes: System.Array$1<UnityEngine.Mesh>, $flags?: UnityEngine.Rendering.MeshUpdateFlags) : void
public static ApplyAndDisposeWritableMeshData ($data: UnityEngine.Mesh.MeshDataArray, $meshes: System.Collections.Generic.List$1<UnityEngine.Mesh>, $flags?: UnityEngine.Rendering.MeshUpdateFlags) : void
/** Retrieves a GraphicsBuffer that provides direct acces to the GPU vertex buffer.
* @param $index Vertex data stream index to get the buffer for.
* @returns The mesh vertex buffer as a GraphicsBuffer.
*/
public GetVertexBuffer ($index: number) : UnityEngine.GraphicsBuffer
/** Retrieves a GraphicsBuffer to the GPU index buffer.
* @returns The mesh index buffer as a GraphicsBuffer.
*/
public GetIndexBuffer () : UnityEngine.GraphicsBuffer
/** Retrieves a GraphicsBuffer that provides direct read and write access to GPU bone weight data.
* @param $layout Which buffer to access, based on maximum bones per vertex.
* @returns The bone weight data as a GraphicsBuffer.
*/
public GetBoneWeightBuffer ($layout: UnityEngine.SkinWeights) : UnityEngine.GraphicsBuffer
/** Retrieves a GraphicsBuffer that provides direct read and write access to GPU blend shape vertex data.
* @param $layout Which buffer to access. The default value is Rendering.BlendShapeBufferLayout.PerShape.
* @returns The blend shape vertex data as a GraphicsBuffer.
*/
public GetBlendShapeBuffer ($layout: UnityEngine.Rendering.BlendShapeBufferLayout) : UnityEngine.GraphicsBuffer
/** Retrieves a GraphicsBuffer that provides direct read and write access to GPU blend shape vertex data.
* @param $layout Which buffer to access. The default value is Rendering.BlendShapeBufferLayout.PerShape.
* @returns The blend shape vertex data as a GraphicsBuffer.
*/
public GetBlendShapeBuffer () : UnityEngine.GraphicsBuffer
/** Get the location of blend shape vertex data for a given blend shape.
* @param $blendShapeIndex Which blend shape to locate the data for.
* @returns A struct that describes the start and end index of the data for the given blend shape.
*/
public GetBlendShapeBufferRange ($blendShapeIndex: number) : UnityEngine.BlendShapeBufferRange
/** Fetches the triangle list for the specified sub-mesh on this object.
* @param $triangles A list of vertex indices to populate. Any existing items in the list are replaced.
* @param $submesh The sub-mesh index. See subMeshCount.
* @param $applyBaseVertex True (default value) will apply base vertex offset to returned indices.
*/
public GetTriangles ($submesh: number) : System.Array$1<number>
/** Fetches the triangle list for the specified sub-mesh on this object.
* @param $triangles A list of vertex indices to populate. Any existing items in the list are replaced.
* @param $submesh The sub-mesh index. See subMeshCount.
* @param $applyBaseVertex True (default value) will apply base vertex offset to returned indices.
*/
public GetTriangles ($submesh: number, $applyBaseVertex: boolean) : System.Array$1<number>
public GetTriangles ($triangles: System.Collections.Generic.List$1<number>, $submesh: number) : void
public GetTriangles ($triangles: System.Collections.Generic.List$1<number>, $submesh: number, $applyBaseVertex: boolean) : void
public GetTriangles ($triangles: System.Collections.Generic.List$1<number>, $submesh: number, $applyBaseVertex?: boolean) : void
/** Fetches the index list for the specified sub-mesh.
* @param $submesh The sub-mesh index. See subMeshCount.
* @param $applyBaseVertex True (default value) will apply base vertex offset to returned indices.
* @returns Array with face indices.
*/
public GetIndices ($submesh: number) : System.Array$1<number>
/** Fetches the index list for the specified sub-mesh.
* @param $submesh The sub-mesh index. See subMeshCount.
* @param $applyBaseVertex True (default value) will apply base vertex offset to returned indices.
* @returns Array with face indices.
*/
public GetIndices ($submesh: number, $applyBaseVertex: boolean) : System.Array$1<number>
public GetIndices ($indices: System.Collections.Generic.List$1<number>, $submesh: number) : void
public GetIndices ($indices: System.Collections.Generic.List$1<number>, $submesh: number, $applyBaseVertex: boolean) : void
public GetIndices ($indices: System.Collections.Generic.List$1<number>, $submesh: number, $applyBaseVertex?: boolean) : void
/** Gets the starting index location within the Mesh's index buffer, for the given sub-mesh.
*/
public GetIndexStart ($submesh: number) : number
/** Gets the index count of the given sub-mesh.
*/
public GetIndexCount ($submesh: number) : number
/** Gets the base vertex index of the given sub-mesh.
* @param $submesh The sub-mesh index. See subMeshCount.
* @returns The offset applied to all vertex indices of this sub-mesh.
*/
public GetBaseVertex ($submesh: number) : number
/** Sets the triangle list for the sub-mesh.
* @param $triangles The list of indices that define the triangles.
* @param $submesh The sub-mesh to modify.
* @param $calculateBounds Calculate the bounding box of the Mesh after setting the triangles. This is done by default.
Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.
* @param $baseVertex Optional vertex offset that is added to all triangle vertex indices.
*/
public SetTriangles ($triangles: System.Array$1<number>, $submesh: number) : void
/** Sets the triangle list for the sub-mesh.
* @param $triangles The list of indices that define the triangles.
* @param $submesh The sub-mesh to modify.
* @param $calculateBounds Calculate the bounding box of the Mesh after setting the triangles. This is done by default.
Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.
* @param $baseVertex Optional vertex offset that is added to all triangle vertex indices.
*/
public SetTriangles ($triangles: System.Array$1<number>, $submesh: number, $calculateBounds: boolean) : void
/** Sets the triangle list for the sub-mesh.
* @param $triangles The list of indices that define the triangles.
* @param $submesh The sub-mesh to modify.
* @param $calculateBounds Calculate the bounding box of the Mesh after setting the triangles. This is done by default.
Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.
* @param $baseVertex Optional vertex offset that is added to all triangle vertex indices.
*/
public SetTriangles ($triangles: System.Array$1<number>, $submesh: number, $calculateBounds: boolean, $baseVertex: number) : void
/** Sets the triangle list of the Mesh, using a part of the input array.
* @param $triangles The list of indices that define the triangles.
* @param $trianglesStart Index of the first element to take from the input array.
* @param $trianglesLength Number of elements to take from the input array.
* @param $submesh The sub-mesh to modify.
* @param $calculateBounds Calculate the bounding box of the Mesh after setting the triangles. This is done by default.
Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.
* @param $baseVertex Optional vertex offset that is added to all triangle vertex indices.
*/
public SetTriangles ($triangles: System.Array$1<number>, $trianglesStart: number, $trianglesLength: number, $submesh: number, $calculateBounds?: boolean, $baseVertex?: number) : void
/** Sets the triangle list for the sub-mesh.
* @param $triangles The list of indices that define the triangles.
* @param $submesh The sub-mesh to modify.
* @param $calculateBounds Calculate the bounding box of the Mesh after setting the triangles. This is done by default.
Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.
* @param $baseVertex Optional vertex offset that is added to all triangle vertex indices.
*/
public SetTriangles ($triangles: System.Array$1<number>, $submesh: number, $calculateBounds?: boolean, $baseVertex?: number) : void
public SetTriangles ($triangles: System.Collections.Generic.List$1<number>, $submesh: number) : void
public SetTriangles ($triangles: System.Collections.Generic.List$1<number>, $submesh: number, $calculateBounds: boolean) : void
public SetTriangles ($triangles: System.Collections.Generic.List$1<number>, $submesh: number, $calculateBounds: boolean, $baseVertex: number) : void
public SetTriangles ($triangles: System.Collections.Generic.List$1<number>, $trianglesStart: number, $trianglesLength: number, $submesh: number, $calculateBounds?: boolean, $baseVertex?: number) : void
public SetTriangles ($triangles: System.Collections.Generic.List$1<number>, $submesh: number, $calculateBounds?: boolean, $baseVertex?: number) : void
/** Sets the index buffer for the sub-mesh.
* @param $indices The array of indices that define the mesh faces.
* @param $topology The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology.
* @param $submesh The sub-mesh to modify.
* @param $calculateBounds Calculate the bounding box of the Mesh after setting the indices. This is done by default.
Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices.
* @param $baseVertex Optional vertex offset that is added to all vertex indices.
*/
public SetIndices ($indices: System.Array$1<number>, $topology: UnityEngine.MeshTopology, $submesh: number) : void
/** Sets the index buffer for the sub-mesh.
* @param $indices The array of indices that define the mesh faces.
* @param $topology The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology.
* @param $submesh The sub-mesh to modify.
* @param $calculateBounds Calculate the bounding box of the Mesh after setting the indices. This is done by default.
Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices.
* @param $baseVertex Optional vertex offset that is added to all vertex indices.
*/
public SetIndices ($indices: System.Array$1<number>, $topology: UnityEngine.MeshTopology, $submesh: number, $calculateBounds: boolean) : void
/** Sets the index buffer for the sub-mesh.
* @param $indices The array of indices that define the mesh faces.
* @param $topology The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology.
* @param $submesh The sub-mesh to modify.
* @param $calculateBounds Calculate the bounding box of the Mesh after setting the indices. This is done by default.
Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices.
* @param $baseVertex Optional vertex offset that is added to all vertex indices.
*/
public SetIndices ($indices: System.Array$1<number>, $topology: UnityEngine.MeshTopology, $submesh: number, $calculateBounds: boolean, $baseVertex: number) : void
/** Sets the index buffer of a sub-mesh, using a part of the input array.
* @param $indices The array of indices that define the mesh faces.
* @param $indicesStart Index of the first element to take from the input array.
* @param $indicesLength Number of elements to take from the input array.
* @param $topology The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology.
* @param $submesh The sub-mesh to modify.
* @param $calculateBounds Calculate the bounding box of the Mesh after setting the indices. This is done by default.
Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices.
* @param $baseVertex Optional vertex offset that is added to all vertex indices.
*/
public SetIndices ($indices: System.Array$1<number>, $indicesStart: number, $indicesLength: number, $topology: UnityEngine.MeshTopology, $submesh: number, $calculateBounds?: boolean, $baseVertex?: number) : void
/** Sets the index buffer for the sub-mesh.
* @param $indices The array of indices that define the mesh faces.
* @param $topology The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology.
* @param $submesh The sub-mesh to modify.
* @param $calculateBounds Calculate the bounding box of the Mesh after setting the indices. This is done by default.
Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices.
* @param $baseVertex Optional vertex offset that is added to all vertex indices.
*/
public SetIndices ($indices: System.Array$1<number>, $topology: UnityEngine.MeshTopology, $submesh: number, $calculateBounds?: boolean, $baseVertex?: number) : void
public SetIndices ($indices: System.Collections.Generic.List$1<number>, $topology: UnityEngine.MeshTopology, $submesh: number, $calculateBounds?: boolean, $baseVertex?: number) : void
public SetIndices ($indices: System.Collections.Generic.List$1<number>, $indicesStart: number, $indicesLength: number, $topology: UnityEngine.MeshTopology, $submesh: number, $calculateBounds?: boolean, $baseVertex?: number) : void
/** Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes.
* @param $desc An array or list of sub-mesh data descriptors.
* @param $start Index of the first element to take from the array or list in desc.
* @param $count Number of elements to take from the array or list in desc.
* @param $flags (Optional) Flags controlling the function behavior, see MeshUpdateFlags.
*/
public SetSubMeshes ($desc: System.Array$1<UnityEngine.Rendering.SubMeshDescriptor>, $start: number, $count: number, $flags?: UnityEngine.Rendering.MeshUpdateFlags) : void
/** Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes.
* @param $desc An array or list of sub-mesh data descriptors.
* @param $start Index of the first element to take from the array or list in desc.
* @param $count Number of elements to take from the array or list in desc.
* @param $flags (Optional) Flags controlling the function behavior, see MeshUpdateFlags.
*/
public SetSubMeshes ($desc: System.Array$1<UnityEngine.Rendering.SubMeshDescriptor>, $flags?: UnityEngine.Rendering.MeshUpdateFlags) : void
public SetSubMeshes ($desc: System.Collections.Generic.List$1<UnityEngine.Rendering.SubMeshDescriptor>, $start: number, $count: number, $flags?: UnityEngine.Rendering.MeshUpdateFlags) : void
public SetSubMeshes ($desc: System.Collections.Generic.List$1<UnityEngine.Rendering.SubMeshDescriptor>, $flags?: UnityEngine.Rendering.MeshUpdateFlags) : void
public GetBindposes ($bindposes: System.Collections.Generic.List$1<UnityEngine.Matrix4x4>) : void
public GetBoneWeights ($boneWeights: System.Collections.Generic.List$1<UnityEngine.BoneWeight>) : void
/** Clears all vertex data and all triangle indices.
* @param $keepVertexLayout True if the existing Mesh data layout should be preserved.
*/
public Clear ($keepVertexLayout: boolean) : void
public Clear () : void
public RecalculateBounds () : void
public RecalculateNormals () : void
public RecalculateTangents () : void
/** Recalculate the bounding volume of the Mesh from the vertices.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public RecalculateBounds ($flags: UnityEngine.Rendering.MeshUpdateFlags) : void
/** Recalculates the normals of the Mesh from the triangles and vertices.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public RecalculateNormals ($flags: UnityEngine.Rendering.MeshUpdateFlags) : void
/** Recalculates the tangents of the Mesh from the normals and texture coordinates.
* @param $flags Flags controlling the function behavior, see MeshUpdateFlags.
*/
public RecalculateTangents ($flags: UnityEngine.Rendering.MeshUpdateFlags) : void
/** Recalculates the UV distribution metric of the Mesh from the vertices and uv coordinates.
* @param $uvSetIndex The UV set index to set the UV distibution metric for. Use 0 for first index.
* @param $uvAreaThreshold The minimum UV area to consider. The default value is 1e-9f.
*/
public RecalculateUVDistributionMetric ($uvSetIndex: number, $uvAreaThreshold?: number) : void
/** Recalculates the UV distribution metrics of the Mesh from the vertices and uv coordinates.
* @param $uvAreaThreshold The minimum UV area to consider. The default value is 1e-9f.
*/
public RecalculateUVDistributionMetrics ($uvAreaThreshold?: number) : void
/** Optimize mesh for frequent updates.
*/
public MarkDynamic () : void
/** Upload previously done Mesh modifications to the graphics API.
* @param $markNoLongerReadable Frees up system memory copy of mesh data when set to true.
*/
public UploadMeshData ($markNoLongerReadable: boolean) : void
/** Optimizes the Mesh data to improve rendering performance.
*/
public Optimize () : void
/** Optimizes the geometry of the Mesh to improve rendering performance.
*/
public OptimizeIndexBuffers () : void
/** Optimizes the vertices of the Mesh to improve rendering performance.
*/
public OptimizeReorderVertexBuffer () : void
/** Gets the topology of a sub-mesh.
*/
public GetTopology ($submesh: number) : UnityEngine.MeshTopology
/** Combines several Meshes into this Mesh.
* @param $combine Descriptions of the Meshes to combine.
* @param $mergeSubMeshes Defines whether Meshes should be combined into a single sub-mesh.
* @param $useMatrices Defines whether the transforms supplied in the CombineInstance array should be used or ignored.
* @param $hasLightmapData Defines whether to transform the input Mesh lightmap UV data using the lightmap scale offset data in CombineInstance structs.
*/
public CombineMeshes ($combine: System.Array$1<UnityEngine.CombineInstance>, $mergeSubMeshes: boolean, $useMatrices: boolean, $hasLightmapData: boolean) : void
/** Combines several Meshes into this Mesh.
* @param $combine Descriptions of the Meshes to combine.
* @param $mergeSubMeshes Defines whether Meshes should be combined into a single sub-mesh.
* @param $useMatrices Defines whether the transforms supplied in the CombineInstance array should be used or ignored.
* @param $hasLightmapData Defines whether to transform the input Mesh lightmap UV data using the lightmap scale offset data in CombineInstance structs.
*/
public CombineMeshes ($combine: System.Array$1<UnityEngine.CombineInstance>, $mergeSubMeshes: boolean, $useMatrices: boolean) : void
/** Combines several Meshes into this Mesh.
* @param $combine Descriptions of the Meshes to combine.
* @param $mergeSubMeshes Defines whether Meshes should be combined into a single sub-mesh.
* @param $useMatrices Defines whether the transforms supplied in the CombineInstance array should be used or ignored.
* @param $hasLightmapData Defines whether to transform the input Mesh lightmap UV data using the lightmap scale offset data in CombineInstance structs.
*/
public CombineMeshes ($combine: System.Array$1<UnityEngine.CombineInstance>, $mergeSubMeshes: boolean) : void
/** Combines several Meshes into this Mesh.
* @param $combine Descriptions of the Meshes to combine.
* @param $mergeSubMeshes Defines whether Meshes should be combined into a single sub-mesh.
* @param $useMatrices Defines whether the transforms supplied in the CombineInstance array should be used or ignored.
* @param $hasLightmapData Defines whether to transform the input Mesh lightmap UV data using the lightmap scale offset data in CombineInstance structs.
*/
public CombineMeshes ($combine: System.Array$1<UnityEngine.CombineInstance>) : void
public constructor ()
}
/** Topology of Mesh faces.
*/
enum MeshTopology
{ Triangles = 0, Quads = 2, Lines = 3, LineStrip = 4, Points = 5 }
/** A block of material values to apply.
*/
class MaterialPropertyBlock extends System.Object
{
protected [__keep_incompatibility]: never;
}
/** The Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects.
*/
class LightProbeProxyVolume extends UnityEngine.Behaviour
{
protected [__keep_incompatibility]: never;
}
/** Represents an axis aligned bounding box.
*/
class Bounds extends System.ValueType implements System.IEquatable$1<UnityEngine.Bounds>, System.IFormattable
{
protected [__keep_incompatibility]: never;
}
/** Describes a bone weight that affects a vertex in a mesh.
*/
class BoneWeight1 extends System.ValueType implements System.IEquatable$1<UnityEngine.BoneWeight1>
{
protected [__keep_incompatibility]: never;
}
/** Representation of RGBA colors in 32 bit format.
*/
class Color32 extends System.ValueType implements System.IFormattable
{
protected [__keep_incompatibility]: never;
}
/** Skin weights.
*/
enum SkinWeights
{ None = 0, OneBone = 1, TwoBones = 2, FourBones = 4, Unlimited = 255 }
/** Describes the location of blend shape vertex data in a GraphicsBuffer.
*/
class BlendShapeBufferRange extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Describes 4 skinning bone weights that affect a vertex in a mesh.
*/
class BoneWeight extends System.ValueType implements System.IEquatable$1<UnityEngine.BoneWeight>
{
protected [__keep_incompatibility]: never;
}
/** Struct used to describe meshes to be combined using Mesh.CombineMeshes.
*/
class CombineInstance extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Low-level graphics library.
*/
class GL extends System.Object
{
protected [__keep_incompatibility]: never;
/** Mode for Begin: draw triangles.
*/
public static TRIANGLES : number
/** Mode for Begin: draw triangle strip.
*/
public static TRIANGLE_STRIP : number
/** Mode for Begin: draw quads.
*/
public static QUADS : number
/** Mode for Begin: draw lines.
*/
public static LINES : number
/** Mode for Begin: draw line strip.
*/
public static LINE_STRIP : number
/** Should rendering be done in wireframe?
*/
public static get wireframe(): boolean;
public static set wireframe(value: boolean);
/** Controls whether Linear-to-sRGB color conversion is performed while rendering.
*/
public static get sRGBWrite(): boolean;
public static set sRGBWrite(value: boolean);
/** Select whether to invert the backface culling (true) or not (false).
*/
public static get invertCulling(): boolean;
public static set invertCulling(value: boolean);
/** Gets or sets the modelview matrix.
*/
public static get modelview(): UnityEngine.Matrix4x4;
public static set modelview(value: UnityEngine.Matrix4x4);
/** Submit a vertex.
*/
public static Vertex3 ($x: number, $y: number, $z: number) : void
/** Submit a vertex.
*/
public static Vertex ($v: UnityEngine.Vector3) : void
/** Sets current texture coordinate (x,y,z) for all texture units.
*/
public static TexCoord3 ($x: number, $y: number, $z: number) : void
/** Sets current texture coordinate (v.x,v.y,v.z) for all texture units.
*/
public static TexCoord ($v: UnityEngine.Vector3) : void
/** Sets current texture coordinate (x,y) for all texture units.
*/
public static TexCoord2 ($x: number, $y: number) : void
/** Sets current texture coordinate (x,y,z) to the actual texture unit.
*/
public static MultiTexCoord3 ($unit: number, $x: number, $y: number, $z: number) : void
/** Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit.
*/
public static MultiTexCoord ($unit: number, $v: UnityEngine.Vector3) : void
/** Sets current texture coordinate (x,y) for the actual texture unit.
*/
public static MultiTexCoord2 ($unit: number, $x: number, $y: number) : void
/** Sets current vertex color.
*/
public static Color ($c: UnityEngine.Color) : void
/** Sends queued-up commands in the driver's command buffer to the GPU.
*/
public static Flush () : void
/** Resolves the render target for subsequent operations sampling from it.
*/
public static RenderTargetBarrier () : void
/** Sets the current model matrix to the one specified.
*/
public static MultMatrix ($m: UnityEngine.Matrix4x4) : void
/** Saves the model, view and projection matrices to the top of the matrix stack.
*/
public static PushMatrix () : void
/** Restores the model, view and projection matrices off the top of the matrix stack.
*/
public static PopMatrix () : void
/** Load an identity into the current model and view matrices.
*/
public static LoadIdentity () : void
/** Helper function to set up an orthograhic projection.
*/
public static LoadOrtho () : void
/** Setup a matrix for pixel-correct rendering.
*/
public static LoadPixelMatrix () : void
/** Load an arbitrary matrix to the current projection matrix.
*/
public static LoadProjectionMatrix ($mat: UnityEngine.Matrix4x4) : void
/** Invalidate the internally cached render state.
*/
public static InvalidateState () : void
/** Compute GPU projection matrix from camera's projection matrix.
* @param $proj Source projection matrix.
* @param $renderIntoTexture Will this projection be used for rendering into a RenderTexture?
* @returns Adjusted projection matrix for the current graphics API.
*/
public static GetGPUProjectionMatrix ($proj: UnityEngine.Matrix4x4, $renderIntoTexture: boolean) : UnityEngine.Matrix4x4
/** Setup a matrix for pixel-correct rendering.
*/
public static LoadPixelMatrix ($left: number, $right: number, $bottom: number, $top: number) : void
/** Send a user-defined event to a native code plugin.
* @param $eventID User defined id to send to the callback.
* @param $callback Native code callback to queue for Unity's renderer to invoke.
*/
public static IssuePluginEvent ($callback: System.IntPtr, $eventID: number) : void
/** Begin drawing 3D primitives.
* @param $mode Primitives to draw: can be TRIANGLES, TRIANGLE_STRIP, QUADS or LINES.
*/
public static Begin ($mode: number) : void
/** End drawing 3D primitives.
*/
public static End () : void
/** Clear the current render buffer.
* @param $clearDepth Should the depth buffer be cleared?
* @param $clearColor Should the color buffer be cleared?
* @param $backgroundColor The color to clear with, used only if clearColor is true.
* @param $depth The depth to clear the z-buffer with, used only if clearDepth is true. The valid
range is from 0 (near plane) to 1 (far plane). The value is graphics API agnostic: the abstraction layer will convert
the value to match the convention of the current graphics API.
*/
public static Clear ($clearDepth: boolean, $clearColor: boolean, $backgroundColor: UnityEngine.Color, $depth: number) : void
public static Clear ($clearDepth: boolean, $clearColor: boolean, $backgroundColor: UnityEngine.Color) : void
/** Set the rendering viewport.
*/
public static Viewport ($pixelRect: UnityEngine.Rect) : void
/** Clear the current render buffer with camera's skybox.
* @param $clearDepth Should the depth buffer be cleared?
* @param $camera Camera to get projection parameters and skybox from.
*/
public static ClearWithSkybox ($clearDepth: boolean, $camera: UnityEngine.Camera) : void
public constructor ()
}
/** Class that represents textures in C# code.
*/
class Texture2D extends UnityEngine.Texture
{
protected [__keep_incompatibility]: never;
/** The format of the pixel data in the texture (Read Only).
*/
public get format(): UnityEngine.TextureFormat;
/** This property causes a texture to ignore all texture mipmap limit settings.
*/
public get ignoreMipmapLimit(): boolean;
public set ignoreMipmapLimit(value: boolean);
/** The name of the texture mipmap limit group that this texture is associated with. (Read Only)
*/
public get mipmapLimitGroup(): string;
/** The number of high resolution mipmap levels from the texture that Unity doesn't upload to the GPU. (Read Only)
*/
public get activeMipmapLimit(): number;
/** Gets a small Texture with all white pixels.
*/
public static get whiteTexture(): UnityEngine.Texture2D;
/** Gets a small Texture with all black pixels.
*/
public static get blackTexture(): UnityEngine.Texture2D;
/** Gets a small Texture with all red pixels.
*/
public static get redTexture(): UnityEngine.Texture2D;
/** Gets a small Texture with all gray pixels.
*/
public static get grayTexture(): UnityEngine.Texture2D;
/** Gets a small Texture with all gray pixels.
*/
public static get linearGrayTexture(): UnityEngine.Texture2D;
/** Gets a small Texture with pixels that represent surface normal vectors at a neutral position.
*/
public static get normalTexture(): UnityEngine.Texture2D;
public get isReadable(): boolean;
/** Returns true if the VTOnly checkbox was checked when the texture was imported; otherwise returns false. For additional information, see TextureImporter.vtOnly.
*/
public get vtOnly(): boolean;
/** Determines whether mipmap streaming is enabled for this Texture.
*/
public get streamingMipmaps(): boolean;
/** Sets the relative priority for this Texture when reducing memory size to fit within the memory budget.
*/
public get streamingMipmapsPriority(): number;
/** The mipmap level to load.
*/
public get requestedMipmapLevel(): number;
public set requestedMipmapLevel(value: number);
/** Restricts the mipmap streaming system to a minimum mip level for this Texture.
*/
public get minimumMipmapLevel(): number;
public set minimumMipmapLevel(value: number);
/** The mipmap level calculated by the streaming system, which takes into account the streaming Cameras and the location of the objects containing this Texture. This is unaffected by requestedMipmapLevel or minimumMipmapLevel.
*/
public get calculatedMipmapLevel(): number;
/** The mipmap level that the streaming system would load before memory budgets are applied.
*/
public get desiredMipmapLevel(): number;
/** The mipmap level that the mipmap streaming system is in the process of loading.
*/
public get loadingMipmapLevel(): number;
/** The mipmap level that is currently loaded by the streaming system.
*/
public get loadedMipmapLevel(): number;
/** Indicates whether this texture was imported with TextureImporter.alphaIsTransparency enabled. This setting is available only in the Editor scripts. Note that changing this setting will have no effect; it must be enabled in TextureImporter instead.
*/
public get alphaIsTransparency(): boolean;
public set alphaIsTransparency(value: boolean);
/** Compress texture at runtime to DXT/BCn or ETC formats.
*/
public Compress ($highQuality: boolean) : void
/** Resets the requestedMipmapLevel field.
*/
public ClearRequestedMipmapLevel () : void
/** Checks to see whether the mipmap level set by requestedMipmapLevel has finished loading.
* @returns True if the mipmap level requested by requestedMipmapLevel has finished loading.
*/
public IsRequestedMipmapLevelLoaded () : boolean
/** Resets the minimumMipmapLevel field.
*/
public ClearMinimumMipmapLevel () : void
/** Updates Unity texture to use different native texture object.
* @param $nativeTex Native 2D texture object.
*/
public UpdateExternalTexture ($nativeTex: System.IntPtr) : void
/** Gets the raw data from a texture, as a copy.
* @returns A byte array that contains raw texture data.
*/
public GetRawTextureData () : System.Array$1<number>
/** Gets the pixel color data for part of a mipmap level as Color structs.
* @param $x The starting x position of the section to fetch.
* @param $y The starting y position of the section to fetch.
* @param $blockWidth The width of the section to fetch.
* @param $blockHeight The height of the section to fetch.
* @param $miplevel The mipmap level to read from. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns An array that contains the pixel colors.
*/
public GetPixels ($x: number, $y: number, $blockWidth: number, $blockHeight: number, $miplevel: number) : System.Array$1<UnityEngine.Color>
/** Gets the pixel color data for part of a mipmap level as Color structs.
* @param $x The starting x position of the section to fetch.
* @param $y The starting y position of the section to fetch.
* @param $blockWidth The width of the section to fetch.
* @param $blockHeight The height of the section to fetch.
* @param $miplevel The mipmap level to read from. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns An array that contains the pixel colors.
*/
public GetPixels ($x: number, $y: number, $blockWidth: number, $blockHeight: number) : System.Array$1<UnityEngine.Color>
/** Gets the pixel color data for a mipmap level as Color32 structs.
* @param $miplevel The mipmap level to get. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns An array that contains the pixel colors.
*/
public GetPixels32 ($miplevel: number) : System.Array$1<UnityEngine.Color32>
public GetPixels32 () : System.Array$1<UnityEngine.Color32>
/** Packs multiple Textures into a texture atlas.
* @param $textures Array of textures to pack into the atlas.
* @param $padding Padding in pixels between the packed textures.
* @param $maximumAtlasSize Maximum size of the resulting texture.
* @param $makeNoLongerReadable Should the texture be marked as no longer readable?
* @returns An array of rectangles containing the UV coordinates in the atlas for each input texture, or null if packing fails.
*/
public PackTextures ($textures: System.Array$1<UnityEngine.Texture2D>, $padding: number, $maximumAtlasSize: number, $makeNoLongerReadable: boolean) : System.Array$1<UnityEngine.Rect>
public PackTextures ($textures: System.Array$1<UnityEngine.Texture2D>, $padding: number, $maximumAtlasSize: number) : System.Array$1<UnityEngine.Rect>
public PackTextures ($textures: System.Array$1<UnityEngine.Texture2D>, $padding: number) : System.Array$1<UnityEngine.Rect>
/** Creates a Unity Texture out of an externally created native texture object.
* @param $nativeTex Native 2D texture object.
* @param $width Width of texture in pixels.
* @param $height Height of texture in pixels.
* @param $format Format of underlying texture object.
* @param $mipmap Does the texture have mipmaps?
* @param $linear Is texture using linear color space?
*/
public static CreateExternalTexture ($width: number, $height: number, $format: UnityEngine.TextureFormat, $mipChain: boolean, $linear: boolean, $nativeTex: System.IntPtr) : UnityEngine.Texture2D
/** Sets the pixel color at coordinates (x,y).
* @param $x The x coordinate of the pixel to set. The range is 0 through (texture width - 1).
* @param $y The y coordinate of the pixel to set. The range is 0 through (texture height - 1).
* @param $color The color to set.
* @param $mipLevel The mipmap level to write to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
*/
public SetPixel ($x: number, $y: number, $color: UnityEngine.Color) : void
/** Sets the pixel color at coordinates (x,y).
* @param $x The x coordinate of the pixel to set. The range is 0 through (texture width - 1).
* @param $y The y coordinate of the pixel to set. The range is 0 through (texture height - 1).
* @param $color The color to set.
* @param $mipLevel The mipmap level to write to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
*/
public SetPixel ($x: number, $y: number, $color: UnityEngine.Color, $mipLevel: number) : void
/** Sets the pixel colors of part of a mipmap level.
* @param $x The x coordinate to place the block of pixels at. The range is 0 through (texture width - 1).
* @param $y The y coordinate to place the block of pixels at. The range is 0 through (texture height - 1).
* @param $blockWidth The width of the block of pixels to set.
* @param $blockHeight The height of the block of pixels to set.
* @param $colors The array of pixel colours to use. This is a 2D image flattened to a 1D array. Must be blockWidth x blockHeight in length.
* @param $miplevel The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
*/
public SetPixels ($x: number, $y: number, $blockWidth: number, $blockHeight: number, $colors: System.Array$1<UnityEngine.Color>, $miplevel: number) : void
public SetPixels ($x: number, $y: number, $blockWidth: number, $blockHeight: number, $colors: System.Array$1<UnityEngine.Color>) : void
/** Sets the pixel colors of an entire mipmap level.
* @param $colors The array of pixel colours to use. This is a 2D image flattened to a 1D array.
* @param $miplevel The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
*/
public SetPixels ($colors: System.Array$1<UnityEngine.Color>, $miplevel: number) : void
public SetPixels ($colors: System.Array$1<UnityEngine.Color>) : void
/** Gets the pixel color at coordinates (x, y).
* @param $x The x coordinate of the pixel to get. The range is 0 through (texture width - 1).
* @param $y The y coordinate of the pixel to get. The range is 0 through (texture height - 1).
* @param $mipLevel The mipmap level to sample. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns The pixel color.
*/
public GetPixel ($x: number, $y: number) : UnityEngine.Color
/** Gets the pixel color at coordinates (x, y).
* @param $x The x coordinate of the pixel to get. The range is 0 through (texture width - 1).
* @param $y The y coordinate of the pixel to get. The range is 0 through (texture height - 1).
* @param $mipLevel The mipmap level to sample. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns The pixel color.
*/
public GetPixel ($x: number, $y: number, $mipLevel: number) : UnityEngine.Color
/** Gets the filtered pixel color at the normalized coordinates (u, v).
* @param $u The u coordinate of the pixel to get.
* @param $v The v coordinate of the pixel to get.
* @param $mipLevel The mipmap level to read from. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns The pixel color.
*/
public GetPixelBilinear ($u: number, $v: number) : UnityEngine.Color
/** Gets the filtered pixel color at the normalized coordinates (u, v).
* @param $u The u coordinate of the pixel to get.
* @param $v The v coordinate of the pixel to get.
* @param $mipLevel The mipmap level to read from. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns The pixel color.
*/
public GetPixelBilinear ($u: number, $v: number, $mipLevel: number) : UnityEngine.Color
/** Sets the raw data of an entire texture in CPU memory.
* @param $data The array of data to use.
* @param $size The size of the data in bytes.
*/
public LoadRawTextureData ($data: System.IntPtr, $size: number) : void
/** Sets the raw data of an entire texture in CPU memory.
* @param $data The array of data to use.
* @param $size The size of the data in bytes.
*/
public LoadRawTextureData ($data: System.Array$1<number>) : void
/** Copies changes you've made in a CPU texture to the GPU.
* @param $updateMipmaps When the value is true, Unity recalculates mipmap levels, using mipmap level 0 as the source. The default value is true.
* @param $makeNoLongerReadable When the value is true, Unity deletes the texture in CPU memory after it uploads it to the GPU, and sets Texture.isReadable|isReadable to false. The default value is false.
*/
public Apply ($updateMipmaps: boolean, $makeNoLongerReadable: boolean) : void
public Apply ($updateMipmaps: boolean) : void
public Apply () : void
/** Reinitializes a Texture2D, making it possible for you to replace width, height, textureformat, and graphicsformat data for that texture.
* @param $width New width of the Texture.
* @param $height New height of the Texture.
* @param $format New format of the Texture.
* @param $hasMipMap Indicates if the Texture should reserve memory for a full mip map chain.
* @returns Returns true if the reinitialization was a success.
*/
public Reinitialize ($width: number, $height: number) : boolean
/** Reinitializes a Texture2D, making it possible for you to replace width, height, textureformat, and graphicsformat data for that texture.
* @param $width New width of the Texture.
* @param $height New height of the Texture.
* @param $format New format of the Texture.
* @param $hasMipMap Indicates if the Texture should reserve memory for a full mip map chain.
* @returns Returns true if the reinitialization was a success.
*/
public Reinitialize ($width: number, $height: number, $format: UnityEngine.TextureFormat, $hasMipMap: boolean) : boolean
/** Reinitializes a Texture2D, making it possible for you to replace width, height, textureformat, and graphicsformat data for that texture.
* @param $width New width of the Texture.
* @param $height New height of the Texture.
* @param $format New format of the Texture.
* @param $hasMipMap Indicates if the Texture should reserve memory for a full mip map chain.
* @returns Returns true if the reinitialization was a success.
*/
public Reinitialize ($width: number, $height: number, $format: UnityEngine.Experimental.Rendering.GraphicsFormat, $hasMipMap: boolean) : boolean
/** Reads pixels from the current render target and writes them to a texture.
* @param $source The region of the render target to read from.
* @param $destX The x position in the texture to write the pixels to.
* @param $destY The y position in the texture to write the pixels to.
* @param $recalculateMipMaps When the value is true, Unity automatically recalculates the mipmap for the texture after it writes the pixel data. Otherwise, Unity doesn't do this automatically.
*/
public ReadPixels ($source: UnityEngine.Rect, $destX: number, $destY: number, $recalculateMipMaps: boolean) : void
public ReadPixels ($source: UnityEngine.Rect, $destX: number, $destY: number) : void
public static GenerateAtlas ($sizes: System.Array$1<UnityEngine.Vector2>, $padding: number, $atlasSize: number, $results: System.Collections.Generic.List$1<UnityEngine.Rect>) : boolean
/** Sets the pixel colors of an entire mipmap level.
* @param $colors The array of pixel colours to use. This is a 2D image flattened to a 1D array.
* @param $miplevel The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
*/
public SetPixels32 ($colors: System.Array$1<UnityEngine.Color32>, $miplevel: number) : void
/** Sets the pixel colors of an entire mipmap level.
* @param $colors The array of pixel colours to use. This is a 2D image flattened to a 1D array.
* @param $miplevel The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
*/
public SetPixels32 ($colors: System.Array$1<UnityEngine.Color32>) : void
/** Sets the pixel colors of part of a mipmap level.
* @param $x The x coordinate to place the block of pixels at. The range is 0 through (texture width - 1).
* @param $y The y coordinate to place the block of pixels at. The range is 0 through (texture height - 1).
* @param $blockWidth The width of the block of pixels to set.
* @param $blockHeight The height of the block of pixels to set.
* @param $colors The array of pixel colours to use. This is a 2D image flattened to a 1D array. Must be blockWidth x blockHeight in length.
* @param $miplevel The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
*/
public SetPixels32 ($x: number, $y: number, $blockWidth: number, $blockHeight: number, $colors: System.Array$1<UnityEngine.Color32>, $miplevel: number) : void
/** Sets the pixel colors of part of a mipmap level.
* @param $x The x coordinate to place the block of pixels at. The range is 0 through (texture width - 1).
* @param $y The y coordinate to place the block of pixels at. The range is 0 through (texture height - 1).
* @param $blockWidth The width of the block of pixels to set.
* @param $blockHeight The height of the block of pixels to set.
* @param $colors The array of pixel colours to use. This is a 2D image flattened to a 1D array. Must be blockWidth x blockHeight in length.
* @param $miplevel The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
*/
public SetPixels32 ($x: number, $y: number, $blockWidth: number, $blockHeight: number, $colors: System.Array$1<UnityEngine.Color32>) : void
/** Gets the pixel color data for a mipmap level as Color structs.
* @param $miplevel The mipmap level to get. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns An array that contains the pixel colors.
*/
public GetPixels ($miplevel: number) : System.Array$1<UnityEngine.Color>
public GetPixels () : System.Array$1<UnityEngine.Color>
public constructor ($width: number, $height: number, $format: UnityEngine.Experimental.Rendering.DefaultFormat, $flags: UnityEngine.Experimental.Rendering.TextureCreationFlags)
public constructor ($width: number, $height: number, $format: UnityEngine.Experimental.Rendering.DefaultFormat, $mipCount: number, $flags: UnityEngine.Experimental.Rendering.TextureCreationFlags)
public constructor ($width: number, $height: number, $format: UnityEngine.Experimental.Rendering.DefaultFormat, $mipCount: number, $mipmapLimitGroupName: string, $flags: UnityEngine.Experimental.Rendering.TextureCreationFlags)
public constructor ($width: number, $height: number, $format: UnityEngine.Experimental.Rendering.GraphicsFormat, $flags: UnityEngine.Experimental.Rendering.TextureCreationFlags)
public constructor ($width: number, $height: number, $format: UnityEngine.Experimental.Rendering.GraphicsFormat, $mipCount: number, $flags: UnityEngine.Experimental.Rendering.TextureCreationFlags)
public constructor ($width: number, $height: number, $format: UnityEngine.Experimental.Rendering.GraphicsFormat, $mipCount: number, $mipmapLimitGroupName: string, $flags: UnityEngine.Experimental.Rendering.TextureCreationFlags)
public constructor ($width: number, $height: number, $textureFormat: UnityEngine.TextureFormat, $mipCount: number, $linear: boolean)
public constructor ($width: number, $height: number, $textureFormat: UnityEngine.TextureFormat, $mipCount: number, $linear: boolean, $createUninitialized: boolean)
public constructor ($width: number, $height: number, $textureFormat: UnityEngine.TextureFormat, $mipCount: number, $linear: boolean, $createUninitialized: boolean, $ignoreMipmapLimit: boolean, $mipmapLimitGroupName: string)
public constructor ($width: number, $height: number, $textureFormat: UnityEngine.TextureFormat, $mipChain: boolean, $linear: boolean)
public constructor ($width: number, $height: number, $textureFormat: UnityEngine.TextureFormat, $mipChain: boolean, $linear: boolean, $createUninitialized: boolean)
public constructor ($width: number, $height: number, $textureFormat: UnityEngine.TextureFormat, $mipChain: boolean)
public constructor ($width: number, $height: number)
public constructor ()
}
/** Format used when creating textures from scripts.
*/
enum TextureFormat
{ Alpha8 = 1, ARGB4444 = 2, RGB24 = 3, RGBA32 = 4, ARGB32 = 5, RGB565 = 7, R16 = 9, DXT1 = 10, DXT5 = 12, RGBA4444 = 13, BGRA32 = 14, RHalf = 15, RGHalf = 16, RGBAHalf = 17, RFloat = 18, RGFloat = 19, RGBAFloat = 20, YUY2 = 21, RGB9e5Float = 22, BC4 = 26, BC5 = 27, BC6H = 24, BC7 = 25, DXT1Crunched = 28, DXT5Crunched = 29, PVRTC_RGB2 = 30, PVRTC_RGBA2 = 31, PVRTC_RGB4 = 32, PVRTC_RGBA4 = 33, ETC_RGB4 = 34, ATC_RGB4 = -127, ATC_RGBA8 = -127, EAC_R = 41, EAC_R_SIGNED = 42, EAC_RG = 43, EAC_RG_SIGNED = 44, ETC2_RGB = 45, ETC2_RGBA1 = 46, ETC2_RGBA8 = 47, ASTC_4x4 = 48, ASTC_5x5 = 49, ASTC_6x6 = 50, ASTC_8x8 = 51, ASTC_10x10 = 52, ASTC_12x12 = 53, ETC_RGB4_3DS = 60, ETC_RGBA8_3DS = 61, RG16 = 62, R8 = 63, ETC_RGB4Crunched = 64, ETC2_RGBA8Crunched = 65, ASTC_HDR_4x4 = 66, ASTC_HDR_5x5 = 67, ASTC_HDR_6x6 = 68, ASTC_HDR_8x8 = 69, ASTC_HDR_10x10 = 70, ASTC_HDR_12x12 = 71, RG32 = 72, RGB48 = 73, RGBA64 = 74, ASTC_RGB_4x4 = 48, ASTC_RGB_5x5 = 49, ASTC_RGB_6x6 = 50, ASTC_RGB_8x8 = 51, ASTC_RGB_10x10 = 52, ASTC_RGB_12x12 = 53, ASTC_RGBA_4x4 = 54, ASTC_RGBA_5x5 = 55, ASTC_RGBA_6x6 = 56, ASTC_RGBA_8x8 = 57, ASTC_RGBA_10x10 = 58, ASTC_RGBA_12x12 = 59, PVRTC_2BPP_RGB = -127, PVRTC_2BPP_RGBA = -127, PVRTC_4BPP_RGB = -127, PVRTC_4BPP_RGBA = -127 }
/** Script interface for.
*/
class QualitySettings extends UnityEngine.Object
{
protected [__keep_incompatibility]: never;
/** The maximum number of pixel lights that should affect any object.
*/
public static get pixelLightCount(): number;
public static set pixelLightCount(value: number);
/** Real-time Shadows type to be used.
*/
public static get shadows(): UnityEngine.ShadowQuality;
public static set shadows(value: UnityEngine.ShadowQuality);
/** Directional light shadow projection.
*/
public static get shadowProjection(): UnityEngine.ShadowProjection;
public static set shadowProjection(value: UnityEngine.ShadowProjection);
/** Number of cascades to use for directional light shadows.
*/
public static get shadowCascades(): number;
public static set shadowCascades(value: number);
/** Shadow drawing distance.
*/
public static get shadowDistance(): number;
public static set shadowDistance(value: number);
/** The default resolution of the shadow maps.
*/
public static get shadowResolution(): UnityEngine.ShadowResolution;
public static set shadowResolution(value: UnityEngine.ShadowResolution);
/** The rendering mode of Shadowmask.
*/
public static get shadowmaskMode(): UnityEngine.ShadowmaskMode;
public static set shadowmaskMode(value: UnityEngine.ShadowmaskMode);
/** Offset shadow frustum near plane.
*/
public static get shadowNearPlaneOffset(): number;
public static set shadowNearPlaneOffset(value: number);
/** The normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero.
*/
public static get shadowCascade2Split(): number;
public static set shadowCascade2Split(value: number);
/** The normalized cascade start position for a 4 cascade setup. Each member of the vector defines the normalized position of the coresponding cascade with respect to Zero.
*/
public static get shadowCascade4Split(): UnityEngine.Vector3;
public static set shadowCascade4Split(value: UnityEngine.Vector3);
/** Global multiplier for the LOD's switching distance.
*/
public static get lodBias(): number;
public static set lodBias(value: number);
/** Global anisotropic filtering mode.
*/
public static get anisotropicFiltering(): UnityEngine.AnisotropicFiltering;
public static set anisotropicFiltering(value: UnityEngine.AnisotropicFiltering);
/** Indicates how many of the highest-resolution mips of each texture Unity does not upload at the given quality level. To set more specific mipmap limits, you can flag textures to ignore mipmap limits or assign them to mipmap limit groups.
*/
public static get globalTextureMipmapLimit(): number;
public static set globalTextureMipmapLimit(value: number);
/** A maximum LOD level. All LOD groups.
*/
public static get maximumLODLevel(): number;
public static set maximumLODLevel(value: number);
/** Enables or disables LOD Cross Fade.
*/
public static get enableLODCrossFade(): boolean;
public static set enableLODCrossFade(value: boolean);
/** Budget for how many ray casts can be performed per frame for approximate collision testing.
*/
public static get particleRaycastBudget(): number;
public static set particleRaycastBudget(value: number);
/** Should soft blending be used for particles?
*/
public static get softParticles(): boolean;
public static set softParticles(value: boolean);
/** Use a two-pass shader for the vegetation in the terrain engine.
*/
public static get softVegetation(): boolean;
public static set softVegetation(value: boolean);
/** The number of vertical syncs that should pass between each frame.
*/
public static get vSyncCount(): number;
public static set vSyncCount(value: number);
/** How much CPU usage to assign to the final lighting calculations at runtime.
*/
public static get realtimeGICPUUsage(): number;
public static set realtimeGICPUUsage(value: number);
/** Choose the level of Multi-Sample Anti-aliasing (MSAA) that the GPU performs.
*/
public static get antiAliasing(): number;
public static set antiAliasing(value: number);
/** Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used.
Use asyncUploadTimeSlice to set the time-slice in milliseconds for asynchronous texture uploads per
frame. Minimum value is 1 and maximum is 33.
*/
public static get asyncUploadTimeSlice(): number;
public static set asyncUploadTimeSlice(value: number);
/** Asynchronous texture and mesh data upload provides timesliced async texture and mesh data upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture and mesh data, Unity re-uses a ringbuffer whose size can be controlled.
Use asyncUploadBufferSize to set the buffer size for asynchronous texture and mesh data uploads. The minimum value is 2 megabytes and the maximum value is 2047 megabytes. The buffer resizes automatically to fit the largest texture currently loading. To avoid a buffer resize (which can use extra system resources) set this value to the size of the largest texture in the Scene. If you have issues with excessive memory usage, you may need to reduce the value of this buffer or disable asyncUploadPersistentBuffer. Memory fragmentation can occur if you choose the latter option.
*/
public static get asyncUploadBufferSize(): number;
public static set asyncUploadBufferSize(value: number);
/** This flag controls if the async upload pipeline's ring buffer remains allocated when there are no active loading operations.
Set this to true, to make the ring buffer allocation persist after all upload operations have completed.
If you have issues with excessive memory usage, you can set this to false. This means you reduce the runtime memory footprint, but memory fragmentation can occur.
The default value is true.
*/
public static get asyncUploadPersistentBuffer(): boolean;
public static set asyncUploadPersistentBuffer(value: boolean);
/** Enables real-time reflection probes.
*/
public static get realtimeReflectionProbes(): boolean;
public static set realtimeReflectionProbes(value: boolean);
/** If enabled, billboards will face towards camera position rather than camera orientation.
*/
public static get billboardsFaceCameraPosition(): boolean;
public static set billboardsFaceCameraPosition(value: boolean);
/** Use the legacy pre-2022.2 algorithm for distributing details on terrain.
*/
public static get useLegacyDetailDistribution(): boolean;
public static set useLegacyDetailDistribution(value: boolean);
/** In resolution scaling mode, this factor is used to multiply with the target Fixed DPI specified to get the actual Fixed DPI to use for this quality setting.
*/
public static get resolutionScalingFixedDPIFactor(): number;
public static set resolutionScalingFixedDPIFactor(value: number);
/** Controls which fields should have their values overriden in active Terrains.
*/
public static get terrainQualityOverrides(): UnityEngine.TerrainQualityOverrides;
public static set terrainQualityOverrides(value: UnityEngine.TerrainQualityOverrides);
/** Value set to Terrain.heightmapPixelError if TerrainQualityOverrides.PixelError is set in terrainQualityOverrides.
*/
public static get terrainPixelError(): number;
public static set terrainPixelError(value: number);
/** Value set to Terrain.detailObjectDensity if TerrainQualityOverrides.DetailDensity is set in terrainQualityOverrides.
*/
public static get terrainDetailDensityScale(): number;
public static set terrainDetailDensityScale(value: number);
/** Value set to Terrain.basemapDistance if TerrainQualityOverrides.BasemapDistance is set in terrainQualityOverrides.
*/
public static get terrainBasemapDistance(): number;
public static set terrainBasemapDistance(value: number);
/** Value set to Terrain.detailObjectDistance if TerrainQualityOverrides.DetailDistance is set in terrainQualityOverrides.
*/
public static get terrainDetailDistance(): number;
public static set terrainDetailDistance(value: number);
/** Value set to Terrain.treeDistance if TerrainQualityOverrides.TreeDistance is set in terrainQualityOverrides.
*/
public static get terrainTreeDistance(): number;
public static set terrainTreeDistance(value: number);
/** Value set to Terrain.treeBillboardDistance if TerrainQualityOverrides.BillboardStart is set in terrainQualityOverrides.
*/
public static get terrainBillboardStart(): number;
public static set terrainBillboardStart(value: number);
/** Value set to Terrain.treeCrossFadeLength if TerrainQualityOverrides.FadeLength is set in terrainQualityOverrides.
*/
public static get terrainFadeLength(): number;
public static set terrainFadeLength(value: number);
/** Value set to Terrain.treeMaximumFullLODCount if TerrainQualityOverrides.MaxTrees is set in terrainQualityOverrides.
*/
public static get terrainMaxTrees(): number;
public static set terrainMaxTrees(value: number);
/** The RenderPipelineAsset that defines the override render pipeline for the current quality level.
*/
public static get renderPipeline(): UnityEngine.Rendering.RenderPipelineAsset;
public static set renderPipeline(value: UnityEngine.Rendering.RenderPipelineAsset);
/** The maximum number of bones per vertex that are taken into account during skinning, for all meshes in the project.
*/
public static get skinWeights(): UnityEngine.SkinWeights;
public static set skinWeights(value: UnityEngine.SkinWeights);
/** The number of Quality Levels.
*/
public static get count(): number;
/** Enable automatic streaming of texture mipmap levels based on their distance from all active cameras.
*/
public static get streamingMipmapsActive(): boolean;
public static set streamingMipmapsActive(value: boolean);
/** The total amount of memory (in megabytes) to be used by streaming and non-streaming textures.
*/
public static get streamingMipmapsMemoryBudget(): number;
public static set streamingMipmapsMemoryBudget(value: number);
/** The number of renderer instances that are processed each frame when calculating which texture mipmap levels should be streamed.
*/
public static get streamingMipmapsRenderersPerFrame(): number;
public static set streamingMipmapsRenderersPerFrame(value: number);
/** The maximum number of mipmap levels to discard for each texture.
*/
public static get streamingMipmapsMaxLevelReduction(): number;
public static set streamingMipmapsMaxLevelReduction(value: number);
/** Process all enabled Cameras for texture streaming (rather than just those with StreamingController components).
*/
public static get streamingMipmapsAddAllCameras(): boolean;
public static set streamingMipmapsAddAllCameras(value: boolean);
/** The maximum number of active texture file IO requests from the texture streaming system.
*/
public static get streamingMipmapsMaxFileIORequests(): number;
public static set streamingMipmapsMaxFileIORequests(value: number);
/** Maximum number of frames queued up by graphics driver.
*/
public static get maxQueuedFrames(): number;
public static set maxQueuedFrames(value: number);
/** The indexed list of available Quality Settings.
*/
public static get names(): System.Array$1<string>;
/** Desired color space (Read Only).
*/
public static get desiredColorSpace(): UnityEngine.ColorSpace;
/** Active color space (Read Only).
*/
public static get activeColorSpace(): UnityEngine.ColorSpace;
public static add_activeQualityLevelChanged ($value: System.Action$2<number, number>) : void
public static remove_activeQualityLevelChanged ($value: System.Action$2<number, number>) : void
/** Increase the current quality level.
* @param $applyExpensiveChanges Should expensive changes be applied (Anti-aliasing etc).
*/
public static IncreaseLevel ($applyExpensiveChanges: boolean) : void
/** Decrease the current quality level.
* @param $applyExpensiveChanges Should expensive changes be applied (Anti-aliasing etc).
*/
public static DecreaseLevel ($applyExpensiveChanges: boolean) : void
public static SetQualityLevel ($index: number) : void
public static IncreaseLevel () : void
public static DecreaseLevel () : void
/** Xecutes the given Action for each tier on the QualitySettings.
* @param $callback The callback to execute for each level.
*/
public static ForEach ($callback: System.Action) : void
public static ForEach ($callback: System.Action$2<number, string>) : void
/** Sets the QualitySettings.lodBias|lodBias and QualitySettings.maximumLODLevel|maximumLODLevel at the same time.
* @param $lodBias Global multiplier for the LOD's switching distance.
* @param $maximumLODLevel A maximum LOD level. All LOD groups.
* @param $setDirty If true, marks all views as dirty.
*/
public static SetLODSettings ($lodBias: number, $maximumLODLevel: number, $setDirty?: boolean) : void
/** Applies new TextureMipmapLimitSettings to the indicated texture mipmap limit group.
* @param $groupName Name of the texture mipmap limit group to modify.
* @param $textureMipmapLimitSettings The new texture mipmap limit settings to apply.
*/
public static SetTextureMipmapLimitSettings ($groupName: string, $textureMipmapLimitSettings: UnityEngine.TextureMipmapLimitSettings) : void
/** Retrieves a copy of the TextureMipmapLimitSettings from a texture mipmap limit group.
* @param $groupName Name of the texture mipmap limit group to scan.
* @returns Structure containing the settings for the indicated groupName.
*/
public static GetTextureMipmapLimitSettings ($groupName: string) : UnityEngine.TextureMipmapLimitSettings
/** Provides a reference to the RenderPipelineAsset that defines the override render pipeline for a given quality level.
* @param $index Index of the quality level.
* @returns Returns null if the quality level does not exist, or if no asset is assigned to that quality level. Otherwise, returns the RenderPipelineAsset that defines the override render pipeline for the quality level.
*/
public static GetRenderPipelineAssetAt ($index: number) : UnityEngine.Rendering.RenderPipelineAsset
/** Returns the current graphics quality level.
*/
public static GetQualityLevel () : number
/** Provides a reference to the QualitySettings object.
* @returns Returns the QualitySettings object.
*/
public static GetQualitySettings () : UnityEngine.Object
/** Sets a new graphics quality level.
* @param $index Quality index to set.
* @param $applyExpensiveChanges Should expensive changes be applied (Anti-aliasing etc).
*/
public static SetQualityLevel ($index: number, $applyExpensiveChanges: boolean) : void
/** [Editor Only] Returns if the given platform is included by the Quality Level.
* @param $buildTargetGroupName The platform name.
* @param $index The index of the Quality Level, must be positive and lower than the count of Quality Levels.
* @returns If the platform is included.
*/
public static IsPlatformIncluded ($buildTargetGroupName: string, $index: number) : boolean
/** [Editor Only] Includes a platform to be supported by the Quality Level.
* @param $buildTargetGroupName The platform name.
* @param $index The index of the Quality Level, must be positive and lower than the count of Quality Levels.
* @param $error The error found by the API.
* @returns If errors were found.
*/
public static TryIncludePlatformAt ($buildTargetGroupName: string, $index: number, $error: $Ref<System.Exception>) : boolean
/** [Editor Only] Excludes a platfor for the given Quality Level.
* @param $buildTargetGroupName The platform name.
* @param $index The index of the Quality Level, must be positive and lower than the count of Quality Levels.
* @param $error The error raised by the API.
* @returns True if no errors were found.
*/
public static TryExcludePlatformAt ($buildTargetGroupName: string, $index: number, $error: $Ref<System.Exception>) : boolean
/** [Editor Only] Obtains an array with the Quality Level indexes that are selected for the given platform.
* @param $buildTargetGroupName The platform target.
* @returns The array with the Quality Level indexes that are selected for the given platform.
*/
public static GetActiveQualityLevelsForPlatform ($buildTargetGroupName: string) : System.Array$1<number>
/** [Editor Only] Obtains the number of Quality Levels that are selected for a given platform.
* @param $buildTargetGroupName The platform to obtain the number of selected Quality Levels.
* @returns The total amount of Quality Levels active for the given platform.
*/
public static GetActiveQualityLevelsForPlatformCount ($buildTargetGroupName: string) : number
public static GetAllRenderPipelineAssetsForPlatform ($buildTargetGroupName: string, $renderPipelineAssets: $Ref<System.Collections.Generic.List$1<UnityEngine.Rendering.RenderPipelineAsset>>) : void
}
enum QualityLevel
{ Fastest = 0, Fast = 1, Simple = 2, Good = 3, Beautiful = 4, Fantastic = 5 }
/** Determines which type of shadows should be used.
*/
enum ShadowQuality
{ Disable = 0, HardOnly = 1, All = 2 }
/** Shadow projection type for.
*/
enum ShadowProjection
{ CloseFit = 0, StableFit = 1 }
/** Default shadow resolution. Each decrease in quality level halves the resolution of shadows.
*/
enum ShadowResolution
{ Low = 0, Medium = 1, High = 2, VeryHigh = 3 }
/** The rendering mode of Shadowmask.
*/
enum ShadowmaskMode
{ Shadowmask = 0, DistanceShadowmask = 1 }
/** Structure that represents texture mipmap limit settings.
*/
class TextureMipmapLimitSettings extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Flags used by QualitySettings to specify which Terrain fields the quality settings should override.
*/
enum TerrainQualityOverrides
{ None = 0, PixelError = 1, BasemapDistance = 2, DetailDensity = 4, DetailDistance = 8, TreeDistance = 16, BillboardStart = 32, FadeLength = 64, MaxTrees = 128 }
enum BlendWeights
{ OneBone = 1, TwoBones = 2, FourBones = 4 }
/** A class to access the Mesh of the.
*/
class MeshFilter extends UnityEngine.Component
{
protected [__keep_incompatibility]: never;
/** Returns the shared mesh of the mesh filter.
*/
public get sharedMesh(): UnityEngine.Mesh;
public set sharedMesh(value: UnityEngine.Mesh);
/** Returns either a new Mesh|mesh or a duplicate of the existing mesh, and assigns it to the mesh filter.
*/
public get mesh(): UnityEngine.Mesh;
public set mesh(value: UnityEngine.Mesh);
public constructor ()
}
/** Interface into the Input system.
*/
class Input extends System.Object
{
protected [__keep_incompatibility]: never;
/** Enables/Disables mouse simulation with touches. By default this option is enabled.
*/
public static get simulateMouseWithTouches(): boolean;
public static set simulateMouseWithTouches(value: boolean);
/** Is any key or mouse button currently held down? (Read Only)
*/
public static get anyKey(): boolean;
/** Returns true the first frame the user hits any key or mouse button. (Read Only)
*/
public static get anyKeyDown(): boolean;
/** Returns the keyboard input entered this frame. (Read Only)
*/
public static get inputString(): string;
/** The current mouse position in pixel coordinates. (Read Only).
*/
public static get mousePosition(): UnityEngine.Vector3;
/** The current mouse scroll delta. (Read Only)
*/
public static get mouseScrollDelta(): UnityEngine.Vector2;
/** Controls enabling and disabling of IME input composition.
*/
public static get imeCompositionMode(): UnityEngine.IMECompositionMode;
public static set imeCompositionMode(value: UnityEngine.IMECompositionMode);
/** The current IME composition string being typed by the user.
*/
public static get compositionString(): string;
/** Does the user have an IME keyboard input source selected?
*/
public static get imeIsSelected(): boolean;
/** The current text input position used by IMEs to open windows.
*/
public static get compositionCursorPos(): UnityEngine.Vector2;
public static set compositionCursorPos(value: UnityEngine.Vector2);
/** Indicates if a mouse device is detected.
*/
public static get mousePresent(): boolean;
/** Returns the number of queued pen events that can be accessed by calling GetPenEvent().
*/
public static get penEventCount(): number;
/** Number of touches. Guaranteed not to change throughout the frame. (Read Only)
*/
public static get touchCount(): number;
/** Bool value which let's users check if touch pressure is supported.
*/
public static get touchPressureSupported(): boolean;
/** Returns true when Stylus Touch is supported by a device or platform.
*/
public static get stylusTouchSupported(): boolean;
/** Returns whether the device on which application is currently running supports touch input.
*/
public static get touchSupported(): boolean;
/** Property indicating whether the system handles multiple touches.
*/
public static get multiTouchEnabled(): boolean;
public static set multiTouchEnabled(value: boolean);
/** Device physical orientation as reported by OS. (Read Only)
*/
public static get deviceOrientation(): UnityEngine.DeviceOrientation;
/** Last measured linear acceleration of a device in three-dimensional space. (Read Only)
*/
public static get acceleration(): UnityEngine.Vector3;
/** This property controls if input sensors should be compensated for screen orientation.
*/
public static get compensateSensors(): boolean;
public static set compensateSensors(value: boolean);
/** Number of acceleration measurements which occurred during last frame.
*/
public static get accelerationEventCount(): number;
/** Should Back button quit the application?
Only usable on Android, Windows Phone or Windows Tablets.
*/
public static get backButtonLeavesApp(): boolean;
public static set backButtonLeavesApp(value: boolean);
/** Property for accessing device location (handheld devices only). (Read Only)
*/
public static get location(): UnityEngine.LocationService;
/** Property for accessing compass (handheld devices only). (Read Only)
*/
public static get compass(): UnityEngine.Compass;
/** Returns default gyroscope.
*/
public static get gyro(): UnityEngine.Gyroscope;
/** Returns list of objects representing status of all touches during last frame. (Read Only) (Allocates temporary variables).
*/
public static get touches(): System.Array$1<UnityEngine.Touch>;
/** Returns list of acceleration measurements which occurred during the last frame. (Read Only) (Allocates temporary variables).
*/
public static get accelerationEvents(): System.Array$1<UnityEngine.AccelerationEvent>;
/** Returns the value of the virtual axis identified by axisName.
*/
public static GetAxis ($axisName: string) : number
/** Returns the value of the virtual axis identified by axisName with no smoothing filtering applied.
*/
public static GetAxisRaw ($axisName: string) : number
/** Returns true while the virtual button identified by buttonName is held down.
* @param $buttonName The name of the button such as Jump.
* @returns True when an axis has been pressed and not released.
*/
public static GetButton ($buttonName: string) : boolean
/** Returns true during the frame the user pressed down the virtual button identified by buttonName.
*/
public static GetButtonDown ($buttonName: string) : boolean
/** Returns true the first frame the user releases the virtual button identified by buttonName.
*/
public static GetButtonUp ($buttonName: string) : boolean
/** Returns whether the given mouse button is held down.
*/
public static GetMouseButton ($button: number) : boolean
/** Returns true during the frame the user pressed the given mouse button.
*/
public static GetMouseButtonDown ($button: number) : boolean
/** Returns true during the frame the user releases the given mouse button.
*/
public static GetMouseButtonUp ($button: number) : boolean
/** Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame.
*/
public static ResetInputAxes () : void
/** Determine whether a particular joystick model has been preconfigured by Unity. (Linux-only).
* @param $joystickName The name of the joystick to check (returned by Input.GetJoystickNames).
* @returns True if the joystick layout has been preconfigured; false otherwise.
*/
public static IsJoystickPreconfigured ($joystickName: string) : boolean
/** Retrieves a list of input device names corresponding to the index of an Axis configured within Input Manager.
* @returns Returns an array of joystick and gamepad device names.
*/
public static GetJoystickNames () : System.Array$1<string>
/** Call Input.GetTouch to obtain a Touch struct.
* @param $index The touch input on the device screen.
* @returns Touch details in the struct.
*/
public static GetTouch ($index: number) : UnityEngine.Touch
/** Returns the PenData for the pen event at the given index in the pen event queue.
* @returns Pen event details in the struct.
*/
public static GetPenEvent ($index: number) : UnityEngine.PenData
/** Returns the PenData for the last stored pen up or down event.
* @returns Pen event details in the struct.
*/
public static GetLastPenContactEvent () : UnityEngine.PenData
/** Clears the pen event queue.
*/
public static ResetPenEvents () : void
/** Clears the last stored pen event.
Calling this function may impact event handling for UIToolKit elements.
*/
public static ClearLastPenContactEvent () : void
/** Returns specific acceleration measurement which occurred during last frame. (Does not allocate temporary variables).
*/
public static GetAccelerationEvent ($index: number) : UnityEngine.AccelerationEvent
/** Returns true while the user holds down the key identified by the key KeyCode enum parameter.
*/
public static GetKey ($key: UnityEngine.KeyCode) : boolean
/** Returns true while the user holds down the key identified by name.
*/
public static GetKey ($name: string) : boolean
/** Returns true during the frame the user releases the key identified by the key KeyCode enum parameter.
*/
public static GetKeyUp ($key: UnityEngine.KeyCode) : boolean
/** Returns true during the frame the user releases the key identified by name.
*/
public static GetKeyUp ($name: string) : boolean
/** Returns true during the frame the user starts pressing down the key identified by the key KeyCode enum parameter.
*/
public static GetKeyDown ($key: UnityEngine.KeyCode) : boolean
/** Returns true during the frame the user starts pressing down the key identified by name.
*/
public static GetKeyDown ($name: string) : boolean
public constructor ()
}
/** Structure describing the status of a pen event.
*/
class PenData extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Structure describing acceleration status of the device.
*/
class AccelerationEvent extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard. If "Use Physical Keys" is enabled in, these map directly to a physical key on the keyboard. If "Use Physical Keys" is disabled these map to language dependent mapping, different for every platform and cannot be guaranteed to work. "Use Physical Keys" is enabled by default from 2022.1
*/
enum KeyCode
{ None = 0, Backspace = 8, Delete = 127, Tab = 9, Clear = 12, Return = 13, Pause = 19, Escape = 27, Space = 32, Keypad0 = 256, Keypad1 = 257, Keypad2 = 258, Keypad3 = 259, Keypad4 = 260, Keypad5 = 261, Keypad6 = 262, Keypad7 = 263, Keypad8 = 264, Keypad9 = 265, KeypadPeriod = 266, KeypadDivide = 267, KeypadMultiply = 268, KeypadMinus = 269, KeypadPlus = 270, KeypadEnter = 271, KeypadEquals = 272, UpArrow = 273, DownArrow = 274, RightArrow = 275, LeftArrow = 276, Insert = 277, Home = 278, End = 279, PageUp = 280, PageDown = 281, F1 = 282, F2 = 283, F3 = 284, F4 = 285, F5 = 286, F6 = 287, F7 = 288, F8 = 289, F9 = 290, F10 = 291, F11 = 292, F12 = 293, F13 = 294, F14 = 295, F15 = 296, Alpha0 = 48, Alpha1 = 49, Alpha2 = 50, Alpha3 = 51, Alpha4 = 52, Alpha5 = 53, Alpha6 = 54, Alpha7 = 55, Alpha8 = 56, Alpha9 = 57, Exclaim = 33, DoubleQuote = 34, Hash = 35, Dollar = 36, Percent = 37, Ampersand = 38, Quote = 39, LeftParen = 40, RightParen = 41, Asterisk = 42, Plus = 43, Comma = 44, Minus = 45, Period = 46, Slash = 47, Colon = 58, Semicolon = 59, Less = 60, Equals = 61, Greater = 62, Question = 63, At = 64, LeftBracket = 91, Backslash = 92, RightBracket = 93, Caret = 94, Underscore = 95, BackQuote = 96, A = 97, B = 98, C = 99, D = 100, E = 101, F = 102, G = 103, H = 104, I = 105, J = 106, K = 107, L = 108, M = 109, N = 110, O = 111, P = 112, Q = 113, R = 114, S = 115, T = 116, U = 117, V = 118, W = 119, X = 120, Y = 121, Z = 122, LeftCurlyBracket = 123, Pipe = 124, RightCurlyBracket = 125, Tilde = 126, Numlock = 300, CapsLock = 301, ScrollLock = 302, RightShift = 303, LeftShift = 304, RightControl = 305, LeftControl = 306, RightAlt = 307, LeftAlt = 308, LeftMeta = 310, LeftCommand = 310, LeftApple = 310, LeftWindows = 311, RightMeta = 309, RightCommand = 309, RightApple = 309, RightWindows = 312, AltGr = 313, Help = 315, Print = 316, SysReq = 317, Break = 318, Menu = 319, Mouse0 = 323, Mouse1 = 324, Mouse2 = 325, Mouse3 = 326, Mouse4 = 327, Mouse5 = 328, Mouse6 = 329, JoystickButton0 = 330, JoystickButton1 = 331, JoystickButton2 = 332, JoystickButton3 = 333, JoystickButton4 = 334, JoystickButton5 = 335, JoystickButton6 = 336, JoystickButton7 = 337, JoystickButton8 = 338, JoystickButton9 = 339, JoystickButton10 = 340, JoystickButton11 = 341, JoystickButton12 = 342, JoystickButton13 = 343, JoystickButton14 = 344, JoystickButton15 = 345, JoystickButton16 = 346, JoystickButton17 = 347, JoystickButton18 = 348, JoystickButton19 = 349, Joystick1Button0 = 350, Joystick1Button1 = 351, Joystick1Button2 = 352, Joystick1Button3 = 353, Joystick1Button4 = 354, Joystick1Button5 = 355, Joystick1Button6 = 356, Joystick1Button7 = 357, Joystick1Button8 = 358, Joystick1Button9 = 359, Joystick1Button10 = 360, Joystick1Button11 = 361, Joystick1Button12 = 362, Joystick1Button13 = 363, Joystick1Button14 = 364, Joystick1Button15 = 365, Joystick1Button16 = 366, Joystick1Button17 = 367, Joystick1Button18 = 368, Joystick1Button19 = 369, Joystick2Button0 = 370, Joystick2Button1 = 371, Joystick2Button2 = 372, Joystick2Button3 = 373, Joystick2Button4 = 374, Joystick2Button5 = 375, Joystick2Button6 = 376, Joystick2Button7 = 377, Joystick2Button8 = 378, Joystick2Button9 = 379, Joystick2Button10 = 380, Joystick2Button11 = 381, Joystick2Button12 = 382, Joystick2Button13 = 383, Joystick2Button14 = 384, Joystick2Button15 = 385, Joystick2Button16 = 386, Joystick2Button17 = 387, Joystick2Button18 = 388, Joystick2Button19 = 389, Joystick3Button0 = 390, Joystick3Button1 = 391, Joystick3Button2 = 392, Joystick3Button3 = 393, Joystick3Button4 = 394, Joystick3Button5 = 395, Joystick3Button6 = 396, Joystick3Button7 = 397, Joystick3Button8 = 398, Joystick3Button9 = 399, Joystick3Button10 = 400, Joystick3Button11 = 401, Joystick3Button12 = 402, Joystick3Button13 = 403, Joystick3Button14 = 404, Joystick3Button15 = 405, Joystick3Button16 = 406, Joystick3Button17 = 407, Joystick3Button18 = 408, Joystick3Button19 = 409, Joystick4Button0 = 410, Joystick4Button1 = 411, Joystick4Button2 = 412, Joystick4Button3 = 413, Joystick4Button4 = 414, Joystick4Button5 = 415, Joystick4Button6 = 416, Joystick4Button7 = 417, Joystick4Button8 = 418, Joystick4Button9 = 419, Joystick4Button10 = 420, Joystick4Button11 = 421, Joystick4Button12 = 422, Joystick4Button13 = 423, Joystick4Button14 = 424, Joystick4Button15 = 425, Joystick4Button16 = 426, Joystick4Button17 = 427, Joystick4Button18 = 428, Joystick4Button19 = 429, Joystick5Button0 = 430, Joystick5Button1 = 431, Joystick5Button2 = 432, Joystick5Button3 = 433, Joystick5Button4 = 434, Joystick5Button5 = 435, Joystick5Button6 = 436, Joystick5Button7 = 437, Joystick5Button8 = 438, Joystick5Button9 = 439, Joystick5Button10 = 440, Joystick5Button11 = 441, Joystick5Button12 = 442, Joystick5Button13 = 443, Joystick5Button14 = 444, Joystick5Button15 = 445, Joystick5Button16 = 446, Joystick5Button17 = 447, Joystick5Button18 = 448, Joystick5Button19 = 449, Joystick6Button0 = 450, Joystick6Button1 = 451, Joystick6Button2 = 452, Joystick6Button3 = 453, Joystick6Button4 = 454, Joystick6Button5 = 455, Joystick6Button6 = 456, Joystick6Button7 = 457, Joystick6Button8 = 458, Joystick6Button9 = 459, Joystick6Button10 = 460, Joystick6Button11 = 461, Joystick6Button12 = 462, Joystick6Button13 = 463, Joystick6Button14 = 464, Joystick6Button15 = 465, Joystick6Button16 = 466, Joystick6Button17 = 467, Joystick6Button18 = 468, Joystick6Button19 = 469, Joystick7Button0 = 470, Joystick7Button1 = 471, Joystick7Button2 = 472, Joystick7Button3 = 473, Joystick7Button4 = 474, Joystick7Button5 = 475, Joystick7Button6 = 476, Joystick7Button7 = 477, Joystick7Button8 = 478, Joystick7Button9 = 479, Joystick7Button10 = 480, Joystick7Button11 = 481, Joystick7Button12 = 482, Joystick7Button13 = 483, Joystick7Button14 = 484, Joystick7Button15 = 485, Joystick7Button16 = 486, Joystick7Button17 = 487, Joystick7Button18 = 488, Joystick7Button19 = 489, Joystick8Button0 = 490, Joystick8Button1 = 491, Joystick8Button2 = 492, Joystick8Button3 = 493, Joystick8Button4 = 494, Joystick8Button5 = 495, Joystick8Button6 = 496, Joystick8Button7 = 497, Joystick8Button8 = 498, Joystick8Button9 = 499, Joystick8Button10 = 500, Joystick8Button11 = 501, Joystick8Button12 = 502, Joystick8Button13 = 503, Joystick8Button14 = 504, Joystick8Button15 = 505, Joystick8Button16 = 506, Joystick8Button17 = 507, Joystick8Button18 = 508, Joystick8Button19 = 509 }
/** Controls IME input.
*/
enum IMECompositionMode
{ Auto = 0, On = 1, Off = 2 }
/** Describes physical orientation of the device as determined by the OS.
*/
enum DeviceOrientation
{ Unknown = 0, Portrait = 1, PortraitUpsideDown = 2, LandscapeLeft = 3, LandscapeRight = 4, FaceUp = 5, FaceDown = 6 }
/** Provides methods that allow an application to access the device's location.
*/
class LocationService extends System.Object
{
protected [__keep_incompatibility]: never;
}
/** Interface into compass functionality.
*/
class Compass extends System.Object
{
protected [__keep_incompatibility]: never;
}
/** Interface into the Gyroscope.
*/
class Gyroscope extends System.Object
{
protected [__keep_incompatibility]: never;
}
/** Specifies Layers to use in a Physics.Raycast.
*/
class LayerMask extends System.ValueType
{
protected [__keep_incompatibility]: never;
/** Converts a layer mask value to an integer value.
*/
public get value(): number;
public set value(value: number);
public static op_Implicit ($mask: UnityEngine.LayerMask) : number
public static op_Implicit ($intVal: number) : UnityEngine.LayerMask
/** Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the.
*/
public static LayerToName ($layer: number) : string
/** Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the.
*/
public static NameToLayer ($layerName: string) : number
/** Given a set of layer names as defined by either a Builtin or a User Layer in the, returns the equivalent layer mask for all of them.
* @param $layerNames List of layer names to convert to a layer mask.
* @returns The layer mask created from the layerNames.
*/
public static GetMask (...layerNames: string[]) : number
}
/** A collection of common math functions.
*/
class Mathf extends System.ValueType
{
protected [__keep_incompatibility]: never;
/** The well-known 3.14159265358979... value (Read Only).
*/
public static PI : number
/** A representation of positive infinity (Read Only).
*/
public static Infinity : number
/** A representation of negative infinity (Read Only).
*/
public static NegativeInfinity : number
/** Degrees-to-radians conversion constant (Read Only).
*/
public static Deg2Rad : number
/** Radians-to-degrees conversion constant (Read Only).
*/
public static Rad2Deg : number
/** A tiny floating point value (Read Only).
*/
public static Epsilon : number
/** Returns the closest power of two value.
*/
public static ClosestPowerOfTwo ($value: number) : number
/** Returns true if the value is power of two.
*/
public static IsPowerOfTwo ($value: number) : boolean
/** Returns the next power of two that is equal to, or greater than, the argument.
*/
public static NextPowerOfTwo ($value: number) : number
/** Converts the given value from gamma (sRGB) to linear color space.
*/
public static GammaToLinearSpace ($value: number) : number
/** Converts the given value from linear to gamma (sRGB) color space.
*/
public static LinearToGammaSpace ($value: number) : number
/** Convert a color temperature in Kelvin to RGB color.
* @param $kelvin Temperature in Kelvin. Range 1000 to 40000 Kelvin.
* @returns Correlated Color Temperature as floating point RGB color.
*/
public static CorrelatedColorTemperatureToRGB ($kelvin: number) : UnityEngine.Color
/** Encode a floating point value into a 16-bit representation.
* @param $val The floating point value to convert.
* @returns The converted half-precision float, stored in a 16-bit unsigned integer.
*/
public static FloatToHalf ($val: number) : number
/** Convert a half precision float to a 32-bit floating point value.
* @param $val The half precision value to convert.
* @returns The decoded 32-bit float.
*/
public static HalfToFloat ($val: number) : number
/** Generate 2D Perlin noise.
* @param $x X-coordinate of sample point.
* @param $y Y-coordinate of sample point.
* @returns Value between 0.0 and 1.0. (Return value might be slightly below 0.0 or beyond 1.0.)
*/
public static PerlinNoise ($x: number, $y: number) : number
/** Generates a 1D pseudo-random pattern of float values across a 2D plane.
* @param $x The X-coordinate of the given sample point.
* @returns A value in the range of 0.0 and 1.0. The value might be slightly higher or lower than this range.
*/
public static PerlinNoise1D ($x: number) : number
/** Returns the sine of angle f.
* @param $f The input angle, in radians.
* @returns The return value between -1 and +1.
*/
public static Sin ($f: number) : number
/** Returns the cosine of angle f.
* @param $f The input angle, in radians.
* @returns The return value between -1 and 1.
*/
public static Cos ($f: number) : number
/** Returns the tangent of angle f in radians.
*/
public static Tan ($f: number) : number
/** Returns the arc-sine of f - the angle in radians whose sine is f.
*/
public static Asin ($f: number) : number
/** Returns the arc-cosine of f - the angle in radians whose cosine is f.
*/
public static Acos ($f: number) : number
/** Returns the arc-tangent of f - the angle in radians whose tangent is f.
*/
public static Atan ($f: number) : number
/** Returns the angle in radians whose Tan is y/x.
*/
public static Atan2 ($y: number, $x: number) : number
/** Returns square root of f.
*/
public static Sqrt ($f: number) : number
/** Returns the absolute value of f.
*/
public static Abs ($f: number) : number
/** Returns the absolute value of value.
*/
public static Abs ($value: number) : number
/** Returns the smallest of two or more values.
*/
public static Min ($a: number, $b: number) : number
/** Returns the smallest of two or more values.
*/
public static Min (...values: number[]) : number
/** Returns largest of two or more values.
*/
public static Max ($a: number, $b: number) : number
/** Returns largest of two or more values.
*/
public static Max (...values: number[]) : number
/** Returns f raised to power p.
*/
public static Pow ($f: number, $p: number) : number
/** Returns e raised to the specified power.
*/
public static Exp ($power: number) : number
/** Returns the logarithm of a specified number in a specified base.
*/
public static Log ($f: number, $p: number) : number
/** Returns the natural (base e) logarithm of a specified number.
*/
public static Log ($f: number) : number
/** Returns the base 10 logarithm of a specified number.
*/
public static Log10 ($f: number) : number
/** Returns the smallest integer greater to or equal to f.
*/
public static Ceil ($f: number) : number
/** Returns the largest integer smaller than or equal to f.
*/
public static Floor ($f: number) : number
/** Returns f rounded to the nearest integer.
*/
public static Round ($f: number) : number
/** Returns the smallest integer greater to or equal to f.
*/
public static CeilToInt ($f: number) : number
/** Returns the largest integer smaller to or equal to f.
*/
public static FloorToInt ($f: number) : number
/** Returns f rounded to the nearest integer.
*/
public static RoundToInt ($f: number) : number
/** Returns the sign of f.
*/
public static Sign ($f: number) : number
/** Clamps the given value between the given minimum float and maximum float values. Returns the given value if it is within the minimum and maximum range.
* @param $value The floating point value to restrict inside the range defined by the minimum and maximum values.
* @param $min The minimum floating point value to compare against.
* @param $max The maximum floating point value to compare against.
* @returns The float result between the minimum and maximum values.
*/
public static Clamp ($value: number, $min: number, $max: number) : number
/** Clamps value between 0 and 1 and returns value.
*/
public static Clamp01 ($value: number) : number
/** Linearly interpolates between a and b by t.
* @param $a The start value.
* @param $b The end value.
* @param $t The interpolation value between the two floats.
* @returns The interpolated float result between the two float values.
*/
public static Lerp ($a: number, $b: number, $t: number) : number
/** Linearly interpolates between a and b by t with no limit to t.
* @param $a The start value.
* @param $b The end value.
* @param $t The interpolation between the two floats.
* @returns The float value as a result from the linear interpolation.
*/
public static LerpUnclamped ($a: number, $b: number, $t: number) : number
/** Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
* @param $a The start angle. A float expressed in degrees.
* @param $b The end angle. A float expressed in degrees.
* @param $t The interpolation value between the start and end angles. This value is clamped to the range [0, 1].
* @returns Returns the interpolated float result between angle a and angle b, based on the interpolation value t.
*/
public static LerpAngle ($a: number, $b: number, $t: number) : number
/** Moves a value current towards target.
* @param $current The current value.
* @param $target The value to move towards.
* @param $maxDelta The maximum change that should be applied to the value.
*/
public static MoveTowards ($current: number, $target: number, $maxDelta: number) : number
/** Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
*/
public static MoveTowardsAngle ($current: number, $target: number, $maxDelta: number) : number
/** Interpolates between min and max with smoothing at the limits.
*/
public static SmoothStep ($from: number, $to: number, $t: number) : number
public static Gamma ($value: number, $absmax: number, $gamma: number) : number
/** Compares two floating point values and returns true if they are similar.
*/
public static Approximately ($a: number, $b: number) : boolean
/** Gradually changes a value towards a desired goal over time.
* @param $current The current position.
* @param $target The position we are trying to reach.
* @param $currentVelocity The current velocity, this value is modified by the function every time you call it.
* @param $smoothTime Approximately the time it will take to reach the target. A smaller value will reach the target faster.
* @param $maxSpeed Optionally allows you to clamp the maximum speed.
* @param $deltaTime The time since the last call to this function. By default Time.deltaTime.
*/
public static SmoothDamp ($current: number, $target: number, $currentVelocity: $Ref<number>, $smoothTime: number, $maxSpeed: number) : number
/** Gradually changes a value towards a desired goal over time.
* @param $current The current position.
* @param $target The position we are trying to reach.
* @param $currentVelocity The current velocity, this value is modified by the function every time you call it.
* @param $smoothTime Approximately the time it will take to reach the target. A smaller value will reach the target faster.
* @param $maxSpeed Optionally allows you to clamp the maximum speed.
* @param $deltaTime The time since the last call to this function. By default Time.deltaTime.
*/
public static SmoothDamp ($current: number, $target: number, $currentVelocity: $Ref<number>, $smoothTime: number) : number
/** Gradually changes a value towards a desired goal over time.
* @param $current The current position.
* @param $target The position we are trying to reach.
* @param $currentVelocity The current velocity, this value is modified by the function every time you call it.
* @param $smoothTime Approximately the time it will take to reach the target. A smaller value will reach the target faster.
* @param $maxSpeed Optionally allows you to clamp the maximum speed.
* @param $deltaTime The time since the last call to this function. By default Time.deltaTime.
*/
public static SmoothDamp ($current: number, $target: number, $currentVelocity: $Ref<number>, $smoothTime: number, $maxSpeed: number, $deltaTime: number) : number
/** Gradually changes an angle given in degrees towards a desired goal angle over time.
* @param $current The current position.
* @param $target The position we are trying to reach.
* @param $currentVelocity The current velocity, this value is modified by the function every time you call it.
* @param $smoothTime Approximately the time it will take to reach the target. A smaller value will reach the target faster.
* @param $maxSpeed Optionally allows you to clamp the maximum speed.
* @param $deltaTime The time since the last call to this function. By default Time.deltaTime.
*/
public static SmoothDampAngle ($current: number, $target: number, $currentVelocity: $Ref<number>, $smoothTime: number, $maxSpeed: number) : number
/** Gradually changes an angle given in degrees towards a desired goal angle over time.
* @param $current The current position.
* @param $target The position we are trying to reach.
* @param $currentVelocity The current velocity, this value is modified by the function every time you call it.
* @param $smoothTime Approximately the time it will take to reach the target. A smaller value will reach the target faster.
* @param $maxSpeed Optionally allows you to clamp the maximum speed.
* @param $deltaTime The time since the last call to this function. By default Time.deltaTime.
*/
public static SmoothDampAngle ($current: number, $target: number, $currentVelocity: $Ref<number>, $smoothTime: number) : number
/** Gradually changes an angle given in degrees towards a desired goal angle over time.
* @param $current The current position.
* @param $target The position we are trying to reach.
* @param $currentVelocity The current velocity, this value is modified by the function every time you call it.
* @param $smoothTime Approximately the time it will take to reach the target. A smaller value will reach the target faster.
* @param $maxSpeed Optionally allows you to clamp the maximum speed.
* @param $deltaTime The time since the last call to this function. By default Time.deltaTime.
*/
public static SmoothDampAngle ($current: number, $target: number, $currentVelocity: $Ref<number>, $smoothTime: number, $maxSpeed: number, $deltaTime: number) : number
/** Loops the value t, so that it is never larger than length and never smaller than 0.
*/
public static Repeat ($t: number, $length: number) : number
/** PingPong returns a value that will increment and decrement between the value 0 and length.
*/
public static PingPong ($t: number, $length: number) : number
/** Determines where a value lies between two points.
* @param $a The start of the range.
* @param $b The end of the range.
* @param $value The point within the range you want to calculate.
* @returns A value between zero and one, representing where the "value" parameter falls within the range defined by a and b.
*/
public static InverseLerp ($a: number, $b: number, $value: number) : number
/** Calculates the shortest difference between two given angles given in degrees.
*/
public static DeltaAngle ($current: number, $target: number) : number
}
/** MonoBehaviour is a base class that many Unity scripts derive from.
*/
class MonoBehaviour extends UnityEngine.Behaviour
{
protected [__keep_incompatibility]: never;
/** Cancellation token raised when the MonoBehaviour is destroyed (Read Only).
*/
public get destroyCancellationToken(): System.Threading.CancellationToken;
/** Disabling this lets you skip the GUI layout phase.
*/
public get useGUILayout(): boolean;
public set useGUILayout(value: boolean);
/** Allow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor).
*/
public get runInEditMode(): boolean;
public set runInEditMode(value: boolean);
/** Is any invoke pending on this MonoBehaviour?
*/
public IsInvoking () : boolean
/** Cancels all Invoke calls on this MonoBehaviour.
*/
public CancelInvoke () : void
/** Invokes the method methodName in time seconds.
*/
public Invoke ($methodName: string, $time: number) : void
/** Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds.
* @param $methodName The name of a method to invoke.
* @param $time Start invoking after n seconds.
* @param $repeatRate Repeat every n seconds.
*/
public InvokeRepeating ($methodName: string, $time: number, $repeatRate: number) : void
/** Cancels all Invoke calls with name methodName on this behaviour.
*/
public CancelInvoke ($methodName: string) : void
/** Is any invoke on methodName pending?
*/
public IsInvoking ($methodName: string) : boolean
/** Starts a coroutine named methodName.
*/
public StartCoroutine ($methodName: string) : UnityEngine.Coroutine
/** Starts a coroutine named methodName.
*/
public StartCoroutine ($methodName: string, $value: any) : UnityEngine.Coroutine
/** Starts a Coroutine.
*/
public StartCoroutine ($routine: System.Collections.IEnumerator) : UnityEngine.Coroutine
/** Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.
* @param $methodName Name of coroutine.
* @param $routine Name of the function in code, including coroutines.
*/
public StopCoroutine ($routine: System.Collections.IEnumerator) : void
/** Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.
* @param $methodName Name of coroutine.
* @param $routine Name of the function in code, including coroutines.
*/
public StopCoroutine ($routine: UnityEngine.Coroutine) : void
/** Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.
* @param $methodName Name of coroutine.
* @param $routine Name of the function in code, including coroutines.
*/
public StopCoroutine ($methodName: string) : void
/** Stops all coroutines running on this behaviour.
*/
public StopAllCoroutines () : void
/** Logs message to the Unity Console (identical to Debug.Log).
*/
public static print ($message: any) : void
public constructor ()
}
/** MonoBehaviour.StartCoroutine returns a Coroutine. Instances of this class are only used to reference these coroutines, and do not hold any exposed properties or functions.
*/
class Coroutine extends UnityEngine.YieldInstruction
{
protected [__keep_incompatibility]: never;
}
/** PlayerPrefs is a class that stores Player preferences between game sessions. It can store string, float and integer values into the users platform registry.
*/
class PlayerPrefs extends System.Object
{
protected [__keep_incompatibility]: never;
/** Sets a single integer value for the preference identified by the given key. You can use PlayerPrefs.GetInt to retrieve this value.
*/
public static SetInt ($key: string, $value: number) : void
/** Returns the value corresponding to key in the preference file if it exists.
*/
public static GetInt ($key: string, $defaultValue: number) : number
/** Returns the value corresponding to key in the preference file if it exists.
*/
public static GetInt ($key: string) : number
/** Sets the float value of the preference identified by the given key. You can use PlayerPrefs.GetFloat to retrieve this value.
*/
public static SetFloat ($key: string, $value: number) : void
/** Returns the value corresponding to key in the preference file if it exists.
*/
public static GetFloat ($key: string, $defaultValue: number) : number
/** Returns the value corresponding to key in the preference file if it exists.
*/
public static GetFloat ($key: string) : number
/** Sets a single string value for the preference identified by the given key. You can use PlayerPrefs.GetString to retrieve this value.
*/
public static SetString ($key: string, $value: string) : void
/** Returns the value corresponding to key in the preference file if it exists.
*/
public static GetString ($key: string, $defaultValue: string) : string
/** Returns the value corresponding to key in the preference file if it exists.
*/
public static GetString ($key: string) : string
/** Returns true if the given key exists in PlayerPrefs, otherwise returns false.
*/
public static HasKey ($key: string) : boolean
/** Removes the given key from the PlayerPrefs. If the key does not exist, DeleteKey has no impact.
*/
public static DeleteKey ($key: string) : void
/** Removes all keys and values from the preferences. Use with caution.
*/
public static DeleteAll () : void
/** Saves all modified preferences.
*/
public static Save () : void
public constructor ()
}
/** Easily generate random data for games.
*/
class Random extends System.Object
{
protected [__keep_incompatibility]: never;
/** Gets or sets the full internal state of the random number generator.
*/
public static get state(): UnityEngine.Random.State;
public static set state(value: UnityEngine.Random.State);
/** Returns a random float within [0.0..1.0] (range is inclusive) (Read Only).
*/
public static get value(): number;
/** Returns a random point inside or on a sphere with radius 1.0 (Read Only).
*/
public static get insideUnitSphere(): UnityEngine.Vector3;
/** Returns a random point inside or on a circle with radius 1.0 (Read Only).
*/
public static get insideUnitCircle(): UnityEngine.Vector2;
/** Returns a random point on the surface of a sphere with radius 1.0 (Read Only).
*/
public static get onUnitSphere(): UnityEngine.Vector3;
/** Returns a random rotation (Read Only).
*/
public static get rotation(): UnityEngine.Quaternion;
/** Returns a random rotation with uniform distribution (Read Only).
*/
public static get rotationUniform(): UnityEngine.Quaternion;
/** Initializes the random number generator state with a seed.
* @param $seed Seed used to initialize the random number generator.
*/
public static InitState ($seed: number) : void
/** Returns a random float within [minInclusive..maxInclusive] (range is inclusive).
*/
public static Range ($minInclusive: number, $maxInclusive: number) : number
/** Return a random int within [minInclusive..maxExclusive) (Read Only).
*/
public static Range ($minInclusive: number, $maxExclusive: number) : number
/** Generates a random color from HSV and alpha ranges.
* @param $hueMin Minimum hue [0..1].
* @param $hueMax Maximum hue [0..1].
* @param $saturationMin Minimum saturation [0..1].
* @param $saturationMax Maximum saturation [0..1].
* @param $valueMin Minimum value [0..1].
* @param $valueMax Maximum value [0..1].
* @param $alphaMin Minimum alpha [0..1].
* @param $alphaMax Maximum alpha [0..1].
* @returns A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value.
*/
public static ColorHSV () : UnityEngine.Color
/** Generates a random color from HSV and alpha ranges.
* @param $hueMin Minimum hue [0..1].
* @param $hueMax Maximum hue [0..1].
* @param $saturationMin Minimum saturation [0..1].
* @param $saturationMax Maximum saturation [0..1].
* @param $valueMin Minimum value [0..1].
* @param $valueMax Maximum value [0..1].
* @param $alphaMin Minimum alpha [0..1].
* @param $alphaMax Maximum alpha [0..1].
* @returns A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value.
*/
public static ColorHSV ($hueMin: number, $hueMax: number) : UnityEngine.Color
/** Generates a random color from HSV and alpha ranges.
* @param $hueMin Minimum hue [0..1].
* @param $hueMax Maximum hue [0..1].
* @param $saturationMin Minimum saturation [0..1].
* @param $saturationMax Maximum saturation [0..1].
* @param $valueMin Minimum value [0..1].
* @param $valueMax Maximum value [0..1].
* @param $alphaMin Minimum alpha [0..1].
* @param $alphaMax Maximum alpha [0..1].
* @returns A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value.
*/
public static ColorHSV ($hueMin: number, $hueMax: number, $saturationMin: number, $saturationMax: number) : UnityEngine.Color
/** Generates a random color from HSV and alpha ranges.
* @param $hueMin Minimum hue [0..1].
* @param $hueMax Maximum hue [0..1].
* @param $saturationMin Minimum saturation [0..1].
* @param $saturationMax Maximum saturation [0..1].
* @param $valueMin Minimum value [0..1].
* @param $valueMax Maximum value [0..1].
* @param $alphaMin Minimum alpha [0..1].
* @param $alphaMax Maximum alpha [0..1].
* @returns A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value.
*/
public static ColorHSV ($hueMin: number, $hueMax: number, $saturationMin: number, $saturationMax: number, $valueMin: number, $valueMax: number) : UnityEngine.Color
/** Generates a random color from HSV and alpha ranges.
* @param $hueMin Minimum hue [0..1].
* @param $hueMax Maximum hue [0..1].
* @param $saturationMin Minimum saturation [0..1].
* @param $saturationMax Maximum saturation [0..1].
* @param $valueMin Minimum value [0..1].
* @param $valueMax Maximum value [0..1].
* @param $alphaMin Minimum alpha [0..1].
* @param $alphaMax Maximum alpha [0..1].
* @returns A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value.
*/
public static ColorHSV ($hueMin: number, $hueMax: number, $saturationMin: number, $saturationMax: number, $valueMin: number, $valueMax: number, $alphaMin: number, $alphaMax: number) : UnityEngine.Color
}
/** The Resources class allows you to find and access Objects including assets.
*/
class Resources extends System.Object
{
protected [__keep_incompatibility]: never;
/** Returns a list of all objects of Type type.
*/
public static FindObjectsOfTypeAll ($type: System.Type) : System.Array$1<UnityEngine.Object>
/** Loads an asset stored at path in a Resources folder using an optional systemTypeInstance filter.
* @param $path Path to the target resource to load.
* @param $systemTypeInstance Type filter for objects returned.
* @returns The requested asset returned as an Object.
*/
public static Load ($path: string) : UnityEngine.Object
/** Loads an asset stored at path in a Resources folder using an optional systemTypeInstance filter.
* @param $path Path to the target resource to load.
* @param $systemTypeInstance Type filter for objects returned.
* @returns The requested asset returned as an Object.
*/
public static Load ($path: string, $systemTypeInstance: System.Type) : UnityEngine.Object
/** Asynchronously loads an asset stored at path in a Resources folder.
* @param $path Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.
*/
public static LoadAsync ($path: string) : UnityEngine.ResourceRequest
/** Asynchronously loads an asset stored at path in a Resources folder.
* @param $path Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.
* @param $systemTypeInstance Type filter for objects returned.
*/
public static LoadAsync ($path: string, $type: System.Type) : UnityEngine.ResourceRequest
/** Loads all assets in a folder or file at path in a Resources folder.
* @param $path Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.
* @param $systemTypeInstance Type filter for objects returned.
*/
public static LoadAll ($path: string, $systemTypeInstance: System.Type) : System.Array$1<UnityEngine.Object>
/** Loads all assets in a folder or file at path in a Resources folder.
* @param $path Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.
*/
public static LoadAll ($path: string) : System.Array$1<UnityEngine.Object>
public static GetBuiltinResource ($type: System.Type, $path: string) : UnityEngine.Object
/** Unloads assetToUnload from memory.
*/
public static UnloadAsset ($assetToUnload: UnityEngine.Object) : void
/** Unloads assets that are not used.
* @returns Object on which you can yield to wait until the operation completes.
*/
public static UnloadUnusedAssets () : UnityEngine.AsyncOperation
/** Translates an instance ID to an object reference.
* @param $instanceID Instance ID of an Object.
* @returns Resolved reference or null if the instance ID didn't match anything.
*/
public static InstanceIDToObject ($instanceID: number) : UnityEngine.Object
public static InstanceIDToObjectList ($instanceIDs: Unity.Collections.NativeArray$1<number>, $objects: System.Collections.Generic.List$1<UnityEngine.Object>) : void
/** Returns true if the given instance ID corresponds to a valid Object in memory. The Object could have been deleted or not loaded into memory yet.
* @param $instanceID ID of an Object.
*/
public static InstanceIDIsValid ($instanceId: number) : boolean
public static InstanceIDsToValidArray ($instanceIDs: Unity.Collections.NativeArray$1<number>, $validArray: Unity.Collections.NativeArray$1<boolean>) : void
public constructor ()
}
/** Access system and hardware information.
*/
class SystemInfo extends System.Object
{
protected [__keep_incompatibility]: never;
/** Value returned by SystemInfo string properties which are not supported on the current platform.
*/
public static unsupportedIdentifier : string
/** The current battery level (Read Only).
*/
public static get batteryLevel(): number;
/** Returns the current status of the device's battery (Read Only).
*/
public static get batteryStatus(): UnityEngine.BatteryStatus;
/** Operating system name with version (Read Only).
*/
public static get operatingSystem(): string;
/** Returns the operating system family the game is running on (Read Only).
*/
public static get operatingSystemFamily(): UnityEngine.OperatingSystemFamily;
/** Processor name (Read Only).
*/
public static get processorType(): string;
/** Processor frequency in MHz (Read Only).
*/
public static get processorFrequency(): number;
/** Number of processors present (Read Only).
*/
public static get processorCount(): number;
/** Amount of system memory present (Read Only).
*/
public static get systemMemorySize(): number;
/** A unique device identifier. It's guaranteed to be unique for every device (Read Only).
*/
public static get deviceUniqueIdentifier(): string;
/** The user defined name of the device (Read Only).
*/
public static get deviceName(): string;
/** The model of the device (Read Only).
*/
public static get deviceModel(): string;
/** Is an accelerometer available on the device?
*/
public static get supportsAccelerometer(): boolean;
/** Is a gyroscope available on the device?
*/
public static get supportsGyroscope(): boolean;
/** Is the device capable of reporting its location?
*/
public static get supportsLocationService(): boolean;
/** Is the device capable of providing the user haptic feedback by vibration?
*/
public static get supportsVibration(): boolean;
/** Is there an Audio device available for playback? (Read Only)
*/
public static get supportsAudio(): boolean;
/** Returns the kind of device the application is running on (Read Only).
*/
public static get deviceType(): UnityEngine.DeviceType;
/** Amount of video memory present (Read Only).
*/
public static get graphicsMemorySize(): number;
/** The name of the graphics device (Read Only).
*/
public static get graphicsDeviceName(): string;
/** The vendor of the graphics device (Read Only).
*/
public static get graphicsDeviceVendor(): string;
/** The identifier code of the graphics device (Read Only).
*/
public static get graphicsDeviceID(): number;
/** The identifier code of the graphics device vendor (Read Only).
*/
public static get graphicsDeviceVendorID(): number;
/** The graphics API type used by the graphics device (Read Only).
*/
public static get graphicsDeviceType(): UnityEngine.Rendering.GraphicsDeviceType;
/** Returns true if the texture UV coordinate convention for this platform has Y starting at the top of the image.
*/
public static get graphicsUVStartsAtTop(): boolean;
/** The graphics API type and driver version used by the graphics device (Read Only).
*/
public static get graphicsDeviceVersion(): string;
/** Graphics device shader capability level (Read Only).
*/
public static get graphicsShaderLevel(): number;
/** Is graphics device using multi-threaded rendering (Read Only)?
*/
public static get graphicsMultiThreaded(): boolean;
/** Application's actual rendering threading mode (Read Only).
*/
public static get renderingThreadingMode(): UnityEngine.Rendering.RenderingThreadingMode;
/** The foveated rendering technique supported on this platform.
*/
public static get foveatedRenderingCaps(): UnityEngine.Rendering.FoveatedRenderingCaps;
/** True if the GPU supports hidden surface removal.
*/
public static get hasHiddenSurfaceRemovalOnGPU(): boolean;
/** Returns true when the GPU has native support for indexing uniform arrays in fragment shaders without restrictions.
*/
public static get hasDynamicUniformArrayIndexingInFragmentShaders(): boolean;
/** Are built-in shadows supported? (Read Only)
*/
public static get supportsShadows(): boolean;
/** Is sampling raw depth from shadowmaps supported? (Read Only)
*/
public static get supportsRawShadowDepthSampling(): boolean;
/** Whether motion vectors are supported on this platform.
*/
public static get supportsMotionVectors(): boolean;
/** Are 3D (volume) textures supported? (Read Only)
*/
public static get supports3DTextures(): boolean;
/** Are compressed formats for 3D (volume) textures supported? (Read Only).
*/
public static get supportsCompressed3DTextures(): boolean;
/** Are 2D Array textures supported? (Read Only)
*/
public static get supports2DArrayTextures(): boolean;
/** Are 3D (volume) RenderTextures supported? (Read Only)
*/
public static get supports3DRenderTextures(): boolean;
/** Are Cubemap Array textures supported? (Read Only)
*/
public static get supportsCubemapArrayTextures(): boolean;
/** Support for various Graphics.CopyTexture cases (Read Only).
*/
public static get copyTextureSupport(): UnityEngine.Rendering.CopyTextureSupport;
/** Are compute shaders supported? (Read Only)
*/
public static get supportsComputeShaders(): boolean;
/** Are geometry shaders supported? (Read Only)
*/
public static get supportsGeometryShaders(): boolean;
/** Are tessellation shaders supported? (Read Only)
*/
public static get supportsTessellationShaders(): boolean;
/** Boolean that indicates if SV_RenderTargetArrayIndex can be used in a vertex shader (true if it can be used, false if not).
*/
public static get supportsRenderTargetArrayIndexFromVertexShader(): boolean;
/** Is GPU draw call instancing supported? (Read Only)
*/
public static get supportsInstancing(): boolean;
/** Does the hardware support quad topology? (Read Only)
*/
public static get supportsHardwareQuadTopology(): boolean;
/** Are 32-bit index buffers supported? (Read Only)
*/
public static get supports32bitsIndexBuffer(): boolean;
/** Are sparse textures supported? (Read Only)
*/
public static get supportsSparseTextures(): boolean;
/** How many simultaneous render targets (MRTs) are supported? (Read Only)
*/
public static get supportedRenderTargetCount(): number;
/** Returns true when the platform supports different blend modes when rendering to multiple render targets, or false otherwise.
*/
public static get supportsSeparatedRenderTargetsBlend(): boolean;
/** The maximum number of random write targets (UAV) that Unity supports simultaneously. (Read Only)
*/
public static get supportedRandomWriteTargetCount(): number;
/** Are multisampled textures supported? (Read Only)
*/
public static get supportsMultisampledTextures(): number;
/** Boolean that indicates whether multisampled texture arrays are supported (true if supported, false if not supported).
*/
public static get supportsMultisampled2DArrayTextures(): boolean;
/** Returns true if multisampled textures are resolved automatically
*/
public static get supportsMultisampleAutoResolve(): boolean;
/** Returns true if the 'Mirror Once' texture wrap mode is supported. (Read Only)
*/
public static get supportsTextureWrapMirrorOnce(): number;
/** This property is true if the current platform uses a reversed depth buffer (where values range from 1 at the near plane and 0 at far plane), and false if the depth buffer is normal (0 is near, 1 is far). (Read Only)
*/
public static get usesReversedZBuffer(): boolean;
/** What NPOT (non-power of two size) texture support does the GPU provide? (Read Only)
*/
public static get npotSupport(): UnityEngine.NPOTSupport;
/** Maximum texture size in pixels (Read Only).
*/
public static get maxTextureSize(): number;
/** Maximum 3D texture size in pixels (Read Only).
*/
public static get maxTexture3DSize(): number;
/** Maximum number of slices in a Texture array (Read Only).
*/
public static get maxTextureArraySlices(): number;
/** Maximum cubemap texture size in pixels (Read Only).
*/
public static get maxCubemapSize(): number;
/** Determines how many compute buffers Unity supports simultaneously in a vertex shader for reading. (Read Only)
*/
public static get maxComputeBufferInputsVertex(): number;
/** Determines how many compute buffers Unity supports simultaneously in a fragment shader for reading. (Read Only)
*/
public static get maxComputeBufferInputsFragment(): number;
/** Determines how many compute buffers Unity supports simultaneously in a geometry shader for reading. (Read Only)
*/
public static get maxComputeBufferInputsGeometry(): number;
/** Determines how many compute buffers Unity supports simultaneously in a domain shader for reading. (Read Only)
*/
public static get maxComputeBufferInputsDomain(): number;
/** Determines how many compute buffers Unity supports simultaneously in a hull shader for reading. (Read Only)
*/
public static get maxComputeBufferInputsHull(): number;
/** Determines how many compute buffers Unity supports simultaneously in a compute shader for reading. (Read Only)
*/
public static get maxComputeBufferInputsCompute(): number;
/** The largest total number of invocations in a single local work group that can be dispatched to a compute shader (Read Only).
*/
public static get maxComputeWorkGroupSize(): number;
/** The maximum number of work groups that a compute shader can use in X dimension (Read Only).
*/
public static get maxComputeWorkGroupSizeX(): number;
/** The maximum number of work groups that a compute shader can use in Y dimension (Read Only).
*/
public static get maxComputeWorkGroupSizeY(): number;
/** The maximum number of work groups that a compute shader can use in Z dimension (Read Only).
*/
public static get maxComputeWorkGroupSizeZ(): number;
/** Size of the compute thread group that supports efficient memory sharing on the GPU (Read Only).
*/
public static get computeSubGroupSize(): number;
/** Returns true when the platform supports asynchronous compute queues and false if otherwise.
*/
public static get supportsAsyncCompute(): boolean;
/** Specifies whether the current platform supports the GPU Recorder or not. (Read Only).
*/
public static get supportsGpuRecorder(): boolean;
/** true if the platform supports GraphicsFences, otherwise false.
*/
public static get supportsGraphicsFence(): boolean;
/** Returns true if asynchronous readback of GPU data is available for this device and false otherwise.
*/
public static get supportsAsyncGPUReadback(): boolean;
/** Checks if ray tracing is supported by the current configuration.
*/
public static get supportsRayTracing(): boolean;
/** Does the current renderer support binding constant buffers directly? (Read Only)
*/
public static get supportsSetConstantBuffer(): boolean;
/** Minimum buffer offset (in bytes) when binding a constant buffer using Shader.SetConstantBuffer or Material.SetConstantBuffer.
*/
public static get constantBufferOffsetAlignment(): number;
/** The maximum size of a constant buffer binding (Read Only).
*/
public static get maxConstantBufferSize(): number;
/** The maximum size of a graphics buffer (GraphicsBuffer, ComputeBuffer, vertex/index buffer, etc.) in bytes (Read Only).
*/
public static get maxGraphicsBufferSize(): bigint;
/** Returns true if the GPU supports partial mipmap chains (Read Only).
*/
public static get hasMipMaxLevel(): boolean;
/** Is streaming of texture mip maps supported? (Read Only)
*/
public static get supportsMipStreaming(): boolean;
/** True if the Graphics API takes RenderBufferLoadAction and RenderBufferStoreAction into account, false if otherwise.
*/
public static get usesLoadStoreActions(): boolean;
/** Returns a bitwise combination of HDRDisplaySupportFlags describing the support for HDR displays on the system.
*/
public static get hdrDisplaySupportFlags(): UnityEngine.HDRDisplaySupportFlags;
/** Is conservative rasterization supported? (Read Only)
*/
public static get supportsConservativeRaster(): boolean;
/** Boolean that indicates whether Multiview is supported (true if supported, false if not supported). (Read Only)
*/
public static get supportsMultiview(): boolean;
/** This property is true if the graphics API of the target build platform takes RenderBufferStoreAction.StoreAndResolve into account, false if otherwise.
*/
public static get supportsStoreAndResolveAction(): boolean;
/** Returns true if the platform supports multisample resolve of depth textures.
*/
public static get supportsMultisampleResolveDepth(): boolean;
/** Returns true if the platform supports multisample resolve of stencil textures. Otherwise, returns false.
*/
public static get supportsMultisampleResolveStencil(): boolean;
/** Returns true if the graphics system supports GPU draw calls with indirect argument buffers. (Read Only)
*/
public static get supportsIndirectArgumentsBuffer(): boolean;
/** Is render texture format supported?
* @param $format The format to look up.
* @returns True if the format is supported.
*/
public static SupportsRenderTextureFormat ($format: UnityEngine.RenderTextureFormat) : boolean
/** Is blending supported on render texture format?
* @param $format The format to look up.
* @returns True if blending is supported on the given format.
*/
public static SupportsBlendingOnRenderTextureFormat ($format: UnityEngine.RenderTextureFormat) : boolean
/** Tests if a RenderTextureFormat can be used with RenderTexture.enableRandomWrite.
* @param $format The format to look up.
* @returns True if the format can be used for random access writes.
*/
public static SupportsRandomWriteOnRenderTextureFormat ($format: UnityEngine.RenderTextureFormat) : boolean
/** Is texture format supported on this device?
* @param $format The TextureFormat format to look up.
* @returns True if the format is supported.
*/
public static SupportsTextureFormat ($format: UnityEngine.TextureFormat) : boolean
/** Indicates whether the given combination of a vertex attribute format and dimension is supported on this device.
* @param $format The VertexAttributeFormat format to look up.
* @param $dimension The dimension of vertex data to check for.
* @returns True if the format with the given dimension is supported.
*/
public static SupportsVertexAttributeFormat ($format: UnityEngine.Rendering.VertexAttributeFormat, $dimension: number) : boolean
public static IsFormatSupported ($format: UnityEngine.Experimental.Rendering.GraphicsFormat, $usage: UnityEngine.Experimental.Rendering.FormatUsage) : boolean
public static GetCompatibleFormat ($format: UnityEngine.Experimental.Rendering.GraphicsFormat, $usage: UnityEngine.Experimental.Rendering.FormatUsage) : UnityEngine.Experimental.Rendering.GraphicsFormat
/** Returns the platform-specific GraphicsFormat that is associated with the DefaultFormat.
* @param $format The DefaultFormat format to look up.
*/
public static GetGraphicsFormat ($format: UnityEngine.Experimental.Rendering.DefaultFormat) : UnityEngine.Experimental.Rendering.GraphicsFormat
/** Checks if the target platform supports the MSAA samples count in the RenderTextureDescriptor argument.
* @param $desc The RenderTextureDescriptor to check.
* @returns If the target platform supports the given MSAA samples count of RenderTextureDescriptor, returns the given MSAA samples count. Otherwise returns a lower fallback MSAA samples count value that the target platform supports.
*/
public static GetRenderTextureSupportedMSAASampleCount ($desc: UnityEngine.RenderTextureDescriptor) : number
public constructor ()
}
/** Enumeration for SystemInfo.batteryStatus which represents the current status of the device's battery.
*/
enum BatteryStatus
{ Unknown = 0, Charging = 1, Discharging = 2, NotCharging = 3, Full = 4 }
/** Enumeration for SystemInfo.operatingSystemFamily.
*/
enum OperatingSystemFamily
{ Other = 0, MacOSX = 1, Windows = 2, Linux = 3 }
/** Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices.
*/
enum DeviceType
{ Unknown = 0, Handheld = 1, Console = 2, Desktop = 3 }
/** NPOT Texture2D|textures support.
*/
enum NPOTSupport
{ None = 0, Restricted = 1, Full = 2 }
/** A set of flags that describe the level of HDR display support available on the system.
*/
enum HDRDisplaySupportFlags
{ None = 0, Supported = 1, RuntimeSwitchable = 2, AutomaticTonemapping = 4 }
/** Represents a raw text or binary file asset.
*/
class TextAsset extends UnityEngine.Object
{
protected [__keep_incompatibility]: never;
/** The raw bytes of the text asset. (Read Only)
*/
public get bytes(): System.Array$1<number>;
/** The text contents of the file as a string. (Read Only)
*/
public get text(): string;
/** The size of the text asset data in bytes. (Read Only)
*/
public get dataSize(): bigint;
public constructor ()
public constructor ($text: string)
}
/** Class for handling 3D Textures, Use this to create.
*/
class Texture3D extends UnityEngine.Texture
{
protected [__keep_incompatibility]: never;
/** The depth of the texture (Read Only).
*/
public get depth(): number;
/** The format of the pixel data in the texture (Read Only).
*/
public get format(): UnityEngine.TextureFormat;
public get isReadable(): boolean;
/** Updates Unity texture to use different native texture object.
* @param $nativeTex Native 3D texture object.
*/
public UpdateExternalTexture ($nativeTex: System.IntPtr) : void
/** Gets the pixel color data for a mipmap level as Color structs.
* @param $miplevel The mipmap level to get. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns An array that contains the pixel colors.
*/
public GetPixels ($miplevel: number) : System.Array$1<UnityEngine.Color>
/** Gets the pixel color data for a mipmap level as Color structs.
* @param $miplevel The mipmap level to get. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns An array that contains the pixel colors.
*/
public GetPixels () : System.Array$1<UnityEngine.Color>
/** Gets the pixel color data for a mipmap level as Color32 structs.
* @param $miplevel The mipmap level to get. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns An array that contains the pixel colors.
*/
public GetPixels32 ($miplevel: number) : System.Array$1<UnityEngine.Color32>
/** Gets the pixel color data for a mipmap level as Color32 structs.
* @param $miplevel The mipmap level to get. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns An array that contains the pixel colors.
*/
public GetPixels32 () : System.Array$1<UnityEngine.Color32>
/** Sets the pixel colors of an entire mipmap level.
* @param $colors The array of pixel colours to use. This is a 3D texture flattened to a 1D array.
* @param $miplevel The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
*/
public SetPixels ($colors: System.Array$1<UnityEngine.Color>, $miplevel: number) : void
/** Sets the pixel colors of an entire mipmap level.
* @param $colors The array of pixel colours to use. This is a 3D texture flattened to a 1D array.
* @param $miplevel The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
*/
public SetPixels ($colors: System.Array$1<UnityEngine.Color>) : void
/** Sets the pixel colors of an entire mipmap level.
* @param $colors The array of pixel colours to use. This is a 3D texture flattened to a 1D array.
* @param $miplevel The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
*/
public SetPixels32 ($colors: System.Array$1<UnityEngine.Color32>, $miplevel: number) : void
/** Sets the pixel colors of an entire mipmap level.
* @param $colors The array of pixel colours to use. This is a 3D texture flattened to a 1D array.
* @param $miplevel The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
*/
public SetPixels32 ($colors: System.Array$1<UnityEngine.Color32>) : void
/** Creates Unity Texture out of externally created native texture object.
* @param $nativeTex Native 3D texture object.
* @param $width Width of texture in pixels.
* @param $height Height of texture in pixels.
* @param $depth Depth of texture in pixels
* @param $format Format of underlying texture object.
* @param $mipmap Does the texture have mipmaps?
*/
public static CreateExternalTexture ($width: number, $height: number, $depth: number, $format: UnityEngine.TextureFormat, $mipChain: boolean, $nativeTex: System.IntPtr) : UnityEngine.Texture3D
/** Copies changes you've made in a CPU texture to the GPU.
* @param $updateMipmaps When the value is true, Unity recalculates mipmap levels, using mipmap level 0 as the source. The default value is true.
* @param $makeNoLongerReadable When the value is true, Unity deletes the texture in CPU memory after it uploads it to the GPU, and sets Texture.isReadable|isReadable to false. The default value is false.
*/
public Apply ($updateMipmaps: boolean, $makeNoLongerReadable: boolean) : void
public Apply ($updateMipmaps: boolean) : void
public Apply () : void
/** Sets the pixel color at coordinates (x, y, z).
* @param $x The x coordinate of the pixel to set. The range is 0 through the (texture width - 1).
* @param $y The y coordinate of the pixel to set. The range is 0 through the (texture height - 1).
* @param $z The z coordinate of the pixel to set. The range is 0 through the (texture depth - 1).
* @param $color The color to set.
* @param $mipLevel The mipmap level to write to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
*/
public SetPixel ($x: number, $y: number, $z: number, $color: UnityEngine.Color) : void
/** Sets the pixel color at coordinates (x, y, z).
* @param $x The x coordinate of the pixel to set. The range is 0 through the (texture width - 1).
* @param $y The y coordinate of the pixel to set. The range is 0 through the (texture height - 1).
* @param $z The z coordinate of the pixel to set. The range is 0 through the (texture depth - 1).
* @param $color The color to set.
* @param $mipLevel The mipmap level to write to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
*/
public SetPixel ($x: number, $y: number, $z: number, $color: UnityEngine.Color, $mipLevel: number) : void
/** Gets the pixel color at coordinates (x, y, z).
* @param $x The x coordinate of the pixel to get. The range is 0 through the (texture width - 1).
* @param $y The y coordinate of the pixel to get. The range is 0 through the (texture height - 1).
* @param $z The z coordinate of the pixel to get. The range is 0 through the (texture depth - 1).
* @param $mipLevel The mipmap level to sample. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns The pixel color.
*/
public GetPixel ($x: number, $y: number, $z: number) : UnityEngine.Color
/** Gets the pixel color at coordinates (x, y, z).
* @param $x The x coordinate of the pixel to get. The range is 0 through the (texture width - 1).
* @param $y The y coordinate of the pixel to get. The range is 0 through the (texture height - 1).
* @param $z The z coordinate of the pixel to get. The range is 0 through the (texture depth - 1).
* @param $mipLevel The mipmap level to sample. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns The pixel color.
*/
public GetPixel ($x: number, $y: number, $z: number, $mipLevel: number) : UnityEngine.Color
/** Gets the filtered pixel color at the normalized coordinates (u, v, w).
* @param $u The u coordinate of the pixel to get.
* @param $v The v coordinate of the pixel to get.
* @param $w The w coordinate of the pixel to get.
* @param $mipLevel The mipmap level to read from. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns The pixel color.
*/
public GetPixelBilinear ($u: number, $v: number, $w: number) : UnityEngine.Color
/** Gets the filtered pixel color at the normalized coordinates (u, v, w).
* @param $u The u coordinate of the pixel to get.
* @param $v The v coordinate of the pixel to get.
* @param $w The w coordinate of the pixel to get.
* @param $mipLevel The mipmap level to read from. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns The pixel color.
*/
public GetPixelBilinear ($u: number, $v: number, $w: number, $mipLevel: number) : UnityEngine.Color
public constructor ($width: number, $height: number, $depth: number, $format: UnityEngine.Experimental.Rendering.DefaultFormat, $flags: UnityEngine.Experimental.Rendering.TextureCreationFlags)
public constructor ($width: number, $height: number, $depth: number, $format: UnityEngine.Experimental.Rendering.DefaultFormat, $flags: UnityEngine.Experimental.Rendering.TextureCreationFlags, $mipCount: number)
public constructor ($width: number, $height: number, $depth: number, $format: UnityEngine.Experimental.Rendering.GraphicsFormat, $flags: UnityEngine.Experimental.Rendering.TextureCreationFlags)
public constructor ($width: number, $height: number, $depth: number, $format: UnityEngine.Experimental.Rendering.GraphicsFormat, $flags: UnityEngine.Experimental.Rendering.TextureCreationFlags, $mipCount: number)
public constructor ($width: number, $height: number, $depth: number, $textureFormat: UnityEngine.TextureFormat, $mipCount: number)
public constructor ($width: number, $height: number, $depth: number, $textureFormat: UnityEngine.TextureFormat, $mipCount: number, $nativeTex: System.IntPtr)
public constructor ($width: number, $height: number, $depth: number, $textureFormat: UnityEngine.TextureFormat, $mipCount: number, $nativeTex: System.IntPtr, $createUninitialized: boolean)
public constructor ($width: number, $height: number, $depth: number, $textureFormat: UnityEngine.TextureFormat, $mipChain: boolean)
public constructor ($width: number, $height: number, $depth: number, $textureFormat: UnityEngine.TextureFormat, $mipChain: boolean, $createUninitialized: boolean)
public constructor ($width: number, $height: number, $depth: number, $textureFormat: UnityEngine.TextureFormat, $mipChain: boolean, $nativeTex: System.IntPtr)
public constructor ()
}
/** Class for handling 2D texture arrays.
*/
class Texture2DArray extends UnityEngine.Texture
{
protected [__keep_incompatibility]: never;
/** Read Only. This property is used as a parameter in some overloads of the CommandBuffer.Blit, Graphics.Blit, CommandBuffer.SetRenderTarget, and Graphics.SetRenderTarget methods to indicate that all texture array slices are bound. The value of this property is -1.
*/
public static get allSlices(): number;
/** Number of elements in a texture array (Read Only).
*/
public get depth(): number;
/** Texture format (Read Only).
*/
public get format(): UnityEngine.TextureFormat;
public get isReadable(): boolean;
/** Gets the pixel color data for a mipmap level of a slice as Color structs.
* @param $arrayElement The array slice to read pixel data from.
* @param $miplevel The mipmap level to get. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns An array that contains the pixel colors.
*/
public GetPixels ($arrayElement: number, $miplevel: number) : System.Array$1<UnityEngine.Color>
/** Gets the pixel color data for a mipmap level of a slice as Color structs.
* @param $arrayElement The array slice to read pixel data from.
* @param $miplevel The mipmap level to get. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns An array that contains the pixel colors.
*/
public GetPixels ($arrayElement: number) : System.Array$1<UnityEngine.Color>
/** Gets the pixel color data for a mipmap level of a slice as Color32 structs.
* @param $arrayElement The array slice to read pixel data from.
* @param $miplevel The mipmap level to get. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns An array that contains the pixel colors.
*/
public GetPixels32 ($arrayElement: number, $miplevel: number) : System.Array$1<UnityEngine.Color32>
/** Gets the pixel color data for a mipmap level of a slice as Color32 structs.
* @param $arrayElement The array slice to read pixel data from.
* @param $miplevel The mipmap level to get. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
* @returns An array that contains the pixel colors.
*/
public GetPixels32 ($arrayElement: number) : System.Array$1<UnityEngine.Color32>
/** Sets the pixel colors of an entire mipmap level of a slice.
* @param $colors The array of pixel colours to use. This is a 2D image flattened to a 1D array.
* @param $arrayElement The array slice to write to.
* @param $miplevel The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
*/
public SetPixels ($colors: System.Array$1<UnityEngine.Color>, $arrayElement: number, $miplevel: number) : void
/** Sets the pixel colors of an entire mipmap level of a slice.
* @param $colors The array of pixel colours to use. This is a 2D image flattened to a 1D array.
* @param $arrayElement The array slice to write to.
* @param $miplevel The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
*/
public SetPixels ($colors: System.Array$1<UnityEngine.Color>, $arrayElement: number) : void
/** Sets the pixel colors of an entire mipmap level of a slice.
* @param $colors The array of pixel colours to use. This is a 2D image flattened to a 1D array.
* @param $arrayElement The array slice to write colors to.
* @param $miplevel The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
*/
public SetPixels32 ($colors: System.Array$1<UnityEngine.Color32>, $arrayElement: number, $miplevel: number) : void
/** Sets the pixel colors of an entire mipmap level of a slice.
* @param $colors The array of pixel colours to use. This is a 2D image flattened to a 1D array.
* @param $arrayElement The array slice to write colors to.
* @param $miplevel The mipmap level to write colors to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
*/
public SetPixels32 ($colors: System.Array$1<UnityEngine.Color32>, $arrayElement: number) : void
/** Copies changes you've made in a CPU texture to the GPU.
* @param $updateMipmaps When the value is true, Unity recalculates mipmap levels, using mipmap level 0 as the source. The default value is true.
* @param $makeNoLongerReadable When the value is true, Unity deletes the texture in CPU memory after it uploads it to the GPU, and sets Texture.isReadable|isReadable to false. The default value is false.
*/
public Apply ($updateMipmaps: boolean, $makeNoLongerReadable: boolean) : void
public Apply ($updateMipmaps: boolean) : void
public Apply () : void
public constructor ($width: number, $height: number, $depth: number, $format: UnityEngine.Experimental.Rendering.DefaultFormat, $flags: UnityEngine.Experimental.Rendering.TextureCreationFlags)
public constructor ($width: number, $height: number, $depth: number, $format: UnityEngine.Experimental.Rendering.DefaultFormat, $flags: UnityEngine.Experimental.Rendering.TextureCreationFlags, $mipCount: number)
public constructor ($width: number, $height: number, $depth: number, $format: UnityEngine.Experimental.Rendering.GraphicsFormat, $flags: UnityEngine.Experimental.Rendering.TextureCreationFlags)
public constructor ($width: number, $height: number, $depth: number, $format: UnityEngine.Experimental.Rendering.GraphicsFormat, $flags: UnityEngine.Experimental.Rendering.TextureCreationFlags, $mipCount: number)
public constructor ($width: number, $height: number, $depth: number, $textureFormat: UnityEngine.TextureFormat, $mipCount: number, $linear: boolean, $createUninitialized: boolean)
public constructor ($width: number, $height: number, $depth: number, $textureFormat: UnityEngine.TextureFormat, $mipCount: number, $linear: boolean)
public constructor ($width: number, $height: number, $depth: number, $textureFormat: UnityEngine.TextureFormat, $mipChain: boolean, $linear: boolean, $createUninitialized: boolean)
public constructor ($width: number, $height: number, $depth: number, $textureFormat: UnityEngine.TextureFormat, $mipChain: boolean, $linear: boolean)
public constructor ($width: number, $height: number, $depth: number, $textureFormat: UnityEngine.TextureFormat, $mipChain: boolean)
public constructor ()
}
/** Provides an interface to get time information from Unity.
*/
class Time extends System.Object
{
protected [__keep_incompatibility]: never;
/** The time at the beginning of this frame (Read Only).
*/
public static get time(): number;
/** The double precision time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game.
*/
public static get timeAsDouble(): number;
/** The time since this frame started (Read Only). This is the time in seconds since the last non-additive scene has finished loading.
*/
public static get timeSinceLevelLoad(): number;
/** The double precision time since this frame started (Read Only). This is the time in seconds since the last non-additive scene has finished loading.
*/
public static get timeSinceLevelLoadAsDouble(): number;
/** The interval in seconds from the last frame to the current one (Read Only).
*/
public static get deltaTime(): number;
/** The time since the last MonoBehaviour.FixedUpdate started (Read Only). This is the time in seconds since the start of the game.
*/
public static get fixedTime(): number;
/** The double precision time since the last MonoBehaviour.FixedUpdate started (Read Only). This is the time in seconds since the start of the game.
*/
public static get fixedTimeAsDouble(): number;
/** The timeScale-independent time for this frame (Read Only). This is the time in seconds since the start of the game.
*/
public static get unscaledTime(): number;
/** The double precision timeScale-independent time for this frame (Read Only). This is the time in seconds since the start of the game.
*/
public static get unscaledTimeAsDouble(): number;
/** The timeScale-independent time at the beginning of the last MonoBehaviour.FixedUpdate phase (Read Only). This is the time in seconds since the start of the game.
*/
public static get fixedUnscaledTime(): number;
/** The double precision timeScale-independent time at the beginning of the last MonoBehaviour.FixedUpdate (Read Only). This is the time in seconds since the start of the game.
*/
public static get fixedUnscaledTimeAsDouble(): number;
/** The timeScale-independent interval in seconds from the last frame to the current one (Read Only).
*/
public static get unscaledDeltaTime(): number;
/** The timeScale-independent interval in seconds from the last MonoBehaviour.FixedUpdate phase to the current one (Read Only).
*/
public static get fixedUnscaledDeltaTime(): number;
/** The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate) are performed.
*/
public static get fixedDeltaTime(): number;
public static set fixedDeltaTime(value: number);
/** The maximum value of Time.deltaTime in any given frame. This is a time in seconds that limits the increase of Time.time between two frames.
*/
public static get maximumDeltaTime(): number;
public static set maximumDeltaTime(value: number);
/** A smoothed out Time.deltaTime (Read Only).
*/
public static get smoothDeltaTime(): number;
/** The maximum time a frame can spend on particle updates. If the frame takes longer than this, then updates are split into multiple smaller updates.
*/
public static get maximumParticleDeltaTime(): number;
public static set maximumParticleDeltaTime(value: number);
/** The scale at which time passes.
*/
public static get timeScale(): number;
public static set timeScale(value: number);
/** The total number of frames since the start of the game (Read Only).
*/
public static get frameCount(): number;
public static get renderedFrameCount(): number;
/** The real time in seconds since the game started (Read Only).
*/
public static get realtimeSinceStartup(): number;
/** The real time in seconds since the game started (Read Only). Double precision version of Time.realtimeSinceStartup.
*/
public static get realtimeSinceStartupAsDouble(): number;
/** Slows your applications playback time to allow Unity to save screenshots in between frames.
*/
public static get captureDeltaTime(): number;
public static set captureDeltaTime(value: number);
/** The reciprocal of Time.captureDeltaTime.
*/
public static get captureFramerate(): number;
public static set captureFramerate(value: number);
/** Returns true if called inside a fixed time step callback (like MonoBehaviour's MonoBehaviour.FixedUpdate), otherwise returns false.
*/
public static get inFixedTimeStep(): boolean;
public constructor ()
}
/** Script interface for.
*/
class Font extends UnityEngine.Object
{
protected [__keep_incompatibility]: never;
/** The material used for the font display.
*/
public get material(): UnityEngine.Material;
public set material(value: UnityEngine.Material);
public get fontNames(): System.Array$1<string>;
public set fontNames(value: System.Array$1<string>);
/** Is the font a dynamic font.
*/
public get dynamic(): boolean;
/** The ascent of the font.
*/
public get ascent(): number;
/** The default size of the font.
*/
public get fontSize(): number;
/** Access an array of all characters contained in the font texture.
*/
public get characterInfo(): System.Array$1<UnityEngine.CharacterInfo>;
public set characterInfo(value: System.Array$1<UnityEngine.CharacterInfo>);
/** The line height of the font.
*/
public get lineHeight(): number;
public static add_textureRebuilt ($value: System.Action$1<UnityEngine.Font>) : void
public static remove_textureRebuilt ($value: System.Action$1<UnityEngine.Font>) : void
/** Creates a Font object which lets you render a font installed on the user machine.
* @param $fontname The name of the OS font to use for this font object.
* @param $size The default character size of the generated font.
* @param $fontnames Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used.
* @returns The generate Font object.
*/
public static CreateDynamicFontFromOSFont ($fontname: string, $size: number) : UnityEngine.Font
/** Creates a Font object which lets you render a font installed on the user machine.
* @param $fontname The name of the OS font to use for this font object.
* @param $size The default character size of the generated font.
* @param $fontnames Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used.
* @returns The generate Font object.
*/
public static CreateDynamicFontFromOSFont ($fontnames: System.Array$1<string>, $size: number) : UnityEngine.Font
/** Returns the maximum number of verts that the text generator may return for a given string.
* @param $str Input string.
*/
public static GetMaxVertsForString ($str: string) : number
/** Does this font have a specific character?
* @param $c The character to check for.
* @returns Whether or not the font has the character specified.
*/
public HasCharacter ($c: number) : boolean
/** Get names of fonts installed on the machine.
* @returns An array of the names of all fonts installed on the machine.
*/
public static GetOSInstalledFontNames () : System.Array$1<string>
/** Gets the file paths of the fonts that are installed on the operating system.
* @returns An array of the file paths of all fonts installed on the machine.
*/
public static GetPathsToOSFonts () : System.Array$1<string>
/** Get rendering info for a specific character.
* @param $ch The character you need rendering information for.
* @param $info Returns the CharacterInfo struct with the rendering information for the character (if available).
* @param $size The size of the character (default value of zero will use font default size).
* @param $style The style of the character.
*/
public GetCharacterInfo ($ch: number, $info: $Ref<UnityEngine.CharacterInfo>, $size: number, $style: UnityEngine.FontStyle) : boolean
/** Get rendering info for a specific character.
* @param $ch The character you need rendering information for.
* @param $info Returns the CharacterInfo struct with the rendering information for the character (if available).
* @param $size The size of the character (default value of zero will use font default size).
* @param $style The style of the character.
*/
public GetCharacterInfo ($ch: number, $info: $Ref<UnityEngine.CharacterInfo>, $size: number) : boolean
/** Get rendering info for a specific character.
* @param $ch The character you need rendering information for.
* @param $info Returns the CharacterInfo struct with the rendering information for the character (if available).
* @param $size The size of the character (default value of zero will use font default size).
* @param $style The style of the character.
*/
public GetCharacterInfo ($ch: number, $info: $Ref<UnityEngine.CharacterInfo>) : boolean
/** Request characters to be added to the font texture (dynamic fonts only).
* @param $characters The characters which are needed to be in the font texture.
* @param $size The size of the requested characters (the default value of zero will use the font's default size).
* @param $style The style of the requested characters.
*/
public RequestCharactersInTexture ($characters: string, $size: number, $style: UnityEngine.FontStyle) : void
public RequestCharactersInTexture ($characters: string, $size: number) : void
public RequestCharactersInTexture ($characters: string) : void
public constructor ()
public constructor ($name: string)
}
/** Specification for how to render a character from the font texture. See Font.characterInfo.
*/
class CharacterInfo extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Font Style applied to GUI Texts, Text Meshes or GUIStyles.
*/
enum FontStyle
{ Normal = 0, Bold = 1, Italic = 2, BoldAndItalic = 3 }
/** Script interface for the Built-in Particle System. Unity's powerful and versatile particle system implementation.
*/
class ParticleSystem extends UnityEngine.Component
{
protected [__keep_incompatibility]: never;
/** Determines whether the Particle System is playing.
*/
public get isPlaying(): boolean;
/** Determines whether the Particle System is emitting particles. A Particle System may stop emitting when its emission module has finished, it has been paused or if the system has been stopped using ParticleSystem.Stop|Stop with the ParticleSystemStopBehavior.StopEmitting|StopEmitting flag. Resume emitting by calling ParticleSystem.Play|Play.
*/
public get isEmitting(): boolean;
/** Determines whether the Particle System is in the stopped state.
*/
public get isStopped(): boolean;
/** Determines whether the Particle System is paused.
*/
public get isPaused(): boolean;
/** The current number of particles (Read Only). The number doesn't include particles of child Particle Systems
*/
public get particleCount(): number;
/** Playback position in seconds.
*/
public get time(): number;
public set time(value: number);
/** Total playback time in seconds, including the Start Delay setting.
*/
public get totalTime(): number;
/** Override the random seed used for the Particle System emission.
*/
public get randomSeed(): number;
public set randomSeed(value: number);
/** Controls whether the Particle System uses an automatically-generated random number to seed the random number generator.
*/
public get useAutoRandomSeed(): boolean;
public set useAutoRandomSeed(value: boolean);
/** Does this system support Procedural Simulation?
*/
public get proceduralSimulationSupported(): boolean;
/** Determines whether the Particle System rotates its particles around only the Z axis, or whether the system specifies separate values for the X, Y and Z axes.
*/
public get has3DParticleRotations(): boolean;
/** Determines whether the Particle System uses a single value for the width and height (and depth, when using meshes), or if the system specifies different values for each axis.
*/
public get hasNonUniformParticleSizes(): boolean;
/** Access the main Particle System settings.
*/
public get main(): UnityEngine.ParticleSystem.MainModule;
/** Script interface for the EmissionModule of a Particle System.
*/
public get emission(): UnityEngine.ParticleSystem.EmissionModule;
/** Script interface for the ShapeModule of a Particle System.
*/
public get shape(): UnityEngine.ParticleSystem.ShapeModule;
/** Script interface for the VelocityOverLifetimeModule of a Particle System.
*/
public get velocityOverLifetime(): UnityEngine.ParticleSystem.VelocityOverLifetimeModule;
/** Script interface for the LimitVelocityOverLifetimeModule of a Particle System. .
*/
public get limitVelocityOverLifetime(): UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule;
/** Script interface for the InheritVelocityModule of a Particle System.
*/
public get inheritVelocity(): UnityEngine.ParticleSystem.InheritVelocityModule;
/** Script interface for the Particle System Lifetime By Emitter Speed module.
*/
public get lifetimeByEmitterSpeed(): UnityEngine.ParticleSystem.LifetimeByEmitterSpeedModule;
/** Script interface for the ForceOverLifetimeModule of a Particle System.
*/
public get forceOverLifetime(): UnityEngine.ParticleSystem.ForceOverLifetimeModule;
/** Script interface for the ColorOverLifetimeModule of a Particle System.
*/
public get colorOverLifetime(): UnityEngine.ParticleSystem.ColorOverLifetimeModule;
/** Script interface for the ColorByLifetimeModule of a Particle System.
*/
public get colorBySpeed(): UnityEngine.ParticleSystem.ColorBySpeedModule;
/** Script interface for the SizeOverLifetimeModule of a Particle System.
*/
public get sizeOverLifetime(): UnityEngine.ParticleSystem.SizeOverLifetimeModule;
/** Script interface for the SizeBySpeedModule of a Particle System.
*/
public get sizeBySpeed(): UnityEngine.ParticleSystem.SizeBySpeedModule;
/** Script interface for the RotationOverLifetimeModule of a Particle System.
*/
public get rotationOverLifetime(): UnityEngine.ParticleSystem.RotationOverLifetimeModule;
/** Script interface for the RotationBySpeedModule of a Particle System.
*/
public get rotationBySpeed(): UnityEngine.ParticleSystem.RotationBySpeedModule;
/** Script interface for the ExternalForcesModule of a Particle System.
*/
public get externalForces(): UnityEngine.ParticleSystem.ExternalForcesModule;
/** Script interface for the NoiseModule of a Particle System.
*/
public get noise(): UnityEngine.ParticleSystem.NoiseModule;
/** Script interface for the CollisionModule of a Particle System.
*/
public get collision(): UnityEngine.ParticleSystem.CollisionModule;
/** Script interface for the TriggerModule of a Particle System.
*/
public get trigger(): UnityEngine.ParticleSystem.TriggerModule;
/** Script interface for the SubEmittersModule of a Particle System.
*/
public get subEmitters(): UnityEngine.ParticleSystem.SubEmittersModule;
/** Script interface for the TextureSheetAnimationModule of a Particle System.
*/
public get textureSheetAnimation(): UnityEngine.ParticleSystem.TextureSheetAnimationModule;
/** Script interface for the LightsModule of a Particle System.
*/
public get lights(): UnityEngine.ParticleSystem.LightsModule;
/** Script interface for the TrailsModule of a Particle System.
*/
public get trails(): UnityEngine.ParticleSystem.TrailModule;
/** Script interface for the CustomDataModule of a Particle System.
*/
public get customData(): UnityEngine.ParticleSystem.CustomDataModule;
public SetParticles ($particles: System.Array$1<UnityEngine.ParticleSystem.Particle>, $size: number, $offset: number) : void
public SetParticles ($particles: System.Array$1<UnityEngine.ParticleSystem.Particle>, $size: number) : void
public SetParticles ($particles: System.Array$1<UnityEngine.ParticleSystem.Particle>) : void
public SetParticles ($particles: Unity.Collections.NativeArray$1<UnityEngine.ParticleSystem.Particle>, $size: number, $offset: number) : void
public SetParticles ($particles: Unity.Collections.NativeArray$1<UnityEngine.ParticleSystem.Particle>, $size: number) : void
public SetParticles ($particles: Unity.Collections.NativeArray$1<UnityEngine.ParticleSystem.Particle>) : void
public GetParticles ($particles: System.Array$1<UnityEngine.ParticleSystem.Particle>, $size: number, $offset: number) : number
public GetParticles ($particles: System.Array$1<UnityEngine.ParticleSystem.Particle>, $size: number) : number
public GetParticles ($particles: System.Array$1<UnityEngine.ParticleSystem.Particle>) : number
public GetParticles ($particles: Unity.Collections.NativeArray$1<UnityEngine.ParticleSystem.Particle>, $size: number, $offset: number) : number
public GetParticles ($particles: Unity.Collections.NativeArray$1<UnityEngine.ParticleSystem.Particle>, $size: number) : number
public GetParticles ($particles: Unity.Collections.NativeArray$1<UnityEngine.ParticleSystem.Particle>) : number
public SetCustomParticleData ($customData: System.Collections.Generic.List$1<UnityEngine.Vector4>, $streamIndex: UnityEngine.ParticleSystemCustomData) : void
public GetCustomParticleData ($customData: System.Collections.Generic.List$1<UnityEngine.Vector4>, $streamIndex: UnityEngine.ParticleSystemCustomData) : number
/** Returns all the data that relates to the current internal state of the Particle System.
* @returns The current internal state of the Particle System.
*/
public GetPlaybackState () : UnityEngine.ParticleSystem.PlaybackState
public SetPlaybackState ($playbackState: UnityEngine.ParticleSystem.PlaybackState) : void
/** Returns all the data relating to the current internal state of the Particle System Trails.
* @returns The variable to populate with the Trails that currently belong to the Particle System..
*/
public GetTrails () : UnityEngine.ParticleSystem.Trails
public GetTrails ($trailData: $Ref<UnityEngine.ParticleSystem.Trails>) : number
public SetTrails ($trailData: UnityEngine.ParticleSystem.Trails) : void
/** Fast-forwards the Particle System by simulating particles over the given period of time, then pauses it.
* @param $t Time period in seconds to advance the ParticleSystem simulation by. If restart is true, the ParticleSystem will be reset to 0 time, and then advanced by this value. If restart is false, the ParticleSystem simulation will be advanced in time from its current state by this value.
* @param $withChildren Fast-forward all child Particle Systems as well.
* @param $restart Restart and start from the beginning.
* @param $fixedTimeStep Only update the system at fixed intervals, based on the value in "Fixed Time" in the Time options.
*/
public Simulate ($t: number, $withChildren: boolean, $restart: boolean, $fixedTimeStep: boolean) : void
/** Fast-forwards the Particle System by simulating particles over the given period of time, then pauses it.
* @param $t Time period in seconds to advance the ParticleSystem simulation by. If restart is true, the ParticleSystem will be reset to 0 time, and then advanced by this value. If restart is false, the ParticleSystem simulation will be advanced in time from its current state by this value.
* @param $withChildren Fast-forward all child Particle Systems as well.
* @param $restart Restart and start from the beginning.
* @param $fixedTimeStep Only update the system at fixed intervals, based on the value in "Fixed Time" in the Time options.
*/
public Simulate ($t: number, $withChildren: boolean, $restart: boolean) : void
/** Fast-forwards the Particle System by simulating particles over the given period of time, then pauses it.
* @param $t Time period in seconds to advance the ParticleSystem simulation by. If restart is true, the ParticleSystem will be reset to 0 time, and then advanced by this value. If restart is false, the ParticleSystem simulation will be advanced in time from its current state by this value.
* @param $withChildren Fast-forward all child Particle Systems as well.
* @param $restart Restart and start from the beginning.
* @param $fixedTimeStep Only update the system at fixed intervals, based on the value in "Fixed Time" in the Time options.
*/
public Simulate ($t: number, $withChildren: boolean) : void
/** Fast-forwards the Particle System by simulating particles over the given period of time, then pauses it.
* @param $t Time period in seconds to advance the ParticleSystem simulation by. If restart is true, the ParticleSystem will be reset to 0 time, and then advanced by this value. If restart is false, the ParticleSystem simulation will be advanced in time from its current state by this value.
* @param $withChildren Fast-forward all child Particle Systems as well.
* @param $restart Restart and start from the beginning.
* @param $fixedTimeStep Only update the system at fixed intervals, based on the value in "Fixed Time" in the Time options.
*/
public Simulate ($t: number) : void
/** Starts the Particle System.
* @param $withChildren Play all child Particle Systems as well.
*/
public Play ($withChildren: boolean) : void
/** Starts the Particle System.
* @param $withChildren Play all child Particle Systems as well.
*/
public Play () : void
/** Pauses the system so no new particles are emitted and the existing particles are not updated.
* @param $withChildren Pause all child Particle Systems as well.
*/
public Pause ($withChildren: boolean) : void
/** Pauses the system so no new particles are emitted and the existing particles are not updated.
* @param $withChildren Pause all child Particle Systems as well.
*/
public Pause () : void
/** Stops playing the Particle System using the supplied stop behaviour.
* @param $withChildren Stop all child Particle Systems as well.
* @param $stopBehavior Stop emitting or stop emitting and clear the system.
*/
public Stop ($withChildren: boolean, $stopBehavior: UnityEngine.ParticleSystemStopBehavior) : void
/** Stops playing the Particle System using the supplied stop behaviour.
* @param $withChildren Stop all child Particle Systems as well.
* @param $stopBehavior Stop emitting or stop emitting and clear the system.
*/
public Stop ($withChildren: boolean) : void
/** Stops playing the Particle System using the supplied stop behaviour.
* @param $withChildren Stop all child Particle Systems as well.
* @param $stopBehavior Stop emitting or stop emitting and clear the system.
*/
public Stop () : void
/** Remove all particles in the Particle System.
* @param $withChildren Clear all child Particle Systems as well.
*/
public Clear ($withChildren: boolean) : void
/** Remove all particles in the Particle System.
* @param $withChildren Clear all child Particle Systems as well.
*/
public Clear () : void
/** Does the Particle System contain any live particles, or will it produce more?
* @param $withChildren Check all child Particle Systems as well.
* @returns True if the Particle System contains live particles or is still creating new particles. False if the Particle System has stopped emitting particles and all particles are dead.
*/
public IsAlive ($withChildren: boolean) : boolean
/** Does the Particle System contain any live particles, or will it produce more?
* @param $withChildren Check all child Particle Systems as well.
* @returns True if the Particle System contains live particles or is still creating new particles. False if the Particle System has stopped emitting particles and all particles are dead.
*/
public IsAlive () : boolean
/** Emit count particles immediately.
* @param $count Number of particles to emit.
*/
public Emit ($count: number) : void
public Emit ($emitParams: UnityEngine.ParticleSystem.EmitParams, $count: number) : void
/** Triggers the specified sub emitter on all particles of the Particle System.
* @param $subEmitterIndex Index of the sub emitter to trigger.
*/
public TriggerSubEmitter ($subEmitterIndex: number) : void
public TriggerSubEmitter ($subEmitterIndex: number, $particle: $Ref<UnityEngine.ParticleSystem.Particle>) : void
public TriggerSubEmitter ($subEmitterIndex: number, $particles: System.Collections.Generic.List$1<UnityEngine.ParticleSystem.Particle>) : void
/** Reset the cache of reserved graphics memory used for efficient rendering of Particle Systems.
*/
public static ResetPreMappedBufferMemory () : void
/** Limits the amount of graphics memory Unity reserves for efficient rendering of Particle Systems.
* @param $vertexBuffersCount The maximum number of cached vertex buffers.
* @param $indexBuffersCount The maximum number of cached index buffers.
*/
public static SetMaximumPreMappedBufferCounts ($vertexBuffersCount: number, $indexBuffersCount: number) : void
/** Ensures that the ParticleSystemJobs.ParticleSystemJobData._axisOfRotations|axisOfRotations particle attribute array is allocated.
*/
public AllocateAxisOfRotationAttribute () : void
/** Ensures that the ParticleSystemJobs.ParticleSystemJobData._meshIndices|meshIndices particle attribute array is allocated.
*/
public AllocateMeshIndexAttribute () : void
/** Ensures that the ParticleSystemJobs.ParticleSystemJobData.customData1|customData1 and ParticleSystemJobs.ParticleSystemJobData.customData1|customData2 particle attribute arrays are allocated.
* @param $stream The custom data stream to allocate.
*/
public AllocateCustomDataAttribute ($stream: UnityEngine.ParticleSystemCustomData) : void
public constructor ()
}
/** The space to simulate particles in.
*/
enum ParticleSystemSimulationSpace
{ Local = 0, World = 1, Custom = 2 }
/** Control how particle systems apply transform scale.
*/
enum ParticleSystemScalingMode
{ Hierarchy = 0, Local = 1, Shape = 2 }
/** Which stream of custom particle data to set.
*/
enum ParticleSystemCustomData
{ Custom1 = 0, Custom2 = 1 }
/** The behavior to apply when calling ParticleSystem.Stop|Stop.
*/
enum ParticleSystemStopBehavior
{ StopEmittingAndClear = 0, StopEmitting = 1 }
/** RenderMode for the Canvas.
*/
enum RenderMode
{ ScreenSpaceOverlay = 0, ScreenSpaceCamera = 1, WorldSpace = 2 }
/** A base class of all colliders.
*/
class Collider extends UnityEngine.Component
{
protected [__keep_incompatibility]: never;
}
/** Structure used to get information back from a raycast.
*/
class RaycastHit extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** A mesh collider allows you to do between meshes and primitives.
*/
class MeshCollider extends UnityEngine.Collider
{
protected [__keep_incompatibility]: never;
}
/** General functionality for all renderers.
*/
class Renderer extends UnityEngine.Component
{
protected [__keep_incompatibility]: never;
}
/** Renders meshes inserted by the MeshFilter or TextMesh.
*/
class MeshRenderer extends UnityEngine.Renderer
{
protected [__keep_incompatibility]: never;
}
/** Represents a Sprite object for use in 2D gameplay.
*/
class Sprite extends UnityEngine.Object
{
protected [__keep_incompatibility]: never;
}
/** Types of modifier key that can be active during a keystroke event.
*/
enum EventModifiers
{ None = 0, Shift = 1, Control = 2, Alt = 4, Command = 8, Numeric = 16, CapsLock = 32, FunctionKey = 64 }
}
namespace Unity.Collections {
class NativeArray$1<T> extends System.ValueType implements System.IEquatable$1<Unity.Collections.NativeArray$1<T>>, System.Collections.Generic.IEnumerable$1<T>, System.Collections.IEnumerable, System.IDisposable
{
protected [__keep_incompatibility]: never;
public [Symbol.iterator]() : IterableIterator<T>
}
}
namespace UnityEngine.SceneManagement {
/** Run-time data structure for *.unity file.
*/
class Scene extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
}
namespace UnityEngine.Playables {
/** Use the PlayableGraph to manage Playable creations and destructions.
*/
class PlayableGraph extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
}
namespace UnityEngine.AudioClip {
interface PCMReaderCallback
{
(data: System.Array$1<number>) : void;
Invoke?: (data: System.Array$1<number>) => void;
}
var PCMReaderCallback: { new (func: (data: System.Array$1<number>) => void): PCMReaderCallback; }
interface PCMSetPositionCallback
{
(position: number) : void;
Invoke?: (position: number) => void;
}
var PCMSetPositionCallback: { new (func: (position: number) => void): PCMSetPositionCallback; }
}
namespace UnityEngine.Audio {
/** Object representing a group in the mixer.
*/
class AudioMixerGroup extends UnityEngine.Object implements UnityEngine.Internal.ISubAssetNotDuplicatable
{
protected [__keep_incompatibility]: never;
}
}
namespace UnityEngine.Internal {
interface ISubAssetNotDuplicatable
{
}
}
namespace UnityEngine.Experimental.Rendering {
/** Use this format to create either Textures or RenderTextures from scripts.
*/
enum GraphicsFormat
{ None = 0, R8_SRGB = 1, R8G8_SRGB = 2, R8G8B8_SRGB = 3, R8G8B8A8_SRGB = 4, R8_UNorm = 5, R8G8_UNorm = 6, R8G8B8_UNorm = 7, R8G8B8A8_UNorm = 8, R8_SNorm = 9, R8G8_SNorm = 10, R8G8B8_SNorm = 11, R8G8B8A8_SNorm = 12, R8_UInt = 13, R8G8_UInt = 14, R8G8B8_UInt = 15, R8G8B8A8_UInt = 16, R8_SInt = 17, R8G8_SInt = 18, R8G8B8_SInt = 19, R8G8B8A8_SInt = 20, R16_UNorm = 21, R16G16_UNorm = 22, R16G16B16_UNorm = 23, R16G16B16A16_UNorm = 24, R16_SNorm = 25, R16G16_SNorm = 26, R16G16B16_SNorm = 27, R16G16B16A16_SNorm = 28, R16_UInt = 29, R16G16_UInt = 30, R16G16B16_UInt = 31, R16G16B16A16_UInt = 32, R16_SInt = 33, R16G16_SInt = 34, R16G16B16_SInt = 35, R16G16B16A16_SInt = 36, R32_UInt = 37, R32G32_UInt = 38, R32G32B32_UInt = 39, R32G32B32A32_UInt = 40, R32_SInt = 41, R32G32_SInt = 42, R32G32B32_SInt = 43, R32G32B32A32_SInt = 44, R16_SFloat = 45, R16G16_SFloat = 46, R16G16B16_SFloat = 47, R16G16B16A16_SFloat = 48, R32_SFloat = 49, R32G32_SFloat = 50, R32G32B32_SFloat = 51, R32G32B32A32_SFloat = 52, B8G8R8_SRGB = 56, B8G8R8A8_SRGB = 57, B8G8R8_UNorm = 58, B8G8R8A8_UNorm = 59, B8G8R8_SNorm = 60, B8G8R8A8_SNorm = 61, B8G8R8_UInt = 62, B8G8R8A8_UInt = 63, B8G8R8_SInt = 64, B8G8R8A8_SInt = 65, R4G4B4A4_UNormPack16 = 66, B4G4R4A4_UNormPack16 = 67, R5G6B5_UNormPack16 = 68, B5G6R5_UNormPack16 = 69, R5G5B5A1_UNormPack16 = 70, B5G5R5A1_UNormPack16 = 71, A1R5G5B5_UNormPack16 = 72, E5B9G9R9_UFloatPack32 = 73, B10G11R11_UFloatPack32 = 74, A2B10G10R10_UNormPack32 = 75, A2B10G10R10_UIntPack32 = 76, A2B10G10R10_SIntPack32 = 77, A2R10G10B10_UNormPack32 = 78, A2R10G10B10_UIntPack32 = 79, A2R10G10B10_SIntPack32 = 80, A2R10G10B10_XRSRGBPack32 = 81, A2R10G10B10_XRUNormPack32 = 82, R10G10B10_XRSRGBPack32 = 83, R10G10B10_XRUNormPack32 = 84, A10R10G10B10_XRSRGBPack32 = 85, A10R10G10B10_XRUNormPack32 = 86, D16_UNorm = 90, D24_UNorm = 91, D24_UNorm_S8_UInt = 92, D32_SFloat = 93, D32_SFloat_S8_UInt = 94, S8_UInt = 95, RGB_DXT1_SRGB = 96, RGBA_DXT1_SRGB = 96, RGB_DXT1_UNorm = 97, RGBA_DXT1_UNorm = 97, RGBA_DXT3_SRGB = 98, RGBA_DXT3_UNorm = 99, RGBA_DXT5_SRGB = 100, RGBA_DXT5_UNorm = 101, R_BC4_UNorm = 102, R_BC4_SNorm = 103, RG_BC5_UNorm = 104, RG_BC5_SNorm = 105, RGB_BC6H_UFloat = 106, RGB_BC6H_SFloat = 107, RGBA_BC7_SRGB = 108, RGBA_BC7_UNorm = 109, RGB_PVRTC_2Bpp_SRGB = 110, RGB_PVRTC_2Bpp_UNorm = 111, RGB_PVRTC_4Bpp_SRGB = 112, RGB_PVRTC_4Bpp_UNorm = 113, RGBA_PVRTC_2Bpp_SRGB = 114, RGBA_PVRTC_2Bpp_UNorm = 115, RGBA_PVRTC_4Bpp_SRGB = 116, RGBA_PVRTC_4Bpp_UNorm = 117, RGB_ETC_UNorm = 118, RGB_ETC2_SRGB = 119, RGB_ETC2_UNorm = 120, RGB_A1_ETC2_SRGB = 121, RGB_A1_ETC2_UNorm = 122, RGBA_ETC2_SRGB = 123, RGBA_ETC2_UNorm = 124, R_EAC_UNorm = 125, R_EAC_SNorm = 126, RG_EAC_UNorm = 127, RG_EAC_SNorm = 128, RGBA_ASTC4X4_SRGB = 129, RGBA_ASTC4X4_UNorm = 130, RGBA_ASTC5X5_SRGB = 131, RGBA_ASTC5X5_UNorm = 132, RGBA_ASTC6X6_SRGB = 133, RGBA_ASTC6X6_UNorm = 134, RGBA_ASTC8X8_SRGB = 135, RGBA_ASTC8X8_UNorm = 136, RGBA_ASTC10X10_SRGB = 137, RGBA_ASTC10X10_UNorm = 138, RGBA_ASTC12X12_SRGB = 139, RGBA_ASTC12X12_UNorm = 140, YUV2 = 141, DepthAuto = 142, ShadowAuto = 143, VideoAuto = 144, RGBA_ASTC4X4_UFloat = 145, RGBA_ASTC5X5_UFloat = 146, RGBA_ASTC6X6_UFloat = 147, RGBA_ASTC8X8_UFloat = 148, RGBA_ASTC10X10_UFloat = 149, RGBA_ASTC12X12_UFloat = 150, D16_UNorm_S8_UInt = 151 }
/**
Use a default format to create either Textures or RenderTextures from scripts based on platform specific capability.
*/
enum DefaultFormat
{ LDR = 0, HDR = 1, DepthStencil = 2, Shadow = 3, Video = 4 }
enum TextureCreationFlags
{ None = 0, MipChain = 1, DontInitializePixels = 4, Crunch = 64, DontUploadUponCreate = 1024, IgnoreMipmapLimit = 2048 }
/** Use this format usages to figure out the capabilities of specific GraphicsFormat
*/
enum FormatUsage
{ Sample = 0, Linear = 1, Sparse = 2, Render = 4, Blend = 5, GetPixels = 6, SetPixels = 7, SetPixels32 = 8, ReadPixels = 9, LoadStore = 10, MSAA2x = 11, MSAA4x = 12, MSAA8x = 13, StencilSampling = 16 }
}
namespace UnityEngine.Rendering {
/** Texture "dimension" (type).
*/
enum TextureDimension
{ Unknown = -1, None = 0, Any = 1, Tex2D = 2, Tex3D = 3, Cube = 4, Tex2DArray = 5, CubeArray = 6 }
/** Represents a shader keyword declared in a shader source file.
*/
class LocalKeyword extends System.ValueType implements System.IEquatable$1<UnityEngine.Rendering.LocalKeyword>
{
protected [__keep_incompatibility]: never;
}
/** Types of data that you can encapsulate within a render texture.
*/
enum RenderTextureSubElement
{ Color = 0, Depth = 1, Stencil = 2, Default = 3 }
/** Opaque object sorting mode of a Camera.
*/
enum OpaqueSortMode
{ Default = 0, FrontToBack = 1, NoDistanceSort = 2 }
/** Defines a place in camera's rendering to attach Rendering.CommandBuffer objects to.
*/
enum CameraEvent
{ BeforeDepthTexture = 0, AfterDepthTexture = 1, BeforeDepthNormalsTexture = 2, AfterDepthNormalsTexture = 3, BeforeGBuffer = 4, AfterGBuffer = 5, BeforeLighting = 6, AfterLighting = 7, BeforeFinalPass = 8, AfterFinalPass = 9, BeforeForwardOpaque = 10, AfterForwardOpaque = 11, BeforeImageEffectsOpaque = 12, AfterImageEffectsOpaque = 13, BeforeSkybox = 14, AfterSkybox = 15, BeforeForwardAlpha = 16, AfterForwardAlpha = 17, BeforeImageEffects = 18, AfterImageEffects = 19, AfterEverything = 20, BeforeReflections = 21, AfterReflections = 22, BeforeHaloAndLensFlares = 23, AfterHaloAndLensFlares = 24 }
/** List of graphics commands to execute.
*/
class CommandBuffer extends System.Object implements System.IDisposable
{
protected [__keep_incompatibility]: never;
}
/** Describes the desired characteristics with respect to prioritisation and load balancing of the queue that a command buffer being submitted via Graphics.ExecuteCommandBufferAsync or [[ScriptableRenderContext.ExecuteCommandBufferAsync] should be sent to.
*/
enum ComputeQueueType
{ Default = 0, Background = 1, Urgent = 2 }
/** Parameters that configure a culling operation in the Scriptable Render Pipeline.
*/
class ScriptableCullingParameters extends System.ValueType implements System.IEquatable$1<UnityEngine.Rendering.ScriptableCullingParameters>
{
protected [__keep_incompatibility]: never;
}
enum ShaderHardwareTier
{ Tier1 = 0, Tier2 = 1, Tier3 = 2 }
/** Represents a global shader keyword.
*/
class GlobalKeyword extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Represents the local keyword space of a Shader or ComputeShader.
*/
class LocalKeywordSpace extends System.ValueType implements System.IEquatable$1<UnityEngine.Rendering.LocalKeywordSpace>
{
protected [__keep_incompatibility]: never;
}
/** Shader tag ids are used to refer to various names in shaders.
*/
class ShaderTagId extends System.ValueType implements System.IEquatable$1<UnityEngine.Rendering.ShaderTagId>
{
protected [__keep_incompatibility]: never;
}
/** Type of a given shader property.
*/
enum ShaderPropertyType
{ Color = 0, Vector = 1, Float = 2, Range = 3, Texture = 4, Int = 5 }
/** Flags that control how a shader property behaves.
*/
enum ShaderPropertyFlags
{ None = 0, HideInInspector = 1, PerRendererData = 2, NoScaleOffset = 4, Normal = 8, HDR = 16, Gamma = 32, NonModifiableTextureData = 64, MainTexture = 128, MainColor = 256 }
/** An enum that represents.
*/
enum GraphicsTier
{ Tier1 = 0, Tier2 = 1, Tier3 = 2 }
/** Specifies the OpenGL ES version.
*/
enum OpenGLESVersion
{ None = 0, OpenGLES20 = 1, OpenGLES30 = 2, OpenGLES31 = 3, OpenGLES31AEP = 4, OpenGLES32 = 5 }
/** Used to manage synchronisation between tasks on async compute queues and the graphics queue.
*/
class GraphicsFence extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** The stages of the draw call processing on the GPU.
*/
enum SynchronisationStage
{ VertexProcessing = 0, PixelProcessing = 1 }
/** The type of GraphicFence.
*/
enum GraphicsFenceType
{ AsyncQueueSynchronisation = 0, CPUSynchronisation = 1 }
/** Describes the various stages of GPU processing against which the GraphicsFence can be set and waited against.
*/
enum SynchronisationStageFlags
{ VertexProcessing = 1, PixelProcessing = 2, ComputeProcessing = 4, AllGPUOperations = 7 }
/** How shadows are cast from this object.
*/
enum ShadowCastingMode
{ Off = 0, On = 1, TwoSided = 2, ShadowsOnly = 3 }
/** Light probe interpolation type.
*/
enum LightProbeUsage
{ Off = 0, BlendProbes = 1, UseProxyVolume = 2, CustomProvided = 4 }
/** This functionality is deprecated, and should no longer be used. Please use GraphicsFence.
*/
class GPUFence extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Format of the mesh index buffer data.
*/
enum IndexFormat
{ UInt16 = 0, UInt32 = 1 }
/** Information about a single VertexAttribute of a Mesh vertex.
*/
class VertexAttributeDescriptor extends System.ValueType implements System.IEquatable$1<UnityEngine.Rendering.VertexAttributeDescriptor>
{
protected [__keep_incompatibility]: never;
}
/** Possible attribute types that describe a vertex in a Mesh.
*/
enum VertexAttribute
{ Position = 0, Normal = 1, Tangent = 2, Color = 3, TexCoord0 = 4, TexCoord1 = 5, TexCoord2 = 6, TexCoord3 = 7, TexCoord4 = 8, TexCoord5 = 9, TexCoord6 = 10, TexCoord7 = 11, BlendWeight = 12, BlendIndices = 13 }
/** Data type of a VertexAttribute.
*/
enum VertexAttributeFormat
{ Float32 = 0, Float16 = 1, UNorm8 = 2, SNorm8 = 3, UNorm16 = 4, SNorm16 = 5, UInt8 = 6, SInt8 = 7, UInt16 = 8, SInt16 = 9, UInt32 = 10, SInt32 = 11 }
/** Contains information about a single sub-mesh of a Mesh.
*/
class SubMeshDescriptor extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
/** Mesh data update flags.
*/
enum MeshUpdateFlags
{ Default = 0, DontValidateIndices = 1, DontResetBoneBounds = 2, DontNotifyMeshUsers = 4, DontRecalculateBounds = 8 }
/** Determines the data that Unity returns when you call Mesh.GetBlendShapeBuffer.
*/
enum BlendShapeBufferLayout
{ PerShape = 0, PerVertex = 1 }
/** An asset that produces a specific IRenderPipeline.
*/
class RenderPipelineAsset extends UnityEngine.ScriptableObject
{
protected [__keep_incompatibility]: never;
}
/** Graphics device API type.
*/
enum GraphicsDeviceType
{ OpenGL2 = 0, Direct3D9 = 1, Direct3D11 = 2, PlayStation3 = 3, Null = 4, Xbox360 = 6, OpenGLES2 = 8, OpenGLES3 = 11, PlayStationVita = 12, PlayStation4 = 13, XboxOne = 14, PlayStationMobile = 15, Metal = 16, OpenGLCore = 17, Direct3D12 = 18, N3DS = 19, Vulkan = 21, Switch = 22, XboxOneD3D12 = 23, GameCoreXboxOne = 24, GameCoreScarlett = -1, GameCoreXboxSeries = 25, PlayStation5 = 26, PlayStation5NGGC = 27 }
/** Options for the application's actual rendering threading mode.
*/
enum RenderingThreadingMode
{ Direct = 0, SingleThreaded = 1, MultiThreaded = 2, LegacyJobified = 3, NativeGraphicsJobs = 4, NativeGraphicsJobsWithoutRenderThread = 5 }
/** Capabilities of the foveated rendering implementation.
*/
enum FoveatedRenderingCaps
{ None = 0, FoveationImage = 1, NonUniformRaster = 2 }
/** Support for various Graphics.CopyTexture cases.
*/
enum CopyTextureSupport
{ None = 0, Basic = 1, Copy3D = 2, DifferentTypes = 4, TextureToRT = 8, RTToTexture = 16 }
/** Blend mode for controlling the blending.
*/
enum BlendMode
{ Zero = 0, One = 1, DstColor = 2, SrcColor = 3, OneMinusDstColor = 4, SrcAlpha = 5, OneMinusSrcColor = 6, DstAlpha = 7, OneMinusDstAlpha = 8, SrcAlphaSaturate = 9, OneMinusSrcAlpha = 10 }
}
namespace UnityEngine.Application {
interface AdvertisingIdentifierCallback
{
(advertisingId: string, trackingEnabled: boolean, errorMsg: string) : void;
Invoke?: (advertisingId: string, trackingEnabled: boolean, errorMsg: string) => void;
}
var AdvertisingIdentifierCallback: { new (func: (advertisingId: string, trackingEnabled: boolean, errorMsg: string) => void): AdvertisingIdentifierCallback; }
interface LowMemoryCallback
{
() : void;
Invoke?: () => void;
}
var LowMemoryCallback: { new (func: () => void): LowMemoryCallback; }
interface MemoryUsageChangedCallback
{
(usage: $Ref<UnityEngine.ApplicationMemoryUsageChange>) : void;
Invoke?: (usage: $Ref<UnityEngine.ApplicationMemoryUsageChange>) => void;
}
var MemoryUsageChangedCallback: { new (func: (usage: $Ref<UnityEngine.ApplicationMemoryUsageChange>) => void): MemoryUsageChangedCallback; }
interface LogCallback
{
(condition: string, stackTrace: string, type: UnityEngine.LogType) : void;
Invoke?: (condition: string, stackTrace: string, type: UnityEngine.LogType) => void;
}
var LogCallback: { new (func: (condition: string, stackTrace: string, type: UnityEngine.LogType) => void): LogCallback; }
}
namespace UnityEngine.Events {
/** Zero argument delegate used by UnityEvents.
*/
interface UnityAction
{
() : void;
Invoke?: () => void;
}
var UnityAction: { new (func: () => void): UnityAction; }
}
namespace UnityEngine.Camera {
interface CameraCallback
{
(cam: UnityEngine.Camera) : void;
Invoke?: (cam: UnityEngine.Camera) => void;
}
var CameraCallback: { new (func: (cam: UnityEngine.Camera) => void): CameraCallback; }
enum GateFitMode
{ Vertical = 1, Horizontal = 2, Fill = 3, Overscan = 4, None = 0 }
enum MonoOrStereoscopicEye
{ Left = 0, Right = 1, Mono = 2 }
class GateFitParameters extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
enum StereoscopicEye
{ Left = 0, Right = 1 }
enum SceneViewFilterMode
{ Off = 0, ShowFiltered = 1 }
class RenderRequest extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
}
namespace UnityEngine.Display {
interface DisplaysUpdatedDelegate
{
() : void;
Invoke?: () => void;
}
var DisplaysUpdatedDelegate: { new (func: () => void): DisplaysUpdatedDelegate; }
}
namespace UnityEngine.GraphicsBuffer {
enum Target
{ Vertex = 1, Index = 2, CopySource = 4, CopyDestination = 8, Structured = 16, Raw = 32, Append = 64, Counter = 128, IndirectArguments = 256, Constant = 512 }
}
namespace UnityEngine.Mesh {
class MeshDataArray extends System.ValueType implements System.IDisposable
{
protected [__keep_incompatibility]: never;
}
}
namespace UnityEngine.Random {
class State extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
}
namespace UnityEngine.Font {
interface FontTextureRebuildCallback
{
() : void;
Invoke?: () => void;
}
var FontTextureRebuildCallback: { new (func: () => void): FontTextureRebuildCallback; }
}
namespace UnityEngine.ParticleSystem {
class Particle extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class PlaybackState extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class Trails extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class EmitParams extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class MainModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class EmissionModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class ShapeModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class VelocityOverLifetimeModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class LimitVelocityOverLifetimeModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class InheritVelocityModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class LifetimeByEmitterSpeedModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class ForceOverLifetimeModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class ColorOverLifetimeModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class ColorBySpeedModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class SizeOverLifetimeModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class SizeBySpeedModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class RotationOverLifetimeModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class RotationBySpeedModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class ExternalForcesModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class NoiseModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class CollisionModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class TriggerModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class SubEmittersModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class TextureSheetAnimationModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class LightsModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class TrailModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
class CustomDataModule extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
}
namespace FairyGUI {
class EventDispatcher extends System.Object implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public AddEventListener ($strType: string, $callback: FairyGUI.EventCallback1) : void
public AddEventListener ($strType: string, $callback: FairyGUI.EventCallback0) : void
public RemoveEventListener ($strType: string, $callback: FairyGUI.EventCallback1) : void
public RemoveEventListener ($strType: string, $callback: FairyGUI.EventCallback0) : void
public AddCapture ($strType: string, $callback: FairyGUI.EventCallback1) : void
public RemoveCapture ($strType: string, $callback: FairyGUI.EventCallback1) : void
public RemoveEventListeners () : void
public RemoveEventListeners ($strType: string) : void
public hasEventListeners ($strType: string) : boolean
public isDispatching ($strType: string) : boolean
public DispatchEvent ($strType: string) : boolean
public DispatchEvent ($strType: string, $data: any) : boolean
public DispatchEvent ($strType: string, $data: any, $initiator: any) : boolean
public DispatchEvent ($context: FairyGUI.EventContext) : boolean
public BubbleEvent ($strType: string, $data: any) : boolean
public BroadcastEvent ($strType: string, $data: any) : boolean
public constructor ()
}
interface IEventDispatcher
{
AddEventListener ($strType: string, $callback: FairyGUI.EventCallback0) : void
AddEventListener ($strType: string, $callback: FairyGUI.EventCallback1) : void
RemoveEventListener ($strType: string, $callback: FairyGUI.EventCallback0) : void
RemoveEventListener ($strType: string, $callback: FairyGUI.EventCallback1) : void
DispatchEvent ($context: FairyGUI.EventContext) : boolean
DispatchEvent ($strType: string) : boolean
DispatchEvent ($strType: string, $data: any) : boolean
DispatchEvent ($strType: string, $data: any, $initiator: any) : boolean
}
class GObject extends FairyGUI.EventDispatcher implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public name : string
public data : any
public sourceWidth : number
public sourceHeight : number
public initWidth : number
public initHeight : number
public minWidth : number
public maxWidth : number
public minHeight : number
public maxHeight : number
public dragBounds : UnityEngine.Rect | null
public packageItem : FairyGUI.PackageItem
public get id(): string;
public get relations(): FairyGUI.Relations;
public get parent(): FairyGUI.GComponent;
public get displayObject(): FairyGUI.DisplayObject;
public static get draggingObject(): FairyGUI.GObject;
public get onClick(): FairyGUI.EventListener;
public get onRightClick(): FairyGUI.EventListener;
public get onTouchBegin(): FairyGUI.EventListener;
public get onTouchMove(): FairyGUI.EventListener;
public get onTouchEnd(): FairyGUI.EventListener;
public get onRollOver(): FairyGUI.EventListener;
public get onRollOut(): FairyGUI.EventListener;
public get onAddedToStage(): FairyGUI.EventListener;
public get onRemovedFromStage(): FairyGUI.EventListener;
public get onKeyDown(): FairyGUI.EventListener;
public get onClickLink(): FairyGUI.EventListener;
public get onPositionChanged(): FairyGUI.EventListener;
public get onSizeChanged(): FairyGUI.EventListener;
public get onDragStart(): FairyGUI.EventListener;
public get onDragMove(): FairyGUI.EventListener;
public get onDragEnd(): FairyGUI.EventListener;
public get onGearStop(): FairyGUI.EventListener;
public get onFocusIn(): FairyGUI.EventListener;
public get onFocusOut(): FairyGUI.EventListener;
public get x(): number;
public set x(value: number);
public get y(): number;
public set y(value: number);
public get z(): number;
public set z(value: number);
public get xy(): UnityEngine.Vector2;
public set xy(value: UnityEngine.Vector2);
public get position(): UnityEngine.Vector3;
public set position(value: UnityEngine.Vector3);
public get width(): number;
public set width(value: number);
public get height(): number;
public set height(value: number);
public get size(): UnityEngine.Vector2;
public set size(value: UnityEngine.Vector2);
public get actualWidth(): number;
public get actualHeight(): number;
public get xMin(): number;
public set xMin(value: number);
public get yMin(): number;
public set yMin(value: number);
public get scaleX(): number;
public set scaleX(value: number);
public get scaleY(): number;
public set scaleY(value: number);
public get scale(): UnityEngine.Vector2;
public set scale(value: UnityEngine.Vector2);
public get skew(): UnityEngine.Vector2;
public set skew(value: UnityEngine.Vector2);
public get pivotX(): number;
public set pivotX(value: number);
public get pivotY(): number;
public set pivotY(value: number);
public get pivot(): UnityEngine.Vector2;
public set pivot(value: UnityEngine.Vector2);
public get pivotAsAnchor(): boolean;
public set pivotAsAnchor(value: boolean);
public get touchable(): boolean;
public set touchable(value: boolean);
public get grayed(): boolean;
public set grayed(value: boolean);
public get enabled(): boolean;
public set enabled(value: boolean);
public get rotation(): number;
public set rotation(value: number);
public get rotationX(): number;
public set rotationX(value: number);
public get rotationY(): number;
public set rotationY(value: number);
public get alpha(): number;
public set alpha(value: number);
public get visible(): boolean;
public set visible(value: boolean);
public get sortingOrder(): number;
public set sortingOrder(value: number);
public get focusable(): boolean;
public set focusable(value: boolean);
public get tabStop(): boolean;
public set tabStop(value: boolean);
public get focused(): boolean;
public get tooltips(): string;
public set tooltips(value: string);
public get cursor(): string;
public set cursor(value: string);
public get filter(): FairyGUI.IFilter;
public set filter(value: FairyGUI.IFilter);
public get blendMode(): FairyGUI.BlendMode;
public set blendMode(value: FairyGUI.BlendMode);
public get gameObjectName(): string;
public set gameObjectName(value: string);
public get inContainer(): boolean;
public get onStage(): boolean;
public get resourceURL(): string;
public get gearXY(): FairyGUI.GearXY;
public get gearSize(): FairyGUI.GearSize;
public get gearLook(): FairyGUI.GearLook;
public get group(): FairyGUI.GGroup;
public set group(value: FairyGUI.GGroup);
public get root(): FairyGUI.GRoot;
public get text(): string;
public set text(value: string);
public get icon(): string;
public set icon(value: string);
public get draggable(): boolean;
public set draggable(value: boolean);
public get dragging(): boolean;
public get dragStartPos(): UnityEngine.Vector2;
public get isDisposed(): boolean;
public get asImage(): FairyGUI.GImage;
public get asCom(): FairyGUI.GComponent;
public get asButton(): FairyGUI.GButton;
public get asLabel(): FairyGUI.GLabel;
public get asProgress(): FairyGUI.GProgressBar;
public get asSlider(): FairyGUI.GSlider;
public get asComboBox(): FairyGUI.GComboBox;
public get asTextField(): FairyGUI.GTextField;
public get asRichTextField(): FairyGUI.GRichTextField;
public get asTextInput(): FairyGUI.GTextInput;
public get asLoader(): FairyGUI.GLoader;
public get asLoader3D(): FairyGUI.GLoader3D;
public get asList(): FairyGUI.GList;
public get asGraph(): FairyGUI.GGraph;
public get asGroup(): FairyGUI.GGroup;
public get asMovieClip(): FairyGUI.GMovieClip;
public get asTree(): FairyGUI.GTree;
public get treeNode(): FairyGUI.GTreeNode;
public SetXY ($xv: number, $yv: number) : void
public SetXY ($xv: number, $yv: number, $topLeftValue: boolean) : void
public SetPosition ($xv: number, $yv: number, $zv: number) : void
public Center () : void
public Center ($restraint: boolean) : void
public MakeFullScreen () : void
public SetSize ($wv: number, $hv: number) : void
public SetSize ($wv: number, $hv: number, $ignorePivot: boolean) : void
public SetScale ($wv: number, $hv: number) : void
public SetPivot ($xv: number, $yv: number) : void
public SetPivot ($xv: number, $yv: number, $asAnchor: boolean) : void
public RequestFocus () : void
public RequestFocus ($byKey: boolean) : void
public SetHome ($obj: FairyGUI.GObject) : void
public GetGear ($index: number) : FairyGUI.GearBase
public InvalidateBatchingState () : void
public HandleControllerChanged ($c: FairyGUI.Controller) : void
public AddRelation ($target: FairyGUI.GObject, $relationType: FairyGUI.RelationType) : void
public AddRelation ($target: FairyGUI.GObject, $relationType: FairyGUI.RelationType, $usePercent: boolean) : void
public RemoveRelation ($target: FairyGUI.GObject, $relationType: FairyGUI.RelationType) : void
public RemoveFromParent () : void
public StartDrag () : void
public StartDrag ($touchId: number) : void
public StopDrag () : void
public LocalToGlobal ($pt: UnityEngine.Vector2) : UnityEngine.Vector2
public GlobalToLocal ($pt: UnityEngine.Vector2) : UnityEngine.Vector2
public LocalToGlobal ($rect: UnityEngine.Rect) : UnityEngine.Rect
public GlobalToLocal ($rect: UnityEngine.Rect) : UnityEngine.Rect
public LocalToRoot ($pt: UnityEngine.Vector2, $r: FairyGUI.GRoot) : UnityEngine.Vector2
public RootToLocal ($pt: UnityEngine.Vector2, $r: FairyGUI.GRoot) : UnityEngine.Vector2
public WorldToLocal ($pt: UnityEngine.Vector3) : UnityEngine.Vector2
public WorldToLocal ($pt: UnityEngine.Vector3, $camera: UnityEngine.Camera) : UnityEngine.Vector2
public TransformPoint ($pt: UnityEngine.Vector2, $targetSpace: FairyGUI.GObject) : UnityEngine.Vector2
public TransformRect ($rect: UnityEngine.Rect, $targetSpace: FairyGUI.GObject) : UnityEngine.Rect
public Dispose () : void
public ConstructFromResource () : void
public Setup_BeforeAdd ($buffer: FairyGUI.Utils.ByteBuffer, $beginPos: number) : void
public Setup_AfterAdd ($buffer: FairyGUI.Utils.ByteBuffer, $beginPos: number) : void
public TweenMove ($endValue: UnityEngine.Vector2, $duration: number) : FairyGUI.GTweener
public TweenMoveX ($endValue: number, $duration: number) : FairyGUI.GTweener
public TweenMoveY ($endValue: number, $duration: number) : FairyGUI.GTweener
public TweenScale ($endValue: UnityEngine.Vector2, $duration: number) : FairyGUI.GTweener
public TweenScaleX ($endValue: number, $duration: number) : FairyGUI.GTweener
public TweenScaleY ($endValue: number, $duration: number) : FairyGUI.GTweener
public TweenResize ($endValue: UnityEngine.Vector2, $duration: number) : FairyGUI.GTweener
public TweenFade ($endValue: number, $duration: number) : FairyGUI.GTweener
public TweenRotate ($endValue: number, $duration: number) : FairyGUI.GTweener
public constructor ()
}
class GComponent extends FairyGUI.GObject implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public __onConstruct : System.Action
public __onDispose : System.Action
public get rootContainer(): FairyGUI.Container;
public get container(): FairyGUI.Container;
public get scrollPane(): FairyGUI.ScrollPane;
public get onDrop(): FairyGUI.EventListener;
public get fairyBatching(): boolean;
public set fairyBatching(value: boolean);
public get opaque(): boolean;
public set opaque(value: boolean);
public get margin(): FairyGUI.Margin;
public set margin(value: FairyGUI.Margin);
public get childrenRenderOrder(): FairyGUI.ChildrenRenderOrder;
public set childrenRenderOrder(value: FairyGUI.ChildrenRenderOrder);
public get apexIndex(): number;
public set apexIndex(value: number);
public get tabStopChildren(): boolean;
public set tabStopChildren(value: boolean);
public get numChildren(): number;
public get Controllers(): System.Collections.Generic.List$1<FairyGUI.Controller>;
public get clipSoftness(): UnityEngine.Vector2;
public set clipSoftness(value: UnityEngine.Vector2);
public get mask(): FairyGUI.DisplayObject;
public set mask(value: FairyGUI.DisplayObject);
public get reversedMask(): boolean;
public set reversedMask(value: boolean);
public get baseUserData(): string;
public get viewWidth(): number;
public set viewWidth(value: number);
public get viewHeight(): number;
public set viewHeight(value: number);
public InvalidateBatchingState ($childChanged: boolean) : void
public AddChild ($child: FairyGUI.GObject) : FairyGUI.GObject
public AddChildAt ($child: FairyGUI.GObject, $index: number) : FairyGUI.GObject
public RemoveChild ($child: FairyGUI.GObject) : FairyGUI.GObject
public RemoveChild ($child: FairyGUI.GObject, $dispose: boolean) : FairyGUI.GObject
public RemoveChildAt ($index: number) : FairyGUI.GObject
public RemoveChildAt ($index: number, $dispose: boolean) : FairyGUI.GObject
public RemoveChildren () : void
public RemoveChildren ($beginIndex: number, $endIndex: number, $dispose: boolean) : void
public GetChildAt ($index: number) : FairyGUI.GObject
public GetChild ($name: string) : FairyGUI.GObject
public GetChildByPath ($path: string) : FairyGUI.GObject
public GetVisibleChild ($name: string) : FairyGUI.GObject
public GetChildInGroup ($group: FairyGUI.GGroup, $name: string) : FairyGUI.GObject
public GetChildren () : System.Array$1<FairyGUI.GObject>
public GetChildIndex ($child: FairyGUI.GObject) : number
public SetChildIndex ($child: FairyGUI.GObject, $index: number) : void
public SetChildIndexBefore ($child: FairyGUI.GObject, $index: number) : number
public SwapChildren ($child1: FairyGUI.GObject, $child2: FairyGUI.GObject) : void
public SwapChildrenAt ($index1: number, $index2: number) : void
public IsAncestorOf ($obj: FairyGUI.GObject) : boolean
public ChangeChildrenOrder ($objs: System.Collections.Generic.IList$1<FairyGUI.GObject>) : void
public AddController ($controller: FairyGUI.Controller) : void
public GetControllerAt ($index: number) : FairyGUI.Controller
public GetController ($name: string) : FairyGUI.Controller
public RemoveController ($c: FairyGUI.Controller) : void
public GetTransitionAt ($index: number) : FairyGUI.Transition
public GetTransition ($name: string) : FairyGUI.Transition
public IsChildInView ($child: FairyGUI.GObject) : boolean
public GetFirstChildInView () : number
public SetBoundsChangedFlag () : void
public EnsureBoundsCorrect () : void
public GetSnappingPosition ($xValue: $Ref<number>, $yValue: $Ref<number>) : void
public GetSnappingPositionWithDir ($xValue: $Ref<number>, $yValue: $Ref<number>, $xDir: number, $yDir: number) : void
public ConstructFromXML ($xml: FairyGUI.Utils.XML) : void
public constructor ()
public InvalidateBatchingState () : void
}
class Window extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public bringToFontOnClick : boolean
public __onInit : System.Action
public __onShown : System.Action
public __onHide : System.Action
public __doShowAnimation : System.Action
public __doHideAnimation : System.Action
public get contentPane(): FairyGUI.GComponent;
public set contentPane(value: FairyGUI.GComponent);
public get frame(): FairyGUI.GComponent;
public get closeButton(): FairyGUI.GObject;
public set closeButton(value: FairyGUI.GObject);
public get dragArea(): FairyGUI.GObject;
public set dragArea(value: FairyGUI.GObject);
public get contentArea(): FairyGUI.GObject;
public set contentArea(value: FairyGUI.GObject);
public get modalWaitingPane(): FairyGUI.GObject;
public get isShowing(): boolean;
public get isTop(): boolean;
public get modal(): boolean;
public set modal(value: boolean);
public get modalWaiting(): boolean;
public AddUISource ($source: FairyGUI.IUISource) : void
public Show () : void
public ShowOn ($r: FairyGUI.GRoot) : void
public Hide () : void
public HideImmediately () : void
public CenterOn ($r: FairyGUI.GRoot, $restraint: boolean) : void
public ToggleStatus () : void
public BringToFront () : void
public ShowModalWait () : void
public ShowModalWait ($requestingCmd: number) : void
public CloseModalWait () : boolean
public CloseModalWait ($requestingCmd: number) : boolean
public Init () : void
public constructor ()
}
class GRoot extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public static get contentScaleFactor(): number;
public static get contentScaleLevel(): number;
public static get inst(): FairyGUI.GRoot;
public get modalLayer(): FairyGUI.GGraph;
public get hasModalWindow(): boolean;
public get modalWaiting(): boolean;
public get touchTarget(): FairyGUI.GObject;
public get hasAnyPopup(): boolean;
public get focus(): FairyGUI.GObject;
public set focus(value: FairyGUI.GObject);
public get soundVolume(): number;
public set soundVolume(value: number);
public SetContentScaleFactor ($designResolutionX: number, $designResolutionY: number) : void
public SetContentScaleFactor ($designResolutionX: number, $designResolutionY: number, $screenMatchMode: FairyGUI.UIContentScaler.ScreenMatchMode) : void
public SetContentScaleFactor ($constantScaleFactor: number) : void
public ApplyContentScaleFactor () : void
public ShowWindow ($win: FairyGUI.Window) : void
public HideWindow ($win: FairyGUI.Window) : void
public HideWindowImmediately ($win: FairyGUI.Window) : void
public HideWindowImmediately ($win: FairyGUI.Window, $dispose: boolean) : void
public BringToFront ($win: FairyGUI.Window) : void
public ShowModalWait () : void
public CloseModalWait () : void
public CloseAllExceptModals () : void
public CloseAllWindows () : void
public GetTopWindow () : FairyGUI.Window
public DisplayObjectToGObject ($obj: FairyGUI.DisplayObject) : FairyGUI.GObject
public ShowPopup ($popup: FairyGUI.GObject) : void
public ShowPopup ($popup: FairyGUI.GObject, $target: FairyGUI.GObject) : void
public ShowPopup ($popup: FairyGUI.GObject, $target: FairyGUI.GObject, $dir: FairyGUI.PopupDirection) : void
public ShowPopup ($popup: FairyGUI.GObject, $target: FairyGUI.GObject, $dir: FairyGUI.PopupDirection, $closeUntilUpEvent: boolean) : void
public GetPoupPosition ($popup: FairyGUI.GObject, $target: FairyGUI.GObject, $dir: FairyGUI.PopupDirection) : UnityEngine.Vector2
public TogglePopup ($popup: FairyGUI.GObject) : void
public TogglePopup ($popup: FairyGUI.GObject, $target: FairyGUI.GObject) : void
public TogglePopup ($popup: FairyGUI.GObject, $target: FairyGUI.GObject, $dir: FairyGUI.PopupDirection) : void
public TogglePopup ($popup: FairyGUI.GObject, $target: FairyGUI.GObject, $dir: FairyGUI.PopupDirection, $closeUntilUpEvent: boolean) : void
public HidePopup () : void
public HidePopup ($popup: FairyGUI.GObject) : void
public ShowTooltips ($msg: string) : void
public ShowTooltips ($msg: string, $delay: number) : void
public ShowTooltipsWin ($tooltipWin: FairyGUI.GObject) : void
public ShowTooltipsWin ($tooltipWin: FairyGUI.GObject, $delay: number) : void
public HideTooltips () : void
public EnableSound () : void
public DisableSound () : void
public PlayOneShotSound ($clip: UnityEngine.AudioClip, $volumeScale: number) : void
public PlayOneShotSound ($clip: UnityEngine.AudioClip) : void
public constructor ()
}
interface EventCallback1
{
(context: FairyGUI.EventContext) : void;
Invoke?: (context: FairyGUI.EventContext) => void;
}
var EventCallback1: { new (func: (context: FairyGUI.EventContext) => void): EventCallback1; }
class EventContext extends System.Object
{
protected [__keep_incompatibility]: never;
public type : string
public data : any
public get sender(): FairyGUI.EventDispatcher;
public get initiator(): any;
public get inputEvent(): FairyGUI.InputEvent;
public get isDefaultPrevented(): boolean;
public StopPropagation () : void
public PreventDefault () : void
public CaptureTouch () : void
public constructor ()
}
class GLoader extends FairyGUI.GObject implements FairyGUI.IEventDispatcher, FairyGUI.IAnimationGear, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public showErrorSign : boolean
public get url(): string;
public set url(value: string);
public get icon(): string;
public set icon(value: string);
public get align(): FairyGUI.AlignType;
public set align(value: FairyGUI.AlignType);
public get verticalAlign(): FairyGUI.VertAlignType;
public set verticalAlign(value: FairyGUI.VertAlignType);
public get fill(): FairyGUI.FillType;
public set fill(value: FairyGUI.FillType);
public get shrinkOnly(): boolean;
public set shrinkOnly(value: boolean);
public get autoSize(): boolean;
public set autoSize(value: boolean);
public get playing(): boolean;
public set playing(value: boolean);
public get frame(): number;
public set frame(value: number);
public get timeScale(): number;
public set timeScale(value: number);
public get ignoreEngineTimeScale(): boolean;
public set ignoreEngineTimeScale(value: boolean);
public get material(): UnityEngine.Material;
public set material(value: UnityEngine.Material);
public get shader(): string;
public set shader(value: string);
public get color(): UnityEngine.Color;
public set color(value: UnityEngine.Color);
public get fillMethod(): FairyGUI.FillMethod;
public set fillMethod(value: FairyGUI.FillMethod);
public get fillOrigin(): number;
public set fillOrigin(value: number);
public get fillClockwise(): boolean;
public set fillClockwise(value: boolean);
public get fillAmount(): number;
public set fillAmount(value: number);
public get image(): FairyGUI.Image;
public get movieClip(): FairyGUI.MovieClip;
public get component(): FairyGUI.GComponent;
public get texture(): FairyGUI.NTexture;
public set texture(value: FairyGUI.NTexture);
public get filter(): FairyGUI.IFilter;
public set filter(value: FairyGUI.IFilter);
public get blendMode(): FairyGUI.BlendMode;
public set blendMode(value: FairyGUI.BlendMode);
public Advance ($time: number) : void
public constructor ()
}
interface IAnimationGear
{
playing : boolean
frame : number
timeScale : number
ignoreEngineTimeScale : boolean
Advance ($time: number) : void
}
interface IColorGear
{
color : UnityEngine.Color
}
class DisplayObject extends FairyGUI.EventDispatcher implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public name : string
public gOwner : FairyGUI.GObject
public id : number
public get parent(): FairyGUI.Container;
public get gameObject(): UnityEngine.GameObject;
public get cachedTransform(): UnityEngine.Transform;
public get graphics(): FairyGUI.NGraphics;
public get paintingGraphics(): FairyGUI.NGraphics;
public get onClick(): FairyGUI.EventListener;
public get onRightClick(): FairyGUI.EventListener;
public get onTouchBegin(): FairyGUI.EventListener;
public get onTouchMove(): FairyGUI.EventListener;
public get onTouchEnd(): FairyGUI.EventListener;
public get onRollOver(): FairyGUI.EventListener;
public get onRollOut(): FairyGUI.EventListener;
public get onMouseWheel(): FairyGUI.EventListener;
public get onAddedToStage(): FairyGUI.EventListener;
public get onRemovedFromStage(): FairyGUI.EventListener;
public get onKeyDown(): FairyGUI.EventListener;
public get onClickLink(): FairyGUI.EventListener;
public get onFocusIn(): FairyGUI.EventListener;
public get onFocusOut(): FairyGUI.EventListener;
public get alpha(): number;
public set alpha(value: number);
public get grayed(): boolean;
public set grayed(value: boolean);
public get visible(): boolean;
public set visible(value: boolean);
public get x(): number;
public set x(value: number);
public get y(): number;
public set y(value: number);
public get z(): number;
public set z(value: number);
public get xy(): UnityEngine.Vector2;
public set xy(value: UnityEngine.Vector2);
public get position(): UnityEngine.Vector3;
public set position(value: UnityEngine.Vector3);
public get pixelPerfect(): boolean;
public set pixelPerfect(value: boolean);
public get width(): number;
public set width(value: number);
public get height(): number;
public set height(value: number);
public get size(): UnityEngine.Vector2;
public set size(value: UnityEngine.Vector2);
public get scaleX(): number;
public set scaleX(value: number);
public get scaleY(): number;
public set scaleY(value: number);
public get scale(): UnityEngine.Vector2;
public set scale(value: UnityEngine.Vector2);
public get rotation(): number;
public set rotation(value: number);
public get rotationX(): number;
public set rotationX(value: number);
public get rotationY(): number;
public set rotationY(value: number);
public get skew(): UnityEngine.Vector2;
public set skew(value: UnityEngine.Vector2);
public get perspective(): boolean;
public set perspective(value: boolean);
public get focalLength(): number;
public set focalLength(value: number);
public get pivot(): UnityEngine.Vector2;
public set pivot(value: UnityEngine.Vector2);
public get location(): UnityEngine.Vector3;
public set location(value: UnityEngine.Vector3);
public get material(): UnityEngine.Material;
public set material(value: UnityEngine.Material);
public get shader(): string;
public set shader(value: string);
public get renderingOrder(): number;
public set renderingOrder(value: number);
public get layer(): number;
public set layer(value: number);
public get focusable(): boolean;
public set focusable(value: boolean);
public get tabStop(): boolean;
public set tabStop(value: boolean);
public get focused(): boolean;
public get cursor(): string;
public set cursor(value: string);
public get isDisposed(): boolean;
public get topmost(): FairyGUI.Container;
public get stage(): FairyGUI.Stage;
public get worldSpaceContainer(): FairyGUI.Container;
public get touchable(): boolean;
public set touchable(value: boolean);
public get touchDisabled(): boolean;
public get paintingMode(): boolean;
public get cacheAsBitmap(): boolean;
public set cacheAsBitmap(value: boolean);
public get filter(): FairyGUI.IFilter;
public set filter(value: FairyGUI.IFilter);
public get blendMode(): FairyGUI.BlendMode;
public set blendMode(value: FairyGUI.BlendMode);
public get home(): UnityEngine.Transform;
public set home(value: UnityEngine.Transform);
public add_onPaint ($value: System.Action) : void
public remove_onPaint ($value: System.Action) : void
public SetXY ($xv: number, $yv: number) : void
public SetPosition ($xv: number, $yv: number, $zv: number) : void
public SetSize ($wv: number, $hv: number) : void
public EnsureSizeCorrect () : void
public SetScale ($xv: number, $yv: number) : void
public EnterPaintingMode () : void
public EnterPaintingMode ($requestorId: number, $extend: FairyGUI.Margin | null) : void
public EnterPaintingMode ($requestorId: number, $extend: FairyGUI.Margin | null, $scale: number) : void
public LeavePaintingMode ($requestorId: number) : void
public GetScreenShot ($extend: FairyGUI.Margin | null, $scale: number) : UnityEngine.Texture2D
public GetBounds ($targetSpace: FairyGUI.DisplayObject) : UnityEngine.Rect
public GlobalToLocal ($point: UnityEngine.Vector2) : UnityEngine.Vector2
public LocalToGlobal ($point: UnityEngine.Vector2) : UnityEngine.Vector2
public WorldToLocal ($worldPoint: UnityEngine.Vector3, $direction: UnityEngine.Vector3) : UnityEngine.Vector3
public LocalToWorld ($localPoint: UnityEngine.Vector3) : UnityEngine.Vector3
public TransformPoint ($point: UnityEngine.Vector2, $targetSpace: FairyGUI.DisplayObject) : UnityEngine.Vector2
public TransformRect ($rect: UnityEngine.Rect, $targetSpace: FairyGUI.DisplayObject) : UnityEngine.Rect
public RemoveFromParent () : void
public InvalidateBatchingState () : void
public Update ($context: FairyGUI.UpdateContext) : void
public Dispose () : void
public constructor ()
}
class Image extends FairyGUI.DisplayObject implements FairyGUI.IEventDispatcher, FairyGUI.IMeshFactory
{
protected [__keep_incompatibility]: never;
public get texture(): FairyGUI.NTexture;
public set texture(value: FairyGUI.NTexture);
public get textureScale(): UnityEngine.Vector2;
public set textureScale(value: UnityEngine.Vector2);
public get color(): UnityEngine.Color;
public set color(value: UnityEngine.Color);
public get fillMethod(): FairyGUI.FillMethod;
public set fillMethod(value: FairyGUI.FillMethod);
public get fillOrigin(): number;
public set fillOrigin(value: number);
public get fillClockwise(): boolean;
public set fillClockwise(value: boolean);
public get fillAmount(): number;
public set fillAmount(value: number);
public get scale9Grid(): UnityEngine.Rect | null;
public set scale9Grid(value: UnityEngine.Rect | null);
public get scaleByTile(): boolean;
public set scaleByTile(value: boolean);
public get tileGridIndice(): number;
public set tileGridIndice(value: number);
public SetNativeSize () : void
public OnPopulateMesh ($vb: FairyGUI.VertexBuffer) : void
public SliceFill ($vb: FairyGUI.VertexBuffer) : void
public constructor ()
public constructor ($texture: FairyGUI.NTexture)
}
interface IMeshFactory
{
OnPopulateMesh ($vb: FairyGUI.VertexBuffer) : void
}
class EventListener extends System.Object
{
protected [__keep_incompatibility]: never;
public get type(): string;
public get isEmpty(): boolean;
public get isDispatching(): boolean;
public AddCapture ($callback: FairyGUI.EventCallback1) : void
public RemoveCapture ($callback: FairyGUI.EventCallback1) : void
public Add ($callback: FairyGUI.EventCallback1) : void
public Remove ($callback: FairyGUI.EventCallback1) : void
public Add ($callback: FairyGUI.EventCallback0) : void
public Remove ($callback: FairyGUI.EventCallback0) : void
public Set ($callback: FairyGUI.EventCallback1) : void
public Set ($callback: FairyGUI.EventCallback0) : void
public Clear () : void
public Call () : boolean
public Call ($data: any) : boolean
public BubbleCall ($data: any) : boolean
public BubbleCall () : boolean
public BroadcastCall ($data: any) : boolean
public BroadcastCall () : boolean
public constructor ($owner: FairyGUI.EventDispatcher, $type: string)
public constructor ()
}
class NTexture extends System.Object
{
protected [__keep_incompatibility]: never;
public uvRect : UnityEngine.Rect
public rotated : boolean
public refCount : number
public lastActive : number
public destroyMethod : FairyGUI.DestroyMethod
public static get Empty(): FairyGUI.NTexture;
public get width(): number;
public get height(): number;
public get offset(): UnityEngine.Vector2;
public set offset(value: UnityEngine.Vector2);
public get originalSize(): UnityEngine.Vector2;
public set originalSize(value: UnityEngine.Vector2);
public get root(): FairyGUI.NTexture;
public get disposed(): boolean;
public get nativeTexture(): UnityEngine.Texture;
public get alphaTexture(): UnityEngine.Texture;
public static add_CustomDestroyMethod ($value: System.Action$1<UnityEngine.Texture>) : void
public static remove_CustomDestroyMethod ($value: System.Action$1<UnityEngine.Texture>) : void
public add_onSizeChanged ($value: System.Action$1<FairyGUI.NTexture>) : void
public remove_onSizeChanged ($value: System.Action$1<FairyGUI.NTexture>) : void
public add_onRelease ($value: System.Action$1<FairyGUI.NTexture>) : void
public remove_onRelease ($value: System.Action$1<FairyGUI.NTexture>) : void
public static DisposeEmpty () : void
public GetDrawRect ($drawRect: UnityEngine.Rect) : UnityEngine.Rect
public GetUV ($uv: System.Array$1<UnityEngine.Vector2>) : void
public GetMaterialManager ($shaderName: string) : FairyGUI.MaterialManager
public Unload () : void
public Unload ($destroyMaterials: boolean) : void
public Reload ($nativeTexture: UnityEngine.Texture, $alphaTexture: UnityEngine.Texture) : void
public AddRef () : void
public ReleaseRef () : void
public Dispose () : void
public constructor ($texture: UnityEngine.Texture)
public constructor ($texture: UnityEngine.Texture, $alphaTexture: UnityEngine.Texture, $xScale: number, $yScale: number)
public constructor ($texture: UnityEngine.Texture, $region: UnityEngine.Rect)
public constructor ($root: FairyGUI.NTexture, $region: UnityEngine.Rect, $rotated: boolean)
public constructor ($root: FairyGUI.NTexture, $region: UnityEngine.Rect, $rotated: boolean, $originalSize: UnityEngine.Vector2, $offset: UnityEngine.Vector2)
public constructor ($sprite: UnityEngine.Sprite)
public constructor ()
}
class BaseFont extends System.Object
{
protected [__keep_incompatibility]: never;
public name : string
public mainTexture : FairyGUI.NTexture
public canTint : boolean
public customBold : boolean
public customBoldAndItalic : boolean
public customOutline : boolean
public shader : string
public keepCrisp : boolean
public version : number
public UpdateGraphics ($graphics: FairyGUI.NGraphics) : void
public SetFormat ($format: FairyGUI.TextFormat, $fontSizeScale: number) : void
public PrepareCharacters ($text: string) : void
public GetGlyph ($ch: number, $width: $Ref<number>, $height: $Ref<number>, $baseline: $Ref<number>) : boolean
public DrawGlyph ($x: number, $y: number, $vertList: System.Collections.Generic.List$1<UnityEngine.Vector3>, $uvList: System.Collections.Generic.List$1<UnityEngine.Vector2>, $uv2List: System.Collections.Generic.List$1<UnityEngine.Vector2>, $colList: System.Collections.Generic.List$1<UnityEngine.Color32>) : number
public DrawLine ($x: number, $y: number, $width: number, $fontSize: number, $type: number, $vertList: System.Collections.Generic.List$1<UnityEngine.Vector3>, $uvList: System.Collections.Generic.List$1<UnityEngine.Vector2>, $uv2List: System.Collections.Generic.List$1<UnityEngine.Vector2>, $colList: System.Collections.Generic.List$1<UnityEngine.Color32>) : number
public HasCharacter ($ch: number) : boolean
public GetLineHeight ($size: number) : number
public Dispose () : void
public constructor ()
}
class BitmapFont extends FairyGUI.BaseFont
{
protected [__keep_incompatibility]: never;
public size : number
public resizable : boolean
public hasChannel : boolean
public AddChar ($ch: number, $glyph: FairyGUI.BitmapFont.BMGlyph) : void
public constructor ()
}
enum AlignType
{ Left = 0, Center = 1, Right = 2 }
enum VertAlignType
{ Top = 0, Middle = 1, Bottom = 2 }
enum AutoSizeType
{ None = 0, Both = 1, Height = 2, Shrink = 3, Ellipsis = 4 }
enum FlipType
{ None = 0, Horizontal = 1, Vertical = 2, Both = 3 }
enum FillMethod
{ None = 0, Horizontal = 1, Vertical = 2, Radial90 = 3, Radial180 = 4, Radial360 = 5 }
enum EaseType
{ Linear = 0, SineIn = 1, SineOut = 2, SineInOut = 3, QuadIn = 4, QuadOut = 5, QuadInOut = 6, CubicIn = 7, CubicOut = 8, CubicInOut = 9, QuartIn = 10, QuartOut = 11, QuartInOut = 12, QuintIn = 13, QuintOut = 14, QuintInOut = 15, ExpoIn = 16, ExpoOut = 17, ExpoInOut = 18, CircIn = 19, CircOut = 20, CircInOut = 21, ElasticIn = 22, ElasticOut = 23, ElasticInOut = 24, BackIn = 25, BackOut = 26, BackInOut = 27, BounceIn = 28, BounceOut = 29, BounceInOut = 30, Custom = 31 }
class CustomEase extends System.Object
{
protected [__keep_incompatibility]: never;
public Create ($pathPoints: System.Collections.Generic.IEnumerable$1<FairyGUI.GPathPoint>) : void
public Evaluate ($time: number) : number
public constructor ($pointDensity?: number)
public constructor ()
}
class GPathPoint extends System.ValueType
{
protected [__keep_incompatibility]: never;
public pos : UnityEngine.Vector3
public control1 : UnityEngine.Vector3
public control2 : UnityEngine.Vector3
public curveType : FairyGUI.GPathPoint.CurveType
public smooth : boolean
public constructor ($pos: UnityEngine.Vector3)
public constructor ($pos: UnityEngine.Vector3, $control: UnityEngine.Vector3)
public constructor ($pos: UnityEngine.Vector3, $control1: UnityEngine.Vector3, $control2: UnityEngine.Vector3)
public constructor ($pos: UnityEngine.Vector3, $curveType: FairyGUI.GPathPoint.CurveType)
public constructor ()
}
class Container extends FairyGUI.DisplayObject implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public renderMode : UnityEngine.RenderMode
public renderCamera : UnityEngine.Camera
public opaque : boolean
public clipSoftness : UnityEngine.Vector4 | null
public hitArea : FairyGUI.IHitTest
public touchChildren : boolean
public reversedMask : boolean
public get numChildren(): number;
public get clipRect(): UnityEngine.Rect | null;
public set clipRect(value: UnityEngine.Rect | null);
public get mask(): FairyGUI.DisplayObject;
public set mask(value: FairyGUI.DisplayObject);
public get fairyBatching(): boolean;
public set fairyBatching(value: boolean);
public get tabStopChildren(): boolean;
public set tabStopChildren(value: boolean);
public add_onUpdate ($value: System.Action) : void
public remove_onUpdate ($value: System.Action) : void
public AddChild ($child: FairyGUI.DisplayObject) : FairyGUI.DisplayObject
public AddChildAt ($child: FairyGUI.DisplayObject, $index: number) : FairyGUI.DisplayObject
public Contains ($child: FairyGUI.DisplayObject) : boolean
public GetChildAt ($index: number) : FairyGUI.DisplayObject
public GetChild ($name: string) : FairyGUI.DisplayObject
public GetChildren () : System.Array$1<FairyGUI.DisplayObject>
public GetChildIndex ($child: FairyGUI.DisplayObject) : number
public RemoveChild ($child: FairyGUI.DisplayObject) : FairyGUI.DisplayObject
public RemoveChild ($child: FairyGUI.DisplayObject, $dispose: boolean) : FairyGUI.DisplayObject
public RemoveChildAt ($index: number) : FairyGUI.DisplayObject
public RemoveChildAt ($index: number, $dispose: boolean) : FairyGUI.DisplayObject
public RemoveChildren () : void
public RemoveChildren ($beginIndex: number, $endIndex: number, $dispose: boolean) : void
public SetChildIndex ($child: FairyGUI.DisplayObject, $index: number) : void
public SwapChildren ($child1: FairyGUI.DisplayObject, $child2: FairyGUI.DisplayObject) : void
public SwapChildrenAt ($index1: number, $index2: number) : void
public ChangeChildrenOrder ($indice: System.Collections.Generic.IList$1<number>, $objs: System.Collections.Generic.IList$1<FairyGUI.DisplayObject>) : void
public GetDescendants ($backward: boolean) : System.Collections.Generic.IEnumerator$1<FairyGUI.DisplayObject>
public CreateGraphics () : void
public GetRenderCamera () : UnityEngine.Camera
public HitTest ($stagePoint: UnityEngine.Vector2, $forTouch: boolean) : FairyGUI.DisplayObject
public IsAncestorOf ($obj: FairyGUI.DisplayObject) : boolean
public InvalidateBatchingState ($childrenChanged: boolean) : void
public SetChildrenLayer ($value: number) : void
public constructor ()
public constructor ($gameObjectName: string)
public constructor ($attachTarget: UnityEngine.GameObject)
public InvalidateBatchingState () : void
}
interface IHitTest
{
HitTest ($contentRect: UnityEngine.Rect, $localPoint: UnityEngine.Vector2) : boolean
}
class TextFormat extends System.Object
{
protected [__keep_incompatibility]: never;
public size : number
public font : string
public color : UnityEngine.Color
public lineSpacing : number
public letterSpacing : number
public bold : boolean
public underline : boolean
public italic : boolean
public strikethrough : boolean
public gradientColor : System.Array$1<UnityEngine.Color32>
public align : FairyGUI.AlignType
public specialStyle : FairyGUI.TextFormat.SpecialStyle
public outline : number
public outlineColor : UnityEngine.Color
public shadowOffset : UnityEngine.Vector2
public shadowColor : UnityEngine.Color
public faceDilate : number
public outlineSoftness : number
public underlaySoftness : number
public SetColor ($value: number) : void
public EqualStyle ($aFormat: FairyGUI.TextFormat) : boolean
public CopyFrom ($source: FairyGUI.TextFormat) : void
public FillVertexColors ($vertexColors: System.Array$1<UnityEngine.Color32>) : void
public constructor ()
}
class GTweener extends System.Object
{
protected [__keep_incompatibility]: never;
public get delay(): number;
public get duration(): number;
public get repeat(): number;
public get target(): any;
public get userData(): any;
public get startValue(): FairyGUI.TweenValue;
public get endValue(): FairyGUI.TweenValue;
public get value(): FairyGUI.TweenValue;
public get deltaValue(): FairyGUI.TweenValue;
public get normalizedTime(): number;
public get completed(): boolean;
public get allCompleted(): boolean;
public SetDelay ($value: number) : FairyGUI.GTweener
public SetDuration ($value: number) : FairyGUI.GTweener
public SetBreakpoint ($value: number) : FairyGUI.GTweener
public SetEase ($value: FairyGUI.EaseType) : FairyGUI.GTweener
public SetEase ($value: FairyGUI.EaseType, $customEase: FairyGUI.CustomEase) : FairyGUI.GTweener
public SetEasePeriod ($value: number) : FairyGUI.GTweener
public SetEaseOvershootOrAmplitude ($value: number) : FairyGUI.GTweener
public SetRepeat ($times: number, $yoyo?: boolean) : FairyGUI.GTweener
public SetTimeScale ($value: number) : FairyGUI.GTweener
public SetIgnoreEngineTimeScale ($value: boolean) : FairyGUI.GTweener
public SetSnapping ($value: boolean) : FairyGUI.GTweener
public SetPath ($value: FairyGUI.GPath) : FairyGUI.GTweener
public SetTarget ($value: any) : FairyGUI.GTweener
public SetTarget ($value: any, $propType: FairyGUI.TweenPropType) : FairyGUI.GTweener
public SetUserData ($value: any) : FairyGUI.GTweener
public OnUpdate ($callback: FairyGUI.GTweenCallback) : FairyGUI.GTweener
public OnStart ($callback: FairyGUI.GTweenCallback) : FairyGUI.GTweener
public OnComplete ($callback: FairyGUI.GTweenCallback) : FairyGUI.GTweener
public OnUpdate ($callback: FairyGUI.GTweenCallback1) : FairyGUI.GTweener
public OnStart ($callback: FairyGUI.GTweenCallback1) : FairyGUI.GTweener
public OnComplete ($callback: FairyGUI.GTweenCallback1) : FairyGUI.GTweener
public SetListener ($value: FairyGUI.ITweenListener) : FairyGUI.GTweener
public SetPaused ($paused: boolean) : FairyGUI.GTweener
public Seek ($time: number) : void
public Kill ($complete?: boolean) : void
public constructor ()
}
class GPath extends System.Object
{
protected [__keep_incompatibility]: never;
public get length(): number;
public get segmentCount(): number;
public Create ($pt1: FairyGUI.GPathPoint, $pt2: FairyGUI.GPathPoint) : void
public Create ($pt1: FairyGUI.GPathPoint, $pt2: FairyGUI.GPathPoint, $pt3: FairyGUI.GPathPoint) : void
public Create ($pt1: FairyGUI.GPathPoint, $pt2: FairyGUI.GPathPoint, $pt3: FairyGUI.GPathPoint, $pt4: FairyGUI.GPathPoint) : void
public Create ($points: System.Collections.Generic.IEnumerable$1<FairyGUI.GPathPoint>) : void
public Clear () : void
public GetPointAt ($t: number) : UnityEngine.Vector3
public GetSegmentLength ($segmentIndex: number) : number
public GetPointsInSegment ($segmentIndex: number, $t0: number, $t1: number, $points: System.Collections.Generic.List$1<UnityEngine.Vector3>, $ts?: System.Collections.Generic.List$1<number>, $pointDensity?: number) : void
public GetAllPoints ($points: System.Collections.Generic.List$1<UnityEngine.Vector3>, $pointDensity?: number) : void
public constructor ()
}
class RichTextField extends FairyGUI.Container implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public get htmlPageContext(): FairyGUI.Utils.IHtmlPageContext;
public set htmlPageContext(value: FairyGUI.Utils.IHtmlPageContext);
public get htmlParseOptions(): FairyGUI.Utils.HtmlParseOptions;
public get emojies(): System.Collections.Generic.Dictionary$2<number, FairyGUI.Emoji>;
public set emojies(value: System.Collections.Generic.Dictionary$2<number, FairyGUI.Emoji>);
public get textField(): FairyGUI.TextField;
public get text(): string;
public set text(value: string);
public get htmlText(): string;
public set htmlText(value: string);
public get textFormat(): FairyGUI.TextFormat;
public set textFormat(value: FairyGUI.TextFormat);
public get htmlElementCount(): number;
public GetHtmlElement ($name: string) : FairyGUI.Utils.HtmlElement
public GetHtmlElementAt ($index: number) : FairyGUI.Utils.HtmlElement
public ShowHtmlObject ($index: number, $show: boolean) : void
public constructor ()
}
class InputEvent extends System.Object
{
protected [__keep_incompatibility]: never;
public get x(): number;
public get y(): number;
public get keyCode(): UnityEngine.KeyCode;
public get character(): number;
public get modifiers(): UnityEngine.EventModifiers;
public get mouseWheelDelta(): number;
public get touchId(): number;
public get button(): number;
public get clickCount(): number;
public get holdTime(): number;
public get position(): UnityEngine.Vector2;
public get isDoubleClick(): boolean;
public get ctrlOrCmd(): boolean;
public get ctrl(): boolean;
public get shift(): boolean;
public get alt(): boolean;
public get command(): boolean;
public constructor ()
}
class GComboBox extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public visibleItemCount : number
public dropdown : FairyGUI.GComponent
public sound : FairyGUI.NAudioClip
public soundVolumeScale : number
public get onChanged(): FairyGUI.EventListener;
public get icon(): string;
public set icon(value: string);
public get title(): string;
public set title(value: string);
public get text(): string;
public set text(value: string);
public get titleColor(): UnityEngine.Color;
public set titleColor(value: UnityEngine.Color);
public get titleFontSize(): number;
public set titleFontSize(value: number);
public get items(): System.Array$1<string>;
public set items(value: System.Array$1<string>);
public get icons(): System.Array$1<string>;
public set icons(value: System.Array$1<string>);
public get values(): System.Array$1<string>;
public set values(value: System.Array$1<string>);
public get itemList(): System.Collections.Generic.List$1<string>;
public get valueList(): System.Collections.Generic.List$1<string>;
public get iconList(): System.Collections.Generic.List$1<string>;
public get selectedIndex(): number;
public set selectedIndex(value: number);
public get selectionController(): FairyGUI.Controller;
public set selectionController(value: FairyGUI.Controller);
public get value(): string;
public set value(value: string);
public get popupDirection(): FairyGUI.PopupDirection;
public set popupDirection(value: FairyGUI.PopupDirection);
public ApplyListChange () : void
public GetTextField () : FairyGUI.GTextField
public UpdateDropdownList () : void
public constructor ()
}
class Shape extends FairyGUI.DisplayObject implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public get color(): UnityEngine.Color;
public set color(value: UnityEngine.Color);
public get isEmpty(): boolean;
public DrawRect ($lineSize: number, $lineColor: UnityEngine.Color, $fillColor: UnityEngine.Color) : void
public DrawRect ($lineSize: number, $colors: System.Array$1<UnityEngine.Color32>) : void
public DrawRoundRect ($lineSize: number, $lineColor: UnityEngine.Color, $fillColor: UnityEngine.Color, $topLeftRadius: number, $topRightRadius: number, $bottomLeftRadius: number, $bottomRightRadius: number) : void
public DrawEllipse ($fillColor: UnityEngine.Color) : void
public DrawEllipse ($lineSize: number, $centerColor: UnityEngine.Color, $lineColor: UnityEngine.Color, $fillColor: UnityEngine.Color, $startDegree: number, $endDegree: number) : void
public DrawPolygon ($points: System.Collections.Generic.IList$1<UnityEngine.Vector2>, $fillColor: UnityEngine.Color) : void
public DrawPolygon ($points: System.Collections.Generic.IList$1<UnityEngine.Vector2>, $colors: System.Array$1<UnityEngine.Color32>) : void
public DrawPolygon ($points: System.Collections.Generic.IList$1<UnityEngine.Vector2>, $fillColor: UnityEngine.Color, $lineSize: number, $lineColor: UnityEngine.Color) : void
public DrawRegularPolygon ($sides: number, $lineSize: number, $centerColor: UnityEngine.Color, $lineColor: UnityEngine.Color, $fillColor: UnityEngine.Color, $rotation: number, $distances: System.Array$1<number>) : void
public Clear () : void
public constructor ()
}
class VertexBuffer extends System.Object
{
protected [__keep_incompatibility]: never;
public contentRect : UnityEngine.Rect
public uvRect : UnityEngine.Rect
public vertexColor : UnityEngine.Color32
public textureSize : UnityEngine.Vector2
public vertices : System.Collections.Generic.List$1<UnityEngine.Vector3>
public colors : System.Collections.Generic.List$1<UnityEngine.Color32>
public uvs : System.Collections.Generic.List$1<UnityEngine.Vector2>
public uvs2 : System.Collections.Generic.List$1<UnityEngine.Vector2>
public triangles : System.Collections.Generic.List$1<number>
public static NormalizedUV : System.Array$1<UnityEngine.Vector2>
public static NormalizedPosition : System.Array$1<UnityEngine.Vector2>
public get currentVertCount(): number;
public static Begin () : FairyGUI.VertexBuffer
public static Begin ($source: FairyGUI.VertexBuffer) : FairyGUI.VertexBuffer
public End () : void
public Clear () : void
public AddVert ($position: UnityEngine.Vector3) : void
public AddVert ($position: UnityEngine.Vector3, $color: UnityEngine.Color32) : void
public AddVert ($position: UnityEngine.Vector3, $color: UnityEngine.Color32, $uv: UnityEngine.Vector2) : void
public AddQuad ($vertRect: UnityEngine.Rect) : void
public AddQuad ($vertRect: UnityEngine.Rect, $color: UnityEngine.Color32) : void
public AddQuad ($vertRect: UnityEngine.Rect, $color: UnityEngine.Color32, $uvRect: UnityEngine.Rect) : void
public RepeatColors ($value: System.Array$1<UnityEngine.Color32>, $startIndex: number, $count: number) : void
public AddTriangle ($idx0: number, $idx1: number, $idx2: number) : void
public AddTriangles ($idxList: System.Array$1<number>, $startVertexIndex?: number) : void
public AddTriangles ($startVertexIndex?: number) : void
public GetPosition ($index: number) : UnityEngine.Vector3
public GetUVAtPosition ($position: UnityEngine.Vector2, $usePercent: boolean) : UnityEngine.Vector2
public Append ($vb: FairyGUI.VertexBuffer) : void
public Insert ($vb: FairyGUI.VertexBuffer) : void
}
class LineMesh extends System.Object implements FairyGUI.IMeshFactory
{
protected [__keep_incompatibility]: never;
public path : FairyGUI.GPath
public lineWidth : number
public lineWidthCurve : UnityEngine.AnimationCurve
public gradient : UnityEngine.Gradient
public roundEdge : boolean
public fillStart : number
public fillEnd : number
public pointDensity : number
public repeatFill : boolean
public OnPopulateMesh ($vb: FairyGUI.VertexBuffer) : void
public constructor ()
}
class StraightLineMesh extends System.Object implements FairyGUI.IMeshFactory
{
protected [__keep_incompatibility]: never;
public color : UnityEngine.Color
public origin : UnityEngine.Vector3
public end : UnityEngine.Vector3
public lineWidth : number
public repeatFill : boolean
public OnPopulateMesh ($vb: FairyGUI.VertexBuffer) : void
public constructor ()
public constructor ($lineWidth: number, $color: UnityEngine.Color, $repeatFill: boolean)
}
enum PopupDirection
{ Auto = 0, Up = 1, Down = 2 }
class GList extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public foldInvisibleItems : boolean
public selectionMode : FairyGUI.ListSelectionMode
public itemRenderer : FairyGUI.ListItemRenderer
public itemProvider : FairyGUI.ListItemProvider
public scrollItemToViewOnClick : boolean
public get onClickItem(): FairyGUI.EventListener;
public get onRightClickItem(): FairyGUI.EventListener;
public get defaultItem(): string;
public set defaultItem(value: string);
public get layout(): FairyGUI.ListLayoutType;
public set layout(value: FairyGUI.ListLayoutType);
public get lineCount(): number;
public set lineCount(value: number);
public get columnCount(): number;
public set columnCount(value: number);
public get lineGap(): number;
public set lineGap(value: number);
public get columnGap(): number;
public set columnGap(value: number);
public get align(): FairyGUI.AlignType;
public set align(value: FairyGUI.AlignType);
public get verticalAlign(): FairyGUI.VertAlignType;
public set verticalAlign(value: FairyGUI.VertAlignType);
public get autoResizeItem(): boolean;
public set autoResizeItem(value: boolean);
public get defaultItemSize(): UnityEngine.Vector2;
public set defaultItemSize(value: UnityEngine.Vector2);
public get itemPool(): FairyGUI.GObjectPool;
public get selectedIndex(): number;
public set selectedIndex(value: number);
public get selectionController(): FairyGUI.Controller;
public set selectionController(value: FairyGUI.Controller);
public get touchItem(): FairyGUI.GObject;
public get isVirtual(): boolean;
public get numItems(): number;
public set numItems(value: number);
public GetFromPool ($url: string) : FairyGUI.GObject
public AddItemFromPool () : FairyGUI.GObject
public AddItemFromPool ($url: string) : FairyGUI.GObject
public RemoveChildToPoolAt ($index: number) : void
public RemoveChildToPool ($child: FairyGUI.GObject) : void
public RemoveChildrenToPool () : void
public RemoveChildrenToPool ($beginIndex: number, $endIndex: number) : void
public GetSelection () : System.Collections.Generic.List$1<number>
public GetSelection ($result: System.Collections.Generic.List$1<number>) : System.Collections.Generic.List$1<number>
public AddSelection ($index: number, $scrollItToView: boolean) : void
public RemoveSelection ($index: number) : void
public ClearSelection () : void
public SelectAll () : void
public SelectNone () : void
public SelectReverse () : void
public EnableSelectionFocusEvents ($enabled: boolean) : void
public EnableArrowKeyNavigation ($enabled: boolean) : void
public HandleArrowKey ($dir: number) : number
public ResizeToFit () : void
public ResizeToFit ($itemCount: number) : void
public ResizeToFit ($itemCount: number, $minSize: number) : void
public ScrollToView ($index: number) : void
public ScrollToView ($index: number, $ani: boolean) : void
public ScrollToView ($index: number, $ani: boolean, $setFirst: boolean) : void
public ChildIndexToItemIndex ($index: number) : number
public ItemIndexToChildIndex ($index: number) : number
public SetVirtual () : void
public SetVirtualAndLoop () : void
public RefreshVirtualList () : void
public constructor ()
}
class GTree extends FairyGUI.GList implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public treeNodeRender : FairyGUI.GTree.TreeNodeRenderDelegate
public treeNodeWillExpand : FairyGUI.GTree.TreeNodeWillExpandDelegate
public get rootNode(): FairyGUI.GTreeNode;
public get indent(): number;
public set indent(value: number);
public get clickToExpand(): number;
public set clickToExpand(value: number);
public GetSelectedNode () : FairyGUI.GTreeNode
public GetSelectedNodes () : System.Collections.Generic.List$1<FairyGUI.GTreeNode>
public GetSelectedNodes ($result: System.Collections.Generic.List$1<FairyGUI.GTreeNode>) : System.Collections.Generic.List$1<FairyGUI.GTreeNode>
public SelectNode ($node: FairyGUI.GTreeNode) : void
public SelectNode ($node: FairyGUI.GTreeNode, $scrollItToView: boolean) : void
public UnselectNode ($node: FairyGUI.GTreeNode) : void
public ExpandAll () : void
public ExpandAll ($folderNode: FairyGUI.GTreeNode) : void
public CollapseAll () : void
public CollapseAll ($folderNode: FairyGUI.GTreeNode) : void
public constructor ()
}
class GTreeNode extends System.Object
{
protected [__keep_incompatibility]: never;
public data : any
public get parent(): FairyGUI.GTreeNode;
public get tree(): FairyGUI.GTree;
public get cell(): FairyGUI.GComponent;
public get level(): number;
public get expanded(): boolean;
public set expanded(value: boolean);
public get isFolder(): boolean;
public get text(): string;
public set text(value: string);
public get icon(): string;
public set icon(value: string);
public get numChildren(): number;
public ExpandToRoot () : void
public AddChild ($child: FairyGUI.GTreeNode) : FairyGUI.GTreeNode
public AddChildAt ($child: FairyGUI.GTreeNode, $index: number) : FairyGUI.GTreeNode
public RemoveChild ($child: FairyGUI.GTreeNode) : FairyGUI.GTreeNode
public RemoveChildAt ($index: number) : FairyGUI.GTreeNode
public RemoveChildren ($beginIndex?: number, $endIndex?: number) : void
public GetChildAt ($index: number) : FairyGUI.GTreeNode
public GetChildIndex ($child: FairyGUI.GTreeNode) : number
public GetPrevSibling () : FairyGUI.GTreeNode
public GetNextSibling () : FairyGUI.GTreeNode
public SetChildIndex ($child: FairyGUI.GTreeNode, $index: number) : void
public SwapChildren ($child1: FairyGUI.GTreeNode, $child2: FairyGUI.GTreeNode) : void
public SwapChildrenAt ($index1: number, $index2: number) : void
public constructor ($hasChild: boolean)
public constructor ($hasChild: boolean, $resURL: string)
public constructor ()
}
class GLabel extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public get icon(): string;
public set icon(value: string);
public get title(): string;
public set title(value: string);
public get text(): string;
public set text(value: string);
public get editable(): boolean;
public set editable(value: boolean);
public get titleColor(): UnityEngine.Color;
public set titleColor(value: UnityEngine.Color);
public get titleFontSize(): number;
public set titleFontSize(value: number);
public get color(): UnityEngine.Color;
public set color(value: UnityEngine.Color);
public GetTextField () : FairyGUI.GTextField
public constructor ()
}
class GButton extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public sound : FairyGUI.NAudioClip
public soundVolumeScale : number
public changeStateOnClick : boolean
public linkedPopup : FairyGUI.GObject
public static UP : string
public static DOWN : string
public static OVER : string
public static SELECTED_OVER : string
public static DISABLED : string
public static SELECTED_DISABLED : string
public get onChanged(): FairyGUI.EventListener;
public get icon(): string;
public set icon(value: string);
public get title(): string;
public set title(value: string);
public get text(): string;
public set text(value: string);
public get selectedIcon(): string;
public set selectedIcon(value: string);
public get selectedTitle(): string;
public set selectedTitle(value: string);
public get titleColor(): UnityEngine.Color;
public set titleColor(value: UnityEngine.Color);
public get color(): UnityEngine.Color;
public set color(value: UnityEngine.Color);
public get titleFontSize(): number;
public set titleFontSize(value: number);
public get selected(): boolean;
public set selected(value: boolean);
public get mode(): FairyGUI.ButtonMode;
public set mode(value: FairyGUI.ButtonMode);
public get relatedController(): FairyGUI.Controller;
public set relatedController(value: FairyGUI.Controller);
public get relatedPageId(): string;
public set relatedPageId(value: string);
public FireClick ($downEffect: boolean, $clickCall?: boolean) : void
public GetTextField () : FairyGUI.GTextField
public constructor ()
}
class GTextField extends FairyGUI.GObject implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear, FairyGUI.ITextColorGear
{
protected [__keep_incompatibility]: never;
public get text(): string;
public set text(value: string);
public get templateVars(): System.Collections.Generic.Dictionary$2<string, string>;
public set templateVars(value: System.Collections.Generic.Dictionary$2<string, string>);
public get textFormat(): FairyGUI.TextFormat;
public set textFormat(value: FairyGUI.TextFormat);
public get color(): UnityEngine.Color;
public set color(value: UnityEngine.Color);
public get align(): FairyGUI.AlignType;
public set align(value: FairyGUI.AlignType);
public get verticalAlign(): FairyGUI.VertAlignType;
public set verticalAlign(value: FairyGUI.VertAlignType);
public get singleLine(): boolean;
public set singleLine(value: boolean);
public get stroke(): number;
public set stroke(value: number);
public get strokeColor(): UnityEngine.Color;
public set strokeColor(value: UnityEngine.Color);
public get shadowOffset(): UnityEngine.Vector2;
public set shadowOffset(value: UnityEngine.Vector2);
public get UBBEnabled(): boolean;
public set UBBEnabled(value: boolean);
public get autoSize(): FairyGUI.AutoSizeType;
public set autoSize(value: FairyGUI.AutoSizeType);
public get textWidth(): number;
public get textHeight(): number;
public SetVar ($name: string, $value: string) : FairyGUI.GTextField
public FlushVars () : void
public HasCharacter ($ch: number) : boolean
public constructor ()
}
interface ITextColorGear extends FairyGUI.IColorGear
{
strokeColor : UnityEngine.Color
color : UnityEngine.Color
}
enum GroupLayoutType
{ None = 0, Horizontal = 1, Vertical = 2 }
interface EventCallback0
{
() : void;
Invoke?: () => void;
}
var EventCallback0: { new (func: () => void): EventCallback0; }
class BlendModeUtils extends System.Object
{
protected [__keep_incompatibility]: never;
public static Factors : System.Array$1<FairyGUI.BlendModeUtils.BlendFactor>
public static Apply ($mat: UnityEngine.Material, $blendMode: FairyGUI.BlendMode) : void
public static Override ($blendMode: FairyGUI.BlendMode, $srcFactor: UnityEngine.Rendering.BlendMode, $dstFactor: UnityEngine.Rendering.BlendMode) : void
public constructor ()
}
enum BlendMode
{ Normal = 0, None = 1, Add = 2, Multiply = 3, Screen = 4, Erase = 5, Mask = 6, Below = 7, Off = 8, One_OneMinusSrcAlpha = 9, Custom1 = 10, Custom2 = 11, Custom3 = 12 }
class CaptureCamera extends UnityEngine.MonoBehaviour
{
protected [__keep_incompatibility]: never;
public cachedTransform : UnityEngine.Transform
public cachedCamera : UnityEngine.Camera
public static Name : string
public static LayerName : string
public static HiddenLayerName : string
public static get layer(): number;
public static get hiddenLayer(): number;
public static CheckMain () : void
public static CreateRenderTexture ($width: number, $height: number, $stencilSupport: boolean) : UnityEngine.RenderTexture
public static Capture ($target: FairyGUI.DisplayObject, $texture: UnityEngine.RenderTexture, $contentHeight: number, $offset: UnityEngine.Vector2) : void
public constructor ()
}
class UpdateContext extends System.Object
{
protected [__keep_incompatibility]: never;
public clipped : boolean
public clipInfo : FairyGUI.UpdateContext.ClipInfo
public renderingOrder : number
public batchingDepth : number
public rectMaskDepth : number
public stencilReferenceValue : number
public stencilCompareValue : number
public alpha : number
public grayed : boolean
public static current : FairyGUI.UpdateContext
public static working : boolean
public static add_OnBegin ($value: System.Action) : void
public static remove_OnBegin ($value: System.Action) : void
public static add_OnEnd ($value: System.Action) : void
public static remove_OnEnd ($value: System.Action) : void
public Begin () : void
public End () : void
public EnterClipping ($clipId: number, $clipRect: UnityEngine.Rect, $softness: UnityEngine.Vector4 | null) : void
public EnterClipping ($clipId: number, $reversedMask: boolean) : void
public LeaveClipping () : void
public EnterPaintingMode () : void
public LeavePaintingMode () : void
public ApplyClippingProperties ($mat: UnityEngine.Material, $isStdMaterial: boolean) : void
public ApplyAlphaMaskProperties ($mat: UnityEngine.Material, $erasing: boolean) : void
public constructor ()
}
class NGraphics extends System.Object implements FairyGUI.IMeshFactory
{
protected [__keep_incompatibility]: never;
public blendMode : FairyGUI.BlendMode
public dontClip : boolean
public get gameObject(): UnityEngine.GameObject;
public get meshFilter(): UnityEngine.MeshFilter;
public get meshRenderer(): UnityEngine.MeshRenderer;
public get mesh(): UnityEngine.Mesh;
public get meshFactory(): FairyGUI.IMeshFactory;
public set meshFactory(value: FairyGUI.IMeshFactory);
public get contentRect(): UnityEngine.Rect;
public set contentRect(value: UnityEngine.Rect);
public get flip(): FairyGUI.FlipType;
public set flip(value: FairyGUI.FlipType);
public get texture(): FairyGUI.NTexture;
public set texture(value: FairyGUI.NTexture);
public get shader(): string;
public set shader(value: string);
public get material(): UnityEngine.Material;
public set material(value: UnityEngine.Material);
public get materialKeywords(): System.Array$1<string>;
public set materialKeywords(value: System.Array$1<string>);
public get enabled(): boolean;
public set enabled(value: boolean);
public get sortingOrder(): number;
public set sortingOrder(value: number);
public get color(): UnityEngine.Color;
public set color(value: UnityEngine.Color);
public get vertexMatrix(): FairyGUI.NGraphics.VertexMatrix;
public set vertexMatrix(value: FairyGUI.NGraphics.VertexMatrix);
public get materialPropertyBlock(): UnityEngine.MaterialPropertyBlock;
public add_meshModifier ($value: System.Action) : void
public remove_meshModifier ($value: System.Action) : void
public SetShaderAndTexture ($shader: string, $texture: FairyGUI.NTexture) : void
public SetMaterial ($material: UnityEngine.Material) : void
public ToggleKeyword ($keyword: string, $enabled: boolean) : void
public Tint () : void
public SetMeshDirty () : void
public UpdateMesh () : boolean
public Dispose () : void
public Update ($context: FairyGUI.UpdateContext, $alpha: number, $grayed: boolean) : void
public OnPopulateMesh ($vb: FairyGUI.VertexBuffer) : void
public constructor ($gameObject: UnityEngine.GameObject)
public constructor ()
}
class Stage extends FairyGUI.Container implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public get soundVolume(): number;
public set soundVolume(value: number);
public static get inst(): FairyGUI.Stage;
public static get touchScreen(): boolean;
public static set touchScreen(value: boolean);
public static get keyboardInput(): boolean;
public static set keyboardInput(value: boolean);
public static get isTouchOnUI(): boolean;
public static get devicePixelRatio(): number;
public static set devicePixelRatio(value: number);
public get onStageResized(): FairyGUI.EventListener;
public get touchTarget(): FairyGUI.DisplayObject;
public get focus(): FairyGUI.DisplayObject;
public set focus(value: FairyGUI.DisplayObject);
public get touchPosition(): UnityEngine.Vector2;
public get touchCount(): number;
public get keyboard(): FairyGUI.IKeyboard;
public set keyboard(value: FairyGUI.IKeyboard);
public get activeCursor(): string;
public add_beforeUpdate ($value: System.Action) : void
public remove_beforeUpdate ($value: System.Action) : void
public add_afterUpdate ($value: System.Action) : void
public remove_afterUpdate ($value: System.Action) : void
public static Instantiate () : void
public SetFocus ($newFocus: FairyGUI.DisplayObject, $byKey?: boolean) : void
public DoKeyNavigate ($backward: boolean) : void
public GetTouchPosition ($touchId: number) : UnityEngine.Vector2
public GetTouchTarget ($touchId: number) : FairyGUI.DisplayObject
public GetAllTouch ($result: System.Array$1<number>) : System.Array$1<number>
public ResetInputState () : void
public CancelClick ($touchId: number) : void
public EnableSound () : void
public DisableSound () : void
public PlayOneShotSound ($clip: UnityEngine.AudioClip, $volumeScale: number) : void
public PlayOneShotSound ($clip: UnityEngine.AudioClip) : void
public OpenKeyboard ($text: string, $autocorrection: boolean, $multiline: boolean, $secure: boolean, $alert: boolean, $textPlaceholder: string, $keyboardType: number, $hideInput: boolean) : void
public CloseKeyboard () : void
public InputString ($value: string) : void
public SetCustomInput ($screenPos: UnityEngine.Vector2, $buttonDown: boolean) : void
public SetCustomInput ($screenPos: UnityEngine.Vector2, $buttonDown: boolean, $buttonUp: boolean) : void
public SetCustomInput ($hit: $Ref<UnityEngine.RaycastHit>, $buttonDown: boolean) : void
public SetCustomInput ($hit: $Ref<UnityEngine.RaycastHit>, $buttonDown: boolean, $buttonUp: boolean) : void
public ForceUpdate () : void
public ApplyPanelOrder ($target: FairyGUI.Container) : void
public SortWorldSpacePanelsByZOrder ($panelSortingOrder: number) : void
public MonitorTexture ($texture: FairyGUI.NTexture) : void
public AddTouchMonitor ($touchId: number, $target: FairyGUI.EventDispatcher) : void
public RemoveTouchMonitor ($target: FairyGUI.EventDispatcher) : void
public IsTouchMonitoring ($target: FairyGUI.EventDispatcher) : boolean
public RegisterCursor ($cursorName: string, $texture: UnityEngine.Texture2D, $hotspot: UnityEngine.Vector2) : void
public constructor ()
}
class Margin extends System.ValueType
{
protected [__keep_incompatibility]: never;
public left : number
public right : number
public top : number
public bottom : number
}
interface IFilter
{
target : FairyGUI.DisplayObject
Update () : void
Dispose () : void
}
class DisplayObjectInfo extends UnityEngine.MonoBehaviour
{
protected [__keep_incompatibility]: never;
public displayObject : FairyGUI.DisplayObject
public constructor ()
}
class GoWrapper extends FairyGUI.DisplayObject implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public customCloneMaterials : System.Action$1<System.Collections.Generic.Dictionary$2<UnityEngine.Material, UnityEngine.Material>>
public customRecoverMaterials : System.Action
public get wrapTarget(): UnityEngine.GameObject;
public set wrapTarget(value: UnityEngine.GameObject);
public get renderingOrder(): number;
public set renderingOrder(value: number);
public add_onUpdate ($value: System.Action$1<FairyGUI.UpdateContext>) : void
public remove_onUpdate ($value: System.Action$1<FairyGUI.UpdateContext>) : void
public SetWrapTarget ($target: UnityEngine.GameObject, $cloneMaterial: boolean) : void
public CacheRenderers () : void
public constructor ()
public constructor ($go: UnityEngine.GameObject)
}
class ColliderHitTest extends System.Object implements FairyGUI.IHitTest
{
protected [__keep_incompatibility]: never;
public collider : UnityEngine.Collider
public HitTest ($contentRect: UnityEngine.Rect, $localPoint: UnityEngine.Vector2) : boolean
public constructor ()
}
class HitTestContext extends System.Object
{
protected [__keep_incompatibility]: never;
public static screenPoint : UnityEngine.Vector3
public static worldPoint : UnityEngine.Vector3
public static direction : UnityEngine.Vector3
public static forTouch : boolean
public static camera : UnityEngine.Camera
public static layerMask : number
public static maxDistance : number
public static cachedMainCamera : UnityEngine.Camera
public static GetRaycastHitFromCache ($camera: UnityEngine.Camera, $hit: $Ref<UnityEngine.RaycastHit>) : boolean
public static CacheRaycastHit ($camera: UnityEngine.Camera, $hit: $Ref<UnityEngine.RaycastHit>) : void
public static ClearRaycastHitCache () : void
public constructor ()
}
class MeshColliderHitTest extends FairyGUI.ColliderHitTest implements FairyGUI.IHitTest
{
protected [__keep_incompatibility]: never;
public lastHit : UnityEngine.Vector2
public constructor ($collider: UnityEngine.MeshCollider)
public constructor ()
}
class PixelHitTestData extends System.Object
{
protected [__keep_incompatibility]: never;
public pixelWidth : number
public scale : number
public pixels : System.Array$1<number>
public pixelsLength : number
public pixelsOffset : number
public Load ($ba: FairyGUI.Utils.ByteBuffer) : void
public constructor ()
}
class PixelHitTest extends System.Object implements FairyGUI.IHitTest
{
protected [__keep_incompatibility]: never;
public offsetX : number
public offsetY : number
public sourceWidth : number
public sourceHeight : number
public HitTest ($contentRect: UnityEngine.Rect, $localPoint: UnityEngine.Vector2) : boolean
public constructor ($data: FairyGUI.PixelHitTestData, $offsetX: number, $offsetY: number, $sourceWidth: number, $sourceHeight: number)
public constructor ()
}
class RectHitTest extends System.Object implements FairyGUI.IHitTest
{
protected [__keep_incompatibility]: never;
public rect : UnityEngine.Rect
public HitTest ($contentRect: UnityEngine.Rect, $localPoint: UnityEngine.Vector2) : boolean
public constructor ()
}
class ShapeHitTest extends System.Object implements FairyGUI.IHitTest
{
protected [__keep_incompatibility]: never;
public shape : FairyGUI.DisplayObject
public HitTest ($contentRect: UnityEngine.Rect, $localPoint: UnityEngine.Vector2) : boolean
public constructor ($obj: FairyGUI.DisplayObject)
public constructor ()
}
class MaterialManager extends System.Object
{
protected [__keep_incompatibility]: never;
public firstMaterialInFrame : boolean
public add_onCreateNewMaterial ($value: System.Action$1<UnityEngine.Material>) : void
public remove_onCreateNewMaterial ($value: System.Action$1<UnityEngine.Material>) : void
public GetFlagsByKeywords ($keywords: System.Collections.Generic.IList$1<string>) : number
public GetMaterial ($flags: number, $blendMode: FairyGUI.BlendMode, $group: number) : UnityEngine.Material
public DestroyMaterials () : void
public RefreshMaterials () : void
}
class CompositeMesh extends System.Object implements FairyGUI.IHitTest, FairyGUI.IMeshFactory
{
protected [__keep_incompatibility]: never;
public elements : System.Collections.Generic.List$1<FairyGUI.IMeshFactory>
public activeIndex : number
public OnPopulateMesh ($vb: FairyGUI.VertexBuffer) : void
public HitTest ($contentRect: UnityEngine.Rect, $point: UnityEngine.Vector2) : boolean
public constructor ()
public HitTest ($contentRect: UnityEngine.Rect, $localPoint: UnityEngine.Vector2) : boolean
}
class EllipseMesh extends System.Object implements FairyGUI.IHitTest, FairyGUI.IMeshFactory
{
protected [__keep_incompatibility]: never;
public drawRect : UnityEngine.Rect | null
public lineWidth : number
public lineColor : UnityEngine.Color32
public centerColor : UnityEngine.Color32 | null
public fillColor : UnityEngine.Color32 | null
public startDegree : number
public endDegreee : number
public OnPopulateMesh ($vb: FairyGUI.VertexBuffer) : void
public HitTest ($contentRect: UnityEngine.Rect, $point: UnityEngine.Vector2) : boolean
public constructor ()
public HitTest ($contentRect: UnityEngine.Rect, $localPoint: UnityEngine.Vector2) : boolean
}
class FillMesh extends System.Object implements FairyGUI.IMeshFactory
{
protected [__keep_incompatibility]: never;
public method : FairyGUI.FillMethod
public origin : number
public amount : number
public clockwise : boolean
public OnPopulateMesh ($vb: FairyGUI.VertexBuffer) : void
public constructor ()
}
class PlaneMesh extends System.Object implements FairyGUI.IMeshFactory
{
protected [__keep_incompatibility]: never;
public gridSize : number
public OnPopulateMesh ($vb: FairyGUI.VertexBuffer) : void
public constructor ()
}
class PolygonMesh extends System.Object implements FairyGUI.IHitTest, FairyGUI.IMeshFactory
{
protected [__keep_incompatibility]: never;
public points : System.Collections.Generic.List$1<UnityEngine.Vector2>
public texcoords : System.Collections.Generic.List$1<UnityEngine.Vector2>
public lineWidth : number
public lineColor : UnityEngine.Color32
public fillColor : UnityEngine.Color32 | null
public colors : System.Array$1<UnityEngine.Color32>
public usePercentPositions : boolean
public Add ($point: UnityEngine.Vector2) : void
public Add ($point: UnityEngine.Vector2, $texcoord: UnityEngine.Vector2) : void
public OnPopulateMesh ($vb: FairyGUI.VertexBuffer) : void
public HitTest ($contentRect: UnityEngine.Rect, $point: UnityEngine.Vector2) : boolean
public constructor ()
public HitTest ($contentRect: UnityEngine.Rect, $localPoint: UnityEngine.Vector2) : boolean
}
class RectMesh extends System.Object implements FairyGUI.IHitTest, FairyGUI.IMeshFactory
{
protected [__keep_incompatibility]: never;
public drawRect : UnityEngine.Rect | null
public lineWidth : number
public lineColor : UnityEngine.Color32
public fillColor : UnityEngine.Color32 | null
public colors : System.Array$1<UnityEngine.Color32>
public OnPopulateMesh ($vb: FairyGUI.VertexBuffer) : void
public HitTest ($contentRect: UnityEngine.Rect, $point: UnityEngine.Vector2) : boolean
public constructor ()
public HitTest ($contentRect: UnityEngine.Rect, $localPoint: UnityEngine.Vector2) : boolean
}
class RegularPolygonMesh extends System.Object implements FairyGUI.IHitTest, FairyGUI.IMeshFactory
{
protected [__keep_incompatibility]: never;
public drawRect : UnityEngine.Rect | null
public sides : number
public lineWidth : number
public lineColor : UnityEngine.Color32
public centerColor : UnityEngine.Color32 | null
public fillColor : UnityEngine.Color32 | null
public distances : System.Array$1<number>
public rotation : number
public OnPopulateMesh ($vb: FairyGUI.VertexBuffer) : void
public HitTest ($contentRect: UnityEngine.Rect, $point: UnityEngine.Vector2) : boolean
public constructor ()
public HitTest ($contentRect: UnityEngine.Rect, $localPoint: UnityEngine.Vector2) : boolean
}
class RoundedRectMesh extends System.Object implements FairyGUI.IHitTest, FairyGUI.IMeshFactory
{
protected [__keep_incompatibility]: never;
public drawRect : UnityEngine.Rect | null
public lineWidth : number
public lineColor : UnityEngine.Color32
public fillColor : UnityEngine.Color32 | null
public topLeftRadius : number
public topRightRadius : number
public bottomLeftRadius : number
public bottomRightRadius : number
public OnPopulateMesh ($vb: FairyGUI.VertexBuffer) : void
public HitTest ($contentRect: UnityEngine.Rect, $point: UnityEngine.Vector2) : boolean
public constructor ()
public HitTest ($contentRect: UnityEngine.Rect, $localPoint: UnityEngine.Vector2) : boolean
}
class MovieClip extends FairyGUI.Image implements FairyGUI.IEventDispatcher, FairyGUI.IMeshFactory
{
protected [__keep_incompatibility]: never;
public interval : number
public swing : boolean
public repeatDelay : number
public timeScale : number
public ignoreEngineTimeScale : boolean
public get onPlayEnd(): FairyGUI.EventListener;
public get frames(): System.Array$1<FairyGUI.MovieClip.Frame>;
public set frames(value: System.Array$1<FairyGUI.MovieClip.Frame>);
public get playing(): boolean;
public set playing(value: boolean);
public get frame(): number;
public set frame(value: number);
public Rewind () : void
public SyncStatus ($anotherMc: FairyGUI.MovieClip) : void
public Advance ($time: number) : void
public SetPlaySettings () : void
public SetPlaySettings ($start: number, $end: number, $times: number, $endAt: number) : void
public constructor ()
}
class NAudioClip extends System.Object
{
protected [__keep_incompatibility]: never;
public static CustomDestroyMethod : System.Action$1<UnityEngine.AudioClip>
public destroyMethod : FairyGUI.DestroyMethod
public nativeClip : UnityEngine.AudioClip
public Unload () : void
public Reload ($audioClip: UnityEngine.AudioClip) : void
public constructor ($audioClip: UnityEngine.AudioClip)
public constructor ()
}
enum DestroyMethod
{ Destroy = 0, Unload = 1, None = 2, ReleaseTemp = 3, Custom = 4 }
class ShaderConfig extends System.Object
{
protected [__keep_incompatibility]: never;
public static Get : FairyGUI.ShaderConfig.GetFunction
public static imageShader : string
public static textShader : string
public static bmFontShader : string
public static TMPFontShader : string
public static ID_ClipBox : number
public static ID_ClipSoftness : number
public static ID_AlphaTex : number
public static ID_StencilComp : number
public static ID_Stencil : number
public static ID_StencilOp : number
public static ID_StencilReadMask : number
public static ID_ColorMask : number
public static ID_ColorMatrix : number
public static ID_ColorOffset : number
public static ID_BlendSrcFactor : number
public static ID_BlendDstFactor : number
public static ID_ColorOption : number
public static ID_Stencil2 : number
public static GetShader ($name: string) : UnityEngine.Shader
}
interface IKeyboard
{
done : boolean
supportsCaret : boolean
GetInput () : string
Open ($text: string, $autocorrection: boolean, $multiline: boolean, $secure: boolean, $alert: boolean, $textPlaceholder: string, $keyboardType: number, $hideInput: boolean) : void
Close () : void
}
class StageCamera extends UnityEngine.MonoBehaviour
{
protected [__keep_incompatibility]: never;
public constantSize : boolean
public unitsPerPixel : number
public cachedTransform : UnityEngine.Transform
public cachedCamera : UnityEngine.Camera
public static main : UnityEngine.Camera
public static screenSizeVer : number
public static Name : string
public static LayerName : string
public static DefaultCameraSize : number
public static DefaultUnitsPerPixel : number
public ApplyModifiedProperties () : void
public static CheckMainCamera () : void
public static CheckCaptureCamera () : void
public static CreateCamera ($name: string, $cullingMask: number) : UnityEngine.Camera
public constructor ()
}
class StageEngine extends UnityEngine.MonoBehaviour
{
protected [__keep_incompatibility]: never;
public ObjectsOnStage : number
public GraphicsOnStage : number
public static beingQuit : boolean
public constructor ()
}
class Stats extends System.Object
{
protected [__keep_incompatibility]: never;
public static ObjectCount : number
public static GraphicsCount : number
public static LatestObjectCreation : number
public static LatestGraphicsCreation : number
public constructor ()
}
class DynamicFont extends FairyGUI.BaseFont
{
protected [__keep_incompatibility]: never;
public get nativeFont(): UnityEngine.Font;
public set nativeFont(value: UnityEngine.Font);
public constructor ()
public constructor ($name: string, $font: UnityEngine.Font)
}
class Emoji extends System.Object
{
protected [__keep_incompatibility]: never;
public url : string
public width : number
public height : number
public constructor ($url: string, $width: number, $height: number)
public constructor ($url: string)
public constructor ()
}
class FontManager extends System.Object
{
protected [__keep_incompatibility]: never;
public static sFontFactory : System.Collections.Generic.Dictionary$2<string, FairyGUI.BaseFont>
public static RegisterFont ($font: FairyGUI.BaseFont, $alias?: string) : void
public static UnregisterFont ($font: FairyGUI.BaseFont) : void
public static GetFont ($name: string) : FairyGUI.BaseFont
public static Clear () : void
public constructor ()
}
class InputTextField extends FairyGUI.RichTextField implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public static onCopy : System.Action$2<FairyGUI.InputTextField, string>
public static onPaste : System.Action$1<FairyGUI.InputTextField>
public static contextMenu : FairyGUI.PopupMenu
public get maxLength(): number;
public set maxLength(value: number);
public get keyboardInput(): boolean;
public set keyboardInput(value: boolean);
public get keyboardType(): number;
public set keyboardType(value: number);
public get hideInput(): boolean;
public set hideInput(value: boolean);
public get disableIME(): boolean;
public set disableIME(value: boolean);
public get mouseWheelEnabled(): boolean;
public set mouseWheelEnabled(value: boolean);
public get onChanged(): FairyGUI.EventListener;
public get onSubmit(): FairyGUI.EventListener;
public get text(): string;
public set text(value: string);
public get textFormat(): FairyGUI.TextFormat;
public set textFormat(value: FairyGUI.TextFormat);
public get restrict(): string;
public set restrict(value: string);
public get caretPosition(): number;
public set caretPosition(value: number);
public get selectionBeginIndex(): number;
public get selectionEndIndex(): number;
public get promptText(): string;
public set promptText(value: string);
public get displayAsPassword(): boolean;
public set displayAsPassword(value: boolean);
public get editable(): boolean;
public set editable(value: boolean);
public get border(): number;
public set border(value: number);
public get corner(): number;
public set corner(value: number);
public get borderColor(): UnityEngine.Color;
public set borderColor(value: UnityEngine.Color);
public get backgroundColor(): UnityEngine.Color;
public set backgroundColor(value: UnityEngine.Color);
public SetSelection ($start: number, $length: number) : void
public ReplaceSelection ($value: string) : void
public ReplaceText ($value: string) : void
public GetSelection () : string
public constructor ()
}
class PopupMenu extends FairyGUI.EventDispatcher implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public visibleItemCount : number
public hideOnClickItem : boolean
public autoSize : boolean
public get onPopup(): FairyGUI.EventListener;
public get onClose(): FairyGUI.EventListener;
public get itemCount(): number;
public get contentPane(): FairyGUI.GComponent;
public get list(): FairyGUI.GList;
public AddItem ($caption: string, $callback: FairyGUI.EventCallback0) : FairyGUI.GButton
public AddItem ($caption: string, $callback: FairyGUI.EventCallback1) : FairyGUI.GButton
public AddItemAt ($caption: string, $index: number, $callback: FairyGUI.EventCallback1) : FairyGUI.GButton
public AddItemAt ($caption: string, $index: number, $callback: FairyGUI.EventCallback0) : FairyGUI.GButton
public AddSeperator () : void
public AddSeperator ($index: number) : void
public GetItemName ($index: number) : string
public SetItemText ($name: string, $caption: string) : void
public SetItemVisible ($name: string, $visible: boolean) : void
public SetItemGrayed ($name: string, $grayed: boolean) : void
public SetItemCheckable ($name: string, $checkable: boolean) : void
public SetItemChecked ($name: string, $check: boolean) : void
public IsItemChecked ($name: string) : boolean
public RemoveItem ($name: string) : void
public ClearItems () : void
public Dispose () : void
public Show () : void
public Show ($target: FairyGUI.GObject) : void
public Show ($target: FairyGUI.GObject, $dir: FairyGUI.PopupDirection) : void
public Show ($target: FairyGUI.GObject, $dir: FairyGUI.PopupDirection, $parentMenu: FairyGUI.PopupMenu) : void
public Hide () : void
public constructor ()
public constructor ($resourceURL: string)
}
class TextField extends FairyGUI.DisplayObject implements FairyGUI.IEventDispatcher, FairyGUI.IMeshFactory
{
protected [__keep_incompatibility]: never;
public get textFormat(): FairyGUI.TextFormat;
public set textFormat(value: FairyGUI.TextFormat);
public get align(): FairyGUI.AlignType;
public set align(value: FairyGUI.AlignType);
public get verticalAlign(): FairyGUI.VertAlignType;
public set verticalAlign(value: FairyGUI.VertAlignType);
public get text(): string;
public set text(value: string);
public get htmlText(): string;
public set htmlText(value: string);
public get parsedText(): string;
public get autoSize(): FairyGUI.AutoSizeType;
public set autoSize(value: FairyGUI.AutoSizeType);
public get wordWrap(): boolean;
public set wordWrap(value: boolean);
public get singleLine(): boolean;
public set singleLine(value: boolean);
public get stroke(): number;
public set stroke(value: number);
public get strokeColor(): UnityEngine.Color;
public set strokeColor(value: UnityEngine.Color);
public get shadowOffset(): UnityEngine.Vector2;
public set shadowOffset(value: UnityEngine.Vector2);
public get textWidth(): number;
public get textHeight(): number;
public get maxWidth(): number;
public set maxWidth(value: number);
public get htmlElements(): System.Collections.Generic.List$1<FairyGUI.Utils.HtmlElement>;
public get lines(): System.Collections.Generic.List$1<FairyGUI.TextField.LineInfo>;
public get charPositions(): System.Collections.Generic.List$1<FairyGUI.TextField.CharPosition>;
public get richTextField(): FairyGUI.RichTextField;
public EnableCharPositionSupport () : void
public ApplyFormat () : void
public Redraw () : boolean
public HasCharacter ($ch: number) : boolean
public GetLinesShape ($startLine: number, $startCharX: number, $endLine: number, $endCharX: number, $clipped: boolean, $resultRects: System.Collections.Generic.List$1<UnityEngine.Rect>) : void
public OnPopulateMesh ($vb: FairyGUI.VertexBuffer) : void
public constructor ()
}
class RTLSupport extends System.Object
{
protected [__keep_incompatibility]: never;
public static BaseDirection : FairyGUI.RTLSupport.DirectionType
public static IsArabicLetter ($ch: number) : boolean
public static ConvertNumber ($strNumber: string) : string
public static ContainsArabicLetters ($text: string) : boolean
public static DetectTextDirection ($text: string) : FairyGUI.RTLSupport.DirectionType
public static DoMapping ($input: string) : string
public static ConvertLineL ($source: string) : string
public static ConvertLineR ($source: string) : string
public constructor ()
}
class SelectionShape extends FairyGUI.DisplayObject implements FairyGUI.IEventDispatcher, FairyGUI.IMeshFactory
{
protected [__keep_incompatibility]: never;
public rects : System.Collections.Generic.List$1<UnityEngine.Rect>
public get color(): UnityEngine.Color;
public set color(value: UnityEngine.Color);
public Refresh () : void
public Clear () : void
public OnPopulateMesh ($vb: FairyGUI.VertexBuffer) : void
public constructor ()
}
class TouchScreenKeyboard extends System.Object implements FairyGUI.IKeyboard
{
protected [__keep_incompatibility]: never;
public get done(): boolean;
public get supportsCaret(): boolean;
public GetInput () : string
public Open ($text: string, $autocorrection: boolean, $multiline: boolean, $secure: boolean, $alert: boolean, $textPlaceholder: string, $keyboardType: number, $hideInput: boolean) : void
public Close () : void
public constructor ()
}
class TypingEffect extends System.Object
{
protected [__keep_incompatibility]: never;
public Start () : void
public Print () : boolean
public Print ($interval: number) : System.Collections.IEnumerator
public PrintAll ($interval: number) : void
public Cancel () : void
public constructor ($textField: FairyGUI.TextField)
public constructor ($textField: FairyGUI.GTextField)
public constructor ()
}
class GLoader3D extends FairyGUI.GObject implements FairyGUI.IEventDispatcher, FairyGUI.IAnimationGear, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public get armatureComponent(): DragonBones.UnityArmatureComponent;
public get spineAnimation(): Spine40.Unity.SkeletonAnimation;
public get url(): string;
public set url(value: string);
public get icon(): string;
public set icon(value: string);
public get align(): FairyGUI.AlignType;
public set align(value: FairyGUI.AlignType);
public get verticalAlign(): FairyGUI.VertAlignType;
public set verticalAlign(value: FairyGUI.VertAlignType);
public get fill(): FairyGUI.FillType;
public set fill(value: FairyGUI.FillType);
public get shrinkOnly(): boolean;
public set shrinkOnly(value: boolean);
public get autoSize(): boolean;
public set autoSize(value: boolean);
public get playing(): boolean;
public set playing(value: boolean);
public get frame(): number;
public set frame(value: number);
public get timeScale(): number;
public set timeScale(value: number);
public get ignoreEngineTimeScale(): boolean;
public set ignoreEngineTimeScale(value: boolean);
public get loop(): boolean;
public set loop(value: boolean);
public get animationName(): string;
public set animationName(value: string);
public get skinName(): string;
public set skinName(value: string);
public get material(): UnityEngine.Material;
public set material(value: UnityEngine.Material);
public get shader(): string;
public set shader(value: string);
public get color(): UnityEngine.Color;
public set color(value: UnityEngine.Color);
public get wrapTarget(): UnityEngine.GameObject;
public get filter(): FairyGUI.IFilter;
public set filter(value: FairyGUI.IFilter);
public get blendMode(): FairyGUI.BlendMode;
public set blendMode(value: FairyGUI.BlendMode);
public SetDragonBones ($asset: DragonBones.DragonBonesData, $width: number, $height: number, $anchor: UnityEngine.Vector2) : void
public SetSpine ($asset: Spine40.Unity.SkeletonDataAsset, $width: number, $height: number, $anchor: UnityEngine.Vector2) : void
public SetSpine ($asset: Spine40.Unity.SkeletonDataAsset, $width: number, $height: number, $anchor: UnityEngine.Vector2, $cloneMaterial: boolean) : void
public Advance ($time: number) : void
public SetWrapTarget ($gameObject: UnityEngine.GameObject, $cloneMaterial: boolean, $width: number, $height: number) : void
public constructor ()
}
enum FillType
{ None = 0, Scale = 1, ScaleMatchHeight = 2, ScaleMatchWidth = 3, ScaleFree = 4, ScaleNoBorder = 5 }
class ExternalFont extends FairyGUI.BaseFont
{
protected [__keep_incompatibility]: never;
public get samplePointSize(): number;
public set samplePointSize(value: number);
public get renderMode(): UnityEngine.TextCore.LowLevel.GlyphRenderMode;
public set renderMode(value: UnityEngine.TextCore.LowLevel.GlyphRenderMode);
public Load ($file: string) : void
public constructor ()
}
class TMPFont extends FairyGUI.BaseFont
{
protected [__keep_incompatibility]: never;
public get fontAsset(): TMPro.TMP_FontAsset;
public set fontAsset(value: TMPro.TMP_FontAsset);
public get fontWeight(): TMPro.FontWeight;
public set fontWeight(value: TMPro.FontWeight);
public constructor ()
}
class ExternalTMPFont extends FairyGUI.TMPFont
{
protected [__keep_incompatibility]: never;
public Load ($file: string, $samplePointSize: number, $atlasPadding: number) : void
public constructor ()
}
class BlurFilter extends System.Object implements FairyGUI.IFilter
{
protected [__keep_incompatibility]: never;
public blurSize : number
public get target(): FairyGUI.DisplayObject;
public set target(value: FairyGUI.DisplayObject);
public Dispose () : void
public Update () : void
public constructor ()
}
class ColorFilter extends System.Object implements FairyGUI.IFilter
{
protected [__keep_incompatibility]: never;
public get target(): FairyGUI.DisplayObject;
public set target(value: FairyGUI.DisplayObject);
public Dispose () : void
public Update () : void
public Invert () : void
public AdjustSaturation ($sat: number) : void
public AdjustContrast ($value: number) : void
public AdjustBrightness ($value: number) : void
public AdjustHue ($value: number) : void
public Tint ($color: UnityEngine.Color, $amount?: number) : void
public Reset () : void
public ConcatValues (...values: number[]) : void
public constructor ()
}
class LongPressGesture extends FairyGUI.EventDispatcher implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public trigger : number
public interval : number
public once : boolean
public holdRangeRadius : number
public static TRIGGER : number
public static INTERVAL : number
public get host(): FairyGUI.GObject;
public get onBegin(): FairyGUI.EventListener;
public get onEnd(): FairyGUI.EventListener;
public get onAction(): FairyGUI.EventListener;
public Dispose () : void
public Enable ($value: boolean) : void
public Cancel () : void
public constructor ($host: FairyGUI.GObject)
public constructor ()
}
class PinchGesture extends FairyGUI.EventDispatcher implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public scale : number
public delta : number
public get host(): FairyGUI.GObject;
public get onBegin(): FairyGUI.EventListener;
public get onEnd(): FairyGUI.EventListener;
public get onAction(): FairyGUI.EventListener;
public Dispose () : void
public Enable ($value: boolean) : void
public constructor ($host: FairyGUI.GObject)
public constructor ()
}
class RotationGesture extends FairyGUI.EventDispatcher implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public rotation : number
public delta : number
public snapping : boolean
public get host(): FairyGUI.GObject;
public get onBegin(): FairyGUI.EventListener;
public get onEnd(): FairyGUI.EventListener;
public get onAction(): FairyGUI.EventListener;
public Dispose () : void
public Enable ($value: boolean) : void
public constructor ($host: FairyGUI.GObject)
public constructor ()
}
class SwipeGesture extends FairyGUI.EventDispatcher implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public velocity : UnityEngine.Vector2
public position : UnityEngine.Vector2
public delta : UnityEngine.Vector2
public actionDistance : number
public snapping : boolean
public static ACTION_DISTANCE : number
public get host(): FairyGUI.GObject;
public get onBegin(): FairyGUI.EventListener;
public get onEnd(): FairyGUI.EventListener;
public get onMove(): FairyGUI.EventListener;
public get onAction(): FairyGUI.EventListener;
public Dispose () : void
public Enable ($value: boolean) : void
public constructor ($host: FairyGUI.GObject)
public constructor ()
}
class EaseManager extends System.Object
{
protected [__keep_incompatibility]: never;
public static Evaluate ($easeType: FairyGUI.EaseType, $time: number, $duration: number, $overshootOrAmplitude?: number, $period?: number, $customEase?: FairyGUI.CustomEase) : number
}
class GTween extends System.Object
{
protected [__keep_incompatibility]: never;
public static catchCallbackExceptions : boolean
public static To ($startValue: number, $endValue: number, $duration: number) : FairyGUI.GTweener
public static To ($startValue: UnityEngine.Vector2, $endValue: UnityEngine.Vector2, $duration: number) : FairyGUI.GTweener
public static To ($startValue: UnityEngine.Vector3, $endValue: UnityEngine.Vector3, $duration: number) : FairyGUI.GTweener
public static To ($startValue: UnityEngine.Vector4, $endValue: UnityEngine.Vector4, $duration: number) : FairyGUI.GTweener
public static To ($startValue: UnityEngine.Color, $endValue: UnityEngine.Color, $duration: number) : FairyGUI.GTweener
public static ToDouble ($startValue: number, $endValue: number, $duration: number) : FairyGUI.GTweener
public static DelayedCall ($delay: number) : FairyGUI.GTweener
public static Shake ($startValue: UnityEngine.Vector3, $amplitude: number, $duration: number) : FairyGUI.GTweener
public static IsTweening ($target: any) : boolean
public static IsTweening ($target: any, $propType: FairyGUI.TweenPropType) : boolean
public static Kill ($target: any) : void
public static Kill ($target: any, $complete: boolean) : void
public static Kill ($target: any, $propType: FairyGUI.TweenPropType, $complete: boolean) : void
public static GetTween ($target: any) : FairyGUI.GTweener
public static GetTween ($target: any, $propType: FairyGUI.TweenPropType) : FairyGUI.GTweener
public static Clean () : void
public constructor ()
}
enum TweenPropType
{ None = 0, X = 1, Y = 2, Z = 3, XY = 4, Position = 5, Width = 6, Height = 7, Size = 8, ScaleX = 9, ScaleY = 10, Scale = 11, Rotation = 12, RotationX = 13, RotationY = 14, Alpha = 15, Progress = 16 }
interface ITweenListener
{
OnTweenStart ($tweener: FairyGUI.GTweener) : void
OnTweenUpdate ($tweener: FairyGUI.GTweener) : void
OnTweenComplete ($tweener: FairyGUI.GTweener) : void
}
interface GTweenCallback
{
() : void;
Invoke?: () => void;
}
var GTweenCallback: { new (func: () => void): GTweenCallback; }
interface GTweenCallback1
{
(tweener: FairyGUI.GTweener) : void;
Invoke?: (tweener: FairyGUI.GTweener) => void;
}
var GTweenCallback1: { new (func: (tweener: FairyGUI.GTweener) => void): GTweenCallback1; }
class TweenValue extends System.Object
{
protected [__keep_incompatibility]: never;
public x : number
public y : number
public z : number
public w : number
public d : number
public get vec2(): UnityEngine.Vector2;
public set vec2(value: UnityEngine.Vector2);
public get vec3(): UnityEngine.Vector3;
public set vec3(value: UnityEngine.Vector3);
public get vec4(): UnityEngine.Vector4;
public set vec4(value: UnityEngine.Vector4);
public get color(): UnityEngine.Color;
public set color(value: UnityEngine.Color);
public get_Item ($index: number) : number
public set_Item ($index: number, $value: number) : void
public SetZero () : void
public constructor ()
}
class ControllerAction extends System.Object
{
protected [__keep_incompatibility]: never;
public fromPage : System.Array$1<string>
public toPage : System.Array$1<string>
public static CreateAction ($type: FairyGUI.ControllerAction.ActionType) : FairyGUI.ControllerAction
public Run ($controller: FairyGUI.Controller, $prevPage: string, $curPage: string) : void
public Setup ($buffer: FairyGUI.Utils.ByteBuffer) : void
public constructor ()
}
class ChangePageAction extends FairyGUI.ControllerAction
{
protected [__keep_incompatibility]: never;
public objectId : string
public controllerName : string
public targetPage : string
public constructor ()
}
class Controller extends FairyGUI.EventDispatcher implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public name : string
public get onChanged(): FairyGUI.EventListener;
public get selectedIndex(): number;
public set selectedIndex(value: number);
public get selectedPage(): string;
public set selectedPage(value: string);
public get previsousIndex(): number;
public get previousPage(): string;
public get pageCount(): number;
public Dispose () : void
public SetSelectedIndex ($value: number) : void
public SetSelectedPage ($value: string) : void
public GetPageName ($index: number) : string
public GetPageId ($index: number) : string
public GetPageIdByName ($aName: string) : string
public AddPage ($name: string) : void
public AddPageAt ($name: string, $index: number) : void
public RemovePage ($name: string) : void
public RemovePageAt ($index: number) : void
public ClearPages () : void
public HasPage ($aName: string) : boolean
public RunActions () : void
public Setup ($buffer: FairyGUI.Utils.ByteBuffer) : void
public constructor ()
}
class PlayTransitionAction extends FairyGUI.ControllerAction
{
protected [__keep_incompatibility]: never;
public transitionName : string
public playTimes : number
public delay : number
public stopOnExit : boolean
public constructor ()
}
class AsyncCreationHelper extends System.Object
{
protected [__keep_incompatibility]: never;
public static CreateObject ($item: FairyGUI.PackageItem, $callback: FairyGUI.UIPackage.CreateObjectCallback) : void
public constructor ()
}
class PackageItem extends System.Object
{
protected [__keep_incompatibility]: never;
public owner : FairyGUI.UIPackage
public type : FairyGUI.PackageItemType
public objectType : FairyGUI.ObjectType
public id : string
public name : string
public width : number
public height : number
public file : string
public exported : boolean
public texture : FairyGUI.NTexture
public rawData : FairyGUI.Utils.ByteBuffer
public branches : System.Array$1<string>
public highResolution : System.Array$1<string>
public scale9Grid : UnityEngine.Rect | null
public scaleByTile : boolean
public tileGridIndice : number
public pixelHitTestData : FairyGUI.PixelHitTestData
public interval : number
public repeatDelay : number
public swing : boolean
public frames : System.Array$1<FairyGUI.MovieClip.Frame>
public translated : boolean
public extensionCreator : FairyGUI.UIObjectFactory.GComponentCreator
public bitmapFont : FairyGUI.BitmapFont
public audioClip : FairyGUI.NAudioClip
public skeletonAnchor : UnityEngine.Vector2
public skeletonAsset : any
public Load () : any
public getBranch () : FairyGUI.PackageItem
public getHighResolution () : FairyGUI.PackageItem
public constructor ()
}
class DragDropManager extends System.Object
{
protected [__keep_incompatibility]: never;
public static get inst(): FairyGUI.DragDropManager;
public get dragAgent(): FairyGUI.GLoader;
public get dragging(): boolean;
public StartDrag ($source: FairyGUI.GObject, $icon: string, $sourceData: any, $touchPointID?: number) : void
public Cancel () : void
public constructor ()
}
interface EMRenderTarget
{
EM_sortingOrder : number
EM_BeforeUpdate () : void
EM_Update ($context: FairyGUI.UpdateContext) : void
EM_Reload () : void
}
class EMRenderSupport extends System.Object
{
protected [__keep_incompatibility]: never;
public static orderChanged : boolean
public static get packageListReady(): boolean;
public static get hasTarget(): boolean;
public static Add ($value: FairyGUI.EMRenderTarget) : void
public static Remove ($value: FairyGUI.EMRenderTarget) : void
public static Update () : void
public static Reload () : void
public constructor ()
}
enum ButtonMode
{ Common = 0, Check = 1, Radio = 2 }
class ScrollPane extends FairyGUI.EventDispatcher implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public static TWEEN_TIME_GO : number
public static TWEEN_TIME_DEFAULT : number
public static PULL_RATIO : number
public static get draggingPane(): FairyGUI.ScrollPane;
public get onScroll(): FairyGUI.EventListener;
public get onScrollEnd(): FairyGUI.EventListener;
public get onPullDownRelease(): FairyGUI.EventListener;
public get onPullUpRelease(): FairyGUI.EventListener;
public get owner(): FairyGUI.GComponent;
public get hzScrollBar(): FairyGUI.GScrollBar;
public get vtScrollBar(): FairyGUI.GScrollBar;
public get header(): FairyGUI.GComponent;
public get footer(): FairyGUI.GComponent;
public get bouncebackEffect(): boolean;
public set bouncebackEffect(value: boolean);
public get touchEffect(): boolean;
public set touchEffect(value: boolean);
public get inertiaDisabled(): boolean;
public set inertiaDisabled(value: boolean);
public get softnessOnTopOrLeftSide(): boolean;
public set softnessOnTopOrLeftSide(value: boolean);
public get scrollStep(): number;
public set scrollStep(value: number);
public get snapToItem(): boolean;
public set snapToItem(value: boolean);
public get pageMode(): boolean;
public set pageMode(value: boolean);
public get pageController(): FairyGUI.Controller;
public set pageController(value: FairyGUI.Controller);
public get mouseWheelEnabled(): boolean;
public set mouseWheelEnabled(value: boolean);
public get decelerationRate(): number;
public set decelerationRate(value: number);
public get isDragged(): boolean;
public get percX(): number;
public set percX(value: number);
public get percY(): number;
public set percY(value: number);
public get posX(): number;
public set posX(value: number);
public get posY(): number;
public set posY(value: number);
public get isBottomMost(): boolean;
public get isRightMost(): boolean;
public get currentPageX(): number;
public set currentPageX(value: number);
public get currentPageY(): number;
public set currentPageY(value: number);
public get scrollingPosX(): number;
public get scrollingPosY(): number;
public get contentWidth(): number;
public get contentHeight(): number;
public get viewWidth(): number;
public set viewWidth(value: number);
public get viewHeight(): number;
public set viewHeight(value: number);
public Setup ($buffer: FairyGUI.Utils.ByteBuffer) : void
public Dispose () : void
public SetPercX ($value: number, $ani: boolean) : void
public SetPercY ($value: number, $ani: boolean) : void
public SetPosX ($value: number, $ani: boolean) : void
public SetPosY ($value: number, $ani: boolean) : void
public SetCurrentPageX ($value: number, $ani: boolean) : void
public SetCurrentPageY ($value: number, $ani: boolean) : void
public ScrollTop () : void
public ScrollTop ($ani: boolean) : void
public ScrollBottom () : void
public ScrollBottom ($ani: boolean) : void
public ScrollUp () : void
public ScrollUp ($ratio: number, $ani: boolean) : void
public ScrollDown () : void
public ScrollDown ($ratio: number, $ani: boolean) : void
public ScrollLeft () : void
public ScrollLeft ($ratio: number, $ani: boolean) : void
public ScrollRight () : void
public ScrollRight ($ratio: number, $ani: boolean) : void
public ScrollToView ($obj: FairyGUI.GObject) : void
public ScrollToView ($obj: FairyGUI.GObject, $ani: boolean) : void
public ScrollToView ($obj: FairyGUI.GObject, $ani: boolean, $setFirst: boolean) : void
public ScrollToView ($rect: UnityEngine.Rect, $ani: boolean, $setFirst: boolean) : void
public IsChildInView ($obj: FairyGUI.GObject) : boolean
public CancelDragging () : void
public LockHeader ($size: number) : void
public LockFooter ($size: number) : void
public UpdateScrollBarVisible () : void
public constructor ($owner: FairyGUI.GComponent)
public constructor ()
}
enum ChildrenRenderOrder
{ Ascent = 0, Descent = 1, Arch = 2 }
class GGroup extends FairyGUI.GObject implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public get layout(): FairyGUI.GroupLayoutType;
public set layout(value: FairyGUI.GroupLayoutType);
public get lineGap(): number;
public set lineGap(value: number);
public get columnGap(): number;
public set columnGap(value: number);
public get excludeInvisibles(): boolean;
public set excludeInvisibles(value: boolean);
public get autoSizeDisabled(): boolean;
public set autoSizeDisabled(value: boolean);
public get mainGridMinSize(): number;
public set mainGridMinSize(value: number);
public get mainGridIndex(): number;
public set mainGridIndex(value: number);
public SetBoundsChangedFlag ($positionChangedOnly?: boolean) : void
public EnsureBoundsCorrect () : void
public constructor ()
}
class Transition extends System.Object implements FairyGUI.ITweenListener
{
protected [__keep_incompatibility]: never;
public invalidateBatchingEveryFrame : boolean
public get name(): string;
public get playing(): boolean;
public get totalDuration(): number;
public get timeScale(): number;
public set timeScale(value: number);
public get ignoreEngineTimeScale(): boolean;
public set ignoreEngineTimeScale(value: boolean);
public Play () : void
public Play ($onComplete: FairyGUI.PlayCompleteCallback) : void
public Play ($times: number, $delay: number, $onComplete: FairyGUI.PlayCompleteCallback) : void
public Play ($times: number, $delay: number, $startTime: number, $endTime: number, $onComplete: FairyGUI.PlayCompleteCallback) : void
public PlayReverse () : void
public PlayReverse ($onComplete: FairyGUI.PlayCompleteCallback) : void
public PlayReverse ($times: number, $delay: number, $onComplete: FairyGUI.PlayCompleteCallback) : void
public ChangePlayTimes ($value: number) : void
public SetAutoPlay ($autoPlay: boolean, $times: number, $delay: number) : void
public Stop () : void
public Stop ($setToComplete: boolean, $processCallback: boolean) : void
public SetPaused ($paused: boolean) : void
public Dispose () : void
public SetValue ($label: string, ...aParams: any[]) : void
public SetHook ($label: string, $callback: FairyGUI.TransitionHook) : void
public ClearHooks () : void
public SetTarget ($label: string, $newTarget: FairyGUI.GObject) : void
public SetDuration ($label: string, $value: number) : void
public GetLabelTime ($label: string) : number
public OnTweenStart ($tweener: FairyGUI.GTweener) : void
public OnTweenUpdate ($tweener: FairyGUI.GTweener) : void
public OnTweenComplete ($tweener: FairyGUI.GTweener) : void
public Setup ($buffer: FairyGUI.Utils.ByteBuffer) : void
public constructor ($owner: FairyGUI.GComponent)
public constructor ()
}
class GearBase extends System.Object
{
protected [__keep_incompatibility]: never;
public static disableAllTweenEffect : boolean
public get controller(): FairyGUI.Controller;
public set controller(value: FairyGUI.Controller);
public get tweenConfig(): FairyGUI.GearTweenConfig;
public Dispose () : void
public Setup ($buffer: FairyGUI.Utils.ByteBuffer) : void
public UpdateFromRelations ($dx: number, $dy: number) : void
public Apply () : void
public UpdateState () : void
}
class GearAnimation extends FairyGUI.GearBase
{
protected [__keep_incompatibility]: never;
public AddExtStatus ($pageId: string, $buffer: FairyGUI.Utils.ByteBuffer) : void
public constructor ($owner: FairyGUI.GObject)
public constructor ()
}
class GearTweenConfig extends System.Object
{
protected [__keep_incompatibility]: never;
public tween : boolean
public easeType : FairyGUI.EaseType
public customEase : FairyGUI.CustomEase
public duration : number
public delay : number
public constructor ()
}
class GearColor extends FairyGUI.GearBase implements FairyGUI.ITweenListener
{
protected [__keep_incompatibility]: never;
public OnTweenStart ($tweener: FairyGUI.GTweener) : void
public OnTweenUpdate ($tweener: FairyGUI.GTweener) : void
public OnTweenComplete ($tweener: FairyGUI.GTweener) : void
public constructor ($owner: FairyGUI.GObject)
public constructor ()
}
class GearDisplay extends FairyGUI.GearBase
{
protected [__keep_incompatibility]: never;
public get pages(): System.Array$1<string>;
public set pages(value: System.Array$1<string>);
public get connected(): boolean;
public AddLock () : number
public ReleaseLock ($token: number) : void
public constructor ($owner: FairyGUI.GObject)
public constructor ()
}
class GearDisplay2 extends FairyGUI.GearBase
{
protected [__keep_incompatibility]: never;
public condition : number
public get pages(): System.Array$1<string>;
public set pages(value: System.Array$1<string>);
public Evaluate ($connected: boolean) : boolean
public constructor ($owner: FairyGUI.GObject)
public constructor ()
}
class GearFontSize extends FairyGUI.GearBase
{
protected [__keep_incompatibility]: never;
public constructor ($owner: FairyGUI.GObject)
public constructor ()
}
class GearIcon extends FairyGUI.GearBase
{
protected [__keep_incompatibility]: never;
public constructor ($owner: FairyGUI.GObject)
public constructor ()
}
class GearLook extends FairyGUI.GearBase implements FairyGUI.ITweenListener
{
protected [__keep_incompatibility]: never;
public OnTweenStart ($tweener: FairyGUI.GTweener) : void
public OnTweenUpdate ($tweener: FairyGUI.GTweener) : void
public OnTweenComplete ($tweener: FairyGUI.GTweener) : void
public constructor ($owner: FairyGUI.GObject)
public constructor ()
}
class GearSize extends FairyGUI.GearBase implements FairyGUI.ITweenListener
{
protected [__keep_incompatibility]: never;
public OnTweenStart ($tweener: FairyGUI.GTweener) : void
public OnTweenUpdate ($tweener: FairyGUI.GTweener) : void
public OnTweenComplete ($tweener: FairyGUI.GTweener) : void
public constructor ($owner: FairyGUI.GObject)
public constructor ()
}
class GearText extends FairyGUI.GearBase
{
protected [__keep_incompatibility]: never;
public constructor ($owner: FairyGUI.GObject)
public constructor ()
}
class GearXY extends FairyGUI.GearBase implements FairyGUI.ITweenListener
{
protected [__keep_incompatibility]: never;
public positionsInPercent : boolean
public AddExtStatus ($pageId: string, $buffer: FairyGUI.Utils.ByteBuffer) : void
public OnTweenStart ($tweener: FairyGUI.GTweener) : void
public OnTweenUpdate ($tweener: FairyGUI.GTweener) : void
public OnTweenComplete ($tweener: FairyGUI.GTweener) : void
public constructor ($owner: FairyGUI.GObject)
public constructor ()
}
class GGraph extends FairyGUI.GObject implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public get color(): UnityEngine.Color;
public set color(value: UnityEngine.Color);
public get shape(): FairyGUI.Shape;
public ReplaceMe ($target: FairyGUI.GObject) : void
public AddBeforeMe ($target: FairyGUI.GObject) : void
public AddAfterMe ($target: FairyGUI.GObject) : void
public SetNativeObject ($obj: FairyGUI.DisplayObject) : void
public DrawRect ($aWidth: number, $aHeight: number, $lineSize: number, $lineColor: UnityEngine.Color, $fillColor: UnityEngine.Color) : void
public DrawRoundRect ($aWidth: number, $aHeight: number, $fillColor: UnityEngine.Color, $corner: System.Array$1<number>) : void
public DrawEllipse ($aWidth: number, $aHeight: number, $fillColor: UnityEngine.Color) : void
public DrawPolygon ($aWidth: number, $aHeight: number, $points: System.Collections.Generic.IList$1<UnityEngine.Vector2>, $fillColor: UnityEngine.Color) : void
public DrawPolygon ($aWidth: number, $aHeight: number, $points: System.Collections.Generic.IList$1<UnityEngine.Vector2>, $fillColor: UnityEngine.Color, $lineSize: number, $lineColor: UnityEngine.Color) : void
public constructor ()
}
class GImage extends FairyGUI.GObject implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public get color(): UnityEngine.Color;
public set color(value: UnityEngine.Color);
public get flip(): FairyGUI.FlipType;
public set flip(value: FairyGUI.FlipType);
public get fillMethod(): FairyGUI.FillMethod;
public set fillMethod(value: FairyGUI.FillMethod);
public get fillOrigin(): number;
public set fillOrigin(value: number);
public get fillClockwise(): boolean;
public set fillClockwise(value: boolean);
public get fillAmount(): number;
public set fillAmount(value: number);
public get texture(): FairyGUI.NTexture;
public set texture(value: FairyGUI.NTexture);
public get material(): UnityEngine.Material;
public set material(value: UnityEngine.Material);
public get shader(): string;
public set shader(value: string);
public constructor ()
}
enum ListSelectionMode
{ Single = 0, Multiple = 1, Multiple_SingleClick = 2, None = 3 }
interface ListItemRenderer
{
(index: number, item: FairyGUI.GObject) : void;
Invoke?: (index: number, item: FairyGUI.GObject) => void;
}
var ListItemRenderer: { new (func: (index: number, item: FairyGUI.GObject) => void): ListItemRenderer; }
interface ListItemProvider
{
(index: number) : string;
Invoke?: (index: number) => string;
}
var ListItemProvider: { new (func: (index: number) => string): ListItemProvider; }
enum ListLayoutType
{ SingleColumn = 0, SingleRow = 1, FlowHorizontal = 2, FlowVertical = 3, Pagination = 4 }
class GObjectPool extends System.Object
{
protected [__keep_incompatibility]: never;
public initCallback : FairyGUI.GObjectPool.InitCallbackDelegate
public get count(): number;
public Clear () : void
public GetObject ($url: string) : FairyGUI.GObject
public ReturnObject ($obj: FairyGUI.GObject) : void
public constructor ($manager: UnityEngine.Transform)
public constructor ()
}
class GMovieClip extends FairyGUI.GObject implements FairyGUI.IEventDispatcher, FairyGUI.IAnimationGear, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public get onPlayEnd(): FairyGUI.EventListener;
public get playing(): boolean;
public set playing(value: boolean);
public get frame(): number;
public set frame(value: number);
public get color(): UnityEngine.Color;
public set color(value: UnityEngine.Color);
public get flip(): FairyGUI.FlipType;
public set flip(value: FairyGUI.FlipType);
public get material(): UnityEngine.Material;
public set material(value: UnityEngine.Material);
public get shader(): string;
public set shader(value: string);
public get timeScale(): number;
public set timeScale(value: number);
public get ignoreEngineTimeScale(): boolean;
public set ignoreEngineTimeScale(value: boolean);
public Rewind () : void
public SyncStatus ($anotherMc: FairyGUI.GMovieClip) : void
public Advance ($time: number) : void
public SetPlaySettings ($start: number, $end: number, $times: number, $endAt: number) : void
public constructor ()
}
class Relations extends System.Object
{
protected [__keep_incompatibility]: never;
public handling : FairyGUI.GObject
public get isEmpty(): boolean;
public Add ($target: FairyGUI.GObject, $relationType: FairyGUI.RelationType) : void
public Add ($target: FairyGUI.GObject, $relationType: FairyGUI.RelationType, $usePercent: boolean) : void
public Remove ($target: FairyGUI.GObject, $relationType: FairyGUI.RelationType) : void
public Contains ($target: FairyGUI.GObject) : boolean
public ClearFor ($target: FairyGUI.GObject) : void
public ClearAll () : void
public CopyFrom ($source: FairyGUI.Relations) : void
public Dispose () : void
public OnOwnerSizeChanged ($dWidth: number, $dHeight: number, $applyPivot: boolean) : void
public Setup ($buffer: FairyGUI.Utils.ByteBuffer, $parentToChild: boolean) : void
public constructor ($owner: FairyGUI.GObject)
public constructor ()
}
enum RelationType
{ Left_Left = 0, Left_Center = 1, Left_Right = 2, Center_Center = 3, Right_Left = 4, Right_Center = 5, Right_Right = 6, Top_Top = 7, Top_Middle = 8, Top_Bottom = 9, Middle_Middle = 10, Bottom_Top = 11, Bottom_Middle = 12, Bottom_Bottom = 13, Width = 14, Height = 15, LeftExt_Left = 16, LeftExt_Right = 17, RightExt_Left = 18, RightExt_Right = 19, TopExt_Top = 20, TopExt_Bottom = 21, BottomExt_Top = 22, BottomExt_Bottom = 23, Size = 24 }
class GProgressBar extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public get titleType(): FairyGUI.ProgressTitleType;
public set titleType(value: FairyGUI.ProgressTitleType);
public get min(): number;
public set min(value: number);
public get max(): number;
public set max(value: number);
public get value(): number;
public set value(value: number);
public get reverse(): boolean;
public set reverse(value: boolean);
public TweenValue ($value: number, $duration: number) : FairyGUI.GTweener
public Update ($newValue: number) : void
public constructor ()
}
class GSlider extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public changeOnClick : boolean
public canDrag : boolean
public get onChanged(): FairyGUI.EventListener;
public get onGripTouchEnd(): FairyGUI.EventListener;
public get titleType(): FairyGUI.ProgressTitleType;
public set titleType(value: FairyGUI.ProgressTitleType);
public get min(): number;
public set min(value: number);
public get max(): number;
public set max(value: number);
public get value(): number;
public set value(value: number);
public get wholeNumbers(): boolean;
public set wholeNumbers(value: boolean);
public constructor ()
}
class GRichTextField extends FairyGUI.GTextField implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear, FairyGUI.ITextColorGear
{
protected [__keep_incompatibility]: never;
public get richTextField(): FairyGUI.RichTextField;
public get emojies(): System.Collections.Generic.Dictionary$2<number, FairyGUI.Emoji>;
public set emojies(value: System.Collections.Generic.Dictionary$2<number, FairyGUI.Emoji>);
public constructor ()
}
class GTextInput extends FairyGUI.GTextField implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear, FairyGUI.ITextColorGear
{
protected [__keep_incompatibility]: never;
public get inputTextField(): FairyGUI.InputTextField;
public get onChanged(): FairyGUI.EventListener;
public get onSubmit(): FairyGUI.EventListener;
public get editable(): boolean;
public set editable(value: boolean);
public get hideInput(): boolean;
public set hideInput(value: boolean);
public get maxLength(): number;
public set maxLength(value: number);
public get restrict(): string;
public set restrict(value: string);
public get displayAsPassword(): boolean;
public set displayAsPassword(value: boolean);
public get caretPosition(): number;
public set caretPosition(value: number);
public get promptText(): string;
public set promptText(value: string);
public get keyboardInput(): boolean;
public set keyboardInput(value: boolean);
public get keyboardType(): number;
public set keyboardType(value: number);
public get disableIME(): boolean;
public set disableIME(value: boolean);
public get emojies(): System.Collections.Generic.Dictionary$2<number, FairyGUI.Emoji>;
public set emojies(value: System.Collections.Generic.Dictionary$2<number, FairyGUI.Emoji>);
public get border(): number;
public set border(value: number);
public get corner(): number;
public set corner(value: number);
public get borderColor(): UnityEngine.Color;
public set borderColor(value: UnityEngine.Color);
public get backgroundColor(): UnityEngine.Color;
public set backgroundColor(value: UnityEngine.Color);
public get mouseWheelEnabled(): boolean;
public set mouseWheelEnabled(value: boolean);
public SetSelection ($start: number, $length: number) : void
public ReplaceSelection ($value: string) : void
public constructor ()
}
enum ProgressTitleType
{ Percent = 0, ValueAndMax = 1, Value = 2, Max = 3 }
class GScrollBar extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public get minSize(): number;
public get gripDragging(): boolean;
public SetScrollPane ($target: FairyGUI.ScrollPane, $vertical: boolean) : void
public SetDisplayPerc ($value: number) : void
public setScrollPerc ($value: number) : void
public constructor ()
}
interface IUISource
{
fileName : string
loaded : boolean
Load ($callback: FairyGUI.UILoadCallback) : void
Cancel () : void
}
interface UILoadCallback
{
() : void;
Invoke?: () => void;
}
var UILoadCallback: { new (func: () => void): UILoadCallback; }
class UIPackage extends System.Object
{
protected [__keep_incompatibility]: never;
public static unloadBundleByFGUI : boolean
public static URL_PREFIX : string
public get id(): string;
public get name(): string;
public static get branch(): string;
public static set branch(value: string);
public get assetPath(): string;
public get customId(): string;
public set customId(value: string);
public get resBundle(): UnityEngine.AssetBundle;
public get dependencies(): System.Array$1<System.Collections.Generic.Dictionary$2<string, string>>;
public static add_onReleaseResource ($value: System.Action$1<FairyGUI.PackageItem>) : void
public static remove_onReleaseResource ($value: System.Action$1<FairyGUI.PackageItem>) : void
public static GetVar ($key: string) : string
public static SetVar ($key: string, $value: string) : void
public static GetById ($id: string) : FairyGUI.UIPackage
public static GetByName ($name: string) : FairyGUI.UIPackage
public static AddPackage ($bundle: UnityEngine.AssetBundle) : FairyGUI.UIPackage
public static AddPackage ($desc: UnityEngine.AssetBundle, $res: UnityEngine.AssetBundle) : FairyGUI.UIPackage
public static AddPackage ($desc: UnityEngine.AssetBundle, $res: UnityEngine.AssetBundle, $mainAssetName: string) : FairyGUI.UIPackage
public static AddPackage ($descFilePath: string) : FairyGUI.UIPackage
public static AddPackage ($assetPath: string, $loadFunc: FairyGUI.UIPackage.LoadResource) : FairyGUI.UIPackage
public static AddPackage ($descData: System.Array$1<number>, $assetNamePrefix: string, $loadFunc: FairyGUI.UIPackage.LoadResource) : FairyGUI.UIPackage
public static AddPackage ($descData: System.Array$1<number>, $assetNamePrefix: string, $loadFunc: FairyGUI.UIPackage.LoadResourceAsync) : FairyGUI.UIPackage
public static RemovePackage ($packageIdOrName: string) : void
public static RemoveAllPackages () : void
public static GetPackages () : System.Collections.Generic.List$1<FairyGUI.UIPackage>
public static CreateObject ($pkgName: string, $resName: string) : FairyGUI.GObject
public static CreateObject ($pkgName: string, $resName: string, $userClass: System.Type) : FairyGUI.GObject
public static CreateObjectFromURL ($url: string) : FairyGUI.GObject
public static CreateObjectFromURL ($url: string, $userClass: System.Type) : FairyGUI.GObject
public static CreateObjectAsync ($pkgName: string, $resName: string, $callback: FairyGUI.UIPackage.CreateObjectCallback) : void
public static CreateObjectFromURL ($url: string, $callback: FairyGUI.UIPackage.CreateObjectCallback) : void
public static GetItemAsset ($pkgName: string, $resName: string) : any
public static GetItemAssetByURL ($url: string) : any
public static GetItemURL ($pkgName: string, $resName: string) : string
public static GetItemByURL ($url: string) : FairyGUI.PackageItem
public static NormalizeURL ($url: string) : string
public static SetStringsSource ($source: FairyGUI.Utils.XML) : void
public LoadAllAssets () : void
public UnloadAssets () : void
public ReloadAssets () : void
public ReloadAssets ($resBundle: UnityEngine.AssetBundle) : void
public CreateObject ($resName: string) : FairyGUI.GObject
public CreateObject ($resName: string, $userClass: System.Type) : FairyGUI.GObject
public CreateObjectAsync ($resName: string, $callback: FairyGUI.UIPackage.CreateObjectCallback) : void
public GetItemAsset ($resName: string) : any
public GetItems () : System.Collections.Generic.List$1<FairyGUI.PackageItem>
public GetItem ($itemId: string) : FairyGUI.PackageItem
public GetItemByName ($itemName: string) : FairyGUI.PackageItem
public GetItemAsset ($item: FairyGUI.PackageItem) : any
public SetItemAsset ($item: FairyGUI.PackageItem, $asset: any, $destroyMethod: FairyGUI.DestroyMethod) : void
public constructor ()
}
enum PackageItemType
{ Image = 0, MovieClip = 1, Sound = 2, Component = 3, Atlas = 4, Font = 5, Swf = 6, Misc = 7, Unknown = 8, Spine = 9, DragoneBones = 10 }
enum ObjectType
{ Image = 0, MovieClip = 1, Swf = 2, Graph = 3, Loader = 4, Group = 5, Text = 6, RichText = 7, InputText = 8, Component = 9, List = 10, Label = 11, Button = 12, ComboBox = 13, ProgressBar = 14, Slider = 15, ScrollBar = 16, Tree = 17, Loader3D = 18 }
interface PlayCompleteCallback
{
() : void;
Invoke?: () => void;
}
var PlayCompleteCallback: { new (func: () => void): PlayCompleteCallback; }
interface TransitionHook
{
() : void;
Invoke?: () => void;
}
var TransitionHook: { new (func: () => void): TransitionHook; }
class TranslationHelper extends System.Object
{
protected [__keep_incompatibility]: never;
public static strings : System.Collections.Generic.Dictionary$2<string, System.Collections.Generic.Dictionary$2<string, string>>
public static LoadFromXML ($source: FairyGUI.Utils.XML) : void
public static TranslateComponent ($item: FairyGUI.PackageItem) : void
public constructor ()
}
class TreeNode extends System.Object
{
protected [__keep_incompatibility]: never;
public data : any
public get parent(): FairyGUI.TreeNode;
public get tree(): FairyGUI.TreeView;
public get cell(): FairyGUI.GComponent;
public get level(): number;
public get expanded(): boolean;
public set expanded(value: boolean);
public get isFolder(): boolean;
public get text(): string;
public get numChildren(): number;
public AddChild ($child: FairyGUI.TreeNode) : FairyGUI.TreeNode
public AddChildAt ($child: FairyGUI.TreeNode, $index: number) : FairyGUI.TreeNode
public RemoveChild ($child: FairyGUI.TreeNode) : FairyGUI.TreeNode
public RemoveChildAt ($index: number) : FairyGUI.TreeNode
public RemoveChildren ($beginIndex?: number, $endIndex?: number) : void
public GetChildAt ($index: number) : FairyGUI.TreeNode
public GetChildIndex ($child: FairyGUI.TreeNode) : number
public GetPrevSibling () : FairyGUI.TreeNode
public GetNextSibling () : FairyGUI.TreeNode
public SetChildIndex ($child: FairyGUI.TreeNode, $index: number) : void
public SwapChildren ($child1: FairyGUI.TreeNode, $child2: FairyGUI.TreeNode) : void
public SwapChildrenAt ($index1: number, $index2: number) : void
public constructor ($hasChild: boolean)
public constructor ()
}
class TreeView extends FairyGUI.EventDispatcher implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public indent : number
public treeNodeCreateCell : FairyGUI.TreeView.TreeNodeCreateCellDelegate
public treeNodeRender : FairyGUI.TreeView.TreeNodeRenderDelegate
public treeNodeWillExpand : FairyGUI.TreeView.TreeNodeWillExpandDelegate
public get list(): FairyGUI.GList;
public get root(): FairyGUI.TreeNode;
public get onClickNode(): FairyGUI.EventListener;
public get onRightClickNode(): FairyGUI.EventListener;
public GetSelectedNode () : FairyGUI.TreeNode
public GetSelection () : System.Collections.Generic.List$1<FairyGUI.TreeNode>
public AddSelection ($node: FairyGUI.TreeNode, $scrollItToView?: boolean) : void
public RemoveSelection ($node: FairyGUI.TreeNode) : void
public ClearSelection () : void
public GetNodeIndex ($node: FairyGUI.TreeNode) : number
public UpdateNode ($node: FairyGUI.TreeNode) : void
public UpdateNodes ($nodes: System.Collections.Generic.List$1<FairyGUI.TreeNode>) : void
public ExpandAll ($folderNode: FairyGUI.TreeNode) : void
public CollapseAll ($folderNode: FairyGUI.TreeNode) : void
public constructor ($list: FairyGUI.GList)
public constructor ()
}
class UIConfig extends UnityEngine.MonoBehaviour
{
protected [__keep_incompatibility]: never;
public static defaultFont : string
public static windowModalWaiting : string
public static globalModalWaiting : string
public static modalLayerColor : UnityEngine.Color
public static buttonSound : FairyGUI.NAudioClip
public static buttonSoundVolumeScale : number
public static horizontalScrollBar : string
public static verticalScrollBar : string
public static defaultScrollStep : number
public static defaultScrollDecelerationRate : number
public static defaultScrollBarDisplay : FairyGUI.ScrollBarDisplayType
public static defaultScrollTouchEffect : boolean
public static defaultScrollBounceEffect : boolean
public static defaultScrollSnappingThreshold : number
public static defaultScrollPagingThreshold : number
public static popupMenu : string
public static popupMenu_seperator : string
public static loaderErrorSign : string
public static tooltipsWin : string
public static defaultComboBoxVisibleItemCount : number
public static touchScrollSensitivity : number
public static touchDragSensitivity : number
public static clickDragSensitivity : number
public static allowSoftnessOnTopOrLeftSide : boolean
public static bringWindowToFrontOnClick : boolean
public static inputCaretSize : number
public static inputHighlightColor : UnityEngine.Color
public static frameTimeForAsyncUIConstruction : number
public static depthSupportForPaintingMode : boolean
public static enhancedTextOutlineEffect : boolean
public static makePixelPerfect : boolean
public Items : System.Collections.Generic.List$1<FairyGUI.UIConfig.ConfigValue>
public PreloadPackages : System.Collections.Generic.List$1<string>
public static soundLoader : FairyGUI.UIConfig.SoundLoader
public Load () : void
public static SetDefaultValue ($key: FairyGUI.UIConfig.ConfigKey, $value: FairyGUI.UIConfig.ConfigValue) : void
public static ClearResourceRefs () : void
public ApplyModifiedProperties () : void
public constructor ()
}
enum ScrollBarDisplayType
{ Default = 0, Visible = 1, Auto = 2, Hidden = 3 }
class UIContentScaler extends UnityEngine.MonoBehaviour
{
protected [__keep_incompatibility]: never;
public scaleMode : FairyGUI.UIContentScaler.ScaleMode
public screenMatchMode : FairyGUI.UIContentScaler.ScreenMatchMode
public designResolutionX : number
public designResolutionY : number
public fallbackScreenDPI : number
public defaultSpriteDPI : number
public constantScaleFactor : number
public ignoreOrientation : boolean
public static scaleFactor : number
public static scaleLevel : number
public ApplyModifiedProperties () : void
public ApplyChange () : void
public constructor ()
}
class UIObjectFactory extends System.Object
{
protected [__keep_incompatibility]: never;
public static SetPackageItemExtension ($url: string, $type: System.Type) : void
public static SetPackageItemExtension ($url: string, $creator: FairyGUI.UIObjectFactory.GComponentCreator) : void
public static SetLoaderExtension ($type: System.Type) : void
public static SetLoaderExtension ($creator: FairyGUI.UIObjectFactory.GLoaderCreator) : void
public static Clear () : void
public static NewObject ($pi: FairyGUI.PackageItem, $userClass?: System.Type) : FairyGUI.GObject
public static NewObject ($type: FairyGUI.ObjectType) : FairyGUI.GObject
public constructor ()
}
class UIPainter extends UnityEngine.MonoBehaviour implements FairyGUI.EMRenderTarget
{
protected [__keep_incompatibility]: never;
public packageName : string
public componentName : string
public sortingOrder : number
public get container(): FairyGUI.Container;
public get ui(): FairyGUI.GComponent;
public get EM_sortingOrder(): number;
public SetSortingOrder ($value: number, $apply: boolean) : void
public CreateUI () : void
public ApplyModifiedProperties ($sortingOrderChanged: boolean) : void
public OnUpdateSource ($data: System.Array$1<any>) : void
public EM_BeforeUpdate () : void
public EM_Update ($context: FairyGUI.UpdateContext) : void
public EM_Reload () : void
public constructor ()
}
class UIPanel extends UnityEngine.MonoBehaviour implements FairyGUI.EMRenderTarget
{
protected [__keep_incompatibility]: never;
public packageName : string
public componentName : string
public fitScreen : FairyGUI.FitScreen
public sortingOrder : number
public get container(): FairyGUI.Container;
public get ui(): FairyGUI.GComponent;
public get EM_sortingOrder(): number;
public CreateUI () : void
public SetSortingOrder ($value: number, $apply: boolean) : void
public SetHitTestMode ($value: FairyGUI.HitTestMode) : void
public CacheNativeChildrenRenderers () : void
public ApplyModifiedProperties ($sortingOrderChanged: boolean, $fitScreenChanged: boolean) : void
public MoveUI ($delta: UnityEngine.Vector3) : void
public GetUIWorldPosition () : UnityEngine.Vector3
public EM_BeforeUpdate () : void
public EM_Update ($context: FairyGUI.UpdateContext) : void
public EM_Reload () : void
public constructor ()
}
enum FitScreen
{ None = 0, FitSize = 1, FitWidthAndSetMiddle = 2, FitHeightAndSetCenter = 3 }
enum HitTestMode
{ Default = 0, Raycast = 1 }
class Timers extends System.Object
{
protected [__keep_incompatibility]: never;
public static repeat : number
public static time : number
public static catchCallbackExceptions : boolean
public static get inst(): FairyGUI.Timers;
public Add ($interval: number, $repeat: number, $callback: FairyGUI.TimerCallback) : void
public Add ($interval: number, $repeat: number, $callback: FairyGUI.TimerCallback, $callbackParam: any) : void
public CallLater ($callback: FairyGUI.TimerCallback) : void
public CallLater ($callback: FairyGUI.TimerCallback, $callbackParam: any) : void
public AddUpdate ($callback: FairyGUI.TimerCallback) : void
public AddUpdate ($callback: FairyGUI.TimerCallback, $callbackParam: any) : void
public StartCoroutine ($routine: System.Collections.IEnumerator) : void
public Exists ($callback: FairyGUI.TimerCallback) : boolean
public Remove ($callback: FairyGUI.TimerCallback) : void
public Update () : void
public constructor ()
}
interface TimerCallback
{
(param: any) : void;
Invoke?: (param: any) => void;
}
var TimerCallback: { new (func: (param: any) => void): TimerCallback; }
}
namespace FairyEditor.Dialog {
class DialogBase extends FairyGUI.Window implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public __actionHandler : System.Action
public __cancelHandler : System.Action
public ActionHandler () : void
public CancelHandler () : void
public constructor ()
}
}
namespace SFB {
class ExtensionFilter extends System.ValueType
{
protected [__keep_incompatibility]: never;
public Name : string
public Extensions : System.Array$1<string>
public constructor ($filterName: string, ...filterExtensions: string[])
public constructor ()
}
}
namespace System.Net.Http {
class HttpMessageInvoker extends System.Object implements System.IDisposable
{
protected [__keep_incompatibility]: never;
public SendAsync ($request: System.Net.Http.HttpRequestMessage, $cancellationToken: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public Dispose () : void
public constructor ($handler: System.Net.Http.HttpMessageHandler)
public constructor ($handler: System.Net.Http.HttpMessageHandler, $disposeHandler: boolean)
public constructor ()
}
class HttpClient extends System.Net.Http.HttpMessageInvoker implements System.IDisposable
{
protected [__keep_incompatibility]: never;
public get DefaultRequestHeaders(): System.Net.Http.Headers.HttpRequestHeaders;
public get BaseAddress(): System.Uri;
public set BaseAddress(value: System.Uri);
public get Timeout(): System.TimeSpan;
public set Timeout(value: System.TimeSpan);
public get MaxResponseContentBufferSize(): bigint;
public set MaxResponseContentBufferSize(value: bigint);
public GetStringAsync ($requestUri: string) : System.Threading.Tasks.Task$1<string>
public GetStringAsync ($requestUri: System.Uri) : System.Threading.Tasks.Task$1<string>
public GetByteArrayAsync ($requestUri: string) : System.Threading.Tasks.Task$1<System.Array$1<number>>
public GetByteArrayAsync ($requestUri: System.Uri) : System.Threading.Tasks.Task$1<System.Array$1<number>>
public GetStreamAsync ($requestUri: string) : System.Threading.Tasks.Task$1<System.IO.Stream>
public GetStreamAsync ($requestUri: System.Uri) : System.Threading.Tasks.Task$1<System.IO.Stream>
public GetAsync ($requestUri: string) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public GetAsync ($requestUri: System.Uri) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public GetAsync ($requestUri: string, $completionOption: System.Net.Http.HttpCompletionOption) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public GetAsync ($requestUri: System.Uri, $completionOption: System.Net.Http.HttpCompletionOption) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public GetAsync ($requestUri: string, $cancellationToken: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public GetAsync ($requestUri: System.Uri, $cancellationToken: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public GetAsync ($requestUri: string, $completionOption: System.Net.Http.HttpCompletionOption, $cancellationToken: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public GetAsync ($requestUri: System.Uri, $completionOption: System.Net.Http.HttpCompletionOption, $cancellationToken: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public PostAsync ($requestUri: string, $content: System.Net.Http.HttpContent) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public PostAsync ($requestUri: System.Uri, $content: System.Net.Http.HttpContent) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public PostAsync ($requestUri: string, $content: System.Net.Http.HttpContent, $cancellationToken: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public PostAsync ($requestUri: System.Uri, $content: System.Net.Http.HttpContent, $cancellationToken: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public PutAsync ($requestUri: string, $content: System.Net.Http.HttpContent) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public PutAsync ($requestUri: System.Uri, $content: System.Net.Http.HttpContent) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public PutAsync ($requestUri: string, $content: System.Net.Http.HttpContent, $cancellationToken: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public PutAsync ($requestUri: System.Uri, $content: System.Net.Http.HttpContent, $cancellationToken: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public PatchAsync ($requestUri: string, $content: System.Net.Http.HttpContent) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public PatchAsync ($requestUri: System.Uri, $content: System.Net.Http.HttpContent) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public PatchAsync ($requestUri: string, $content: System.Net.Http.HttpContent, $cancellationToken: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public PatchAsync ($requestUri: System.Uri, $content: System.Net.Http.HttpContent, $cancellationToken: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public DeleteAsync ($requestUri: string) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public DeleteAsync ($requestUri: System.Uri) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public DeleteAsync ($requestUri: string, $cancellationToken: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public DeleteAsync ($requestUri: System.Uri, $cancellationToken: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public SendAsync ($request: System.Net.Http.HttpRequestMessage) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public SendAsync ($request: System.Net.Http.HttpRequestMessage, $cancellationToken: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public SendAsync ($request: System.Net.Http.HttpRequestMessage, $completionOption: System.Net.Http.HttpCompletionOption) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public SendAsync ($request: System.Net.Http.HttpRequestMessage, $completionOption: System.Net.Http.HttpCompletionOption, $cancellationToken: System.Threading.CancellationToken) : System.Threading.Tasks.Task$1<System.Net.Http.HttpResponseMessage>
public CancelPendingRequests () : void
public constructor ()
public constructor ($handler: System.Net.Http.HttpMessageHandler)
public constructor ($handler: System.Net.Http.HttpMessageHandler, $disposeHandler: boolean)
}
class HttpResponseMessage extends System.Object implements System.IDisposable
{
protected [__keep_incompatibility]: never;
public get Version(): System.Version;
public set Version(value: System.Version);
public get Content(): System.Net.Http.HttpContent;
public set Content(value: System.Net.Http.HttpContent);
public get StatusCode(): System.Net.HttpStatusCode;
public set StatusCode(value: System.Net.HttpStatusCode);
public get ReasonPhrase(): string;
public set ReasonPhrase(value: string);
public get Headers(): System.Net.Http.Headers.HttpResponseHeaders;
public get RequestMessage(): System.Net.Http.HttpRequestMessage;
public set RequestMessage(value: System.Net.Http.HttpRequestMessage);
public get IsSuccessStatusCode(): boolean;
public get TrailingHeaders(): System.Net.Http.Headers.HttpResponseHeaders;
public EnsureSuccessStatusCode () : System.Net.Http.HttpResponseMessage
public Dispose () : void
public constructor ()
public constructor ($statusCode: System.Net.HttpStatusCode)
}
enum HttpCompletionOption
{ ResponseContentRead = 0, ResponseHeadersRead = 1 }
class HttpContent extends System.Object implements System.IDisposable
{
protected [__keep_incompatibility]: never;
public get Headers(): System.Net.Http.Headers.HttpContentHeaders;
public ReadAsStringAsync () : System.Threading.Tasks.Task$1<string>
public ReadAsByteArrayAsync () : System.Threading.Tasks.Task$1<System.Array$1<number>>
public ReadAsStreamAsync () : System.Threading.Tasks.Task$1<System.IO.Stream>
public CopyToAsync ($stream: System.IO.Stream, $context: System.Net.TransportContext) : $Task<any>
public CopyToAsync ($stream: System.IO.Stream) : $Task<any>
public LoadIntoBufferAsync () : $Task<any>
public LoadIntoBufferAsync ($maxBufferSize: bigint) : $Task<any>
public Dispose () : void
}
class HttpRequestMessage extends System.Object implements System.IDisposable
{
protected [__keep_incompatibility]: never;
public get Version(): System.Version;
public set Version(value: System.Version);
public get Content(): System.Net.Http.HttpContent;
public set Content(value: System.Net.Http.HttpContent);
public get Method(): System.Net.Http.HttpMethod;
public set Method(value: System.Net.Http.HttpMethod);
public get RequestUri(): System.Uri;
public set RequestUri(value: System.Uri);
public get Headers(): System.Net.Http.Headers.HttpRequestHeaders;
public get Properties(): System.Collections.Generic.IDictionary$2<string, any>;
public Dispose () : void
public constructor ()
public constructor ($method: System.Net.Http.HttpMethod, $requestUri: System.Uri)
public constructor ($method: System.Net.Http.HttpMethod, $requestUri: string)
}
class HttpMessageHandler extends System.Object implements System.IDisposable
{
protected [__keep_incompatibility]: never;
public Dispose () : void
}
class ByteArrayContent extends System.Net.Http.HttpContent implements System.IDisposable
{
protected [__keep_incompatibility]: never;
public constructor ($content: System.Array$1<number>)
public constructor ($content: System.Array$1<number>, $offset: number, $count: number)
public constructor ()
}
class DelegatingHandler extends System.Net.Http.HttpMessageHandler implements System.IDisposable
{
protected [__keep_incompatibility]: never;
public get InnerHandler(): System.Net.Http.HttpMessageHandler;
public set InnerHandler(value: System.Net.Http.HttpMessageHandler);
}
class FormUrlEncodedContent extends System.Net.Http.ByteArrayContent implements System.IDisposable
{
protected [__keep_incompatibility]: never;
public constructor ($nameValueCollection: System.Collections.Generic.IEnumerable$1<System.Collections.Generic.KeyValuePair$2<string, string>>)
public constructor ($content: System.Array$1<number>)
public constructor ($content: System.Array$1<number>, $offset: number, $count: number)
public constructor ()
}
class HttpClientHandler extends System.Net.Http.HttpMessageHandler implements System.IDisposable
{
protected [__keep_incompatibility]: never;
public static get DangerousAcceptAnyServerCertificateValidator(): System.Func$5<System.Net.Http.HttpRequestMessage, System.Security.Cryptography.X509Certificates.X509Certificate2, System.Security.Cryptography.X509Certificates.X509Chain, System.Net.Security.SslPolicyErrors, boolean>;
public get SupportsAutomaticDecompression(): boolean;
public get SupportsProxy(): boolean;
public get SupportsRedirectConfiguration(): boolean;
public get UseCookies(): boolean;
public set UseCookies(value: boolean);
public get CookieContainer(): System.Net.CookieContainer;
public set CookieContainer(value: System.Net.CookieContainer);
public get ClientCertificateOptions(): System.Net.Http.ClientCertificateOption;
public set ClientCertificateOptions(value: System.Net.Http.ClientCertificateOption);
public get ClientCertificates(): System.Security.Cryptography.X509Certificates.X509CertificateCollection;
public get ServerCertificateCustomValidationCallback(): System.Func$5<System.Net.Http.HttpRequestMessage, System.Security.Cryptography.X509Certificates.X509Certificate2, System.Security.Cryptography.X509Certificates.X509Chain, System.Net.Security.SslPolicyErrors, boolean>;
public set ServerCertificateCustomValidationCallback(value: System.Func$5<System.Net.Http.HttpRequestMessage, System.Security.Cryptography.X509Certificates.X509Certificate2, System.Security.Cryptography.X509Certificates.X509Chain, System.Net.Security.SslPolicyErrors, boolean>);
public get CheckCertificateRevocationList(): boolean;
public set CheckCertificateRevocationList(value: boolean);
public get SslProtocols(): System.Security.Authentication.SslProtocols;
public set SslProtocols(value: System.Security.Authentication.SslProtocols);
public get AutomaticDecompression(): System.Net.DecompressionMethods;
public set AutomaticDecompression(value: System.Net.DecompressionMethods);
public get UseProxy(): boolean;
public set UseProxy(value: boolean);
public get Proxy(): System.Net.IWebProxy;
public set Proxy(value: System.Net.IWebProxy);
public get DefaultProxyCredentials(): System.Net.ICredentials;
public set DefaultProxyCredentials(value: System.Net.ICredentials);
public get PreAuthenticate(): boolean;
public set PreAuthenticate(value: boolean);
public get UseDefaultCredentials(): boolean;
public set UseDefaultCredentials(value: boolean);
public get Credentials(): System.Net.ICredentials;
public set Credentials(value: System.Net.ICredentials);
public get AllowAutoRedirect(): boolean;
public set AllowAutoRedirect(value: boolean);
public get MaxAutomaticRedirections(): number;
public set MaxAutomaticRedirections(value: number);
public get MaxConnectionsPerServer(): number;
public set MaxConnectionsPerServer(value: number);
public get MaxResponseHeadersLength(): number;
public set MaxResponseHeadersLength(value: number);
public get MaxRequestContentBufferSize(): bigint;
public set MaxRequestContentBufferSize(value: bigint);
public get Properties(): System.Collections.Generic.IDictionary$2<string, any>;
public constructor ()
}
enum ClientCertificateOption
{ Manual = 0, Automatic = 1 }
class HttpMethod extends System.Object implements System.IEquatable$1<System.Net.Http.HttpMethod>
{
protected [__keep_incompatibility]: never;
public static get Get(): System.Net.Http.HttpMethod;
public static get Put(): System.Net.Http.HttpMethod;
public static get Post(): System.Net.Http.HttpMethod;
public static get Delete(): System.Net.Http.HttpMethod;
public static get Head(): System.Net.Http.HttpMethod;
public static get Options(): System.Net.Http.HttpMethod;
public static get Trace(): System.Net.Http.HttpMethod;
public static get Patch(): System.Net.Http.HttpMethod;
public get Method(): string;
public Equals ($other: System.Net.Http.HttpMethod) : boolean
public Equals ($obj: any) : boolean
public static op_Equality ($left: System.Net.Http.HttpMethod, $right: System.Net.Http.HttpMethod) : boolean
public static op_Inequality ($left: System.Net.Http.HttpMethod, $right: System.Net.Http.HttpMethod) : boolean
public constructor ($method: string)
public static Equals ($objA: any, $objB: any) : boolean
public constructor ()
}
class HttpRequestException extends System.Exception implements System.Runtime.InteropServices._Exception, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
public constructor ()
public constructor ($message: string)
public constructor ($message: string, $inner: System.Exception)
}
class MessageProcessingHandler extends System.Net.Http.DelegatingHandler implements System.IDisposable
{
protected [__keep_incompatibility]: never;
}
class MultipartContent extends System.Net.Http.HttpContent implements System.Collections.Generic.IEnumerable$1<System.Net.Http.HttpContent>, System.Collections.IEnumerable, System.IDisposable
{
protected [__keep_incompatibility]: never;
public Add ($content: System.Net.Http.HttpContent) : void
public GetEnumerator () : System.Collections.Generic.IEnumerator$1<System.Net.Http.HttpContent>
public constructor ()
public constructor ($subtype: string)
public constructor ($subtype: string, $boundary: string)
}
class MultipartFormDataContent extends System.Net.Http.MultipartContent implements System.Collections.Generic.IEnumerable$1<System.Net.Http.HttpContent>, System.Collections.IEnumerable, System.IDisposable
{
protected [__keep_incompatibility]: never;
public Add ($content: System.Net.Http.HttpContent) : void
public Add ($content: System.Net.Http.HttpContent, $name: string) : void
public Add ($content: System.Net.Http.HttpContent, $name: string, $fileName: string) : void
public constructor ()
public constructor ($boundary: string)
public constructor ($subtype: string)
public constructor ($subtype: string, $boundary: string)
}
class ReadOnlyMemoryContent extends System.Net.Http.HttpContent implements System.IDisposable
{
protected [__keep_incompatibility]: never;
public constructor ($content: System.ReadOnlyMemory$1<number>)
public constructor ()
}
class SocketsHttpHandler extends System.Net.Http.HttpMessageHandler implements System.Net.Http.IMonoHttpClientHandler, System.IDisposable
{
protected [__keep_incompatibility]: never;
public get UseCookies(): boolean;
public set UseCookies(value: boolean);
public get CookieContainer(): System.Net.CookieContainer;
public set CookieContainer(value: System.Net.CookieContainer);
public get AutomaticDecompression(): System.Net.DecompressionMethods;
public set AutomaticDecompression(value: System.Net.DecompressionMethods);
public get UseProxy(): boolean;
public set UseProxy(value: boolean);
public get Proxy(): System.Net.IWebProxy;
public set Proxy(value: System.Net.IWebProxy);
public get DefaultProxyCredentials(): System.Net.ICredentials;
public set DefaultProxyCredentials(value: System.Net.ICredentials);
public get PreAuthenticate(): boolean;
public set PreAuthenticate(value: boolean);
public get Credentials(): System.Net.ICredentials;
public set Credentials(value: System.Net.ICredentials);
public get AllowAutoRedirect(): boolean;
public set AllowAutoRedirect(value: boolean);
public get MaxAutomaticRedirections(): number;
public set MaxAutomaticRedirections(value: number);
public get MaxConnectionsPerServer(): number;
public set MaxConnectionsPerServer(value: number);
public get MaxResponseDrainSize(): number;
public set MaxResponseDrainSize(value: number);
public get ResponseDrainTimeout(): System.TimeSpan;
public set ResponseDrainTimeout(value: System.TimeSpan);
public get MaxResponseHeadersLength(): number;
public set MaxResponseHeadersLength(value: number);
public get SslOptions(): System.Net.Security.SslClientAuthenticationOptions;
public set SslOptions(value: System.Net.Security.SslClientAuthenticationOptions);
public get PooledConnectionLifetime(): System.TimeSpan;
public set PooledConnectionLifetime(value: System.TimeSpan);
public get PooledConnectionIdleTimeout(): System.TimeSpan;
public set PooledConnectionIdleTimeout(value: System.TimeSpan);
public get ConnectTimeout(): System.TimeSpan;
public set ConnectTimeout(value: System.TimeSpan);
public get Expect100ContinueTimeout(): System.TimeSpan;
public set Expect100ContinueTimeout(value: System.TimeSpan);
public get Properties(): System.Collections.Generic.IDictionary$2<string, any>;
public constructor ()
}
interface IMonoHttpClientHandler extends System.IDisposable
{
}
class StreamContent extends System.Net.Http.HttpContent implements System.IDisposable
{
protected [__keep_incompatibility]: never;
public constructor ($content: System.IO.Stream)
public constructor ($content: System.IO.Stream, $bufferSize: number)
public constructor ()
}
class StringContent extends System.Net.Http.ByteArrayContent implements System.IDisposable
{
protected [__keep_incompatibility]: never;
public constructor ($content: string)
public constructor ($content: string, $encoding: System.Text.Encoding)
public constructor ($content: string, $encoding: System.Text.Encoding, $mediaType: string)
public constructor ($content: System.Array$1<number>)
public constructor ($content: System.Array$1<number>, $offset: number, $count: number)
public constructor ()
}
}
namespace System.Net.Http.Headers {
class HttpHeaders extends System.Object implements System.Collections.Generic.IEnumerable$1<System.Collections.Generic.KeyValuePair$2<string, System.Collections.Generic.IEnumerable$1<string>>>, System.Collections.IEnumerable
{
protected [__keep_incompatibility]: never;
}
class HttpRequestHeaders extends System.Net.Http.Headers.HttpHeaders implements System.Collections.Generic.IEnumerable$1<System.Collections.Generic.KeyValuePair$2<string, System.Collections.Generic.IEnumerable$1<string>>>, System.Collections.IEnumerable
{
protected [__keep_incompatibility]: never;
}
class HttpContentHeaders extends System.Net.Http.Headers.HttpHeaders implements System.Collections.Generic.IEnumerable$1<System.Collections.Generic.KeyValuePair$2<string, System.Collections.Generic.IEnumerable$1<string>>>, System.Collections.IEnumerable
{
protected [__keep_incompatibility]: never;
}
class HttpResponseHeaders extends System.Net.Http.Headers.HttpHeaders implements System.Collections.Generic.IEnumerable$1<System.Collections.Generic.KeyValuePair$2<string, System.Collections.Generic.IEnumerable$1<string>>>, System.Collections.IEnumerable
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Net {
class HttpVersion extends System.Object
{
protected [__keep_incompatibility]: never;
public static Unknown : System.Version
public static Version10 : System.Version
public static Version11 : System.Version
public static Version20 : System.Version
public constructor ()
}
class IPAddress extends System.Object
{
protected [__keep_incompatibility]: never;
public static Any : System.Net.IPAddress
public static Loopback : System.Net.IPAddress
public static Broadcast : System.Net.IPAddress
public static None : System.Net.IPAddress
public static IPv6Any : System.Net.IPAddress
public static IPv6Loopback : System.Net.IPAddress
public static IPv6None : System.Net.IPAddress
public get AddressFamily(): System.Net.Sockets.AddressFamily;
public get ScopeId(): bigint;
public set ScopeId(value: bigint);
public get IsIPv6Multicast(): boolean;
public get IsIPv6LinkLocal(): boolean;
public get IsIPv6SiteLocal(): boolean;
public get IsIPv6Teredo(): boolean;
public get IsIPv4MappedToIPv6(): boolean;
public static TryParse ($ipString: string, $address: $Ref<System.Net.IPAddress>) : boolean
public static Parse ($ipString: string) : System.Net.IPAddress
public GetAddressBytes () : System.Array$1<number>
public static HostToNetworkOrder ($host: bigint) : bigint
public static HostToNetworkOrder ($host: number) : number
public static NetworkToHostOrder ($network: bigint) : bigint
public static NetworkToHostOrder ($network: number) : number
public static IsLoopback ($address: System.Net.IPAddress) : boolean
public MapToIPv6 () : System.Net.IPAddress
public MapToIPv4 () : System.Net.IPAddress
public constructor ($newAddress: bigint)
public constructor ($address: System.Array$1<number>, $scopeid: bigint)
public constructor ($address: System.Array$1<number>)
public constructor ()
}
class EndPoint extends System.Object
{
protected [__keep_incompatibility]: never;
public get AddressFamily(): System.Net.Sockets.AddressFamily;
public Serialize () : System.Net.SocketAddress
public Create ($socketAddress: System.Net.SocketAddress) : System.Net.EndPoint
}
class IPEndPoint extends System.Net.EndPoint
{
protected [__keep_incompatibility]: never;
public static MinPort : number
public static MaxPort : number
public get AddressFamily(): System.Net.Sockets.AddressFamily;
public get Address(): System.Net.IPAddress;
public set Address(value: System.Net.IPAddress);
public get Port(): number;
public set Port(value: number);
public constructor ($address: bigint, $port: number)
public constructor ($address: System.Net.IPAddress, $port: number)
public constructor ()
}
class SocketAddress extends System.Object
{
protected [__keep_incompatibility]: never;
public get Family(): System.Net.Sockets.AddressFamily;
public get Size(): number;
public get_Item ($offset: number) : number
public set_Item ($offset: number, $value: number) : void
public constructor ($family: System.Net.Sockets.AddressFamily)
public constructor ($family: System.Net.Sockets.AddressFamily, $size: number)
public constructor ()
}
class WebRequest extends System.MarshalByRefObject implements System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
public static get DefaultCachePolicy(): System.Net.Cache.RequestCachePolicy;
public static set DefaultCachePolicy(value: System.Net.Cache.RequestCachePolicy);
public get CachePolicy(): System.Net.Cache.RequestCachePolicy;
public set CachePolicy(value: System.Net.Cache.RequestCachePolicy);
public get Method(): string;
public set Method(value: string);
public get RequestUri(): System.Uri;
public get ConnectionGroupName(): string;
public set ConnectionGroupName(value: string);
public get Headers(): System.Net.WebHeaderCollection;
public set Headers(value: System.Net.WebHeaderCollection);
public get ContentLength(): bigint;
public set ContentLength(value: bigint);
public get ContentType(): string;
public set ContentType(value: string);
public get Credentials(): System.Net.ICredentials;
public set Credentials(value: System.Net.ICredentials);
public get UseDefaultCredentials(): boolean;
public set UseDefaultCredentials(value: boolean);
public get Proxy(): System.Net.IWebProxy;
public set Proxy(value: System.Net.IWebProxy);
public get PreAuthenticate(): boolean;
public set PreAuthenticate(value: boolean);
public get Timeout(): number;
public set Timeout(value: number);
public get AuthenticationLevel(): System.Net.Security.AuthenticationLevel;
public set AuthenticationLevel(value: System.Net.Security.AuthenticationLevel);
public get ImpersonationLevel(): System.Security.Principal.TokenImpersonationLevel;
public set ImpersonationLevel(value: System.Security.Principal.TokenImpersonationLevel);
public static get DefaultWebProxy(): System.Net.IWebProxy;
public static set DefaultWebProxy(value: System.Net.IWebProxy);
public static Create ($requestUriString: string) : System.Net.WebRequest
public static Create ($requestUri: System.Uri) : System.Net.WebRequest
public static CreateDefault ($requestUri: System.Uri) : System.Net.WebRequest
public static CreateHttp ($requestUriString: string) : System.Net.HttpWebRequest
public static CreateHttp ($requestUri: System.Uri) : System.Net.HttpWebRequest
public static RegisterPrefix ($prefix: string, $creator: System.Net.IWebRequestCreate) : boolean
public GetRequestStream () : System.IO.Stream
public GetResponse () : System.Net.WebResponse
public BeginGetResponse ($callback: System.AsyncCallback, $state: any) : System.IAsyncResult
public EndGetResponse ($asyncResult: System.IAsyncResult) : System.Net.WebResponse
public BeginGetRequestStream ($callback: System.AsyncCallback, $state: any) : System.IAsyncResult
public EndGetRequestStream ($asyncResult: System.IAsyncResult) : System.IO.Stream
public GetRequestStreamAsync () : System.Threading.Tasks.Task$1<System.IO.Stream>
public GetResponseAsync () : System.Threading.Tasks.Task$1<System.Net.WebResponse>
public Abort () : void
public static GetSystemWebProxy () : System.Net.IWebProxy
}
class FtpWebRequest extends System.Net.WebRequest implements System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
public static get DefaultCachePolicy(): System.Net.Cache.RequestCachePolicy;
public static set DefaultCachePolicy(value: System.Net.Cache.RequestCachePolicy);
public get Method(): string;
public set Method(value: string);
public get RenameTo(): string;
public set RenameTo(value: string);
public get Credentials(): System.Net.ICredentials;
public set Credentials(value: System.Net.ICredentials);
public get RequestUri(): System.Uri;
public get Timeout(): number;
public set Timeout(value: number);
public get ReadWriteTimeout(): number;
public set ReadWriteTimeout(value: number);
public get ContentOffset(): bigint;
public set ContentOffset(value: bigint);
public get ContentLength(): bigint;
public set ContentLength(value: bigint);
public get Proxy(): System.Net.IWebProxy;
public set Proxy(value: System.Net.IWebProxy);
public get ConnectionGroupName(): string;
public set ConnectionGroupName(value: string);
public get ServicePoint(): System.Net.ServicePoint;
public get KeepAlive(): boolean;
public set KeepAlive(value: boolean);
public get CachePolicy(): System.Net.Cache.RequestCachePolicy;
public set CachePolicy(value: System.Net.Cache.RequestCachePolicy);
public get UseBinary(): boolean;
public set UseBinary(value: boolean);
public get UsePassive(): boolean;
public set UsePassive(value: boolean);
public get ClientCertificates(): System.Security.Cryptography.X509Certificates.X509CertificateCollection;
public set ClientCertificates(value: System.Security.Cryptography.X509Certificates.X509CertificateCollection);
public get EnableSsl(): boolean;
public set EnableSsl(value: boolean);
public get Headers(): System.Net.WebHeaderCollection;
public set Headers(value: System.Net.WebHeaderCollection);
public get ContentType(): string;
public set ContentType(value: string);
public get UseDefaultCredentials(): boolean;
public set UseDefaultCredentials(value: boolean);
public get PreAuthenticate(): boolean;
public set PreAuthenticate(value: boolean);
}
interface ICredentials
{
GetCredential ($uri: System.Uri, $authType: string) : System.Net.NetworkCredential
}
interface IWebProxy
{
Credentials : System.Net.ICredentials
GetProxy ($destination: System.Uri) : System.Uri
IsBypassed ($host: System.Uri) : boolean
}
class ServicePoint extends System.Object
{
protected [__keep_incompatibility]: never;
public get Address(): System.Uri;
public get BindIPEndPointDelegate(): System.Net.BindIPEndPoint;
public set BindIPEndPointDelegate(value: System.Net.BindIPEndPoint);
public get ConnectionLeaseTimeout(): number;
public set ConnectionLeaseTimeout(value: number);
public get ConnectionLimit(): number;
public set ConnectionLimit(value: number);
public get ConnectionName(): string;
public get CurrentConnections(): number;
public get IdleSince(): System.DateTime;
public get MaxIdleTime(): number;
public set MaxIdleTime(value: number);
public get ProtocolVersion(): System.Version;
public get ReceiveBufferSize(): number;
public set ReceiveBufferSize(value: number);
public get SupportsPipelining(): boolean;
public get Expect100Continue(): boolean;
public set Expect100Continue(value: boolean);
public get UseNagleAlgorithm(): boolean;
public set UseNagleAlgorithm(value: boolean);
public get Certificate(): System.Security.Cryptography.X509Certificates.X509Certificate;
public get ClientCertificate(): System.Security.Cryptography.X509Certificates.X509Certificate;
public SetTcpKeepAlive ($enabled: boolean, $keepAliveTime: number, $keepAliveInterval: number) : void
public CloseConnectionGroup ($connectionGroupName: string) : boolean
}
class WebResponse extends System.MarshalByRefObject implements System.IDisposable, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
public get IsFromCache(): boolean;
public get IsMutuallyAuthenticated(): boolean;
public get ContentLength(): bigint;
public set ContentLength(value: bigint);
public get ContentType(): string;
public set ContentType(value: string);
public get ResponseUri(): System.Uri;
public get Headers(): System.Net.WebHeaderCollection;
public get SupportsHeaders(): boolean;
public Close () : void
public Dispose () : void
public GetResponseStream () : System.IO.Stream
}
class WebHeaderCollection extends System.Collections.Specialized.NameValueCollection implements System.Collections.ICollection, System.Runtime.Serialization.IDeserializationCallback, System.Collections.IEnumerable, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
public get Count(): number;
public get Keys(): System.Collections.Specialized.NameObjectCollectionBase.KeysCollection;
public get AllKeys(): System.Array$1<string>;
public get_Item ($header: System.Net.HttpRequestHeader) : string
public set_Item ($header: System.Net.HttpRequestHeader, $value: string) : void
public get_Item ($header: System.Net.HttpResponseHeader) : string
public set_Item ($header: System.Net.HttpResponseHeader, $value: string) : void
public Add ($header: System.Net.HttpRequestHeader, $value: string) : void
public Add ($header: System.Net.HttpResponseHeader, $value: string) : void
public Set ($header: System.Net.HttpRequestHeader, $value: string) : void
public Set ($header: System.Net.HttpResponseHeader, $value: string) : void
public Remove ($header: System.Net.HttpRequestHeader) : void
public Remove ($header: System.Net.HttpResponseHeader) : void
public Add ($name: string, $value: string) : void
public Add ($header: string) : void
public Set ($name: string, $value: string) : void
public Remove ($name: string) : void
public ToByteArray () : System.Array$1<number>
public static IsRestricted ($headerName: string) : boolean
public static IsRestricted ($headerName: string, $response: boolean) : boolean
public constructor ()
}
class FtpWebResponse extends System.Net.WebResponse implements System.Runtime.Serialization.ISerializable, System.IDisposable
{
protected [__keep_incompatibility]: never;
public get ContentLength(): bigint;
public get Headers(): System.Net.WebHeaderCollection;
public get SupportsHeaders(): boolean;
public get ResponseUri(): System.Uri;
public get StatusCode(): System.Net.FtpStatusCode;
public get StatusDescription(): string;
public get LastModified(): System.DateTime;
public get BannerMessage(): string;
public get WelcomeMessage(): string;
public get ExitMessage(): string;
}
enum FtpStatusCode
{ Undefined = 0, RestartMarker = 110, ServiceTemporarilyNotAvailable = 120, DataAlreadyOpen = 125, OpeningData = 150, CommandOK = 200, CommandExtraneous = 202, DirectoryStatus = 212, FileStatus = 213, SystemType = 215, SendUserCommand = 220, ClosingControl = 221, ClosingData = 226, EnteringPassive = 227, LoggedInProceed = 230, ServerWantsSecureSession = 234, FileActionOK = 250, PathnameCreated = 257, SendPasswordCommand = 331, NeedLoginAccount = 332, FileCommandPending = 350, ServiceNotAvailable = 421, CantOpenData = 425, ConnectionClosed = 426, ActionNotTakenFileUnavailableOrBusy = 450, ActionAbortedLocalProcessingError = 451, ActionNotTakenInsufficientSpace = 452, CommandSyntaxError = 500, ArgumentSyntaxError = 501, CommandNotImplemented = 502, BadCommandSequence = 503, NotLoggedIn = 530, AccountNeeded = 532, ActionNotTakenFileUnavailable = 550, ActionAbortedUnknownPageType = 551, FileActionAborted = 552, ActionNotTakenFilenameNotAllowed = 553 }
class WebClient extends System.ComponentModel.Component implements System.ComponentModel.IComponent, System.IDisposable
{
protected [__keep_incompatibility]: never;
public get Encoding(): System.Text.Encoding;
public set Encoding(value: System.Text.Encoding);
public get BaseAddress(): string;
public set BaseAddress(value: string);
public get Credentials(): System.Net.ICredentials;
public set Credentials(value: System.Net.ICredentials);
public get UseDefaultCredentials(): boolean;
public set UseDefaultCredentials(value: boolean);
public get Headers(): System.Net.WebHeaderCollection;
public set Headers(value: System.Net.WebHeaderCollection);
public get QueryString(): System.Collections.Specialized.NameValueCollection;
public set QueryString(value: System.Collections.Specialized.NameValueCollection);
public get ResponseHeaders(): System.Net.WebHeaderCollection;
public get Proxy(): System.Net.IWebProxy;
public set Proxy(value: System.Net.IWebProxy);
public get CachePolicy(): System.Net.Cache.RequestCachePolicy;
public set CachePolicy(value: System.Net.Cache.RequestCachePolicy);
public get IsBusy(): boolean;
public add_DownloadStringCompleted ($value: System.Net.DownloadStringCompletedEventHandler) : void
public remove_DownloadStringCompleted ($value: System.Net.DownloadStringCompletedEventHandler) : void
public add_DownloadDataCompleted ($value: System.Net.DownloadDataCompletedEventHandler) : void
public remove_DownloadDataCompleted ($value: System.Net.DownloadDataCompletedEventHandler) : void
public add_DownloadFileCompleted ($value: System.ComponentModel.AsyncCompletedEventHandler) : void
public remove_DownloadFileCompleted ($value: System.ComponentModel.AsyncCompletedEventHandler) : void
public add_UploadStringCompleted ($value: System.Net.UploadStringCompletedEventHandler) : void
public remove_UploadStringCompleted ($value: System.Net.UploadStringCompletedEventHandler) : void
public add_UploadDataCompleted ($value: System.Net.UploadDataCompletedEventHandler) : void
public remove_UploadDataCompleted ($value: System.Net.UploadDataCompletedEventHandler) : void
public add_UploadFileCompleted ($value: System.Net.UploadFileCompletedEventHandler) : void
public remove_UploadFileCompleted ($value: System.Net.UploadFileCompletedEventHandler) : void
public add_UploadValuesCompleted ($value: System.Net.UploadValuesCompletedEventHandler) : void
public remove_UploadValuesCompleted ($value: System.Net.UploadValuesCompletedEventHandler) : void
public add_OpenReadCompleted ($value: System.Net.OpenReadCompletedEventHandler) : void
public remove_OpenReadCompleted ($value: System.Net.OpenReadCompletedEventHandler) : void
public add_OpenWriteCompleted ($value: System.Net.OpenWriteCompletedEventHandler) : void
public remove_OpenWriteCompleted ($value: System.Net.OpenWriteCompletedEventHandler) : void
public add_DownloadProgressChanged ($value: System.Net.DownloadProgressChangedEventHandler) : void
public remove_DownloadProgressChanged ($value: System.Net.DownloadProgressChangedEventHandler) : void
public add_UploadProgressChanged ($value: System.Net.UploadProgressChangedEventHandler) : void
public remove_UploadProgressChanged ($value: System.Net.UploadProgressChangedEventHandler) : void
public DownloadData ($address: string) : System.Array$1<number>
public DownloadData ($address: System.Uri) : System.Array$1<number>
public DownloadFile ($address: string, $fileName: string) : void
public DownloadFile ($address: System.Uri, $fileName: string) : void
public OpenRead ($address: string) : System.IO.Stream
public OpenRead ($address: System.Uri) : System.IO.Stream
public OpenWrite ($address: string) : System.IO.Stream
public OpenWrite ($address: System.Uri) : System.IO.Stream
public OpenWrite ($address: string, $method: string) : System.IO.Stream
public OpenWrite ($address: System.Uri, $method: string) : System.IO.Stream
public UploadData ($address: string, $data: System.Array$1<number>) : System.Array$1<number>
public UploadData ($address: System.Uri, $data: System.Array$1<number>) : System.Array$1<number>
public UploadData ($address: string, $method: string, $data: System.Array$1<number>) : System.Array$1<number>
public UploadData ($address: System.Uri, $method: string, $data: System.Array$1<number>) : System.Array$1<number>
public UploadFile ($address: string, $fileName: string) : System.Array$1<number>
public UploadFile ($address: System.Uri, $fileName: string) : System.Array$1<number>
public UploadFile ($address: string, $method: string, $fileName: string) : System.Array$1<number>
public UploadFile ($address: System.Uri, $method: string, $fileName: string) : System.Array$1<number>
public UploadValues ($address: string, $data: System.Collections.Specialized.NameValueCollection) : System.Array$1<number>
public UploadValues ($address: System.Uri, $data: System.Collections.Specialized.NameValueCollection) : System.Array$1<number>
public UploadValues ($address: string, $method: string, $data: System.Collections.Specialized.NameValueCollection) : System.Array$1<number>
public UploadValues ($address: System.Uri, $method: string, $data: System.Collections.Specialized.NameValueCollection) : System.Array$1<number>
public UploadString ($address: string, $data: string) : string
public UploadString ($address: System.Uri, $data: string) : string
public UploadString ($address: string, $method: string, $data: string) : string
public UploadString ($address: System.Uri, $method: string, $data: string) : string
public DownloadString ($address: string) : string
public DownloadString ($address: System.Uri) : string
public OpenReadAsync ($address: System.Uri) : void
public OpenReadAsync ($address: System.Uri, $userToken: any) : void
public OpenWriteAsync ($address: System.Uri) : void
public OpenWriteAsync ($address: System.Uri, $method: string) : void
public OpenWriteAsync ($address: System.Uri, $method: string, $userToken: any) : void
public DownloadStringAsync ($address: System.Uri) : void
public DownloadStringAsync ($address: System.Uri, $userToken: any) : void
public DownloadDataAsync ($address: System.Uri) : void
public DownloadDataAsync ($address: System.Uri, $userToken: any) : void
public DownloadFileAsync ($address: System.Uri, $fileName: string) : void
public DownloadFileAsync ($address: System.Uri, $fileName: string, $userToken: any) : void
public UploadStringAsync ($address: System.Uri, $data: string) : void
public UploadStringAsync ($address: System.Uri, $method: string, $data: string) : void
public UploadStringAsync ($address: System.Uri, $method: string, $data: string, $userToken: any) : void
public UploadDataAsync ($address: System.Uri, $data: System.Array$1<number>) : void
public UploadDataAsync ($address: System.Uri, $method: string, $data: System.Array$1<number>) : void
public UploadDataAsync ($address: System.Uri, $method: string, $data: System.Array$1<number>, $userToken: any) : void
public UploadFileAsync ($address: System.Uri, $fileName: string) : void
public UploadFileAsync ($address: System.Uri, $method: string, $fileName: string) : void
public UploadFileAsync ($address: System.Uri, $method: string, $fileName: string, $userToken: any) : void
public UploadValuesAsync ($address: System.Uri, $data: System.Collections.Specialized.NameValueCollection) : void
public UploadValuesAsync ($address: System.Uri, $method: string, $data: System.Collections.Specialized.NameValueCollection) : void
public UploadValuesAsync ($address: System.Uri, $method: string, $data: System.Collections.Specialized.NameValueCollection, $userToken: any) : void
public CancelAsync () : void
public DownloadStringTaskAsync ($address: string) : System.Threading.Tasks.Task$1<string>
public DownloadStringTaskAsync ($address: System.Uri) : System.Threading.Tasks.Task$1<string>
public OpenReadTaskAsync ($address: string) : System.Threading.Tasks.Task$1<System.IO.Stream>
public OpenReadTaskAsync ($address: System.Uri) : System.Threading.Tasks.Task$1<System.IO.Stream>
public OpenWriteTaskAsync ($address: string) : System.Threading.Tasks.Task$1<System.IO.Stream>
public OpenWriteTaskAsync ($address: System.Uri) : System.Threading.Tasks.Task$1<System.IO.Stream>
public OpenWriteTaskAsync ($address: string, $method: string) : System.Threading.Tasks.Task$1<System.IO.Stream>
public OpenWriteTaskAsync ($address: System.Uri, $method: string) : System.Threading.Tasks.Task$1<System.IO.Stream>
public UploadStringTaskAsync ($address: string, $data: string) : System.Threading.Tasks.Task$1<string>
public UploadStringTaskAsync ($address: System.Uri, $data: string) : System.Threading.Tasks.Task$1<string>
public UploadStringTaskAsync ($address: string, $method: string, $data: string) : System.Threading.Tasks.Task$1<string>
public UploadStringTaskAsync ($address: System.Uri, $method: string, $data: string) : System.Threading.Tasks.Task$1<string>
public DownloadDataTaskAsync ($address: string) : System.Threading.Tasks.Task$1<System.Array$1<number>>
public DownloadDataTaskAsync ($address: System.Uri) : System.Threading.Tasks.Task$1<System.Array$1<number>>
public DownloadFileTaskAsync ($address: string, $fileName: string) : $Task<any>
public DownloadFileTaskAsync ($address: System.Uri, $fileName: string) : $Task<any>
public UploadDataTaskAsync ($address: string, $data: System.Array$1<number>) : System.Threading.Tasks.Task$1<System.Array$1<number>>
public UploadDataTaskAsync ($address: System.Uri, $data: System.Array$1<number>) : System.Threading.Tasks.Task$1<System.Array$1<number>>
public UploadDataTaskAsync ($address: string, $method: string, $data: System.Array$1<number>) : System.Threading.Tasks.Task$1<System.Array$1<number>>
public UploadDataTaskAsync ($address: System.Uri, $method: string, $data: System.Array$1<number>) : System.Threading.Tasks.Task$1<System.Array$1<number>>
public UploadFileTaskAsync ($address: string, $fileName: string) : System.Threading.Tasks.Task$1<System.Array$1<number>>
public UploadFileTaskAsync ($address: System.Uri, $fileName: string) : System.Threading.Tasks.Task$1<System.Array$1<number>>
public UploadFileTaskAsync ($address: string, $method: string, $fileName: string) : System.Threading.Tasks.Task$1<System.Array$1<number>>
public UploadFileTaskAsync ($address: System.Uri, $method: string, $fileName: string) : System.Threading.Tasks.Task$1<System.Array$1<number>>
public UploadValuesTaskAsync ($address: string, $data: System.Collections.Specialized.NameValueCollection) : System.Threading.Tasks.Task$1<System.Array$1<number>>
public UploadValuesTaskAsync ($address: string, $method: string, $data: System.Collections.Specialized.NameValueCollection) : System.Threading.Tasks.Task$1<System.Array$1<number>>
public UploadValuesTaskAsync ($address: System.Uri, $data: System.Collections.Specialized.NameValueCollection) : System.Threading.Tasks.Task$1<System.Array$1<number>>
public UploadValuesTaskAsync ($address: System.Uri, $method: string, $data: System.Collections.Specialized.NameValueCollection) : System.Threading.Tasks.Task$1<System.Array$1<number>>
public add_WriteStreamClosed ($value: System.Net.WriteStreamClosedEventHandler) : void
public remove_WriteStreamClosed ($value: System.Net.WriteStreamClosedEventHandler) : void
public constructor ()
}
interface DownloadStringCompletedEventHandler
{
(sender: any, e: System.Net.DownloadStringCompletedEventArgs) : void;
Invoke?: (sender: any, e: System.Net.DownloadStringCompletedEventArgs) => void;
}
var DownloadStringCompletedEventHandler: { new (func: (sender: any, e: System.Net.DownloadStringCompletedEventArgs) => void): DownloadStringCompletedEventHandler; }
class DownloadStringCompletedEventArgs extends System.ComponentModel.AsyncCompletedEventArgs
{
protected [__keep_incompatibility]: never;
public get Result(): string;
}
interface DownloadDataCompletedEventHandler
{
(sender: any, e: System.Net.DownloadDataCompletedEventArgs) : void;
Invoke?: (sender: any, e: System.Net.DownloadDataCompletedEventArgs) => void;
}
var DownloadDataCompletedEventHandler: { new (func: (sender: any, e: System.Net.DownloadDataCompletedEventArgs) => void): DownloadDataCompletedEventHandler; }
class DownloadDataCompletedEventArgs extends System.ComponentModel.AsyncCompletedEventArgs
{
protected [__keep_incompatibility]: never;
public get Result(): System.Array$1<number>;
}
interface UploadStringCompletedEventHandler
{
(sender: any, e: System.Net.UploadStringCompletedEventArgs) : void;
Invoke?: (sender: any, e: System.Net.UploadStringCompletedEventArgs) => void;
}
var UploadStringCompletedEventHandler: { new (func: (sender: any, e: System.Net.UploadStringCompletedEventArgs) => void): UploadStringCompletedEventHandler; }
class UploadStringCompletedEventArgs extends System.ComponentModel.AsyncCompletedEventArgs
{
protected [__keep_incompatibility]: never;
public get Result(): string;
}
interface UploadDataCompletedEventHandler
{
(sender: any, e: System.Net.UploadDataCompletedEventArgs) : void;
Invoke?: (sender: any, e: System.Net.UploadDataCompletedEventArgs) => void;
}
var UploadDataCompletedEventHandler: { new (func: (sender: any, e: System.Net.UploadDataCompletedEventArgs) => void): UploadDataCompletedEventHandler; }
class UploadDataCompletedEventArgs extends System.ComponentModel.AsyncCompletedEventArgs
{
protected [__keep_incompatibility]: never;
public get Result(): System.Array$1<number>;
}
interface UploadFileCompletedEventHandler
{
(sender: any, e: System.Net.UploadFileCompletedEventArgs) : void;
Invoke?: (sender: any, e: System.Net.UploadFileCompletedEventArgs) => void;
}
var UploadFileCompletedEventHandler: { new (func: (sender: any, e: System.Net.UploadFileCompletedEventArgs) => void): UploadFileCompletedEventHandler; }
class UploadFileCompletedEventArgs extends System.ComponentModel.AsyncCompletedEventArgs
{
protected [__keep_incompatibility]: never;
public get Result(): System.Array$1<number>;
}
interface UploadValuesCompletedEventHandler
{
(sender: any, e: System.Net.UploadValuesCompletedEventArgs) : void;
Invoke?: (sender: any, e: System.Net.UploadValuesCompletedEventArgs) => void;
}
var UploadValuesCompletedEventHandler: { new (func: (sender: any, e: System.Net.UploadValuesCompletedEventArgs) => void): UploadValuesCompletedEventHandler; }
class UploadValuesCompletedEventArgs extends System.ComponentModel.AsyncCompletedEventArgs
{
protected [__keep_incompatibility]: never;
public get Result(): System.Array$1<number>;
}
interface OpenReadCompletedEventHandler
{
(sender: any, e: System.Net.OpenReadCompletedEventArgs) : void;
Invoke?: (sender: any, e: System.Net.OpenReadCompletedEventArgs) => void;
}
var OpenReadCompletedEventHandler: { new (func: (sender: any, e: System.Net.OpenReadCompletedEventArgs) => void): OpenReadCompletedEventHandler; }
class OpenReadCompletedEventArgs extends System.ComponentModel.AsyncCompletedEventArgs
{
protected [__keep_incompatibility]: never;
public get Result(): System.IO.Stream;
}
interface OpenWriteCompletedEventHandler
{
(sender: any, e: System.Net.OpenWriteCompletedEventArgs) : void;
Invoke?: (sender: any, e: System.Net.OpenWriteCompletedEventArgs) => void;
}
var OpenWriteCompletedEventHandler: { new (func: (sender: any, e: System.Net.OpenWriteCompletedEventArgs) => void): OpenWriteCompletedEventHandler; }
class OpenWriteCompletedEventArgs extends System.ComponentModel.AsyncCompletedEventArgs
{
protected [__keep_incompatibility]: never;
public get Result(): System.IO.Stream;
}
interface DownloadProgressChangedEventHandler
{
(sender: any, e: System.Net.DownloadProgressChangedEventArgs) : void;
Invoke?: (sender: any, e: System.Net.DownloadProgressChangedEventArgs) => void;
}
var DownloadProgressChangedEventHandler: { new (func: (sender: any, e: System.Net.DownloadProgressChangedEventArgs) => void): DownloadProgressChangedEventHandler; }
class DownloadProgressChangedEventArgs extends System.ComponentModel.ProgressChangedEventArgs
{
protected [__keep_incompatibility]: never;
public get BytesReceived(): bigint;
public get TotalBytesToReceive(): bigint;
}
interface UploadProgressChangedEventHandler
{
(sender: any, e: System.Net.UploadProgressChangedEventArgs) : void;
Invoke?: (sender: any, e: System.Net.UploadProgressChangedEventArgs) => void;
}
var UploadProgressChangedEventHandler: { new (func: (sender: any, e: System.Net.UploadProgressChangedEventArgs) => void): UploadProgressChangedEventHandler; }
class UploadProgressChangedEventArgs extends System.ComponentModel.ProgressChangedEventArgs
{
protected [__keep_incompatibility]: never;
public get BytesReceived(): bigint;
public get TotalBytesToReceive(): bigint;
public get BytesSent(): bigint;
public get TotalBytesToSend(): bigint;
}
interface WriteStreamClosedEventHandler
{
(sender: any, e: System.Net.WriteStreamClosedEventArgs) : void;
Invoke?: (sender: any, e: System.Net.WriteStreamClosedEventArgs) => void;
}
var WriteStreamClosedEventHandler: { new (func: (sender: any, e: System.Net.WriteStreamClosedEventArgs) => void): WriteStreamClosedEventHandler; }
class WriteStreamClosedEventArgs extends System.EventArgs
{
protected [__keep_incompatibility]: never;
}
class Authorization extends System.Object
{
protected [__keep_incompatibility]: never;
public get Message(): string;
public get ConnectionGroupId(): string;
public get Complete(): boolean;
public get ProtectionRealm(): System.Array$1<string>;
public set ProtectionRealm(value: System.Array$1<string>);
public get MutuallyAuthenticated(): boolean;
public set MutuallyAuthenticated(value: boolean);
public constructor ($token: string)
public constructor ($token: string, $finished: boolean)
public constructor ($token: string, $finished: boolean, $connectionGroupId: string)
public constructor ()
}
class CredentialCache extends System.Object implements System.Collections.IEnumerable, System.Net.ICredentials, System.Net.ICredentialsByHost
{
protected [__keep_incompatibility]: never;
public static get DefaultCredentials(): System.Net.ICredentials;
public static get DefaultNetworkCredentials(): System.Net.NetworkCredential;
public Add ($uriPrefix: System.Uri, $authType: string, $cred: System.Net.NetworkCredential) : void
public Add ($host: string, $port: number, $authenticationType: string, $credential: System.Net.NetworkCredential) : void
public Remove ($uriPrefix: System.Uri, $authType: string) : void
public Remove ($host: string, $port: number, $authenticationType: string) : void
public GetCredential ($uriPrefix: System.Uri, $authType: string) : System.Net.NetworkCredential
public GetCredential ($host: string, $port: number, $authenticationType: string) : System.Net.NetworkCredential
public GetEnumerator () : System.Collections.IEnumerator
public constructor ()
public GetCredential ($uri: System.Uri, $authType: string) : System.Net.NetworkCredential
}
interface ICredentialsByHost
{
GetCredential ($host: string, $port: number, $authenticationType: string) : System.Net.NetworkCredential
}
class NetworkCredential extends System.Object implements System.Net.ICredentials, System.Net.ICredentialsByHost
{
protected [__keep_incompatibility]: never;
public get UserName(): string;
public set UserName(value: string);
public get Password(): string;
public set Password(value: string);
public get SecurePassword(): System.Security.SecureString;
public set SecurePassword(value: System.Security.SecureString);
public get Domain(): string;
public set Domain(value: string);
public GetCredential ($uri: System.Uri, $authType: string) : System.Net.NetworkCredential
public GetCredential ($host: string, $port: number, $authenticationType: string) : System.Net.NetworkCredential
public constructor ()
public constructor ($userName: string, $password: string)
public constructor ($userName: string, $password: System.Security.SecureString)
public constructor ($userName: string, $password: string, $domain: string)
public constructor ($userName: string, $password: System.Security.SecureString, $domain: string)
}
class DnsEndPoint extends System.Net.EndPoint
{
protected [__keep_incompatibility]: never;
public get Host(): string;
public get AddressFamily(): System.Net.Sockets.AddressFamily;
public get Port(): number;
public constructor ($host: string, $port: number)
public constructor ($host: string, $port: number, $addressFamily: System.Net.Sockets.AddressFamily)
public constructor ()
}
class GlobalProxySelection extends System.Object
{
protected [__keep_incompatibility]: never;
public static get Select(): System.Net.IWebProxy;
public static set Select(value: System.Net.IWebProxy);
public static GetEmptyWebProxy () : System.Net.IWebProxy
public constructor ()
}
class HttpListenerException extends System.ComponentModel.Win32Exception implements System.Runtime.InteropServices._Exception, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
public get ErrorCode(): number;
public constructor ()
public constructor ($errorCode: number)
public constructor ($errorCode: number, $message: string)
}
interface IAuthenticationModule
{
CanPreAuthenticate : boolean
AuthenticationType : string
Authenticate ($challenge: string, $request: System.Net.WebRequest, $credentials: System.Net.ICredentials) : System.Net.Authorization
PreAuthenticate ($request: System.Net.WebRequest, $credentials: System.Net.ICredentials) : System.Net.Authorization
}
interface ICertificatePolicy
{
CheckValidationResult ($srvPoint: System.Net.ServicePoint, $certificate: System.Security.Cryptography.X509Certificates.X509Certificate, $request: System.Net.WebRequest, $certificateProblem: number) : boolean
}
class IPHostEntry extends System.Object
{
protected [__keep_incompatibility]: never;
public get HostName(): string;
public set HostName(value: string);
public get Aliases(): System.Array$1<string>;
public set Aliases(value: System.Array$1<string>);
public get AddressList(): System.Array$1<System.Net.IPAddress>;
public set AddressList(value: System.Array$1<System.Net.IPAddress>);
public constructor ()
}
interface IWebRequestCreate
{
Create ($uri: System.Uri) : System.Net.WebRequest
}
class ProtocolViolationException extends System.InvalidOperationException implements System.Runtime.InteropServices._Exception, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
public constructor ()
public constructor ($message: string)
}
class TransportContext extends System.Object
{
protected [__keep_incompatibility]: never;
public GetChannelBinding ($kind: System.Security.Authentication.ExtendedProtection.ChannelBindingKind) : System.Security.Authentication.ExtendedProtection.ChannelBinding
public GetTlsTokenBindings () : System.Collections.Generic.IEnumerable$1<System.Security.Authentication.ExtendedProtection.TokenBinding>
}
class WebException extends System.InvalidOperationException implements System.Runtime.InteropServices._Exception, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
public get Status(): System.Net.WebExceptionStatus;
public get Response(): System.Net.WebResponse;
public constructor ()
public constructor ($message: string)
public constructor ($message: string, $innerException: System.Exception)
public constructor ($message: string, $status: System.Net.WebExceptionStatus)
public constructor ($message: string, $innerException: System.Exception, $status: System.Net.WebExceptionStatus, $response: System.Net.WebResponse)
}
enum WebExceptionStatus
{ Success = 0, NameResolutionFailure = 1, ConnectFailure = 2, ReceiveFailure = 3, SendFailure = 4, PipelineFailure = 5, RequestCanceled = 6, ProtocolError = 7, ConnectionClosed = 8, TrustFailure = 9, SecureChannelFailure = 10, ServerProtocolViolation = 11, KeepAliveFailure = 12, Pending = 13, Timeout = 14, ProxyNameResolutionFailure = 15, UnknownError = 16, MessageLengthLimitExceeded = 17, CacheEntryNotFound = 18, RequestProhibitedByCachePolicy = 19, RequestProhibitedByProxy = 20 }
enum HttpRequestHeader
{ CacheControl = 0, Connection = 1, Date = 2, KeepAlive = 3, Pragma = 4, Trailer = 5, TransferEncoding = 6, Upgrade = 7, Via = 8, Warning = 9, Allow = 10, ContentLength = 11, ContentType = 12, ContentEncoding = 13, ContentLanguage = 14, ContentLocation = 15, ContentMd5 = 16, ContentRange = 17, Expires = 18, LastModified = 19, Accept = 20, AcceptCharset = 21, AcceptEncoding = 22, AcceptLanguage = 23, Authorization = 24, Cookie = 25, Expect = 26, From = 27, Host = 28, IfMatch = 29, IfModifiedSince = 30, IfNoneMatch = 31, IfRange = 32, IfUnmodifiedSince = 33, MaxForwards = 34, ProxyAuthorization = 35, Referer = 36, Range = 37, Te = 38, Translate = 39, UserAgent = 40 }
enum HttpResponseHeader
{ CacheControl = 0, Connection = 1, Date = 2, KeepAlive = 3, Pragma = 4, Trailer = 5, TransferEncoding = 6, Upgrade = 7, Via = 8, Warning = 9, Allow = 10, ContentLength = 11, ContentType = 12, ContentEncoding = 13, ContentLanguage = 14, ContentLocation = 15, ContentMd5 = 16, ContentRange = 17, Expires = 18, LastModified = 19, AcceptRanges = 20, Age = 21, ETag = 22, Location = 23, ProxyAuthenticate = 24, RetryAfter = 25, Server = 26, SetCookie = 27, Vary = 28, WwwAuthenticate = 29 }
class WebPermissionAttribute extends System.Security.Permissions.CodeAccessSecurityAttribute implements System.Runtime.InteropServices._Attribute
{
protected [__keep_incompatibility]: never;
public get Connect(): string;
public set Connect(value: string);
public get Accept(): string;
public set Accept(value: string);
public get ConnectPattern(): string;
public set ConnectPattern(value: string);
public get AcceptPattern(): string;
public set AcceptPattern(value: string);
public constructor ($action: System.Security.Permissions.SecurityAction)
public constructor ()
}
class WebPermission extends System.Security.CodeAccessPermission implements System.Security.IPermission, System.Security.ISecurityEncodable, System.Security.Permissions.IUnrestrictedPermission, System.Security.IStackWalk
{
protected [__keep_incompatibility]: never;
public get ConnectList(): System.Collections.IEnumerator;
public get AcceptList(): System.Collections.IEnumerator;
public AddPermission ($access: System.Net.NetworkAccess, $uriString: string) : void
public AddPermission ($access: System.Net.NetworkAccess, $uriRegex: System.Text.RegularExpressions.Regex) : void
public IsUnrestricted () : boolean
public constructor ($state: System.Security.Permissions.PermissionState)
public constructor ()
public constructor ($access: System.Net.NetworkAccess, $uriRegex: System.Text.RegularExpressions.Regex)
public constructor ($access: System.Net.NetworkAccess, $uriString: string)
}
enum NetworkAccess
{ Accept = 128, Connect = 64 }
class HttpWebRequest extends System.Net.WebRequest implements System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
public get Accept(): string;
public set Accept(value: string);
public get Address(): System.Uri;
public get AllowAutoRedirect(): boolean;
public set AllowAutoRedirect(value: boolean);
public get AllowWriteStreamBuffering(): boolean;
public set AllowWriteStreamBuffering(value: boolean);
public get AllowReadStreamBuffering(): boolean;
public set AllowReadStreamBuffering(value: boolean);
public get AutomaticDecompression(): System.Net.DecompressionMethods;
public set AutomaticDecompression(value: System.Net.DecompressionMethods);
public get ClientCertificates(): System.Security.Cryptography.X509Certificates.X509CertificateCollection;
public set ClientCertificates(value: System.Security.Cryptography.X509Certificates.X509CertificateCollection);
public get Connection(): string;
public set Connection(value: string);
public get ConnectionGroupName(): string;
public set ConnectionGroupName(value: string);
public get ContentLength(): bigint;
public set ContentLength(value: bigint);
public get ContentType(): string;
public set ContentType(value: string);
public get ContinueDelegate(): System.Net.HttpContinueDelegate;
public set ContinueDelegate(value: System.Net.HttpContinueDelegate);
public get CookieContainer(): System.Net.CookieContainer;
public set CookieContainer(value: System.Net.CookieContainer);
public get Credentials(): System.Net.ICredentials;
public set Credentials(value: System.Net.ICredentials);
public get Date(): System.DateTime;
public set Date(value: System.DateTime);
public static get DefaultCachePolicy(): System.Net.Cache.RequestCachePolicy;
public static set DefaultCachePolicy(value: System.Net.Cache.RequestCachePolicy);
public static get DefaultMaximumErrorResponseLength(): number;
public static set DefaultMaximumErrorResponseLength(value: number);
public get Expect(): string;
public set Expect(value: string);
public get HaveResponse(): boolean;
public get Headers(): System.Net.WebHeaderCollection;
public set Headers(value: System.Net.WebHeaderCollection);
public get Host(): string;
public set Host(value: string);
public get IfModifiedSince(): System.DateTime;
public set IfModifiedSince(value: System.DateTime);
public get KeepAlive(): boolean;
public set KeepAlive(value: boolean);
public get MaximumAutomaticRedirections(): number;
public set MaximumAutomaticRedirections(value: number);
public get MaximumResponseHeadersLength(): number;
public set MaximumResponseHeadersLength(value: number);
public static get DefaultMaximumResponseHeadersLength(): number;
public static set DefaultMaximumResponseHeadersLength(value: number);
public get ReadWriteTimeout(): number;
public set ReadWriteTimeout(value: number);
public get ContinueTimeout(): number;
public set ContinueTimeout(value: number);
public get MediaType(): string;
public set MediaType(value: string);
public get Method(): string;
public set Method(value: string);
public get Pipelined(): boolean;
public set Pipelined(value: boolean);
public get PreAuthenticate(): boolean;
public set PreAuthenticate(value: boolean);
public get ProtocolVersion(): System.Version;
public set ProtocolVersion(value: System.Version);
public get Proxy(): System.Net.IWebProxy;
public set Proxy(value: System.Net.IWebProxy);
public get Referer(): string;
public set Referer(value: string);
public get RequestUri(): System.Uri;
public get SendChunked(): boolean;
public set SendChunked(value: boolean);
public get ServicePoint(): System.Net.ServicePoint;
public get SupportsCookieContainer(): boolean;
public get Timeout(): number;
public set Timeout(value: number);
public get TransferEncoding(): string;
public set TransferEncoding(value: string);
public get UseDefaultCredentials(): boolean;
public set UseDefaultCredentials(value: boolean);
public get UserAgent(): string;
public set UserAgent(value: string);
public get UnsafeAuthenticatedConnectionSharing(): boolean;
public set UnsafeAuthenticatedConnectionSharing(value: boolean);
public get ServerCertificateValidationCallback(): System.Net.Security.RemoteCertificateValidationCallback;
public set ServerCertificateValidationCallback(value: System.Net.Security.RemoteCertificateValidationCallback);
public AddRange ($range: number) : void
public AddRange ($from: number, $to: number) : void
public AddRange ($rangeSpecifier: string, $range: number) : void
public AddRange ($rangeSpecifier: string, $from: number, $to: number) : void
public AddRange ($range: bigint) : void
public AddRange ($from: bigint, $to: bigint) : void
public AddRange ($rangeSpecifier: string, $range: bigint) : void
public AddRange ($rangeSpecifier: string, $from: bigint, $to: bigint) : void
public EndGetRequestStream ($asyncResult: System.IAsyncResult) : System.IO.Stream
public GetRequestStream () : System.IO.Stream
public GetRequestStream ($context: $Ref<System.Net.TransportContext>) : System.IO.Stream
public EndGetRequestStream ($asyncResult: System.IAsyncResult, $context: $Ref<System.Net.TransportContext>) : System.IO.Stream
}
class WebRequestMethods extends System.Object
{
protected [__keep_incompatibility]: never;
}
class WebUtility extends System.Object
{
protected [__keep_incompatibility]: never;
public static HtmlEncode ($value: string) : string
public static HtmlEncode ($value: string, $output: System.IO.TextWriter) : void
public static HtmlDecode ($value: string) : string
public static HtmlDecode ($value: string, $output: System.IO.TextWriter) : void
public static UrlEncode ($value: string) : string
public static UrlEncodeToBytes ($value: System.Array$1<number>, $offset: number, $count: number) : System.Array$1<number>
public static UrlDecode ($encodedValue: string) : string
public static UrlDecodeToBytes ($encodedValue: System.Array$1<number>, $offset: number, $count: number) : System.Array$1<number>
}
class Cookie extends System.Object
{
protected [__keep_incompatibility]: never;
public get Comment(): string;
public set Comment(value: string);
public get CommentUri(): System.Uri;
public set CommentUri(value: System.Uri);
public get HttpOnly(): boolean;
public set HttpOnly(value: boolean);
public get Discard(): boolean;
public set Discard(value: boolean);
public get Domain(): string;
public set Domain(value: string);
public get Expired(): boolean;
public set Expired(value: boolean);
public get Expires(): System.DateTime;
public set Expires(value: System.DateTime);
public get Name(): string;
public set Name(value: string);
public get Path(): string;
public set Path(value: string);
public get Port(): string;
public set Port(value: string);
public get Secure(): boolean;
public set Secure(value: boolean);
public get TimeStamp(): System.DateTime;
public get Value(): string;
public set Value(value: string);
public get Version(): number;
public set Version(value: number);
public constructor ()
public constructor ($name: string, $value: string)
public constructor ($name: string, $value: string, $path: string)
public constructor ($name: string, $value: string, $path: string, $domain: string)
}
class CookieCollection extends System.Object implements System.Collections.ICollection, System.Collections.IEnumerable
{
protected [__keep_incompatibility]: never;
public get IsReadOnly(): boolean;
public get Count(): number;
public get IsSynchronized(): boolean;
public get SyncRoot(): any;
public get_Item ($index: number) : System.Net.Cookie
public get_Item ($name: string) : System.Net.Cookie
public Add ($cookie: System.Net.Cookie) : void
public Add ($cookies: System.Net.CookieCollection) : void
public CopyTo ($array: System.Array, $index: number) : void
public CopyTo ($array: System.Array$1<System.Net.Cookie>, $index: number) : void
public GetEnumerator () : System.Collections.IEnumerator
public constructor ()
}
class CookieContainer extends System.Object
{
protected [__keep_incompatibility]: never;
public static DefaultCookieLimit : number
public static DefaultPerDomainCookieLimit : number
public static DefaultCookieLengthLimit : number
public get Capacity(): number;
public set Capacity(value: number);
public get Count(): number;
public get MaxCookieSize(): number;
public set MaxCookieSize(value: number);
public get PerDomainCapacity(): number;
public set PerDomainCapacity(value: number);
public Add ($cookie: System.Net.Cookie) : void
public Add ($cookies: System.Net.CookieCollection) : void
public Add ($uri: System.Uri, $cookie: System.Net.Cookie) : void
public Add ($uri: System.Uri, $cookies: System.Net.CookieCollection) : void
public GetCookies ($uri: System.Uri) : System.Net.CookieCollection
public GetCookieHeader ($uri: System.Uri) : string
public SetCookies ($uri: System.Uri, $cookieHeader: string) : void
public constructor ()
public constructor ($capacity: number)
public constructor ($capacity: number, $perDomainCapacity: number, $maxCookieSize: number)
}
class CookieException extends System.FormatException implements System.Runtime.InteropServices._Exception, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
public constructor ()
}
class FileWebRequest extends System.Net.WebRequest implements System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
public get ConnectionGroupName(): string;
public set ConnectionGroupName(value: string);
public get ContentLength(): bigint;
public set ContentLength(value: bigint);
public get ContentType(): string;
public set ContentType(value: string);
public get Credentials(): System.Net.ICredentials;
public set Credentials(value: System.Net.ICredentials);
public get Headers(): System.Net.WebHeaderCollection;
public get Method(): string;
public set Method(value: string);
public get PreAuthenticate(): boolean;
public set PreAuthenticate(value: boolean);
public get Proxy(): System.Net.IWebProxy;
public set Proxy(value: System.Net.IWebProxy);
public get Timeout(): number;
public set Timeout(value: number);
public get RequestUri(): System.Uri;
public get UseDefaultCredentials(): boolean;
public set UseDefaultCredentials(value: boolean);
}
class FileWebResponse extends System.Net.WebResponse implements System.Net.ICloseEx, System.IDisposable, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
public get ContentLength(): bigint;
public get ContentType(): string;
public get Headers(): System.Net.WebHeaderCollection;
public get SupportsHeaders(): boolean;
public get ResponseUri(): System.Uri;
}
interface ICloseEx
{
}
class WebProxy extends System.Object implements System.Net.IAutoWebProxy, System.Net.IWebProxy, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
public get Address(): System.Uri;
public set Address(value: System.Uri);
public get BypassProxyOnLocal(): boolean;
public set BypassProxyOnLocal(value: boolean);
public get BypassList(): System.Array$1<string>;
public set BypassList(value: System.Array$1<string>);
public get Credentials(): System.Net.ICredentials;
public set Credentials(value: System.Net.ICredentials);
public get UseDefaultCredentials(): boolean;
public set UseDefaultCredentials(value: boolean);
public get BypassArrayList(): System.Collections.ArrayList;
public GetProxy ($destination: System.Uri) : System.Uri
public IsBypassed ($host: System.Uri) : boolean
public static CreateDefaultProxy () : System.Net.IWebProxy
public constructor ()
public constructor ($Address: System.Uri)
public constructor ($Address: System.Uri, $BypassOnLocal: boolean)
public constructor ($Address: System.Uri, $BypassOnLocal: boolean, $BypassList: System.Array$1<string>)
public constructor ($Address: System.Uri, $BypassOnLocal: boolean, $BypassList: System.Array$1<string>, $Credentials: System.Net.ICredentials)
public constructor ($Host: string, $Port: number)
public constructor ($Address: string)
public constructor ($Address: string, $BypassOnLocal: boolean)
public constructor ($Address: string, $BypassOnLocal: boolean, $BypassList: System.Array$1<string>)
public constructor ($Address: string, $BypassOnLocal: boolean, $BypassList: System.Array$1<string>, $Credentials: System.Net.ICredentials)
}
interface IAutoWebProxy extends System.Net.IWebProxy
{
Credentials : System.Net.ICredentials
GetProxy ($destination: System.Uri) : System.Uri
IsBypassed ($host: System.Uri) : boolean
}
class AuthenticationManager extends System.Object
{
protected [__keep_incompatibility]: never;
public static get CredentialPolicy(): System.Net.ICredentialPolicy;
public static set CredentialPolicy(value: System.Net.ICredentialPolicy);
public static get CustomTargetNameDictionary(): System.Collections.Specialized.StringDictionary;
public static get RegisteredModules(): System.Collections.IEnumerator;
public static Authenticate ($challenge: string, $request: System.Net.WebRequest, $credentials: System.Net.ICredentials) : System.Net.Authorization
public static PreAuthenticate ($request: System.Net.WebRequest, $credentials: System.Net.ICredentials) : System.Net.Authorization
public static Register ($authenticationModule: System.Net.IAuthenticationModule) : void
public static Unregister ($authenticationModule: System.Net.IAuthenticationModule) : void
public static Unregister ($authenticationScheme: string) : void
}
interface ICredentialPolicy
{
ShouldSendCredential ($challengeUri: System.Uri, $request: System.Net.WebRequest, $credential: System.Net.NetworkCredential, $authenticationModule: System.Net.IAuthenticationModule) : boolean
}
class Dns extends System.Object
{
protected [__keep_incompatibility]: never;
public static BeginGetHostAddresses ($hostNameOrAddress: string, $requestCallback: System.AsyncCallback, $state: any) : System.IAsyncResult
public static BeginGetHostEntry ($hostNameOrAddress: string, $requestCallback: System.AsyncCallback, $stateObject: any) : System.IAsyncResult
public static BeginGetHostEntry ($address: System.Net.IPAddress, $requestCallback: System.AsyncCallback, $stateObject: any) : System.IAsyncResult
public static EndGetHostAddresses ($asyncResult: System.IAsyncResult) : System.Array$1<System.Net.IPAddress>
public static EndGetHostEntry ($asyncResult: System.IAsyncResult) : System.Net.IPHostEntry
public static GetHostEntry ($hostNameOrAddress: string) : System.Net.IPHostEntry
public static GetHostEntry ($address: System.Net.IPAddress) : System.Net.IPHostEntry
public static GetHostAddresses ($hostNameOrAddress: string) : System.Array$1<System.Net.IPAddress>
public static GetHostName () : string
public static GetHostAddressesAsync ($hostNameOrAddress: string) : System.Threading.Tasks.Task$1<System.Array$1<System.Net.IPAddress>>
public static GetHostEntryAsync ($address: System.Net.IPAddress) : System.Threading.Tasks.Task$1<System.Net.IPHostEntry>
public static GetHostEntryAsync ($hostNameOrAddress: string) : System.Threading.Tasks.Task$1<System.Net.IPHostEntry>
}
class DnsPermission extends System.Security.CodeAccessPermission implements System.Security.IPermission, System.Security.ISecurityEncodable, System.Security.Permissions.IUnrestrictedPermission, System.Security.IStackWalk
{
protected [__keep_incompatibility]: never;
public IsUnrestricted () : boolean
public constructor ($state: System.Security.Permissions.PermissionState)
public constructor ()
}
class DnsPermissionAttribute extends System.Security.Permissions.CodeAccessSecurityAttribute implements System.Runtime.InteropServices._Attribute
{
protected [__keep_incompatibility]: never;
public constructor ($action: System.Security.Permissions.SecurityAction)
public constructor ()
}
class EndpointPermission extends System.Object
{
protected [__keep_incompatibility]: never;
public get Hostname(): string;
public get Port(): number;
public get Transport(): System.Net.TransportType;
}
enum TransportType
{ Udp = 1, Connectionless = 1, Tcp = 2, ConnectionOriented = 2, All = 3 }
class HttpListener extends System.Object implements System.IDisposable
{
protected [__keep_incompatibility]: never;
public get AuthenticationSchemes(): System.Net.AuthenticationSchemes;
public set AuthenticationSchemes(value: System.Net.AuthenticationSchemes);
public get AuthenticationSchemeSelectorDelegate(): System.Net.AuthenticationSchemeSelector;
public set AuthenticationSchemeSelectorDelegate(value: System.Net.AuthenticationSchemeSelector);
public get ExtendedProtectionSelectorDelegate(): System.Net.HttpListener.ExtendedProtectionSelector;
public set ExtendedProtectionSelectorDelegate(value: System.Net.HttpListener.ExtendedProtectionSelector);
public get IgnoreWriteExceptions(): boolean;
public set IgnoreWriteExceptions(value: boolean);
public get IsListening(): boolean;
public static get IsSupported(): boolean;
public get Prefixes(): System.Net.HttpListenerPrefixCollection;
public get TimeoutManager(): System.Net.HttpListenerTimeoutManager;
public get ExtendedProtectionPolicy(): System.Security.Authentication.ExtendedProtection.ExtendedProtectionPolicy;
public set ExtendedProtectionPolicy(value: System.Security.Authentication.ExtendedProtection.ExtendedProtectionPolicy);
public get DefaultServiceNames(): System.Security.Authentication.ExtendedProtection.ServiceNameCollection;
public get Realm(): string;
public set Realm(value: string);
public get UnsafeConnectionNtlmAuthentication(): boolean;
public set UnsafeConnectionNtlmAuthentication(value: boolean);
public Abort () : void
public Close () : void
public BeginGetContext ($callback: System.AsyncCallback, $state: any) : System.IAsyncResult
public EndGetContext ($asyncResult: System.IAsyncResult) : System.Net.HttpListenerContext
public GetContext () : System.Net.HttpListenerContext
public Start () : void
public Stop () : void
public GetContextAsync () : System.Threading.Tasks.Task$1<System.Net.HttpListenerContext>
public constructor ()
}
enum AuthenticationSchemes
{ None = 0, Digest = 1, Negotiate = 2, Ntlm = 4, Basic = 8, Anonymous = 32768, IntegratedWindowsAuthentication = 6 }
interface AuthenticationSchemeSelector
{
(httpRequest: System.Net.HttpListenerRequest) : System.Net.AuthenticationSchemes;
Invoke?: (httpRequest: System.Net.HttpListenerRequest) => System.Net.AuthenticationSchemes;
}
var AuthenticationSchemeSelector: { new (func: (httpRequest: System.Net.HttpListenerRequest) => System.Net.AuthenticationSchemes): AuthenticationSchemeSelector; }
class HttpListenerRequest extends System.Object
{
protected [__keep_incompatibility]: never;
public get AcceptTypes(): System.Array$1<string>;
public get ClientCertificateError(): number;
public get ContentEncoding(): System.Text.Encoding;
public get ContentLength64(): bigint;
public get ContentType(): string;
public get Cookies(): System.Net.CookieCollection;
public get HasEntityBody(): boolean;
public get Headers(): System.Collections.Specialized.NameValueCollection;
public get HttpMethod(): string;
public get InputStream(): System.IO.Stream;
public get IsAuthenticated(): boolean;
public get IsLocal(): boolean;
public get IsSecureConnection(): boolean;
public get KeepAlive(): boolean;
public get LocalEndPoint(): System.Net.IPEndPoint;
public get ProtocolVersion(): System.Version;
public get QueryString(): System.Collections.Specialized.NameValueCollection;
public get RawUrl(): string;
public get RemoteEndPoint(): System.Net.IPEndPoint;
public get RequestTraceIdentifier(): System.Guid;
public get Url(): System.Uri;
public get UrlReferrer(): System.Uri;
public get UserAgent(): string;
public get UserHostAddress(): string;
public get UserHostName(): string;
public get UserLanguages(): System.Array$1<string>;
public get ServiceName(): string;
public get TransportContext(): System.Net.TransportContext;
public get IsWebSocketRequest(): boolean;
public BeginGetClientCertificate ($requestCallback: System.AsyncCallback, $state: any) : System.IAsyncResult
public EndGetClientCertificate ($asyncResult: System.IAsyncResult) : System.Security.Cryptography.X509Certificates.X509Certificate2
public GetClientCertificate () : System.Security.Cryptography.X509Certificates.X509Certificate2
public GetClientCertificateAsync () : System.Threading.Tasks.Task$1<System.Security.Cryptography.X509Certificates.X509Certificate2>
}
class HttpListenerPrefixCollection extends System.Object implements System.Collections.Generic.IEnumerable$1<string>, System.Collections.IEnumerable, System.Collections.Generic.ICollection$1<string>
{
protected [__keep_incompatibility]: never;
public get Count(): number;
public get IsReadOnly(): boolean;
public get IsSynchronized(): boolean;
public Add ($uriPrefix: string) : void
public Clear () : void
public Contains ($uriPrefix: string) : boolean
public CopyTo ($array: System.Array$1<string>, $offset: number) : void
public CopyTo ($array: System.Array, $offset: number) : void
public GetEnumerator () : System.Collections.Generic.IEnumerator$1<string>
public Remove ($uriPrefix: string) : boolean
}
class HttpListenerTimeoutManager extends System.Object
{
protected [__keep_incompatibility]: never;
public get EntityBody(): System.TimeSpan;
public set EntityBody(value: System.TimeSpan);
public get DrainEntityBody(): System.TimeSpan;
public set DrainEntityBody(value: System.TimeSpan);
public get RequestQueue(): System.TimeSpan;
public set RequestQueue(value: System.TimeSpan);
public get IdleConnection(): System.TimeSpan;
public set IdleConnection(value: System.TimeSpan);
public get HeaderWait(): System.TimeSpan;
public set HeaderWait(value: System.TimeSpan);
public get MinSendBytesPerSecond(): bigint;
public set MinSendBytesPerSecond(value: bigint);
public constructor ()
}
class HttpListenerContext extends System.Object
{
protected [__keep_incompatibility]: never;
public get Request(): System.Net.HttpListenerRequest;
public get Response(): System.Net.HttpListenerResponse;
public get User(): System.Security.Principal.IPrincipal;
public AcceptWebSocketAsync ($subProtocol: string) : System.Threading.Tasks.Task$1<System.Net.WebSockets.HttpListenerWebSocketContext>
public AcceptWebSocketAsync ($subProtocol: string, $keepAliveInterval: System.TimeSpan) : System.Threading.Tasks.Task$1<System.Net.WebSockets.HttpListenerWebSocketContext>
public AcceptWebSocketAsync ($subProtocol: string, $receiveBufferSize: number, $keepAliveInterval: System.TimeSpan) : System.Threading.Tasks.Task$1<System.Net.WebSockets.HttpListenerWebSocketContext>
public AcceptWebSocketAsync ($subProtocol: string, $receiveBufferSize: number, $keepAliveInterval: System.TimeSpan, $internalBuffer: System.ArraySegment$1<number>) : System.Threading.Tasks.Task$1<System.Net.WebSockets.HttpListenerWebSocketContext>
}
class HttpListenerBasicIdentity extends System.Security.Principal.GenericIdentity implements System.Security.Principal.IIdentity
{
protected [__keep_incompatibility]: never;
public get Password(): string;
public constructor ($username: string, $password: string)
public constructor ()
}
class HttpListenerResponse extends System.Object implements System.IDisposable
{
protected [__keep_incompatibility]: never;
public get ContentEncoding(): System.Text.Encoding;
public set ContentEncoding(value: System.Text.Encoding);
public get ContentLength64(): bigint;
public set ContentLength64(value: bigint);
public get ContentType(): string;
public set ContentType(value: string);
public get Cookies(): System.Net.CookieCollection;
public set Cookies(value: System.Net.CookieCollection);
public get Headers(): System.Net.WebHeaderCollection;
public set Headers(value: System.Net.WebHeaderCollection);
public get KeepAlive(): boolean;
public set KeepAlive(value: boolean);
public get OutputStream(): System.IO.Stream;
public get ProtocolVersion(): System.Version;
public set ProtocolVersion(value: System.Version);
public get RedirectLocation(): string;
public set RedirectLocation(value: string);
public get SendChunked(): boolean;
public set SendChunked(value: boolean);
public get StatusCode(): number;
public set StatusCode(value: number);
public get StatusDescription(): string;
public set StatusDescription(value: string);
public Abort () : void
public AddHeader ($name: string, $value: string) : void
public AppendCookie ($cookie: System.Net.Cookie) : void
public AppendHeader ($name: string, $value: string) : void
public Close () : void
public Close ($responseEntity: System.Array$1<number>, $willBlock: boolean) : void
public CopyFrom ($templateResponse: System.Net.HttpListenerResponse) : void
public Redirect ($url: string) : void
public SetCookie ($cookie: System.Net.Cookie) : void
}
enum DecompressionMethods
{ None = 0, GZip = 1, Deflate = 2 }
interface HttpContinueDelegate
{
(StatusCode: number, httpHeaders: System.Net.WebHeaderCollection) : void;
Invoke?: (StatusCode: number, httpHeaders: System.Net.WebHeaderCollection) => void;
}
var HttpContinueDelegate: { new (func: (StatusCode: number, httpHeaders: System.Net.WebHeaderCollection) => void): HttpContinueDelegate; }
class HttpWebResponse extends System.Net.WebResponse implements System.IDisposable, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
public get CharacterSet(): string;
public get ContentEncoding(): string;
public get ContentLength(): bigint;
public get ContentType(): string;
public get Cookies(): System.Net.CookieCollection;
public set Cookies(value: System.Net.CookieCollection);
public get Headers(): System.Net.WebHeaderCollection;
public get IsMutuallyAuthenticated(): boolean;
public get LastModified(): System.DateTime;
public get Method(): string;
public get ProtocolVersion(): System.Version;
public get ResponseUri(): System.Uri;
public get Server(): string;
public get StatusCode(): System.Net.HttpStatusCode;
public get StatusDescription(): string;
public get SupportsHeaders(): boolean;
public GetResponseHeader ($headerName: string) : string
public constructor ()
}
enum HttpStatusCode
{ Continue = 100, SwitchingProtocols = 101, Processing = 102, EarlyHints = 103, OK = 200, Created = 201, Accepted = 202, NonAuthoritativeInformation = 203, NoContent = 204, ResetContent = 205, PartialContent = 206, MultiStatus = 207, AlreadyReported = 208, IMUsed = 226, MultipleChoices = 300, Ambiguous = 300, MovedPermanently = 301, Moved = 301, Found = 302, Redirect = 302, SeeOther = 303, RedirectMethod = 303, NotModified = 304, UseProxy = 305, Unused = 306, TemporaryRedirect = 307, RedirectKeepVerb = 307, PermanentRedirect = 308, BadRequest = 400, Unauthorized = 401, PaymentRequired = 402, Forbidden = 403, NotFound = 404, MethodNotAllowed = 405, NotAcceptable = 406, ProxyAuthenticationRequired = 407, RequestTimeout = 408, Conflict = 409, Gone = 410, LengthRequired = 411, PreconditionFailed = 412, RequestEntityTooLarge = 413, RequestUriTooLong = 414, UnsupportedMediaType = 415, RequestedRangeNotSatisfiable = 416, ExpectationFailed = 417, MisdirectedRequest = 421, UnprocessableEntity = 422, Locked = 423, FailedDependency = 424, UpgradeRequired = 426, PreconditionRequired = 428, TooManyRequests = 429, RequestHeaderFieldsTooLarge = 431, UnavailableForLegalReasons = 451, InternalServerError = 500, NotImplemented = 501, BadGateway = 502, ServiceUnavailable = 503, GatewayTimeout = 504, HttpVersionNotSupported = 505, VariantAlsoNegotiates = 506, InsufficientStorage = 507, LoopDetected = 508, NotExtended = 510, NetworkAuthenticationRequired = 511 }
interface IWebProxyScript
{
Close () : void
Load ($scriptLocation: System.Uri, $script: string, $helperType: System.Type) : boolean
Run ($url: string, $host: string) : string
}
interface BindIPEndPoint
{
(servicePoint: System.Net.ServicePoint, remoteEndPoint: System.Net.IPEndPoint, retryCount: number) : System.Net.IPEndPoint;
Invoke?: (servicePoint: System.Net.ServicePoint, remoteEndPoint: System.Net.IPEndPoint, retryCount: number) => System.Net.IPEndPoint;
}
var BindIPEndPoint: { new (func: (servicePoint: System.Net.ServicePoint, remoteEndPoint: System.Net.IPEndPoint, retryCount: number) => System.Net.IPEndPoint): BindIPEndPoint; }
class ServicePointManager extends System.Object
{
protected [__keep_incompatibility]: never;
public static DefaultNonPersistentConnectionLimit : number
public static DefaultPersistentConnectionLimit : number
public static get CheckCertificateRevocationList(): boolean;
public static set CheckCertificateRevocationList(value: boolean);
public static get DefaultConnectionLimit(): number;
public static set DefaultConnectionLimit(value: number);
public static get DnsRefreshTimeout(): number;
public static set DnsRefreshTimeout(value: number);
public static get EnableDnsRoundRobin(): boolean;
public static set EnableDnsRoundRobin(value: boolean);
public static get MaxServicePointIdleTime(): number;
public static set MaxServicePointIdleTime(value: number);
public static get MaxServicePoints(): number;
public static set MaxServicePoints(value: number);
public static get ReusePort(): boolean;
public static set ReusePort(value: boolean);
public static get SecurityProtocol(): System.Net.SecurityProtocolType;
public static set SecurityProtocol(value: System.Net.SecurityProtocolType);
public static get ServerCertificateValidationCallback(): System.Net.Security.RemoteCertificateValidationCallback;
public static set ServerCertificateValidationCallback(value: System.Net.Security.RemoteCertificateValidationCallback);
public static get EncryptionPolicy(): System.Net.Security.EncryptionPolicy;
public static get Expect100Continue(): boolean;
public static set Expect100Continue(value: boolean);
public static get UseNagleAlgorithm(): boolean;
public static set UseNagleAlgorithm(value: boolean);
public static SetTcpKeepAlive ($enabled: boolean, $keepAliveTime: number, $keepAliveInterval: number) : void
public static FindServicePoint ($address: System.Uri) : System.Net.ServicePoint
public static FindServicePoint ($uriString: string, $proxy: System.Net.IWebProxy) : System.Net.ServicePoint
public static FindServicePoint ($address: System.Uri, $proxy: System.Net.IWebProxy) : System.Net.ServicePoint
}
enum SecurityProtocolType
{ SystemDefault = 0, Ssl3 = 48, Tls = 192, Tls11 = 768, Tls12 = 3072, Tls13 = 12288 }
class SocketPermission extends System.Security.CodeAccessPermission implements System.Security.IPermission, System.Security.ISecurityEncodable, System.Security.Permissions.IUnrestrictedPermission, System.Security.IStackWalk
{
protected [__keep_incompatibility]: never;
public static AllPorts : number
public get AcceptList(): System.Collections.IEnumerator;
public get ConnectList(): System.Collections.IEnumerator;
public AddPermission ($access: System.Net.NetworkAccess, $transport: System.Net.TransportType, $hostName: string, $portNumber: number) : void
public IsUnrestricted () : boolean
public constructor ($state: System.Security.Permissions.PermissionState)
public constructor ($access: System.Net.NetworkAccess, $transport: System.Net.TransportType, $hostName: string, $portNumber: number)
public constructor ()
}
class SocketPermissionAttribute extends System.Security.Permissions.CodeAccessSecurityAttribute implements System.Runtime.InteropServices._Attribute
{
protected [__keep_incompatibility]: never;
public get Access(): string;
public set Access(value: string);
public get Host(): string;
public set Host(value: string);
public get Port(): string;
public set Port(value: string);
public get Transport(): string;
public set Transport(value: string);
public constructor ($action: System.Security.Permissions.SecurityAction)
public constructor ()
}
}
namespace System.Net.Sockets {
enum AddressFamily
{ Unknown = -1, Unspecified = 0, Unix = 1, InterNetwork = 2, ImpLink = 3, Pup = 4, Chaos = 5, NS = 6, Ipx = 6, Iso = 7, Osi = 7, Ecma = 8, DataKit = 9, Ccitt = 10, Sna = 11, DecNet = 12, DataLink = 13, Lat = 14, HyperChannel = 15, AppleTalk = 16, NetBios = 17, VoiceView = 18, FireFox = 19, Banyan = 21, Atm = 22, InterNetworkV6 = 23, Cluster = 24, Ieee12844 = 25, Irda = 26, NetworkDesigners = 28, Max = 29 }
}
namespace System.Net.Cache {
class RequestCachePolicy extends System.Object
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Security.Cryptography.X509Certificates {
class X509CertificateCollection extends System.Collections.CollectionBase implements System.Collections.ICollection, System.Collections.IEnumerable, System.Collections.IList
{
protected [__keep_incompatibility]: never;
}
class X509Certificate extends System.Object implements System.Runtime.Serialization.IDeserializationCallback, System.Runtime.Serialization.ISerializable, System.IDisposable
{
protected [__keep_incompatibility]: never;
}
class X509Certificate2 extends System.Security.Cryptography.X509Certificates.X509Certificate implements System.Runtime.Serialization.IDeserializationCallback, System.Runtime.Serialization.ISerializable, System.IDisposable
{
protected [__keep_incompatibility]: never;
}
class X509Chain extends System.Object implements System.IDisposable
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Collections.Specialized {
class NameObjectCollectionBase extends System.Object implements System.Collections.ICollection, System.Runtime.Serialization.IDeserializationCallback, System.Collections.IEnumerable, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
class NameValueCollection extends System.Collections.Specialized.NameObjectCollectionBase implements System.Collections.ICollection, System.Runtime.Serialization.IDeserializationCallback, System.Collections.IEnumerable, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
class StringDictionary extends System.Object implements System.Collections.IEnumerable
{
protected [__keep_incompatibility]: never;
}
}
namespace System.ComponentModel {
class Component extends System.MarshalByRefObject implements System.ComponentModel.IComponent, System.IDisposable
{
protected [__keep_incompatibility]: never;
}
interface IComponent extends System.IDisposable
{
}
class AsyncCompletedEventArgs extends System.EventArgs
{
protected [__keep_incompatibility]: never;
}
interface AsyncCompletedEventHandler
{
(sender: any, e: System.ComponentModel.AsyncCompletedEventArgs) : void;
Invoke?: (sender: any, e: System.ComponentModel.AsyncCompletedEventArgs) => void;
}
var AsyncCompletedEventHandler: { new (func: (sender: any, e: System.ComponentModel.AsyncCompletedEventArgs) => void): AsyncCompletedEventHandler; }
class ProgressChangedEventArgs extends System.EventArgs
{
protected [__keep_incompatibility]: never;
}
class Win32Exception extends System.Runtime.InteropServices.ExternalException implements System.Runtime.InteropServices._Exception, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Runtime.ConstrainedExecution {
class CriticalFinalizerObject extends System.Object
{
protected [__keep_incompatibility]: never;
}
}
namespace Microsoft.Win32.SafeHandles {
class SafeHandleZeroOrMinusOneIsInvalid extends System.Runtime.InteropServices.SafeHandle implements System.IDisposable
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Security.Authentication.ExtendedProtection {
class ChannelBinding extends Microsoft.Win32.SafeHandles.SafeHandleZeroOrMinusOneIsInvalid implements System.IDisposable
{
protected [__keep_incompatibility]: never;
}
enum ChannelBindingKind
{ Unknown = 0, Unique = 25, Endpoint = 26 }
class TokenBinding extends System.Object
{
protected [__keep_incompatibility]: never;
}
class ExtendedProtectionPolicy extends System.Object implements System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
class ServiceNameCollection extends System.Collections.ReadOnlyCollectionBase implements System.Collections.ICollection, System.Collections.IEnumerable
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Collections.Specialized.NameObjectCollectionBase {
class KeysCollection extends System.Object implements System.Collections.ICollection, System.Collections.IEnumerable
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Security.Permissions {
class SecurityAttribute extends System.Attribute implements System.Runtime.InteropServices._Attribute
{
protected [__keep_incompatibility]: never;
}
class CodeAccessSecurityAttribute extends System.Security.Permissions.SecurityAttribute implements System.Runtime.InteropServices._Attribute
{
protected [__keep_incompatibility]: never;
}
enum SecurityAction
{ Demand = 2, Assert = 3, Deny = 4, PermitOnly = 5, LinkDemand = 6, InheritanceDemand = 7, RequestMinimum = 8, RequestOptional = 9, RequestRefuse = 10 }
interface IUnrestrictedPermission
{
}
enum PermissionState
{ None = 0, Unrestricted = 1 }
}
namespace System.Text.RegularExpressions {
class Regex extends System.Object implements System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Net.Security {
enum AuthenticationLevel
{ None = 0, MutualAuthRequested = 1, MutualAuthRequired = 2 }
interface RemoteCertificateValidationCallback
{
(sender: any, certificate: System.Security.Cryptography.X509Certificates.X509Certificate, chain: System.Security.Cryptography.X509Certificates.X509Chain, sslPolicyErrors: System.Net.Security.SslPolicyErrors) : boolean;
Invoke?: (sender: any, certificate: System.Security.Cryptography.X509Certificates.X509Certificate, chain: System.Security.Cryptography.X509Certificates.X509Chain, sslPolicyErrors: System.Net.Security.SslPolicyErrors) => boolean;
}
var RemoteCertificateValidationCallback: { new (func: (sender: any, certificate: System.Security.Cryptography.X509Certificates.X509Certificate, chain: System.Security.Cryptography.X509Certificates.X509Chain, sslPolicyErrors: System.Net.Security.SslPolicyErrors) => boolean): RemoteCertificateValidationCallback; }
enum SslPolicyErrors
{ None = 0, RemoteCertificateNotAvailable = 1, RemoteCertificateNameMismatch = 2, RemoteCertificateChainErrors = 4 }
enum EncryptionPolicy
{ RequireEncryption = 0, AllowNoEncryption = 1, NoEncryption = 2 }
class SslClientAuthenticationOptions extends System.Object
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Security.Principal {
enum TokenImpersonationLevel
{ None = 0, Anonymous = 1, Identification = 2, Impersonation = 3, Delegation = 4 }
interface IIdentity
{
}
class GenericIdentity extends System.Security.Claims.ClaimsIdentity implements System.Security.Principal.IIdentity
{
protected [__keep_incompatibility]: never;
}
interface IPrincipal
{
}
}
namespace System.Net.WebRequestMethods {
class Ftp extends System.Object
{
protected [__keep_incompatibility]: never;
public static DownloadFile : string
public static ListDirectory : string
public static UploadFile : string
public static DeleteFile : string
public static AppendFile : string
public static GetFileSize : string
public static UploadFileWithUniqueName : string
public static MakeDirectory : string
public static RemoveDirectory : string
public static ListDirectoryDetails : string
public static GetDateTimestamp : string
public static PrintWorkingDirectory : string
public static Rename : string
}
class Http extends System.Object
{
protected [__keep_incompatibility]: never;
public static Get : string
public static Connect : string
public static Head : string
public static Put : string
public static Post : string
public static MkCol : string
}
class File extends System.Object
{
protected [__keep_incompatibility]: never;
public static DownloadFile : string
public static UploadFile : string
}
}
namespace System.Net.HttpListener {
interface ExtendedProtectionSelector
{
(request: System.Net.HttpListenerRequest) : System.Security.Authentication.ExtendedProtection.ExtendedProtectionPolicy;
Invoke?: (request: System.Net.HttpListenerRequest) => System.Security.Authentication.ExtendedProtection.ExtendedProtectionPolicy;
}
var ExtendedProtectionSelector: { new (func: (request: System.Net.HttpListenerRequest) => System.Security.Authentication.ExtendedProtection.ExtendedProtectionPolicy): ExtendedProtectionSelector; }
}
namespace System.Security.Claims {
class ClaimsIdentity extends System.Object implements System.Security.Principal.IIdentity
{
protected [__keep_incompatibility]: never;
}
}
namespace System.Net.WebSockets {
class WebSocketContext extends System.Object
{
protected [__keep_incompatibility]: never;
}
class HttpListenerWebSocketContext extends System.Net.WebSockets.WebSocketContext
{
protected [__keep_incompatibility]: never;
}
}
namespace FairyEditor {
class App extends System.Object
{
protected [__keep_incompatibility]: never;
public static isMacOS : boolean
public static language : string
public static batchMode : boolean
public static batchModeAction : string
public static preferences : FairyEditor.Preferences
public static localStore : FairyEditor.LocalStore
public static hotkeyManager : FairyEditor.HotkeyManager
public static externalImagePool : ExternalImagePool
public static get groot(): FairyGUI.GRoot;
public static get project(): FairyEditor.FProject;
public static get workspaceSettings(): FairyEditor.WorkspaceSettings;
public static get mainView(): FairyEditor.View.MainView;
public static get docView(): FairyEditor.View.DocumentView;
public static get libView(): FairyEditor.View.LibraryView;
public static get inspectorView(): FairyEditor.View.InspectorView;
public static get testView(): FairyEditor.View.TestView;
public static get timelineView(): FairyEditor.View.TimelineView;
public static get consoleView(): FairyEditor.View.ConsoleView;
public static get menu(): FairyEditor.Component.IMenu;
public static get viewManager(): FairyEditor.ViewManager;
public static get dragManager(): FairyEditor.DragDropManager;
public static get pluginManager(): FairyEditor.PluginManager;
public static get docFactory(): FairyEditor.View.DocumentFactory;
public static get activeDoc(): FairyEditor.View.Document;
public static get preferenceFolder(): string;
public static get isActive(): boolean;
public static add_onProjectOpened ($value: System.Action) : void
public static remove_onProjectOpened ($value: System.Action) : void
public static add_onProjectClosed ($value: System.Action) : void
public static remove_onProjectClosed ($value: System.Action) : void
public static add_onUpdate ($value: System.Action) : void
public static remove_onUpdate ($value: System.Action) : void
public static add_onLateUpdate ($value: System.Action) : void
public static remove_onLateUpdate ($value: System.Action) : void
public static add_onValidate ($value: System.Action) : void
public static remove_onValidate ($value: System.Action) : void
public static GetString ($index: number) : string
public static GetString ($index: string) : string
public static GetIcon ($key: string) : string
public static GetIcon ($key: string, $big: boolean) : string
public static StartBackgroundJob () : void
public static EndBackgroundJob () : void
public static SetFrameRateFactor ($factor: FairyEditor.App.FrameRateFactor, $enabled: boolean) : void
public static OpenProject ($path: string) : void
public static CloseProject () : void
public static RefreshProject () : void
public static ShowPreview ($pi: FairyEditor.FPackageItem) : void
public static FindReference ($source: string) : void
public static GetActiveFolder () : FairyEditor.FPackageItem
public static QueryToClose ($restart: boolean) : void
public static Close () : void
public static Alert ($msg: string) : void
public static Alert ($msg: string, $err: System.Exception) : void
public static Alert ($msg: string, $err: System.Exception, $callback: System.Action) : void
public static Confirm ($msg: string, $callback: System.Action$1<string>) : void
public static Input ($msg: string, $text: string, $callback: System.Action$1<string>) : void
public static SetWaitCursor ($value: boolean) : void
public static ShowWaiting () : void
public static ShowWaiting ($msg: string) : void
public static ShowWaiting ($msg: string, $cancelCallback: System.Action) : void
public static CloseWaiting () : void
public static SetVar ($key: string, $value: any) : void
public static On ($eventType: string, $callback: FairyGUI.EventCallback1) : void
public static Off ($eventType: string, $callback: FairyGUI.EventCallback1) : void
public static Dispatch ($eventType: string, $eventData?: any) : void
public static ChangeColorSapce ($colorSpace: UnityEngine.ColorSpace) : void
public constructor ()
}
class Preferences extends System.Object
{
protected [__keep_incompatibility]: never;
public language : string
public checkNewVersion : string
public genComPreview : boolean
public meaningfullChildName : boolean
public hideInvisibleChild : boolean
public publishAction : string
public saveBeforePublish : boolean
public PNGCompressionToolPath : string
public editorFont : string
public hotkeys : System.Collections.Generic.Dictionary$2<string, string>
public Load () : void
public Save () : void
public constructor ()
}
class LocalStore extends System.Object
{
protected [__keep_incompatibility]: never;
public Set ($key: string, $value: any) : void
public Load () : void
public Save () : void
public constructor ()
}
class HotkeyManager extends System.Object
{
protected [__keep_incompatibility]: never;
public get functions(): System.Collections.Generic.List$1<FairyEditor.HotkeyManager.FunctionDef>;
public Init () : void
public SetHotkey ($funcId: string, $hotkey: string) : void
public ResetHotkey ($funcId: string) : void
public ResetAll () : void
public CaptureHotkey ($receiver: FairyGUI.GObject) : void
public GetFunctionDef ($funcId: string) : FairyEditor.HotkeyManager.FunctionDef
public GetFunction ($evt: FairyGUI.InputEvent, $code: $Ref<number>) : string
public TranslateKey ($hotkey: string) : number
public constructor ()
}
class FProject extends System.Object
{
protected [__keep_incompatibility]: never;
public isMain : boolean
public _globalFontVersion : number
public static FILE_EXT : string
public static ASSETS_PATH : string
public static SETTINGS_PATH : string
public static OBJS_PATH : string
public get versionCode(): number;
public get serialNumberSeed(): string;
public get lastChanged(): number;
public get opened(): boolean;
public get id(): string;
public get name(): string;
public get type(): string;
public set type(value: string);
public get supportAtlas(): boolean;
public get isH5(): boolean;
public get supportExtractAlpha(): boolean;
public get supportAlphaMask(): boolean;
public get zipFormatOption(): boolean;
public get binaryFormatOption(): boolean;
public get supportCustomFileExtension(): boolean;
public get basePath(): string;
public get assetsPath(): string;
public get objsPath(): string;
public get settingsPath(): string;
public get activeBranch(): string;
public set activeBranch(value: string);
public get allPackages(): System.Collections.Generic.List$1<FairyEditor.FPackage>;
public get allBranches(): System.Collections.Generic.List$1<string>;
public SetChanged () : void
public static CreateNew ($projectPath: string, $name: string, $type: string, $pkgName?: string) : void
public Open ($projectDescFile: string) : void
public ScanBranches () : boolean
public Dispose () : void
public GetSettings ($name: string) : FairyEditor.SettingsBase
public LoadAllSettings () : void
public GetDefaultFont () : string
public Rename ($newName: string) : void
public GetPackage ($packageId: string) : FairyEditor.FPackage
public GetPackageByName ($packageName: string) : FairyEditor.FPackage
public CreatePackage ($newName: string) : FairyEditor.FPackage
public AddPackage ($folder: string) : FairyEditor.FPackage
public DeletePackage ($packageId: string) : void
public Save () : void
public GetItemByURL ($url: string) : FairyEditor.FPackageItem
public GetItem ($pkgId: string, $itemId: string) : FairyEditor.FPackageItem
public FindItemByFile ($file: string) : FairyEditor.FPackageItem
public GetItemNameByURL ($url: string) : string
public CreateBranch ($branchName: string) : void
public RenameBranch ($oldName: string, $newName: string) : void
public RemoveBranch ($branchName: string) : void
public RegisterComExtension ($name: string, $className: string, $superClassName: string) : void
public GetComExtension ($className: string) : FairyEditor.ComExtensionDef
public GetComExtensionNames () : System.Collections.Generic.List$1<string>
public ClearComExtensions () : void
public static ValidateName ($newName: string) : string
public constructor ($main?: boolean)
public constructor ()
}
class WorkspaceSettings extends System.Object
{
protected [__keep_incompatibility]: never;
public Set ($key: string, $value: any) : void
public Load () : void
public Save () : void
public constructor ()
}
class ViewManager extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public get playMode(): boolean;
public set playMode(value: boolean);
public get viewIds(): System.Collections.Generic.List$1<string>;
public get lastFocusedView(): FairyGUI.GComponent;
public AddView ($view: FairyGUI.GComponent, $viewId: string, $options: FairyEditor.ViewOptions) : FairyGUI.GComponent
public RemoveView ($viewId: string) : void
public GetView ($viewId: string) : FairyGUI.GComponent
public IsViewShowing ($viewId: string) : boolean
public SetViewTitle ($viewId: string, $title: string) : void
public ShowView ($viewId: string) : void
public HideView ($viewId: string) : void
public LoadLayout () : void
public ResetLayout () : void
public SaveLayout () : void
public ShowTabMenu ($view: FairyGUI.GComponent) : void
public OnDragGridStart ($grid: FairyEditor.Component.ViewGrid, $tabButton: FairyGUI.GObject) : void
public constructor ()
}
class DragDropManager extends System.Object
{
protected [__keep_incompatibility]: never;
public get agent(): FairyGUI.GObject;
public get dragging(): boolean;
public StartDrag ($source?: FairyGUI.GObject, $sourceData?: any, $icon?: any, $cursor?: string, $onComplete?: System.Action$2<FairyGUI.GObject, any>, $onCancel?: System.Action$2<FairyGUI.GObject, any>, $onMove?: System.Action$3<FairyGUI.GObject, any, FairyGUI.EventContext>) : void
public Cancel () : void
public constructor ()
}
class PluginManager extends System.Object
{
protected [__keep_incompatibility]: never;
public allPlugins : System.Collections.Generic.List$1<FairyEditor.PluginManager.PluginInfo>
public get userPluginFolder(): string;
public get projectPluginFolder(): string;
public get basePath(): string;
public Dispose () : void
public Load () : void
public LoadUIPackage ($filePath: string) : void
public SetHotkey ($hotkey: string, $callback: System.Action) : void
public HandleHotkey ($keyCode: number) : boolean
public CreateNewPlugin ($name: string, $displayName: string, $icon: string, $desc: string, $template: string) : void
public constructor ()
}
class FPackageItem extends System.Object
{
protected [__keep_incompatibility]: never;
public exported : boolean
public favorite : boolean
public isError : boolean
public get owner(): FairyEditor.FPackage;
public get parent(): FairyEditor.FPackageItem;
public get type(): string;
public get id(): string;
public set id(value: string);
public get path(): string;
public get branch(): string;
public get isRoot(): boolean;
public get isBranchRoot(): boolean;
public get name(): string;
public get file(): string;
public get fileName(): string;
public get modificationTime(): System.DateTime;
public get sortKey(): string;
public get version(): number;
public get width(): number;
public set width(value: number);
public get height(): number;
public set height(value: number);
public get thumbnail(): FairyGUI.NTexture;
public get children(): System.Collections.Generic.List$1<FairyEditor.FPackageItem>;
public get folderAtlas(): string;
public set folderAtlas(value: string);
public get supportAtlas(): boolean;
public get supportResolution(): boolean;
public get title(): string;
public get contentHash(): string;
public get isDisposed(): boolean;
public add_onChanged ($value: System.Action$1<FairyEditor.FPackageItem>) : void
public remove_onChanged ($value: System.Action$1<FairyEditor.FPackageItem>) : void
public add_onAlternativeAdded ($value: System.Action$1<FairyEditor.FPackageItem>) : void
public remove_onAlternativeAdded ($value: System.Action$1<FairyEditor.FPackageItem>) : void
public MatchName ($key: string) : boolean
public GetURL () : string
public GetIcon ($opened?: boolean, $big?: boolean, $thumbnail?: boolean) : string
public CopySettings ($source: FairyEditor.FPackageItem) : void
public SetFile ($path: string, $fileName: string, $checkStatus?: boolean) : void
public SetChanged () : void
public Touch () : void
public SetUptoDate () : void
public FileExists () : boolean
public GetAsset () : FairyEditor.AssetBase
public ReadAssetSettings ($xml: FairyGUI.Utils.XML) : void
public OpenWithDefaultApplication () : void
public GetBranch ($branchName: string) : FairyEditor.FPackageItem
public GetTrunk () : FairyEditor.FPackageItem
public GetHighResolution ($scaleLevel: number) : FairyEditor.FPackageItem
public GetStdResolution () : FairyEditor.FPackageItem
public GetAtlasIndex () : number
public SetVar ($key: string, $value: any) : void
public AddRef () : void
public ReleaseRef () : void
public UnloadAsset ($timestamp?: number) : void
public Dispose () : void
public Serialize ($forPublish?: boolean) : FairyGUI.Utils.XML
public constructor ($owner: FairyEditor.FPackage, $type: string, $id: string)
public constructor ()
}
class Bootstrap extends UnityEngine.MonoBehaviour
{
protected [__keep_incompatibility]: never;
public constructor ()
}
class LoaderExtension extends FairyGUI.GLoader implements FairyGUI.IEventDispatcher, FairyGUI.IAnimationGear, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public constructor ()
}
class AniSprite extends FairyGUI.Image implements FairyGUI.IEventDispatcher, FairyGUI.IMeshFactory
{
protected [__keep_incompatibility]: never;
public get onPlayEnd(): FairyGUI.EventListener;
public get animation(): FairyEditor.AniData;
public set animation(value: FairyEditor.AniData);
public get playing(): boolean;
public set playing(value: boolean);
public get frame(): number;
public set frame(value: number);
public get frameCount(): number;
public Rewind () : void
public Advance ($time: number) : void
public SetPlaySettings () : void
public SetPlaySettings ($start: number, $end: number, $times: number, $endAt: number) : void
public StepNext () : void
public StepPrev () : void
public constructor ()
}
class AniData extends System.Object
{
protected [__keep_incompatibility]: never;
public version : number
public boundsRect : UnityEngine.Rect
public fps : number
public speed : number
public repeatDelay : number
public swing : boolean
public frameList : System.Collections.Generic.List$1<FairyEditor.AniData.Frame>
public spriteList : System.Collections.Generic.List$1<FairyEditor.AniData.FrameSprite>
public static FILE_MARK : string
public get frameCount(): number;
public Load ($file: string) : void
public Load ($ba: FairyGUI.Utils.ByteBuffer) : void
public Save ($file: string) : void
public Save () : System.Array$1<number>
public CalculateBoundsRect () : void
public CopySettings ($source: FairyEditor.AniData) : void
public CopyFrom ($source: FairyEditor.AniData) : void
public Reset ($ownsTexture?: boolean) : void
public ImportImages ($images: System.Collections.Generic.IList$1<string>, $CompressPng: boolean) : void
public constructor ()
}
class AssetBase extends System.Object
{
protected [__keep_incompatibility]: never;
public get isLoading(): boolean;
public get isLoaded(): boolean;
public ReadSettings ($xml: FairyGUI.Utils.XML) : void
public WriteSettings ($xml: FairyGUI.Utils.XML, $forPublish: boolean) : void
public LoadMeta () : void
public Unload () : void
public Dispose () : void
public GetThumbnail () : FairyGUI.NTexture
public constructor ($item: FairyEditor.FPackageItem)
public constructor ()
}
class AniAsset extends FairyEditor.AssetBase
{
protected [__keep_incompatibility]: never;
public smoothing : boolean
public atlas : string
public get animation(): FairyEditor.AniData;
public Load () : $Task<any>
public constructor ($packageItem: FairyEditor.FPackageItem)
public constructor ($item: FairyEditor.FPackageItem)
public constructor ()
}
class BmFontData extends System.Object
{
protected [__keep_incompatibility]: never;
public face : string
public xadvance : number
public canTint : boolean
public resizable : boolean
public fontSize : number
public lineHeight : number
public atlasFile : string
public pages : number
public hasChannel : boolean
public baseline : number
public packed : number
public alphaChnl : number
public redChnl : number
public greenChnl : number
public blueChnl : number
public glyphs : System.Collections.Generic.List$1<FairyEditor.BmFontData.Glyph>
public Load ($content: string, $lazyLoadChars?: boolean) : void
public LoadChars () : void
public Build () : string
public constructor ()
}
class ComponentAsset extends FairyEditor.AssetBase
{
protected [__keep_incompatibility]: never;
public get extension(): string;
public get xml(): FairyGUI.Utils.XML;
public get displayList(): System.Collections.Generic.List$1<FairyEditor.ComponentAsset.DisplayListItem>;
public GetCustomProperties () : System.Collections.Generic.IList$1<FairyEditor.ComProperty>
public GetControllerPages ($name: string, $pageNames: System.Collections.Generic.List$1<string>, $pageIds: System.Collections.Generic.List$1<string>) : void
public CreateObject ($item: FairyEditor.FPackageItem, $flags?: number) : System.Threading.Tasks.Task$1<FairyEditor.FComponent>
public constructor ($packageItem: FairyEditor.FPackageItem)
public constructor ($item: FairyEditor.FPackageItem)
public constructor ()
}
class ComProperty extends System.Object
{
protected [__keep_incompatibility]: never;
public target : string
public propertyId : number
public label : string
public value : any
public CopyFrom ($source: FairyEditor.ComProperty) : void
public constructor ()
}
class FObject extends FairyGUI.EventDispatcher implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public _parent : FairyEditor.FComponent
public _id : string
public _width : number
public _height : number
public _rawWidth : number
public _rawHeight : number
public _widthEnabled : boolean
public _heightEnabled : boolean
public _renderDepth : number
public _outlineVersion : number
public _opened : boolean
public _group : FairyEditor.FGroup
public _sizePercentInGroup : number
public _gearLocked : boolean
public _internalVisible : boolean
public _hasSnapshot : boolean
public _treeNode : FairyEditor.FTreeNode
public _pivotFromSource : boolean
public _pkg : FairyEditor.FPackage
public _res : FairyEditor.ResourceRef
public _objectType : string
public _docElement : FairyEditor.View.DocElement
public _flags : number
public _underConstruct : boolean
public sourceWidth : number
public sourceHeight : number
public initWidth : number
public initHeight : number
public customData : string
public notes : string
public static loadingSnapshot : boolean
public static MAX_GEAR_INDEX : number
public get id(): string;
public get name(): string;
public set name(value: string);
public get objectType(): string;
public get pkg(): FairyEditor.FPackage;
public get docElement(): FairyEditor.View.DocElement;
public get touchable(): boolean;
public set touchable(value: boolean);
public get touchDisabled(): boolean;
public get grayed(): boolean;
public set grayed(value: boolean);
public get enabled(): boolean;
public set enabled(value: boolean);
public get resourceURL(): string;
public get x(): number;
public set x(value: number);
public get y(): number;
public set y(value: number);
public get xy(): UnityEngine.Vector2;
public set xy(value: UnityEngine.Vector2);
public get xMin(): number;
public set xMin(value: number);
public get xMax(): number;
public set xMax(value: number);
public get yMin(): number;
public set yMin(value: number);
public get yMax(): number;
public set yMax(value: number);
public get height(): number;
public set height(value: number);
public get width(): number;
public set width(value: number);
public get size(): UnityEngine.Vector2;
public get minWidth(): number;
public set minWidth(value: number);
public get minHeight(): number;
public set minHeight(value: number);
public get maxWidth(): number;
public set maxWidth(value: number);
public get maxHeight(): number;
public set maxHeight(value: number);
public get actualWidth(): number;
public get actualHeight(): number;
public get scaleX(): number;
public set scaleX(value: number);
public get scaleY(): number;
public set scaleY(value: number);
public get aspectLocked(): boolean;
public set aspectLocked(value: boolean);
public get aspectRatio(): number;
public get skewX(): number;
public set skewX(value: number);
public get skewY(): number;
public set skewY(value: number);
public get pivotX(): number;
public set pivotX(value: number);
public get pivotY(): number;
public set pivotY(value: number);
public get anchor(): boolean;
public set anchor(value: boolean);
public get locked(): boolean;
public set locked(value: boolean);
public get hideByEditor(): boolean;
public set hideByEditor(value: boolean);
public get useSourceSize(): boolean;
public set useSourceSize(value: boolean);
public get rotation(): number;
public set rotation(value: number);
public get alpha(): number;
public set alpha(value: number);
public get visible(): boolean;
public set visible(value: boolean);
public get internalVisible(): boolean;
public get internalVisible2(): boolean;
public get internalVisible3(): boolean;
public get groupId(): string;
public set groupId(value: string);
public get tooltips(): string;
public set tooltips(value: string);
public get filterData(): FairyEditor.FilterData;
public set filterData(value: FairyEditor.FilterData);
public get filter(): string;
public set filter(value: string);
public get blendMode(): string;
public set blendMode(value: string);
public get relations(): FairyEditor.FRelations;
public get displayObject(): FairyEditor.FDisplayObject;
public get parent(): FairyEditor.FComponent;
public get text(): string;
public set text(value: string);
public get icon(): string;
public set icon(value: string);
public get errorStatus(): boolean;
public set errorStatus(value: boolean);
public get topmost(): FairyEditor.FComponent;
public SetXY ($xv: number, $yv: number) : void
public SetTopLeft ($xv: number, $yv: number) : void
public SetSize ($wv: number, $hv: number, $ignorePivot?: boolean, $dontCheckLock?: boolean) : void
public SetScale ($sx: number, $sy: number) : void
public SetSkew ($xv: number, $yv: number) : void
public SetPivot ($xv: number, $yv: number, $asAnchor: boolean) : void
public InGroup ($group: FairyEditor.FGroup) : boolean
public GetGear ($index: number, $createIfNull?: boolean) : FairyEditor.Framework.Gears.IGear
public UpdateGear ($index: number) : void
public UpdateGearFromRelations ($index: number, $dx: number, $dy: number) : void
public SupportGear ($index: number) : boolean
public ValidateGears () : void
public HasGears () : boolean
public CheckGearController ($index: number, $c: FairyEditor.FController) : boolean
public CheckGearsController ($c: FairyEditor.FController) : boolean
public AddDisplayLock () : number
public ReleaseDisplayLock ($token: number) : void
public CheckGearDisplay () : void
public RemoveFromParent () : void
public LocalToGlobal ($pt: UnityEngine.Vector2) : UnityEngine.Vector2
public GlobalToLocal ($pt: UnityEngine.Vector2) : UnityEngine.Vector2
public static cast ($obj: FairyGUI.DisplayObject) : FairyEditor.FObject
public HandleXYChanged () : void
public HandleSizeChanged () : void
public HandleGrayedChanged () : void
public HandleAlphaChanged () : void
public HandleVisibleChanged () : void
public HandleControllerChanged ($c: FairyEditor.FController) : void
public GetProperty ($propName: string) : any
public SetProperty ($propName: string, $value: any) : void
public GetProp ($index: FairyEditor.ObjectPropID) : any
public SetProp ($index: FairyEditor.ObjectPropID, $value: any) : void
public IsObsolete () : boolean
public Validate ($checkOnly?: boolean) : boolean
public GetDetailString () : string
public Create () : void
public Dispose () : void
public Recreate () : void
public Read_beforeAdd ($xml: FairyGUI.Utils.XML, $strings: System.Collections.Generic.Dictionary$2<string, string>) : void
public Read_afterAdd ($xml: FairyGUI.Utils.XML, $strings: System.Collections.Generic.Dictionary$2<string, string>) : void
public Write () : FairyGUI.Utils.XML
public ReadGears ($xml: FairyGUI.Utils.XML) : void
public WriteGears ($xml?: FairyGUI.Utils.XML) : FairyGUI.Utils.XML
public TakeSnapshot ($ss: FairyEditor.ObjectSnapshot) : void
public ReadSnapshot ($ss: FairyEditor.ObjectSnapshot) : void
public constructor ($flags: number)
public constructor ()
}
class FComponent extends FairyEditor.FObject implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public customExtentionId : string
public initName : string
public designImage : string
public designImageOffsetX : number
public designImageOffsetY : number
public designImageAlpha : number
public designImageLayer : number
public designImageForTest : boolean
public bgColor : UnityEngine.Color
public bgColorEnabled : boolean
public hitTestSource : FairyEditor.FObject
public mask : FairyEditor.FObject
public reversedMask : boolean
public remark : string
public baseNotes : string
public headerRes : string
public footerRes : string
public showSound : string
public hideSound : string
public get numChildren(): number;
public get children(): System.Collections.Generic.List$1<FairyEditor.FObject>;
public get controllers(): System.Collections.Generic.List$1<FairyEditor.FController>;
public get transitions(): FairyEditor.FTransitions;
public get customProperties(): System.Collections.Generic.List$1<FairyEditor.ComProperty>;
public set customProperties(value: System.Collections.Generic.List$1<FairyEditor.ComProperty>);
public get bounds(): UnityEngine.Rect;
public get extention(): FairyEditor.ComExtention;
public get extentionId(): string;
public set extentionId(value: string);
public get scrollPane(): FairyEditor.FScrollPane;
public get overflow(): string;
public set overflow(value: string);
public get overflow2(): string;
public set overflow2(value: string);
public get scroll(): string;
public set scroll(value: string);
public get scrollBarFlags(): number;
public set scrollBarFlags(value: number);
public get scrollBarDisplay(): string;
public set scrollBarDisplay(value: string);
public get margin(): FairyEditor.FMargin;
public get marginStr(): string;
public set marginStr(value: string);
public get scrollBarMargin(): FairyEditor.FMargin;
public get scrollBarMarginStr(): string;
public set scrollBarMarginStr(value: string);
public get hzScrollBarRes(): string;
public set hzScrollBarRes(value: string);
public get vtScrollBarRes(): string;
public set vtScrollBarRes(value: string);
public get clipSoftnessX(): number;
public set clipSoftnessX(value: number);
public get clipSoftnessY(): number;
public set clipSoftnessY(value: number);
public get viewWidth(): number;
public set viewWidth(value: number);
public get viewHeight(): number;
public set viewHeight(value: number);
public get opaque(): boolean;
public set opaque(value: boolean);
public get text(): string;
public set text(value: string);
public get icon(): string;
public set icon(value: string);
public get childrenRenderOrder(): string;
public set childrenRenderOrder(value: string);
public get apexIndex(): number;
public set apexIndex(value: number);
public get pageController(): string;
public set pageController(value: string);
public get pageControllerObj(): FairyEditor.FController;
public get scriptData(): FairyGUI.Utils.XML;
public AddChild ($child: FairyEditor.FObject) : FairyEditor.FObject
public AddChildAt ($child: FairyEditor.FObject, $index: number) : FairyEditor.FObject
public RemoveChild ($child: FairyEditor.FObject, $dispose?: boolean) : FairyEditor.FObject
public RemoveChildAt ($index: number, $dispose?: boolean) : FairyEditor.FObject
public RemoveChildren ($beginIndex?: number, $endIndex?: number, $dispose?: boolean) : void
public GetChildAt ($index: number) : FairyEditor.FObject
public GetChild ($name: string) : FairyEditor.FObject
public GetChildByPath ($path: string) : FairyEditor.FObject
public GetChildById ($id: string) : FairyEditor.FObject
public GetChildIndex ($child: FairyEditor.FObject) : number
public SetChildIndex ($child: FairyEditor.FObject, $index: number) : void
public SwapChildren ($child1: FairyEditor.FObject, $child2: FairyEditor.FObject) : void
public SwapChildrenAt ($index1: number, $index2: number) : void
public AddController ($controller: FairyEditor.FController, $applyNow?: boolean) : void
public GetController ($name: string) : FairyEditor.FController
public RemoveController ($c: FairyEditor.FController) : void
public UpdateChildrenVisible () : void
public UpdateDisplayList ($immediatelly?: boolean) : void
public GetSnappingPosition ($xValue: number, $yValue: number) : UnityEngine.Vector2
public EnsureBoundsCorrect () : void
public SetBoundsChangedFlag () : void
public GetBounds () : UnityEngine.Rect
public SetBounds ($ax: number, $ay: number, $aw: number, $ah: number) : void
public ApplyController ($c: FairyEditor.FController) : void
public ApplyAllControllers () : void
public AdjustRadioGroupDepth ($obj: FairyEditor.FObject, $c: FairyEditor.FController) : void
public GetCustomProperty ($target: string, $propertyId: number) : FairyEditor.ComProperty
public ApplyCustomProperty ($cp: FairyEditor.ComProperty) : void
public UpdateOverflow () : void
public Write_editMode () : FairyGUI.Utils.XML
public ValidateChildren ($checkOnly?: boolean) : boolean
public CreateChild ($xml: FairyGUI.Utils.XML) : FairyEditor.FObject
public GetChildrenInfo () : string
public GetNextId () : string
public IsIdInUse ($val: string) : boolean
public ContainsComponent ($pi: FairyEditor.FPackageItem) : boolean
public NotifyChildReplaced ($source: FairyEditor.FObject, $target: FairyEditor.FObject) : void
public constructor ($flags: number)
}
class SkeletonAsset extends FairyEditor.AssetBase
{
protected [__keep_incompatibility]: never;
public files : System.Array$1<string>
public atlasNames : System.Array$1<string>
public anchorX : number
public anchorY : number
public shader : string
public pma : boolean
public get data(): FairyEditor.ISkeletonDataAsset;
public get animations(): System.Collections.Generic.List$1<string>;
public get skins(): System.Collections.Generic.List$1<string>;
public Load () : $Task<any>
}
class DragonBonesAsset extends FairyEditor.SkeletonAsset
{
protected [__keep_incompatibility]: never;
public static ParseBounds ($sourceFile: string) : UnityEngine.Rect
public constructor ($packageItem: FairyEditor.FPackageItem)
public constructor ($item: FairyEditor.FPackageItem)
public constructor ()
}
class FBitmapFont extends FairyGUI.BitmapFont
{
protected [__keep_incompatibility]: never;
public get fontData(): FairyEditor.BmFontData;
public get usingAtlas(): boolean;
public get branch(): string;
public GetSubFont ($branch: string, $scaleLevel: number) : FairyEditor.FBitmapFont
public constructor ($packageItem: FairyEditor.FPackageItem)
public constructor ($parent: FairyEditor.FBitmapFont, $branch: string, $scaleLevel: number)
public constructor ()
}
class FontAsset extends FairyEditor.AssetBase
{
protected [__keep_incompatibility]: never;
public texture : string
public samplePointSize : number
public renderMode : string
public italicStyle : number
public boldWeight : number
public atlasPadding : number
public static DefaultItalicStyle : number
public static DefaultBoldWeight : number
public static DefaultAtlasPadding : number
public get fontType(): FairyEditor.FontAsset.FontType;
public static IsTTF ($file: string) : boolean
public GetFont ($flags: number) : FairyGUI.BaseFont
public GetFont ($branch: string, $scaleLevel: number) : FairyGUI.BaseFont
public static ParseRenderMode ($str: string) : UnityEngine.TextCore.LowLevel.GlyphRenderMode
public constructor ($packageItem: FairyEditor.FPackageItem)
public constructor ($item: FairyEditor.FPackageItem)
public constructor ()
}
class ImageAsset extends FairyEditor.AssetBase
{
protected [__keep_incompatibility]: never;
public scale9Grid : UnityEngine.Rect
public scaleOption : string
public qualityOption : string
public quality : number
public smoothing : boolean
public gridTile : number
public atlas : string
public duplicatePadding : boolean
public disableTrim : boolean
public svgWidth : number
public svgHeight : number
public static QUALITY_DEFAULT : string
public static QUALITY_SOURCE : string
public static QUALITY_CUSTOM : string
public static SCALE_9GRID : string
public static SCALE_TILE : string
public get texture(): FairyGUI.NTexture;
public get converting(): boolean;
public get format(): string;
public get targetQuality(): number;
public get file(): string;
public LoadTexture () : $Task<any>
public LoadForPublish ($trim: boolean) : $Task<any>
public constructor ($packageItem: FairyEditor.FPackageItem)
public constructor ($item: FairyEditor.FPackageItem)
public constructor ()
}
interface ISkeletonDataAsset
{
GetAnimations () : System.Collections.Generic.List$1<string>
GetSkins () : System.Collections.Generic.List$1<string>
CreateComponent () : FairyEditor.ISkeletonAnimationComponent
Dispose () : void
}
class SoundAsset extends FairyEditor.AssetBase
{
protected [__keep_incompatibility]: never;
public get audio(): UnityEngine.AudioClip;
public Play ($volumeScale?: number) : void
public constructor ($packageItem: FairyEditor.FPackageItem)
public constructor ($item: FairyEditor.FPackageItem)
public constructor ()
}
class SpineAsset extends FairyEditor.SkeletonAsset
{
protected [__keep_incompatibility]: never;
public static ParseBounds ($sourceFile: string) : UnityEngine.Rect
public constructor ($packageItem: FairyEditor.FPackageItem)
public constructor ($item: FairyEditor.FPackageItem)
public constructor ()
}
class SwfAsset extends FairyEditor.AssetBase
{
protected [__keep_incompatibility]: never;
public constructor ($packageItem: FairyEditor.FPackageItem)
public constructor ($item: FairyEditor.FPackageItem)
public constructor ()
}
class ComExtensionDef extends System.Object
{
protected [__keep_incompatibility]: never;
public name : string
public className : string
public superClassName : string
public constructor ()
}
class ComExtention extends FairyGUI.EventDispatcher implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public _type : string
public get owner(): FairyEditor.FComponent;
public set owner(value: FairyEditor.FComponent);
public get text(): string;
public set text(value: string);
public get icon(): string;
public set icon(value: string);
public Create () : void
public Dispose () : void
public Read_editMode ($xml: FairyGUI.Utils.XML) : void
public Write_editMode () : FairyGUI.Utils.XML
public Read ($xml: FairyGUI.Utils.XML, $strings: System.Collections.Generic.Dictionary$2<string, string>) : void
public Write () : FairyGUI.Utils.XML
public HandleControllerChanged ($c: FairyEditor.FController) : void
public GetProp ($index: FairyEditor.ObjectPropID) : any
public SetProp ($index: FairyEditor.ObjectPropID, $value: any) : void
public GetProperty ($propName: string) : any
public SetProperty ($propName: string, $value: any) : void
public constructor ()
}
class FController extends FairyGUI.EventDispatcher implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public name : string
public autoRadioGroupDepth : boolean
public exported : boolean
public alias : string
public homePageType : string
public homePage : string
public parent : FairyEditor.FComponent
public changing : boolean
public get selectedIndex(): number;
public set selectedIndex(value: number);
public get previsousIndex(): number;
public get selectedPage(): string;
public set selectedPage(value: string);
public get selectedPageId(): string;
public set selectedPageId(value: string);
public set oppositePageId(value: string);
public get previousPage(): string;
public get previousPageId(): string;
public get pageCount(): number;
public SetSelectedIndex ($value: number) : void
public GetPages () : System.Collections.Generic.List$1<FairyEditor.FControllerPage>
public GetPageIds ($ret?: System.Collections.Generic.List$1<string>) : System.Collections.Generic.List$1<string>
public GetPageNames ($ret?: System.Collections.Generic.List$1<string>) : System.Collections.Generic.List$1<string>
public HasPageId ($value: string) : boolean
public HasPageName ($value: string) : boolean
public GetNameById ($id: string, $emptyMsg: string) : string
public GetNamesByIds ($ids: System.Collections.IList, $emptyMsg: string) : string
public AddPage ($name: string) : FairyEditor.FControllerPage
public AddPageAt ($name: string, $index: number) : FairyEditor.FControllerPage
public RemovePageAt ($index: number) : void
public SetPages ($pages: System.Collections.Generic.IList$1<string>) : void
public SwapPage ($index1: number, $index2: number) : void
public GetActions () : System.Collections.Generic.List$1<FairyEditor.FControllerAction>
public AddAction ($type: string) : FairyEditor.FControllerAction
public RemoveAction ($action: FairyEditor.FControllerAction) : void
public SwapAction ($index1: number, $index2: number) : void
public RunActions () : void
public Read ($xml: FairyGUI.Utils.XML) : void
public Write () : FairyGUI.Utils.XML
public Reset () : void
public constructor ()
}
enum ObjectPropID
{ Text = 0, Icon = 1, Color = 2, OutlineColor = 3, Playing = 4, Frame = 5, DeltaTime = 6, TimeScale = 7, FontSize = 8, Selected = 9, AnimationName = 10, SkinName = 11 }
class FEvents extends System.Object
{
protected [__keep_incompatibility]: never;
public static POS_CHANGED : string
public static SIZE_CHANGED : string
public static CHANGED : string
public static PLAY_END : string
public static SUBMIT : string
public static ADDED : string
public static REMOVED : string
public static CLICK_ITEM : string
}
class AlignConst extends System.Object
{
protected [__keep_incompatibility]: never;
public static LEFT : string
public static CENTER : string
public static RIGHT : string
public static Parse ($str: string) : FairyGUI.AlignType
public static ToString ($type: FairyGUI.AlignType) : string
public ToString () : string
}
class VerticalAlignConst extends System.Object
{
protected [__keep_incompatibility]: never;
public static TOP : string
public static MIDDLE : string
public static BOTTOM : string
public static Parse ($str: string) : FairyGUI.VertAlignType
public static ToString ($type: FairyGUI.VertAlignType) : string
public ToString () : string
}
class AutoSizeConst extends System.Object
{
protected [__keep_incompatibility]: never;
public static NONE : string
public static HEIGHT : string
public static BOTH : string
public static SHRINK : string
public static ELLIPSIS : string
public static Parse ($str: string) : FairyGUI.AutoSizeType
public static ToString ($type: FairyGUI.AutoSizeType) : string
public ToString () : string
}
class OverflowConst extends System.Object
{
protected [__keep_incompatibility]: never;
public static VISIBLE : string
public static HIDDEN : string
public static SCROLL : string
}
class ScrollBarDisplayConst extends System.Object
{
protected [__keep_incompatibility]: never;
public static DEFAULT : string
public static VISIBLE : string
public static AUTO : string
public static HIDDEN : string
}
class ScrollConst extends System.Object
{
protected [__keep_incompatibility]: never;
public static HORIZONTAL : string
public static VERTICAL : string
public static BOTH : string
}
class FlipConst extends System.Object
{
protected [__keep_incompatibility]: never;
public static NONE : string
public static HZ : string
public static VT : string
public static BOTH : string
public static Parse ($str: string) : FairyGUI.FlipType
}
class LoaderFillConst extends System.Object
{
protected [__keep_incompatibility]: never;
public static NONE : string
public static SCALE_SHOW_ALL : string
public static SCALE_NO_BORDER : string
public static SCALE_MATCH_HEIGHT : string
public static SCALE_MATCH_WIDTH : string
public static SCALE_FREE : string
}
class FillMethodConst extends System.Object
{
protected [__keep_incompatibility]: never;
public static Parse ($str: string) : FairyGUI.FillMethod
}
class EaseTypeConst extends System.Object
{
protected [__keep_incompatibility]: never;
public static easeType : System.Array$1<string>
public static easeInOutType : System.Array$1<string>
public static Parse ($value: string) : FairyGUI.EaseType
}
class FButton extends FairyEditor.ComExtention implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public changeStageOnClick : boolean
public static COMMON : string
public static CHECK : string
public static RADIO : string
public static UP : string
public static DOWN : string
public static OVER : string
public static SELECTED_OVER : string
public static DISABLED : string
public static SELECTED_DISABLED : string
public get icon(): string;
public set icon(value: string);
public get selectedIcon(): string;
public set selectedIcon(value: string);
public get title(): string;
public set title(value: string);
public get text(): string;
public set text(value: string);
public get selectedTitle(): string;
public set selectedTitle(value: string);
public get titleColor(): UnityEngine.Color;
public set titleColor(value: UnityEngine.Color);
public get titleColorSet(): boolean;
public set titleColorSet(value: boolean);
public get titleFontSize(): number;
public set titleFontSize(value: number);
public get titleFontSizeSet(): boolean;
public set titleFontSizeSet(value: boolean);
public get sound(): string;
public set sound(value: string);
public get volume(): number;
public set volume(value: number);
public get baseSound(): string;
public set baseSound(value: string);
public get baseVolume(): number;
public set baseVolume(value: number);
public get soundSet(): boolean;
public set soundSet(value: boolean);
public get downEffect(): string;
public set downEffect(value: string);
public get downEffectValue(): number;
public set downEffectValue(value: number);
public get selected(): boolean;
public set selected(value: boolean);
public get mode(): string;
public set mode(value: string);
public get controller(): string;
public set controller(value: string);
public get controllerObj(): FairyEditor.FController;
public get page(): string;
public set page(value: string);
public GetTextField () : FairyEditor.FTextField
public HandleGrayChanged () : boolean
public constructor ()
}
class FTextField extends FairyEditor.FObject implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public clearOnPublish : boolean
public get text(): string;
public set text(value: string);
public get textFormat(): FairyGUI.TextFormat;
public get supportProEffect(): boolean;
public get font(): string;
public set font(value: string);
public get fontSize(): number;
public set fontSize(value: number);
public get color(): UnityEngine.Color;
public set color(value: UnityEngine.Color);
public get align(): string;
public set align(value: string);
public get verticalAlign(): string;
public set verticalAlign(value: string);
public get leading(): number;
public set leading(value: number);
public get letterSpacing(): number;
public set letterSpacing(value: number);
public get underline(): boolean;
public set underline(value: boolean);
public get bold(): boolean;
public set bold(value: boolean);
public get italic(): boolean;
public set italic(value: boolean);
public get strike(): boolean;
public set strike(value: boolean);
public get stroke(): boolean;
public set stroke(value: boolean);
public get strokeColor(): UnityEngine.Color;
public set strokeColor(value: UnityEngine.Color);
public get strokeSize(): number;
public set strokeSize(value: number);
public get shadowY(): number;
public set shadowY(value: number);
public get shadowX(): number;
public set shadowX(value: number);
public get shadow(): boolean;
public set shadow(value: boolean);
public get shadowColor(): UnityEngine.Color;
public set shadowColor(value: UnityEngine.Color);
public get outlineSoftness(): number;
public set outlineSoftness(value: number);
public get underlaySoftness(): number;
public set underlaySoftness(value: number);
public get faceDilate(): number;
public set faceDilate(value: number);
public get ubbEnabled(): boolean;
public set ubbEnabled(value: boolean);
public get varsEnabled(): boolean;
public set varsEnabled(value: boolean);
public get autoSize(): string;
public set autoSize(value: string);
public get singleLine(): boolean;
public set singleLine(value: boolean);
public InitFrom ($other: FairyEditor.FTextField) : void
public CopyTextFormat ($source: FairyEditor.FTextField) : void
public constructor ($flags: number)
}
class FComboBox extends FairyEditor.ComExtention implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public clearOnPublish : boolean
public get title(): string;
public set title(value: string);
public get text(): string;
public set text(value: string);
public get icon(): string;
public set icon(value: string);
public get titleColor(): UnityEngine.Color;
public set titleColor(value: UnityEngine.Color);
public get titleColorSet(): boolean;
public set titleColorSet(value: boolean);
public get dropdown(): string;
public set dropdown(value: string);
public get visibleItemCount(): number;
public set visibleItemCount(value: number);
public get direction(): string;
public set direction(value: string);
public get items(): System.Array$1<System.Array$1<string>>;
public set items(value: System.Array$1<System.Array$1<string>>);
public set selectedIndex(value: number);
public get selectionController(): string;
public set selectionController(value: string);
public get selectionControllerObj(): FairyEditor.FController;
public get sound(): string;
public set sound(value: string);
public get volume(): number;
public set volume(value: number);
public GetTextField () : FairyEditor.FTextField
public constructor ()
}
class FTransitions extends System.Object
{
protected [__keep_incompatibility]: never;
public _loadingSnapshot : boolean
public get items(): System.Collections.Generic.List$1<FairyEditor.FTransition>;
public get isEmpty(): boolean;
public AddItem ($name?: string) : FairyEditor.FTransition
public RemoveItem ($item: FairyEditor.FTransition) : void
public GetItem ($name: string) : FairyEditor.FTransition
public Read ($xml: FairyGUI.Utils.XML) : void
public Write ($xml?: FairyGUI.Utils.XML) : FairyGUI.Utils.XML
public Dispose () : void
public ClearSnapshot () : void
public TakeSnapshot () : void
public ReadSnapshot ($readController?: boolean) : void
public OnOwnerAddedToStage () : void
public OnOwnerRemovedFromStage () : void
public constructor ($owner: FairyEditor.FComponent)
public constructor ()
}
class FScrollPane extends System.Object
{
protected [__keep_incompatibility]: never;
public static DISPLAY_ON_LEFT : number
public static SNAP_TO_ITEM : number
public static DISPLAY_IN_DEMAND : number
public static PAGE_MODE : number
public static TOUCH_EFFECT_ON : number
public static TOUCH_EFFECT_OFF : number
public static BOUNCE_BACK_EFFECT_ON : number
public static BOUNCE_BACK_EFFECT_OFF : number
public static INERTIA_DISABLED : number
public static MASK_DISABLED : number
public static FLOATING : number
public static DONT_CLIP_MARGIN : number
public get vtScrollBar(): FairyEditor.FScrollBar;
public get hzScrollBar(): FairyEditor.FScrollBar;
public get owner(): FairyEditor.FComponent;
public get percX(): number;
public set percX(value: number);
public get percY(): number;
public set percY(value: number);
public get posX(): number;
public set posX(value: number);
public get posY(): number;
public set posY(value: number);
public get contentWidth(): number;
public get contentHeight(): number;
public get viewWidth(): number;
public set viewWidth(value: number);
public get viewHeight(): number;
public set viewHeight(value: number);
public get pageX(): number;
public set pageX(value: number);
public get pageY(): number;
public set pageY(value: number);
public Dispose () : void
public Install () : void
public Uninstall () : void
public SetPercX ($value: number, $ani?: boolean) : void
public SetPercY ($value: number, $ani?: boolean) : void
public SetPosX ($value: number, $ani?: boolean) : void
public SetPosY ($value: number, $ani?: boolean) : void
public SetPageX ($value: number, $ani?: boolean) : void
public SetPageY ($value: number, $ani?: boolean) : void
public ScrollTop ($ani?: boolean) : void
public ScrollBottom ($ani?: boolean) : void
public ScrollUp ($ratio?: number, $ani?: boolean) : void
public ScrollDown ($ratio?: number, $ani?: boolean) : void
public ScrollLeft ($ratio?: number, $ani?: boolean) : void
public ScrollRight ($ratio?: number, $ani?: boolean) : void
public ScrollToView ($obj: FairyEditor.FObject, $ani?: boolean, $setFirst?: boolean) : void
public ScrollToView ($rect: UnityEngine.Rect, $ani?: boolean, $setFirst?: boolean) : void
public OnOwnerSizeChanged () : void
public OnFlagsChanged ($forceReceate?: boolean) : void
public Validate ($checkOnly?: boolean) : boolean
public UpdateScrollRect () : void
public SetContentSize ($aWidth: number, $aHeight: number) : void
public HandleControllerChanged ($c: FairyEditor.FController) : void
public UpdateScrollBarVisible () : void
public constructor ($owner: FairyEditor.FComponent)
public constructor ()
}
class FMargin extends System.Object
{
protected [__keep_incompatibility]: never;
public left : number
public right : number
public top : number
public bottom : number
public get empty(): boolean;
public Parse ($str: string) : void
public Reset () : void
public Copy ($source: FairyEditor.FMargin) : void
public constructor ()
}
class FControllerPage extends System.Object
{
protected [__keep_incompatibility]: never;
public id : string
public name : string
public remark : string
public constructor ()
}
class FControllerAction extends System.Object
{
protected [__keep_incompatibility]: never;
public type : string
public fromPage : System.Array$1<string>
public toPage : System.Array$1<string>
public transitionName : string
public repeat : number
public delay : number
public stopOnExit : boolean
public objectId : string
public controllerName : string
public targetPage : string
public Run ($controller: FairyEditor.FController, $prevPage: string, $curPage: string) : void
public Reset () : void
public GetFullControllerName ($gcom: FairyEditor.FComponent) : string
public GetControllerObj ($gcom: FairyEditor.FComponent) : FairyEditor.FController
public Read ($xml: FairyGUI.Utils.XML) : void
public Write () : FairyGUI.Utils.XML
public constructor ()
}
class FCustomEase extends FairyGUI.CustomEase
{
protected [__keep_incompatibility]: never;
public points : System.Collections.Generic.List$1<FairyGUI.GPathPoint>
public Update () : void
public constructor ()
}
class FDisplayObject extends FairyGUI.Container implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public get owner(): FairyEditor.FObject;
public get container(): FairyGUI.Container;
public get content(): FairyGUI.DisplayObject;
public set content(value: FairyGUI.DisplayObject);
public get errorStatus(): boolean;
public set errorStatus(value: boolean);
public Reset () : void
public HandleSizeChanged () : void
public SetLoading ($value: boolean) : void
public ApplyBlendMode () : void
public ApplyFilter () : void
public constructor ($owner: FairyEditor.FObject)
public constructor ()
public constructor ($gameObjectName: string)
public constructor ($attachTarget: UnityEngine.GameObject)
}
class FGraph extends FairyEditor.FObject implements FairyGUI.IEventDispatcher, FairyGUI.IHitTest
{
protected [__keep_incompatibility]: never;
public static EMPTY : string
public static RECT : string
public static ELLIPSE : string
public static POLYGON : string
public static REGULAR_POLYGON : string
public get type(): string;
public set type(value: string);
public get isVerticesEditable(): boolean;
public get shapeLocked(): boolean;
public set shapeLocked(value: boolean);
public get cornerRadius(): string;
public set cornerRadius(value: string);
public get lineColor(): UnityEngine.Color;
public set lineColor(value: UnityEngine.Color);
public get lineSize(): number;
public set lineSize(value: number);
public get fillColor(): UnityEngine.Color;
public set fillColor(value: UnityEngine.Color);
public get polygonPoints(): System.Collections.Generic.List$1<UnityEngine.Vector2>;
public get verticesDistance(): System.Collections.Generic.List$1<number>;
public get sides(): number;
public set sides(value: number);
public get startAngle(): number;
public set startAngle(value: number);
public get polygonData(): any;
public set polygonData(value: any);
public AddVertex ($vx: number, $vy: number, $near: boolean) : void
public RemoveVertex ($index: number) : void
public UpdateVertex ($index: number, $xv: number, $yv: number) : void
public UpdateVertexDistance ($index: number, $value: number) : void
public CalculatePolygonBounds () : UnityEngine.Rect
public UpdateGraph () : void
public HitTest ($contentRect: UnityEngine.Rect, $localPoint: UnityEngine.Vector2) : boolean
public constructor ($flags: number)
}
class FGroup extends FairyEditor.FObject implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public _updating : number
public _childrenDirty : boolean
public static HORIZONTAL : string
public static VERTICAL : string
public get advanced(): boolean;
public set advanced(value: boolean);
public get excludeInvisibles(): boolean;
public set excludeInvisibles(value: boolean);
public get autoSizeDisabled(): boolean;
public set autoSizeDisabled(value: boolean);
public get mainGridMinSize(): number;
public set mainGridMinSize(value: number);
public get mainGridIndex(): number;
public set mainGridIndex(value: number);
public get hasMainGrid(): boolean;
public set hasMainGrid(value: boolean);
public get collapsed(): boolean;
public set collapsed(value: boolean);
public get layout(): string;
public set layout(value: string);
public get lineGap(): number;
public set lineGap(value: number);
public get columnGap(): number;
public set columnGap(value: number);
public get boundsChanged(): boolean;
public get children(): System.Collections.Generic.List$1<FairyEditor.FObject>;
public get empty(): boolean;
public Refresh ($positionChangedOnly?: boolean) : void
public FreeChildrenArray () : void
public GetStartIndex () : number
public UpdateImmdediately ($param?: any) : void
public MoveChildren ($dx: number, $dy: number) : void
public ResizeChildren ($dw: number, $dh: number) : void
public constructor ($flags: number)
}
class FilterData extends System.Object
{
protected [__keep_incompatibility]: never;
public type : string
public brightness : number
public contrast : number
public saturation : number
public hue : number
public Read ($xml: FairyGUI.Utils.XML) : void
public Write ($xml: FairyGUI.Utils.XML) : void
public CopyFrom ($source: FairyEditor.FilterData) : void
public Clone () : FairyEditor.FilterData
public constructor ()
}
class FImage extends FairyEditor.FObject implements FairyGUI.IEventDispatcher, FairyGUI.IHitTest
{
protected [__keep_incompatibility]: never;
public get color(): UnityEngine.Color;
public set color(value: UnityEngine.Color);
public get flip(): string;
public set flip(value: string);
public get fillOrigin(): number;
public set fillOrigin(value: number);
public get fillClockwise(): boolean;
public set fillClockwise(value: boolean);
public get fillMethod(): string;
public set fillMethod(value: string);
public get fillAmount(): number;
public set fillAmount(value: number);
public get bitmap(): FairyGUI.Image;
public HitTest ($contentRect: UnityEngine.Rect, $localPoint: UnityEngine.Vector2) : boolean
public constructor ($flags: number)
}
class FLabel extends FairyEditor.ComExtention implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public restrict : string
public maxLength : number
public keyboardType : number
public get icon(): string;
public set icon(value: string);
public get title(): string;
public set title(value: string);
public get text(): string;
public set text(value: string);
public get titleColor(): UnityEngine.Color;
public set titleColor(value: UnityEngine.Color);
public get titleColorSet(): boolean;
public set titleColorSet(value: boolean);
public get titleFontSize(): number;
public set titleFontSize(value: number);
public get titleFontSizeSet(): boolean;
public set titleFontSizeSet(value: boolean);
public get input(): boolean;
public get password(): boolean;
public set password(value: boolean);
public get promptText(): string;
public set promptText(value: string);
public get sound(): string;
public set sound(value: string);
public get volume(): number;
public set volume(value: number);
public GetTextField () : FairyEditor.FTextField
public constructor ()
}
class FList extends FairyEditor.FComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public clearOnPublish : boolean
public scrollItemToViewOnClick : boolean
public foldInvisibleItems : boolean
public clickToExpand : number
public static SINGLE_COLUMN : string
public static SINGLE_ROW : string
public static FLOW_HZ : string
public static FLOW_VT : string
public static PAGINATION : string
public get layout(): string;
public set layout(value: string);
public get selectionMode(): string;
public set selectionMode(value: string);
public get lineGap(): number;
public set lineGap(value: number);
public get columnGap(): number;
public set columnGap(value: number);
public get repeatX(): number;
public set repeatX(value: number);
public get repeatY(): number;
public set repeatY(value: number);
public get defaultItem(): string;
public set defaultItem(value: string);
public get autoResizeItem(): boolean;
public set autoResizeItem(value: boolean);
public get autoResizeItem1(): boolean;
public set autoResizeItem1(value: boolean);
public get autoResizeItem2(): boolean;
public set autoResizeItem2(value: boolean);
public get treeViewEnabled(): boolean;
public set treeViewEnabled(value: boolean);
public get indent(): number;
public set indent(value: number);
public get items(): System.Collections.Generic.List$1<FairyEditor.ListItemData>;
public set items(value: System.Collections.Generic.List$1<FairyEditor.ListItemData>);
public get align(): string;
public set align(value: string);
public get verticalAlign(): string;
public set verticalAlign(value: string);
public get selectionController(): string;
public set selectionController(value: string);
public get selectionControllerObj(): FairyEditor.FController;
public get selectedIndex(): number;
public set selectedIndex(value: number);
public GetSelection ($result?: System.Collections.Generic.List$1<number>) : System.Collections.Generic.List$1<number>
public AddSelection ($index: number, $scrollItToView?: boolean) : void
public RemoveSelection ($index: number) : void
public ClearSelection () : void
public AddItem ($url: string) : FairyEditor.FObject
public AddItemAt ($url: string, $index: number) : FairyEditor.FObject
public ResizeToFit ($itemCount?: number, $minSize?: number) : void
public constructor ($flags: number)
}
class ListItemData extends System.Object
{
protected [__keep_incompatibility]: never;
public url : string
public name : string
public title : string
public icon : string
public selectedTitle : string
public selectedIcon : string
public level : number
public get properties(): System.Collections.Generic.List$1<FairyEditor.ComProperty>;
public CopyFrom ($source: FairyEditor.ListItemData) : void
public constructor ()
}
class FLoader extends FairyEditor.FObject implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public clearOnPublish : boolean
public get url(): string;
public set url(value: string);
public get texture(): FairyGUI.NTexture;
public set texture(value: FairyGUI.NTexture);
public get icon(): string;
public set icon(value: string);
public get align(): string;
public set align(value: string);
public get verticalAlign(): string;
public set verticalAlign(value: string);
public get fill(): string;
public set fill(value: string);
public get shrinkOnly(): boolean;
public set shrinkOnly(value: boolean);
public get autoSize(): boolean;
public set autoSize(value: boolean);
public get playing(): boolean;
public set playing(value: boolean);
public get frame(): number;
public set frame(value: number);
public get showErrorSign(): boolean;
public set showErrorSign(value: boolean);
public get color(): UnityEngine.Color;
public set color(value: UnityEngine.Color);
public get fillOrigin(): number;
public set fillOrigin(value: number);
public get fillClockwise(): boolean;
public set fillClockwise(value: boolean);
public get fillMethod(): string;
public set fillMethod(value: string);
public get fillAmount(): number;
public set fillAmount(value: number);
public get contentRes(): FairyEditor.ResourceRef;
public constructor ($flags: number)
}
class ResourceRef extends System.Object
{
protected [__keep_incompatibility]: never;
public get packageItem(): FairyEditor.FPackageItem;
public get displayItem(): FairyEditor.FPackageItem;
public get displayFont(): FairyGUI.BaseFont;
public get name(): string;
public get desc(): string;
public get isMissing(): boolean;
public get missingInfo(): FairyEditor.MissingInfo;
public get sourceWidth(): number;
public get sourceHeight(): number;
public SetPackageItem ($res: FairyEditor.FPackageItem, $ownerFlags?: number) : void
public IsObsolete () : boolean
public GetURL () : string
public Update () : void
public Release () : void
public constructor ($pi?: FairyEditor.FPackageItem, $missingInfo?: FairyEditor.MissingInfo, $ownerFlags?: number)
public constructor ()
}
class FLoader3D extends FairyEditor.FObject implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public clearOnPublish : boolean
public get url(): string;
public set url(value: string);
public get icon(): string;
public set icon(value: string);
public get autoSize(): boolean;
public set autoSize(value: boolean);
public get fill(): string;
public set fill(value: string);
public get shrinkOnly(): boolean;
public set shrinkOnly(value: boolean);
public get align(): string;
public set align(value: string);
public get verticalAlign(): string;
public set verticalAlign(value: string);
public get playing(): boolean;
public set playing(value: boolean);
public get frame(): number;
public set frame(value: number);
public get animationName(): string;
public set animationName(value: string);
public get skinName(): string;
public set skinName(value: string);
public get loop(): boolean;
public set loop(value: boolean);
public get color(): UnityEngine.Color;
public set color(value: UnityEngine.Color);
public get contentRes(): FairyEditor.ResourceRef;
public constructor ($flags: number)
}
class FMovieClip extends FairyEditor.FObject implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public get playing(): boolean;
public set playing(value: boolean);
public get frame(): number;
public set frame(value: number);
public get color(): UnityEngine.Color;
public set color(value: UnityEngine.Color);
public Advance ($time: number) : void
public constructor ($flags: number)
}
class FTreeNode extends System.Object
{
protected [__keep_incompatibility]: never;
public get expanded(): boolean;
public set expanded(value: boolean);
public get isFolder(): boolean;
public get parent(): FairyEditor.FTreeNode;
public get data(): any;
public set data(value: any);
public get text(): string;
public get cell(): FairyEditor.FComponent;
public get level(): number;
public get numChildren(): number;
public get tree(): FairyEditor.FTree;
public AddChild ($child: FairyEditor.FTreeNode) : FairyEditor.FTreeNode
public AddChildAt ($child: FairyEditor.FTreeNode, $index: number) : FairyEditor.FTreeNode
public RemoveChild ($child: FairyEditor.FTreeNode) : FairyEditor.FTreeNode
public RemoveChildAt ($index: number) : FairyEditor.FTreeNode
public RemoveChildren ($beginIndex?: number, $endIndex?: number) : void
public GetChildAt ($index: number) : FairyEditor.FTreeNode
public GetChildIndex ($child: FairyEditor.FTreeNode) : number
public GetPrevSibling () : FairyEditor.FTreeNode
public GetNextSibling () : FairyEditor.FTreeNode
public SetChildIndex ($child: FairyEditor.FTreeNode, $index: number) : void
public SwapChildren ($child1: FairyEditor.FTreeNode, $child2: FairyEditor.FTreeNode) : void
public SwapChildrenAt ($index1: number, $index2: number) : void
public ExpandToRoot () : void
public constructor ($hasChild: boolean, $resURL?: string)
public constructor ()
}
class FPackage extends System.Object
{
protected [__keep_incompatibility]: never;
public get opened(): boolean;
public get project(): FairyEditor.FProject;
public get id(): string;
public get name(): string;
public get basePath(): string;
public get cacheFolder(): string;
public get metaFolder(): string;
public get items(): System.Collections.Generic.List$1<FairyEditor.FPackageItem>;
public get publishSettings(): FairyEditor.PublishSettings;
public get rootItem(): FairyEditor.FPackageItem;
public get strings(): System.Collections.Generic.Dictionary$2<string, System.Collections.Generic.Dictionary$2<string, string>>;
public set strings(value: System.Collections.Generic.Dictionary$2<string, System.Collections.Generic.Dictionary$2<string, string>>);
public GetBranchRootItem ($branch: string) : FairyEditor.FPackageItem
public BeginBatch () : void
public EndBatch () : void
public Open () : void
public Save () : void
public SetChanged () : void
public Touch () : void
public Dispose () : void
public EnsureOpen () : void
public FreeUnusedResources ($ignoreTimeStamp: boolean) : void
public GetNextId () : string
public GetSequenceName ($resName: string) : string
public GetUniqueName ($folder: FairyEditor.FPackageItem, $fileName: string) : string
public GetItemListing ($folder: FairyEditor.FPackageItem, $filters?: System.Array$1<string>, $sorted?: boolean, $recursive?: boolean, $result?: System.Collections.Generic.List$1<FairyEditor.FPackageItem>) : System.Collections.Generic.List$1<FairyEditor.FPackageItem>
public GetFavoriteItems ($result?: System.Collections.Generic.List$1<FairyEditor.FPackageItem>) : System.Collections.Generic.List$1<FairyEditor.FPackageItem>
public GetItem ($itemId: string) : FairyEditor.FPackageItem
public FindItemByName ($itemName: string) : FairyEditor.FPackageItem
public GetItemByPath ($path: string) : FairyEditor.FPackageItem
public GetItemByName ($folder: FairyEditor.FPackageItem, $itemName: string) : FairyEditor.FPackageItem
public GetItemByFileName ($folder: FairyEditor.FPackageItem, $fileName: string) : FairyEditor.FPackageItem
public GetItemPath ($pi: FairyEditor.FPackageItem, $result?: System.Collections.Generic.List$1<FairyEditor.FPackageItem>) : System.Collections.Generic.List$1<FairyEditor.FPackageItem>
public AddItem ($pi: FairyEditor.FPackageItem) : void
public RenameItem ($pi: FairyEditor.FPackageItem, $newName: string) : void
public MoveItem ($pi: FairyEditor.FPackageItem, $path: string) : void
public DeleteItem ($pi: FairyEditor.FPackageItem) : number
public DuplicateItem ($pi: FairyEditor.FPackageItem, $newName: string) : FairyEditor.FPackageItem
public EnsurePathExists ($path: string, $allowCreateDirectory: boolean) : FairyEditor.FPackageItem
public GetBranchPath ($branch: string) : string
public CreateBranch ($branch: string) : void
public CreateFolder ($cname: string, $path?: string, $autoRename?: boolean) : FairyEditor.FPackageItem
public CreatePath ($path: string) : FairyEditor.FPackageItem
public CreateComponentItem ($cname: string, $width: number, $height: number, $path?: string, $extentionId?: string, $exported?: boolean, $autoRename?: boolean) : FairyEditor.FPackageItem
public CreateFontItem ($cname: string, $path?: string, $autoRename?: boolean) : FairyEditor.FPackageItem
public CreateMovieClipItem ($cname: string, $path?: string, $autoRename?: boolean) : FairyEditor.FPackageItem
public ImportResource ($sourceFile: string, $toPath: string, $resName: string) : System.Threading.Tasks.Task$1<FairyEditor.FPackageItem>
public UpdateResource ($pi: FairyEditor.FPackageItem, $sourceFile: string) : $Task<any>
public constructor ($project: FairyEditor.FProject, $folder: string)
public constructor ()
}
class FRelations extends System.Object
{
protected [__keep_incompatibility]: never;
public handling : FairyEditor.FObject
public get widthLocked(): boolean;
public get heightLocked(): boolean;
public get items(): System.Collections.Generic.List$1<FairyEditor.FRelationItem>;
public get isEmpty(): boolean;
public AddItem ($target: FairyEditor.FObject, $type: number, $usePercent?: boolean) : FairyEditor.FRelationItem
public AddItem ($target: FairyEditor.FObject, $sidePair: string) : FairyEditor.FRelationItem
public RemoveItem ($item: FairyEditor.FRelationItem) : void
public ReplaceItem ($index: number, $target: FairyEditor.FObject, $sidePair: string) : void
public GetItem ($target: FairyEditor.FObject) : FairyEditor.FRelationItem
public HasTarget ($target: FairyEditor.FObject) : boolean
public RemoveTarget ($target: FairyEditor.FObject) : void
public ReplaceTarget ($originTarget: FairyEditor.FObject, $newTarget: FairyEditor.FObject) : void
public OnOwnerSizeChanged ($dWidth: number, $dHeight: number, $applyPivot: boolean) : void
public Reset () : void
public Read ($xml: FairyGUI.Utils.XML, $inSource?: boolean) : void
public Write ($xml?: FairyGUI.Utils.XML) : FairyGUI.Utils.XML
public constructor ($owner: FairyEditor.FObject)
public constructor ()
}
class ObjectSnapshot extends System.Object
{
protected [__keep_incompatibility]: never;
public x : number
public y : number
public width : number
public height : number
public scaleX : number
public scaleY : number
public skewX : number
public skewY : number
public pivotX : number
public pivotY : number
public anchor : boolean
public alpha : number
public rotation : number
public color : UnityEngine.Color
public playing : boolean
public frame : number
public visible : boolean
public filterData : FairyEditor.FilterData
public text : string
public icon : string
public animationName : string
public skinName : string
public static GetFromPool ($obj: FairyEditor.FObject) : FairyEditor.ObjectSnapshot
public static ReturnToPool ($col: System.Collections.Generic.List$1<FairyEditor.ObjectSnapshot>) : void
public Take () : void
public Load () : void
public constructor ()
}
class FObjectFactory extends System.Object
{
protected [__keep_incompatibility]: never;
public static constructingDepth : number
public static CreateObject ($pi: FairyEditor.FPackageItem, $flags?: number) : FairyEditor.FObject
public static CreateObject ($pkg: FairyEditor.FPackage, $type: string, $missingInfo?: FairyEditor.MissingInfo, $flags?: number) : FairyEditor.FObject
public static CreateObject ($di: FairyEditor.ComponentAsset.DisplayListItem, $flags?: number) : FairyEditor.FObject
public static NewObject ($pi: FairyEditor.FPackageItem, $flags?: number) : FairyEditor.FObject
public static NewObject ($pkg: FairyEditor.FPackage, $type: string, $missingInfo?: FairyEditor.MissingInfo, $flags?: number) : FairyEditor.FObject
public static NewObject ($di: FairyEditor.ComponentAsset.DisplayListItem, $flags?: number) : FairyEditor.FObject
public static NewExtention ($pkg: FairyEditor.FPackage, $type: string) : FairyEditor.ComExtention
public static GetClassByType ($type: string) : System.Type
public constructor ()
}
class MissingInfo extends System.Object
{
protected [__keep_incompatibility]: never;
public pkgName : string
public pkgId : string
public itemId : string
public fileName : string
public constructor ($pkgId: string, $itemId: string, $fileName: string)
public constructor ($url: string)
public constructor ()
}
class FObjectFlags extends System.Object
{
protected [__keep_incompatibility]: never;
public static IN_DOC : number
public static IN_TEST : number
public static IN_PREVIEW : number
public static INSPECTING : number
public static ROOT : number
public static IsDocRoot ($flags: number) : boolean
public static GetScaleLevel ($flags: number) : number
public constructor ()
}
class FObjectType extends System.Object
{
protected [__keep_incompatibility]: never;
public static PACKAGE : string
public static FOLDER : string
public static IMAGE : string
public static GRAPH : string
public static LIST : string
public static LOADER : string
public static TEXT : string
public static RICHTEXT : string
public static INPUTTEXT : string
public static GROUP : string
public static SWF : string
public static MOVIECLIP : string
public static COMPONENT : string
public static Loader3D : string
public static EXT_BUTTON : string
public static EXT_LABEL : string
public static EXT_COMBOBOX : string
public static EXT_PROGRESS_BAR : string
public static EXT_SLIDER : string
public static EXT_SCROLLBAR : string
public static NAME_PREFIX : System.Collections.Generic.Dictionary$2<string, string>
public constructor ()
}
class PublishSettings extends System.Object
{
protected [__keep_incompatibility]: never;
public path : string
public fileName : string
public packageCount : number
public genCode : boolean
public codePath : string
public branchPath : string
public useGlobalAtlasSettings : boolean
public atlasList : System.Collections.Generic.List$1<FairyEditor.AtlasSettings>
public excludedList : System.Collections.Generic.List$1<string>
public FillCombo ($cb: FairyGUI.GComboBox) : void
public constructor ()
}
class FPackageItemType extends System.Object
{
protected [__keep_incompatibility]: never;
public static FOLDER : string
public static IMAGE : string
public static SWF : string
public static MOVIECLIP : string
public static SOUND : string
public static COMPONENT : string
public static FONT : string
public static MISC : string
public static ATLAS : string
public static SPINE : string
public static DRAGONBONES : string
public static fileExtensionMap : System.Collections.Generic.Dictionary$2<string, string>
public static GetFileType ($file: string) : string
public constructor ()
}
class FProgressBar extends FairyEditor.ComExtention implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public static TITLE_PERCENT : string
public static TITLE_VALUE_AND_MAX : string
public static TITLE_VALUE_ONLY : string
public static TITLE_MAX_ONLY : string
public get titleType(): string;
public set titleType(value: string);
public get min(): number;
public set min(value: number);
public get max(): number;
public set max(value: number);
public get value(): number;
public set value(value: number);
public get reverse(): boolean;
public set reverse(value: boolean);
public get sound(): string;
public set sound(value: string);
public get volume(): number;
public set volume(value: number);
public Update () : void
public constructor ()
}
class SettingsBase extends System.Object
{
protected [__keep_incompatibility]: never;
public get fileName(): string;
public Touch ($forced?: boolean) : void
public Save () : void
}
class FRelationDef extends System.Object
{
protected [__keep_incompatibility]: never;
public affectBySelfSizeChanged : boolean
public percent : boolean
public type : number
public constructor ()
}
class FRelationItem extends System.Object
{
protected [__keep_incompatibility]: never;
public get owner(): FairyEditor.FObject;
public get readOnly(): boolean;
public get target(): FairyEditor.FObject;
public set target(value: FairyEditor.FObject);
public get containsWidthRelated(): boolean;
public get containsHeightRelated(): boolean;
public get defs(): System.Collections.Generic.List$1<FairyEditor.FRelationDef>;
public get desc(): string;
public set desc(value: string);
public Set ($target: FairyEditor.FObject, $sidePairs: string, $readOnly?: boolean) : void
public Dispose () : void
public AddDef ($type: number, $usePercent?: boolean, $checkDuplicated?: boolean) : void
public AddDefs ($sidePairs: string, $checkDuplicated?: boolean) : void
public HasDef ($type: number) : boolean
public ApplySelfSizeChanged ($dWidth: number, $dHeight: number, $applyPivot: boolean) : void
public constructor ($owner: FairyEditor.FObject)
public constructor ()
}
class FRelationType extends System.Object
{
protected [__keep_incompatibility]: never;
public static Left_Left : number
public static Left_Center : number
public static Left_Right : number
public static Center_Center : number
public static Right_Left : number
public static Right_Center : number
public static Right_Right : number
public static LeftExt_Left : number
public static LeftExt_Right : number
public static RightExt_Left : number
public static RightExt_Right : number
public static Width : number
public static Top_Top : number
public static Top_Middle : number
public static Top_Bottom : number
public static Middle_Middle : number
public static Bottom_Top : number
public static Bottom_Middle : number
public static Bottom_Bottom : number
public static TopExt_Top : number
public static TopExt_Bottom : number
public static BottomExt_Top : number
public static BottomExt_Bottom : number
public static Height : number
public static Size : number
public static Names : System.Array$1<string>
public constructor ()
}
class FRichTextField extends FairyEditor.FTextField implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public constructor ($flags: number)
}
class FScrollBar extends FairyEditor.ComExtention implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public get minSize(): number;
public get fixedGripSize(): boolean;
public set fixedGripSize(value: boolean);
public get gripDragging(): boolean;
public SetScrollPane ($scrollPane: FairyEditor.FScrollPane, $vertical: boolean) : void
public SetDisplayPerc ($value: number) : void
public SetScrollPerc ($val: number) : void
public constructor ()
}
class FSlider extends FairyEditor.ComExtention implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public changeOnClick : boolean
public static TITLE_PERCENT : string
public static TITLE_VALUE_AND_MAX : string
public static TITLE_VALUE_ONLY : string
public static TITLE_MAX_ONLY : string
public get titleType(): string;
public set titleType(value: string);
public get min(): number;
public set min(value: number);
public get max(): number;
public set max(value: number);
public get value(): number;
public set value(value: number);
public get reverse(): boolean;
public set reverse(value: boolean);
public get wholeNumbers(): boolean;
public set wholeNumbers(value: boolean);
public Update () : void
public constructor ()
}
class FSwfObject extends FairyEditor.FObject implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public get playing(): boolean;
public set playing(value: boolean);
public get frame(): number;
public set frame(value: number);
public Advance ($timeInMiniseconds: number) : void
public constructor ($flags: number)
}
class FTextInput extends FairyEditor.FTextField implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public get password(): boolean;
public set password(value: boolean);
public get keyboardType(): number;
public set keyboardType(value: number);
public get maxLength(): number;
public set maxLength(value: number);
public get restrict(): string;
public set restrict(value: string);
public get promptText(): string;
public set promptText(value: string);
public constructor ($flags: number)
}
class FTransition extends System.Object
{
protected [__keep_incompatibility]: never;
public static OPTION_IGNORE_DISPLAY_CONTROLLER : number
public static OPTION_AUTO_STOP_DISABLED : number
public static OPTION_AUTO_STOP_AT_END : number
public get owner(): FairyEditor.FComponent;
public set owner(value: FairyEditor.FComponent);
public get name(): string;
public set name(value: string);
public get options(): number;
public set options(value: number);
public get autoPlay(): boolean;
public set autoPlay(value: boolean);
public get autoPlayDelay(): number;
public set autoPlayDelay(value: number);
public get autoPlayRepeat(): number;
public set autoPlayRepeat(value: number);
public get frameRate(): number;
public set frameRate(value: number);
public get items(): System.Collections.Generic.List$1<FairyEditor.FTransitionItem>;
public get maxFrame(): number;
public get playing(): boolean;
public get playTimes(): number;
public set playTimes(value: number);
public Dispose () : void
public CreateItem ($targetId: string, $type: string, $frame: number) : FairyEditor.FTransitionItem
public FindItem ($frame: number, $targetId: string, $type: string) : FairyEditor.FTransitionItem
public FindItems ($frameStart: number, $frameEnd: number, $targetId: string, $type: string, $result: System.Collections.Generic.List$1<FairyEditor.FTransitionItem>) : void
public GetItemWithPath ($frame: number, $targetId: string) : FairyEditor.FTransitionItem
public AddItem ($transItem: FairyEditor.FTransitionItem) : void
public AddItems ($items: System.Collections.Generic.IEnumerable$1<FairyEditor.FTransitionItem>) : void
public DeleteItem ($item: FairyEditor.FTransitionItem) : void
public DeleteItems ($targetId: string, $type: string) : System.Array$1<FairyEditor.FTransitionItem>
public CopyItems ($targetId: string, $type: string) : FairyGUI.Utils.XML
public CopyItems ($items: System.Collections.Generic.List$1<FairyEditor.FTransitionItem>) : FairyGUI.Utils.XML
public static GetAllowType ($obj: FairyEditor.FObject, $type: string) : boolean
public static SupportTween ($type: string) : boolean
public UpdateFromRelations ($targetId: string, $dx: number, $dy: number) : void
public Validate () : void
public Read ($xml: FairyGUI.Utils.XML) : void
public Write ($forSaving: boolean) : FairyGUI.Utils.XML
public OnExit () : void
public OnOwnerAddedToStage () : void
public OnOwnerRemovedFromStage () : void
public Play ($onComplete?: System.Action, $times?: number, $delay?: number, $startFrame?: number, $endFrame?: number, $editMode?: boolean) : void
public Stop ($setToComplete?: boolean, $processCallback?: boolean) : void
public GetProperty ($propName: string) : any
public SetProperty ($propName: string, $value: any) : void
public static ReadItems ($owner: FairyEditor.FTransition, $col: System.Collections.Generic.List$1<FairyGUI.Utils.XML>, $result: System.Collections.Generic.List$1<FairyEditor.FTransitionItem>) : void
public static WriteItems ($items: System.Collections.Generic.List$1<FairyEditor.FTransitionItem>, $xml: FairyGUI.Utils.XML, $forSaving: boolean) : void
public constructor ($owner: FairyEditor.FComponent)
public constructor ()
}
class FTransitionItem extends System.Object
{
protected [__keep_incompatibility]: never;
public easeType : string
public easeInOutType : string
public repeat : number
public yoyo : boolean
public label : string
public value : FairyEditor.FTransitionValue
public tweenValue : FairyEditor.FTransitionValue
public pathOffsetX : number
public pathOffsetY : number
public target : FairyEditor.FObject
public owner : FairyEditor.FTransition
public tweener : FairyGUI.GTweener
public innerTrans : FairyEditor.FTransition
public nextItem : FairyEditor.FTransitionItem
public prevItem : FairyEditor.FTransitionItem
public displayLockToken : number
public get type(): string;
public set type(value: string);
public get targetId(): string;
public set targetId(value: string);
public get frame(): number;
public set frame(value: number);
public get tween(): boolean;
public set tween(value: boolean);
public get easeName(): string;
public get usePath(): boolean;
public set usePath(value: boolean);
public get path(): FairyEditor.GPathExt;
public get pathPoints(): System.Collections.Generic.List$1<FairyGUI.GPathPoint>;
public set pathPoints(value: System.Collections.Generic.List$1<FairyGUI.GPathPoint>);
public get customEase(): FairyEditor.FCustomEase;
public get pathData(): string;
public set pathData(value: string);
public get customEaseData(): string;
public set customEaseData(value: string);
public get encodedValue(): string;
public set encodedValue(value: string);
public SetPathToTweener () : void
public AddPathPoint ($px: number, $py: number, $near: boolean) : void
public RemovePathPoint ($pointIndex: number) : void
public UpdatePathPoint ($pointIndex: number, $x: number, $y: number) : void
public UpdateControlPoint ($pointIndex: number, $controlIndex: number, $x: number, $y: number) : void
public GetProperty ($propName: string) : any
public SetProperty ($propName: string, $value: any) : void
public constructor ($owner: FairyEditor.FTransition)
public constructor ()
}
class FTransitionValue extends System.Object
{
protected [__keep_incompatibility]: never;
public f1 : number
public f2 : number
public f3 : number
public f4 : number
public iu : UnityEngine.Color
public i : number
public s : string
public s2 : string
public b1 : boolean
public b2 : boolean
public b3 : boolean
public b4 : boolean
public aniHandledFlag : boolean
public CopyFrom ($source: FairyEditor.FTransitionValue) : void
public Reset () : void
public Equals ($other: FairyEditor.FTransitionValue) : boolean
public Decode ($type: string, $str: string) : void
public Encode ($type: string) : string
public constructor ()
public Equals ($obj: any) : boolean
public static Equals ($objA: any, $objB: any) : boolean
}
class GPathExt extends FairyGUI.GPath
{
protected [__keep_incompatibility]: never;
public points : System.Collections.Generic.List$1<FairyGUI.GPathPoint>
public Update () : void
public GetSegmentType ($segmentIndex: number) : FairyGUI.GPathPoint.CurveType
public GetAnchorsInSegment ($segmentIndex: number, $result?: System.Collections.Generic.List$1<UnityEngine.Vector2>) : System.Collections.Generic.List$1<UnityEngine.Vector2>
public FindSegmentNear ($pt: UnityEngine.Vector3) : number
public static PointLineDistance ($pointX: number, $pointY: number, $startX: number, $startY: number, $endX: number, $endY: number, $isSegment: boolean) : number
public constructor ()
}
class FTree extends FairyEditor.FTreeNode
{
protected [__keep_incompatibility]: never;
public treeNodeRender : FairyEditor.FTree.TreeNodeRenderDelegate
public treeNodeWillExpand : FairyEditor.FTree.TreeNodeWillExpandDelegate
public get indent(): number;
public set indent(value: number);
public GetSelectedNode () : FairyEditor.FTreeNode
public GetSelectedNodes ($result?: System.Collections.Generic.List$1<FairyEditor.FTreeNode>) : System.Collections.Generic.List$1<FairyEditor.FTreeNode>
public SelectNode ($node: FairyEditor.FTreeNode, $scrollItToView?: boolean) : void
public UnselectNode ($node: FairyEditor.FTreeNode) : void
public GetNodeIndex ($node: FairyEditor.FTreeNode) : number
public UpdateNode ($node: FairyEditor.FTreeNode) : void
public UpdateNodes ($nodes: System.Collections.Generic.List$1<FairyEditor.FTreeNode>) : void
public ExpandAll ($folderNode?: FairyEditor.FTreeNode) : void
public CollapseAll ($folderNode?: FairyEditor.FTreeNode) : void
public CreateCell ($node: FairyEditor.FTreeNode) : void
public constructor ($list: FairyEditor.FList)
public constructor ($hasChild: boolean, $resURL?: string)
public constructor ()
}
class FHtmlImage extends System.Object implements FairyGUI.Utils.IHtmlObject
{
protected [__keep_incompatibility]: never;
public get loader(): FairyEditor.FLoader;
public get displayObject(): FairyGUI.DisplayObject;
public get element(): FairyGUI.Utils.HtmlElement;
public get width(): number;
public get height(): number;
public Create ($owner: FairyGUI.RichTextField, $element: FairyGUI.Utils.HtmlElement) : void
public SetPosition ($x: number, $y: number) : void
public Add () : void
public Remove () : void
public Release () : void
public Dispose () : void
public constructor ()
}
class FHtmlPageContext extends System.Object implements FairyGUI.Utils.IHtmlPageContext
{
protected [__keep_incompatibility]: never;
public static inst : FairyGUI.Utils.HtmlPageContext
public CreateObject ($owner: FairyGUI.RichTextField, $element: FairyGUI.Utils.HtmlElement) : FairyGUI.Utils.IHtmlObject
public FreeObject ($obj: FairyGUI.Utils.IHtmlObject) : void
public GetImageTexture ($image: FairyGUI.Utils.HtmlImage) : FairyGUI.NTexture
public FreeImageTexture ($image: FairyGUI.Utils.HtmlImage, $texture: FairyGUI.NTexture) : void
public constructor ()
}
class ProjectType extends System.Object
{
protected [__keep_incompatibility]: never;
public static Flash : string
public static Starling : string
public static Unity : string
public static Egret : string
public static Layabox : string
public static Haxe : string
public static PIXI : string
public static Cocos2dx : string
public static CryEngine : string
public static Vision : string
public static MonoGame : string
public static CocosCreator : string
public static LibGDX : string
public static Unreal : string
public static Corona : string
public static ThreeJS : string
public static CreateJS : string
public static DOM : string
public static IDs : System.Array$1<string>
public static Names : System.Array$1<string>
public constructor ()
}
interface ISkeletonAnimationComponent
{
gameObject : UnityEngine.GameObject
SetColor ($c: UnityEngine.Color) : void
SetAlpha ($alpha: number) : void
UpdateAnimation ($animationName: string, $loop: boolean, $playing: boolean, $frame: number, $skinName: string) : void
Advance ($time: number) : void
Dispose () : void
}
class SpineCompatibilityHelper extends System.Object
{
protected [__keep_incompatibility]: never;
public static GetFunction ($info: Spine40.Unity.SkeletonDataCompatibility.VersionInfo) : FairyEditor.SpineCompatibilityHelper.Delegates
public static GetVersionInfo ($descAsset: UnityEngine.TextAsset, $problemDescription: $Ref<string>) : Spine40.Unity.SkeletonDataCompatibility.VersionInfo
}
class PublishHandler extends System.Object
{
protected [__keep_incompatibility]: never;
public static CODE_FILE_MARK : string
public genCodeHandler : System.Action$1<FairyEditor.PublishHandler>
public get pkg(): FairyEditor.FPackage;
public get project(): FairyEditor.FProject;
public get isSuccess(): boolean;
public get publishDescOnly(): boolean;
public set publishDescOnly(value: boolean);
public get exportPath(): string;
public set exportPath(value: string);
public get exportCodePath(): string;
public set exportCodePath(value: string);
public get useAtlas(): boolean;
public get fileName(): string;
public get fileExtension(): string;
public get genCode(): boolean;
public set genCode(value: boolean);
public get items(): System.Collections.Generic.List$1<FairyEditor.FPackageItem>;
public get paused(): boolean;
public set paused(value: boolean);
public ExportBinaryDesc ($descFile: string) : void
public ExportDescZip ($zipArchive: System.IO.Compression.ZipStorer) : void
public ExportResZip ($zipArchive: System.IO.Compression.ZipStorer, $compress: boolean) : void
public ExportResFiles ($resPrefix: string) : $Task<any>
public ClearOldResFiles ($folder: string) : void
public CollectClasses ($stripMember: boolean, $stripClass: boolean, $fguiNamespace: string) : System.Collections.Generic.List$1<FairyEditor.PublishHandler.ClassInfo>
public SetupCodeFolder ($path: string, $codeFileExtensions: string) : void
public SetupCodeFolder ($path: string, $codeFileExtensions: string, $fileMark: string) : void
public ToFilename ($source: string) : string
public add_onComplete ($value: System.Action) : void
public remove_onComplete ($value: System.Action) : void
public IsInList ($item: FairyEditor.FPackageItem) : boolean
public GetItemDesc ($item: FairyEditor.FPackageItem) : any
public GetScriptData ($item: FairyEditor.FPackageItem) : FairyGUI.Utils.XML
public Run () : $Task<any>
public Exit () : void
public constructor ($pkg: FairyEditor.FPackage, $branch: string)
public constructor ()
}
class Clipboard extends System.Object
{
protected [__keep_incompatibility]: never;
public static TEXT : string
public static OBJECT_KEY : string
public static ITEM_KEY : string
public static TIMELINE_KEY : string
public static CONTROLLER_KEY : string
public static RELATION_PROPS_KEY : string
public static GEAR_PROPS_KEY : string
public static SetText ($value: string) : void
public static GetText () : string
public static GetValue ($key: string) : any
public static SetValue ($key: string, $value: any) : void
public static HasFormat ($key: string) : boolean
}
class ComponentTemplates extends System.Object
{
protected [__keep_incompatibility]: never;
public CreateLabelItem ($cname: string, $width: number, $height: number, $path: string) : FairyEditor.FPackageItem
public CreateButtonItem ($cname: string, $extentionId: string, $mode: string, $images: System.Array$1<string>, $width: number, $height: number, $asListItem: boolean, $createRelations: boolean, $createText: boolean, $createIcon: boolean, $exported: boolean, $path: string) : FairyEditor.FPackageItem
public CreateComboBoxItem ($cname: string, $buttonImages: System.Array$1<string>, $bgImage: string, $itemImages: System.Array$1<string>, $path: string) : FairyEditor.FPackageItem
public CreateScrollBarItem ($cname: string, $type: number, $createArrows: boolean, $arrow1Images: System.Array$1<string>, $arrow2Images: System.Array$1<string>, $bgImage: string, $gripImages: System.Array$1<string>, $path: string) : FairyEditor.FPackageItem
public CreateProgressBarItem ($cname: string, $bgImage: string, $barImage: string, $titleType: string, $reverse: boolean, $path: string) : FairyEditor.FPackageItem
public CreateSliderItem ($cname: string, $type: number, $bgImage: string, $barImage: string, $gripImages: System.Array$1<string>, $titleType: string, $path: string) : FairyEditor.FPackageItem
public CreatePopupMenuItem ($cname: string, $bgImage: string, $itemImages: System.Array$1<string>, $path: string) : FairyEditor.FPackageItem
public CreateWindowFrameItem ($cname: string, $bgImage: string, $closeButton: string, $createTitle: boolean, $createIcon: boolean, $path: string) : FairyEditor.FPackageItem
public constructor ($pkg: FairyEditor.FPackage)
public constructor ()
}
class CopyHandler extends System.Object
{
protected [__keep_incompatibility]: never;
public get resultList(): System.Collections.Generic.List$1<FairyEditor.DepItem>;
public get existsItemCount(): number;
public InitWithItems ($items: System.Collections.Generic.IList$1<FairyEditor.FPackageItem>, $targetPkg: FairyEditor.FPackage, $targetPath: string, $seekLevel: FairyEditor.DependencyQuery.SeekLevel) : void
public InitWithObject ($sourcePkg: FairyEditor.FPackage, $xml: FairyGUI.Utils.XML, $targetPkg: FairyEditor.FPackage, $targetPath: string, $ignoreExported?: boolean) : void
public Copy ($targetPkg: FairyEditor.FPackage, $overrideOption: FairyEditor.CopyHandler.OverrideOption, $isMove?: boolean) : void
public constructor ()
}
class DepItem extends System.Object
{
protected [__keep_incompatibility]: never;
public item : FairyEditor.FPackageItem
public content : any
public isSource : boolean
public analysed : boolean
public targetPath : string
public refCount : number
public constructor ()
}
class CursorType extends System.Object
{
protected [__keep_incompatibility]: never;
public static H_RESIZE : string
public static V_RESIZE : string
public static TL_RESIZE : string
public static TR_RESIZE : string
public static BL_RESIZE : string
public static BR_RESIZE : string
public static SELECT : string
public static HAND : string
public static DRAG : string
public static ADJUST : string
public static FINGER : string
public static COLOR_PICKER : string
public static WAIT : string
public constructor ()
}
class DependencyQuery extends System.Object
{
protected [__keep_incompatibility]: never;
public get resultList(): System.Collections.Generic.List$1<FairyEditor.DepItem>;
public get references(): System.Collections.Generic.List$1<FairyEditor.ReferenceInfo>;
public QueryDependencies ($items: System.Collections.Generic.IList$1<FairyEditor.FPackageItem>, $seekLevel: FairyEditor.DependencyQuery.SeekLevel) : void
public QueryDependencies ($project: FairyEditor.FProject, $url: string, $seekLevel: FairyEditor.DependencyQuery.SeekLevel) : void
public QueryDependencies ($pkg: FairyEditor.FPackage, $xml: FairyGUI.Utils.XML, $seekLevel: FairyEditor.DependencyQuery.SeekLevel) : void
public QueryReferences ($project: FairyEditor.FProject, $url: string) : void
public ReplaceReferences ($newItem: FairyEditor.FPackageItem) : void
public constructor ()
}
class ReferenceInfo extends System.Object
{
protected [__keep_incompatibility]: never;
public ownerPkg : FairyEditor.FPackage
public pkgId : string
public itemId : string
public content : any
public propKey : string
public arrayIndex : number
public valueType : FairyEditor.ReferenceInfo.ValueType
public Update ($newItem: FairyEditor.FPackageItem) : boolean
public constructor ()
}
class EditorEvents extends System.Object
{
protected [__keep_incompatibility]: never;
public static SelectionChanged : string
public static DocumentActivated : string
public static DocumentDeactivated : string
public static TestStart : string
public static TestStop : string
public static PackageListChanged : string
public static PackageReloaded : string
public static PackageTreeChanged : string
public static PackageItemChanged : string
public static HierarchyChanged : string
public static ProjectRefreshStart : string
public static ProjectRefreshEnd : string
public static BackgroundChanged : string
public static PluginListChanged : string
public constructor ()
}
class ExportStringsHandler extends System.Object
{
protected [__keep_incompatibility]: never;
public Parse ($pkgs: System.Collections.Generic.IList$1<FairyEditor.FPackage>, $ignoreDiscarded?: boolean, $ignoreUnusedComponents?: boolean) : void
public Export ($file: string, $merge: boolean) : void
public constructor ()
}
class FindDuplicateResource extends System.Object
{
protected [__keep_incompatibility]: never;
public get result(): System.Collections.Generic.List$1<FairyEditor.FPackageItem>;
public GetGroup ($index: number, $result: System.Collections.Generic.List$1<FairyEditor.FPackageItem>) : void
public Start ($pkgs: System.Collections.Generic.List$1<FairyEditor.FPackage>, $onProgress: System.Action$1<number>, $onComplete: System.Action) : void
public Cancel () : void
public constructor ()
}
class FindUnusedResource extends System.Object
{
protected [__keep_incompatibility]: never;
public countExports : boolean
public get result(): System.Collections.Generic.List$1<FairyEditor.FPackageItem>;
public Start ($pkgs: System.Collections.Generic.List$1<FairyEditor.FPackage>, $onProgress: System.Action$1<number>, $onComplete: System.Action) : void
public Cancel () : void
public constructor ()
}
class FullSearch extends System.Object
{
protected [__keep_incompatibility]: never;
public get result(): System.Collections.Generic.List$1<FairyEditor.FPackageItem>;
public Start ($strName: string, $strTypes: string, $includeBrances: boolean) : void
public constructor ($maxResultCount?: number)
public constructor ()
}
class ImportStringsHandler extends System.Object
{
protected [__keep_incompatibility]: never;
public get strings(): System.Collections.Generic.Dictionary$2<string, System.Collections.Generic.Dictionary$2<string, System.Collections.Generic.Dictionary$2<string, string>>>;
public Parse ($file: string) : void
public Import () : void
public constructor ()
}
class ProjectRefreshHandler extends System.Object
{
protected [__keep_incompatibility]: never;
public Dispose () : void
public Run () : void
public constructor ()
}
class ResourceImportQueue extends System.Object
{
protected [__keep_incompatibility]: never;
public static Create ($toPkg: FairyEditor.FPackage) : FairyEditor.ResourceImportQueue
public Add ($file: string, $targetPath?: string, $resName?: string) : FairyEditor.ResourceImportQueue
public AddRelative ($file: string, $targetPath?: string, $basePath?: string, $resName?: string) : FairyEditor.ResourceImportQueue
public Process ($callback?: System.Action$1<System.Collections.Generic.IList$1<FairyEditor.FPackageItem>>, $dropToDocument?: boolean, $dropPos?: UnityEngine.Vector2 | null) : void
}
class ViewOptions extends System.Object
{
protected [__keep_incompatibility]: never;
public title : string
public icon : string
public hResizePriority : number
public vResizePriority : number
public location : string
public constructor ()
}
class AdaptationSettings extends FairyEditor.SettingsBase
{
protected [__keep_incompatibility]: never;
public scaleMode : string
public screenMathMode : string
public designResolutionX : number
public designResolutionY : number
public devices : System.Collections.Generic.List$1<FairyEditor.AdaptationSettings.DeviceInfo>
public defaultDevices : System.Collections.Generic.List$1<FairyEditor.AdaptationSettings.DeviceInfo>
public GetDeviceResolution ($device: string) : FairyEditor.AdaptationSettings.DeviceInfo
public FillCombo ($cb: FairyGUI.GComboBox) : void
public constructor ($project: FairyEditor.FProject)
public constructor ()
}
class AtlasSettings extends System.Object
{
protected [__keep_incompatibility]: never;
public name : string
public compression : boolean
public extractAlpha : boolean
public packSettings : FairyEditor.PackSettings
public CopyFrom ($source: FairyEditor.AtlasSettings) : void
public constructor ()
}
class PackSettings extends System.Object
{
protected [__keep_incompatibility]: never;
public pot : boolean
public mof : boolean
public padding : number
public rotation : boolean
public minWidth : number
public minHeight : number
public maxWidth : number
public maxHeight : number
public square : boolean
public fast : boolean
public edgePadding : boolean
public duplicatePadding : boolean
public multiPage : boolean
public CopyFrom ($source: FairyEditor.PackSettings) : void
public constructor ()
}
class CommonSettings extends FairyEditor.SettingsBase
{
protected [__keep_incompatibility]: never;
public font : string
public fontSize : number
public textColor : UnityEngine.Color
public fontAdjustment : boolean
public colorScheme : System.Collections.Generic.List$1<string>
public fontSizeScheme : System.Collections.Generic.List$1<string>
public fontScheme : System.Collections.Generic.List$1<string>
public scrollBars : FairyEditor.CommonSettings.ScrollBarConfig
public tipsRes : string
public buttonClickSound : string
public pivot : string
public listClearOnPublish : boolean
public constructor ($project: FairyEditor.FProject)
public constructor ()
}
class CustomProps extends FairyEditor.SettingsBase
{
protected [__keep_incompatibility]: never;
public elements : System.Collections.Generic.Dictionary$2<string, string>
public FillCombo ($cb: FairyGUI.GComboBox) : void
public constructor ($project: FairyEditor.FProject)
public constructor ()
}
class GlobalPublishSettings extends FairyEditor.SettingsBase
{
protected [__keep_incompatibility]: never;
public path : string
public branchPath : string
public fileExtension : string
public packageCount : number
public compressDesc : boolean
public binaryFormat : boolean
public jpegQuality : number
public compressPNG : boolean
public codeGeneration : FairyEditor.GlobalPublishSettings.CodeGenerationConfig
public includeHighResolution : number
public branchProcessing : number
public seperatedAtlasForBranch : boolean
public atlasSetting : FairyEditor.GlobalPublishSettings.AtlasSetting
public get include2x(): boolean;
public set include2x(value: boolean);
public get include3x(): boolean;
public set include3x(value: boolean);
public get include4x(): boolean;
public set include4x(value: boolean);
public constructor ($project: FairyEditor.FProject)
public constructor ()
}
class I18nSettings extends FairyEditor.SettingsBase
{
protected [__keep_incompatibility]: never;
public langFiles : System.Collections.Generic.List$1<FairyEditor.I18nSettings.LanguageFile>
public get lang(): FairyEditor.I18nSettings.LanguageFile;
public SetLangByName ($langName: string) : void
public LoadStrings () : void
public FillCombo ($cb: FairyGUI.GComboBox) : void
public constructor ($project: FairyEditor.FProject)
public constructor ()
}
interface ILicenseManager
{
clientId : string
isPro : boolean
isExpired : boolean
expireDateString : string
keyHash : string
Init () : void
SetKey ($key: string) : void
Revoke () : void
}
class PackageGroupSettings extends FairyEditor.SettingsBase
{
protected [__keep_incompatibility]: never;
public groups : System.Collections.Generic.List$1<FairyEditor.PackageGroupSettings.PackageGroup>
public GetGroup ($name: string) : FairyEditor.PackageGroupSettings.PackageGroup
public constructor ($project: FairyEditor.FProject)
public constructor ()
}
class ArrowKeyHelper extends System.Object
{
protected [__keep_incompatibility]: never;
public static direction : number
public static shift : boolean
public static ctrlOrCmd : boolean
public static OnKeyDown ($evt: FairyGUI.InputEvent) : void
public static OnKeyUp ($evt: FairyGUI.InputEvent) : void
public static Reset () : void
}
class AssetSizeUtil extends System.Object
{
protected [__keep_incompatibility]: never;
public static GetSize ($file: string) : FairyEditor.AssetSizeUtil.Result
}
class BuilderUtil extends System.Object
{
protected [__keep_incompatibility]: never;
public static TimeBase : System.DateTime
public static GenerateUID () : string
public static GenDevCode () : string
public static ToStringBase36 ($num: bigint) : string
public static ToNumberBase36 ($str: string) : number
public static Encrypt_MD5 ($input: string, $encode?: System.Text.Encoding) : string
public static GetMD5HashFromFile ($filePath: string) : string
public static Decrypt_DES16 ($base64String: string, $key: string) : string
public static Encrypt_DES16 ($source: string, $key: string) : string
public static Union ($rect1: UnityEngine.Rect, $rect2: UnityEngine.Rect) : UnityEngine.Rect
public static GetNameFromId ($aId: string) : string
public static GetFileExtension ($fileName: string, $keepCase?: boolean) : string
public static PointLineDistance ($pointX: number, $pointY: number, $startX: number, $startY: number, $endX: number, $endY: number, $isSegment: boolean) : number
public static GetSizeName ($val: number, $digits?: number) : string
public static OpenURL ($url: string) : void
public static OpenWithDefaultApp ($file: string) : void
public static RevealInExplorer ($file: string) : void
public static ToUnixTimestamp ($dateTime: System.DateTime) : bigint
public static WaitForNextFrame () : $Task<any>
public static CreateZip ($zipFile: string, $dir: string) : void
public static Unzip ($zipFile: string, $dir: string) : void
}
class BytesWriter extends System.Object
{
protected [__keep_incompatibility]: never;
public littleEndian : boolean
public get length(): number;
public get position(): number;
public set position(value: number);
public ReadByte ($pos: number) : number
public WriteByte ($value: number) : void
public WriteBoolean ($value: boolean) : void
public WriteShort ($value: number) : void
public WriteInt ($value: number) : void
public WriteFloat ($value: number) : void
public WriteUTF ($str: string) : void
public WriteUTFBytes ($str: string) : void
public WriteBytes ($bytes: System.Array$1<number>) : void
public WriteBytes ($ba: FairyEditor.BytesWriter) : void
public WriteColor ($c: UnityEngine.Color32) : void
public ToBytes () : System.Array$1<number>
public constructor ()
}
class ColorUtil extends System.Object
{
protected [__keep_incompatibility]: never;
public static ToHexString ($color: UnityEngine.Color, $includeAlpha?: boolean) : string
public static FromHexString ($str: string, $hasAlpha?: boolean) : UnityEngine.Color
public static FromARGB ($argb: number) : UnityEngine.Color
public static FromRGB ($rgb: number) : UnityEngine.Color
public static ToRGB ($color: UnityEngine.Color) : number
public static ToARGB ($color: UnityEngine.Color) : number
}
class FontUtil extends System.Object
{
protected [__keep_incompatibility]: never;
public static GetOSInstalledFontNames ($forceRefresh: boolean) : System.Collections.Generic.List$1<FairyEditor.FontUtil.FontInfo>
public static RequestFont ($family: string) : void
public static GetFontName ($fontFile: string) : FairyEditor.FontUtil.FontName
public static GetPreviewTexture ($fontInfo: FairyEditor.FontUtil.FontInfo) : FairyGUI.NTexture
}
class ImageUtil extends System.Object
{
protected [__keep_incompatibility]: never;
public static get ToolAvailable(): boolean;
public static Init () : void
public static Quantize ($image: FairyEditor.VImage) : System.Array$1<number>
public static Quantize ($pngFile: string, $targetFile: string) : boolean
public static Quantize ($pngFile: string) : string
}
class VImage extends System.Object implements System.IDisposable
{
protected [__keep_incompatibility]: never;
public get width(): number;
public get height(): number;
public get transparent(): boolean;
public get bandCount(): number;
public static New ($width: number, $height: number, $transparent: boolean) : FairyEditor.VImage
public static New ($width: number, $height: number, $transparent: boolean, $fillColor: UnityEngine.Color) : FairyEditor.VImage
public static New ($file: string) : FairyEditor.VImage
public static New ($data: System.Array$1<number>) : FairyEditor.VImage
public static New ($file: string, $width: number, $height: number) : FairyEditor.VImage
public static Thumbnail ($file: string, $width: number) : FairyEditor.VImage
public static GetImageSize ($file: string, $width: $Ref<number>, $height: $Ref<number>) : boolean
public Dispose () : void
public Resize ($width: number, $height: number, $kernel?: FairyEditor.VImage.Kernel) : void
public ResizeBy ($hscale: number, $vscale: number, $kernel?: FairyEditor.VImage.Kernel) : void
public Rotate ($angle: number) : void
public FindTrim () : UnityEngine.Rect
public Crop ($rect: UnityEngine.Rect) : void
public Embed ($x: number, $y: number, $width: number, $height: number, $extend: FairyEditor.VImage.Extend, $background: UnityEngine.Color) : void
public AlphaBlend ($another: FairyEditor.VImage, $x: number, $y: number) : void
public CopyPixels ($another: FairyEditor.VImage, $x: number, $y: number) : void
public CopyPixels ($another: FairyEditor.VImage, $sourceRect: UnityEngine.Rect, $destPoint: UnityEngine.Vector2) : void
public Composite ($another: FairyEditor.VImage, $x: number, $y: number, $blendMode: FairyEditor.VImage.BlendMode, $premultiplied: boolean) : void
public Composite ($images: System.Collections.Generic.IList$1<FairyEditor.VImage>, $pos: System.Collections.Generic.IList$1<UnityEngine.Vector2>, $blendMode: FairyEditor.VImage.BlendMode, $premultiplied: boolean) : void
public ExtractAlpha ($returnAlpha: boolean) : FairyEditor.VImage
public Clear ($color: UnityEngine.Color) : void
public DrawRect ($x: number, $y: number, $width: number, $height: number, $color: UnityEngine.Color, $fill: boolean) : void
public GetRawData () : System.IntPtr
public GetRawDataSize () : number
public GetPixels () : System.Array$1<number>
public ToTexture ($smoothing: boolean, $makeNoLongerReadable: boolean) : UnityEngine.Texture2D
public GetAnimation () : FairyEditor.VImage.Animation
public Save ($file: string) : void
public Save ($file: string, $format: string) : void
public Save ($file: string, $format: string, $quality: number) : void
public Clone () : FairyEditor.VImage
public static InitLibrary () : void
}
class IOUtil extends System.Object
{
protected [__keep_incompatibility]: never;
public static DeleteFile ($file: string, $toTrash?: boolean) : void
public static CopyFile ($sourceFile: string, $destFile: string) : void
public static BrowseForDirectory ($title: string, $callback: System.Action$1<string>) : void
public static BrowseForOpen ($title: string, $directory: string, $extensions: System.Array$1<SFB.ExtensionFilter>, $callback: System.Action$1<string>) : void
public static BrowseForOpenMultiple ($title: string, $directory: string, $extensions: System.Array$1<SFB.ExtensionFilter>, $callback: System.Action$1<System.Array$1<string>>) : void
public static BrowseForSave ($title: string, $directory: string, $extension: SFB.ExtensionFilter, $callback: System.Action$1<string>) : void
public static BrowseForSave ($title: string, $directory: string, $defaultName: string, $defaultExt: string, $callback: System.Action$1<string>) : void
}
class JsonUtil extends System.Object
{
protected [__keep_incompatibility]: never;
public static ColorHexFormat : boolean
public static DecodeJson ($content: string) : any
public static EncodeJson ($obj: any) : string
public static EncodeJson ($obj: any, $indent: boolean) : string
}
class NativeDragDrop extends System.Object
{
protected [__keep_incompatibility]: never;
public static Init () : void
public static Dispose () : void
}
class UserActionException extends System.Exception implements System.Runtime.InteropServices._Exception, System.Runtime.Serialization.ISerializable
{
protected [__keep_incompatibility]: never;
public constructor ($message: string)
public constructor ()
}
class PathPointsUtil extends System.Object
{
protected [__keep_incompatibility]: never;
public static InsertPoint ($pos: UnityEngine.Vector3, $index: number, $points: System.Collections.Generic.List$1<FairyGUI.GPathPoint>) : void
public static RemovePoint ($index: number, $points: System.Collections.Generic.List$1<FairyGUI.GPathPoint>) : void
public static UpdatePoint ($index: number, $pos: UnityEngine.Vector3, $points: System.Collections.Generic.List$1<FairyGUI.GPathPoint>) : void
public static UpdateControlPoint ($pointIndex: number, $controlIndex: number, $pos: UnityEngine.Vector3, $points: System.Collections.Generic.List$1<FairyGUI.GPathPoint>) : void
public static SerializeFrom ($source: string, $points: System.Collections.Generic.List$1<FairyGUI.GPathPoint>) : void
public static SerializeTo ($points: System.Collections.Generic.List$1<FairyGUI.GPathPoint>) : string
}
class PlistElement extends System.Object
{
protected [__keep_incompatibility]: never;
public AsString () : string
public AsInteger () : number
public AsBoolean () : boolean
public AsArray () : FairyEditor.PlistElementArray
public AsDict () : FairyEditor.PlistElementDict
public AsReal () : number
public AsDate () : System.DateTime
public get_Item ($key: string) : FairyEditor.PlistElement
public set_Item ($key: string, $value: FairyEditor.PlistElement) : void
}
class PlistElementArray extends FairyEditor.PlistElement
{
protected [__keep_incompatibility]: never;
public values : System.Collections.Generic.List$1<FairyEditor.PlistElement>
public AddString ($val: string) : void
public AddInteger ($val: number) : void
public AddBoolean ($val: boolean) : void
public AddDate ($val: System.DateTime) : void
public AddReal ($val: number) : void
public AddArray () : FairyEditor.PlistElementArray
public AddDict () : FairyEditor.PlistElementDict
public constructor ()
}
class PlistElementDict extends FairyEditor.PlistElement
{
protected [__keep_incompatibility]: never;
public get values(): System.Collections.Generic.IDictionary$2<string, FairyEditor.PlistElement>;
public get_Item ($key: string) : FairyEditor.PlistElement
public set_Item ($key: string, $value: FairyEditor.PlistElement) : void
public SetInteger ($key: string, $val: number) : void
public SetString ($key: string, $val: string) : void
public SetBoolean ($key: string, $val: boolean) : void
public SetDate ($key: string, $val: System.DateTime) : void
public SetReal ($key: string, $val: number) : void
public CreateArray ($key: string) : FairyEditor.PlistElementArray
public CreateDict ($key: string) : FairyEditor.PlistElementDict
public constructor ()
}
class PlistElementString extends FairyEditor.PlistElement
{
protected [__keep_incompatibility]: never;
public value : string
public constructor ($v: string)
public constructor ()
}
class PlistElementInteger extends FairyEditor.PlistElement
{
protected [__keep_incompatibility]: never;
public value : number
public constructor ($v: number)
public constructor ()
}
class PlistElementReal extends FairyEditor.PlistElement
{
protected [__keep_incompatibility]: never;
public value : number
public constructor ($v: number)
public constructor ()
}
class PlistElementBoolean extends FairyEditor.PlistElement
{
protected [__keep_incompatibility]: never;
public value : boolean
public constructor ($v: boolean)
public constructor ()
}
class PlistElementDate extends FairyEditor.PlistElement
{
protected [__keep_incompatibility]: never;
public value : System.DateTime
public constructor ($date: System.DateTime)
public constructor ()
}
class PlistDocument extends System.Object
{
protected [__keep_incompatibility]: never;
public root : FairyEditor.PlistElementDict
public version : string
public Create () : void
public ReadFromFile ($path: string) : void
public ReadFromStream ($tr: System.IO.TextReader) : void
public ReadFromString ($text: string) : void
public WriteToFile ($path: string) : void
public WriteToStream ($tw: System.IO.TextWriter) : void
public WriteToString () : string
public constructor ()
}
class PrimitiveExtension extends System.Object
{
protected [__keep_incompatibility]: never;
public static FormattedString ($value: number, $fractionDigits?: number) : string
}
class ProcessUtil extends System.Object
{
protected [__keep_incompatibility]: never;
public static LaunchApp () : void
public static Start ($path: string, $args: System.Array$1<string>, $dir: string, $waitUntilExit: boolean) : string
public static GetOpenFilename () : string
public static GetUUID () : string
public static GetAppVersion () : string
}
class ReflectionUtil extends System.Object
{
protected [__keep_incompatibility]: never;
public static GetInfo ($type: System.Type, $propName: string) : any
public static GetProperty ($obj: any, $propName: string) : any
public static SetProperty ($obj: any, $propName: string, $value: any) : void
}
class WindowUtil extends System.Object
{
protected [__keep_incompatibility]: never;
public static ChangeTitle ($title: string) : void
public static ChangeIcon ($icon: string) : void
public static GetScaleFactor () : number
public static BringToFront () : void
}
class XMLExtension extends System.Object
{
protected [__keep_incompatibility]: never;
public static Load ($file: string) : FairyGUI.Utils.XML
public static LoadXMLBrief ($file: string) : FairyGUI.Utils.XML
public static GetAttributeArray ($xml: FairyGUI.Utils.XML, $attrName: string, $i1: $Ref<number>, $i2: $Ref<number>) : boolean
public static GetAttributeArray ($xml: FairyGUI.Utils.XML, $attrName: string, $i1: $Ref<number>, $i2: $Ref<number>, $i3: $Ref<number>, $i4: $Ref<number>) : boolean
public static GetAttributeArray ($xml: FairyGUI.Utils.XML, $attrName: string, $f1: $Ref<number>, $f2: $Ref<number>, $f3: $Ref<number>, $f4: $Ref<number>) : boolean
public static GetAttributeArray ($xml: FairyGUI.Utils.XML, $attrName: string, $f1: $Ref<number>, $f2: $Ref<number>) : boolean
public static GetAttributeArray ($xml: FairyGUI.Utils.XML, $attrName: string, $s1: $Ref<string>, $s2: $Ref<string>) : boolean
}
}
class ExternalImagePool extends System.Object
{
protected [__keep_incompatibility]: never;
}
namespace FairyEditor.View {
class MainView extends System.Object
{
protected [__keep_incompatibility]: never;
public get panel(): FairyGUI.GComponent;
public get toolbar(): FairyGUI.GComponent;
public UpdateUserInfo () : void
public ShowNewVersionPrompt ($versionName: string) : void
public ShowRestartPrompt () : void
public ShowAlreadyUpdatedPrompt () : void
public ShowStartScene () : void
public HandleGlobalHotkey ($funcId: string) : boolean
public FillLanguages () : void
public DropFiles ($mousePos: UnityEngine.Vector2, $arrFiles: System.Array$1<string>) : void
public constructor ()
}
class DocumentView extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public get docContainer(): FairyGUI.GComponent;
public get activeDoc(): FairyEditor.View.IDocument;
public set activeDoc(value: FairyEditor.View.IDocument);
public get viewScale(): number;
public set viewScale(value: number);
public AddFactory ($factory: FairyEditor.View.IDocumentFactory) : void
public RemoveFactory ($factory: FairyEditor.View.IDocumentFactory) : void
public FindDocument ($docURL: string) : FairyEditor.View.IDocument
public CloseDocuments ($pkg: FairyEditor.FPackage) : void
public OpenDocument ($url: string, $activateIt?: boolean) : FairyEditor.View.IDocument
public SaveDocument ($doc?: FairyEditor.View.IDocument) : void
public SaveAllDocuments () : void
public CloseDocument ($doc?: FairyEditor.View.IDocument) : void
public CloseAllDocuments () : void
public QueryToCloseDocument ($doc?: FairyEditor.View.IDocument) : void
public QueryToCloseOtherDocuments () : void
public QueryToCloseAllDocuments () : void
public QueryToSaveAllDocuments ($callback: System.Action$1<string>) : void
public HasUnsavedDocuments () : boolean
public UpdateTab ($doc: FairyEditor.View.IDocument) : void
public HandleHotkey ($context: FairyGUI.EventContext) : void
public constructor ()
}
class LibraryView extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public get contextMenu(): FairyEditor.Component.IMenu;
public get contextMenu_Folder(): FairyEditor.Component.IMenu;
public get contextMenu_Package(): FairyEditor.Component.IMenu;
public get currentGroup(): string;
public GetFolderUnderPoint ($globalPos: UnityEngine.Vector2, $touchTarget: FairyGUI.GObject) : FairyEditor.FPackageItem
public GetSelectedResource () : FairyEditor.FPackageItem
public GetSelectedResources ($includeChildren: boolean) : System.Collections.Generic.List$1<FairyEditor.FPackageItem>
public GetSelectedFolder () : FairyEditor.FPackageItem
public Highlight ($pi: FairyEditor.FPackageItem, $setFocus?: boolean) : void
public MoveResources ($dropTarget: FairyEditor.FPackageItem, $items: System.Collections.Generic.List$1<FairyEditor.FPackageItem>) : void
public DeleteResources ($items: System.Collections.Generic.List$1<FairyEditor.FPackageItem>) : void
public SetResourcesExported ($items: System.Collections.Generic.List$1<FairyEditor.FPackageItem>, $value: boolean) : void
public SetResourcesFavorite ($items: System.Collections.Generic.List$1<FairyEditor.FPackageItem>, $value: boolean) : void
public OpenResource ($pi: FairyEditor.FPackageItem) : void
public OpenResources ($pis: System.Collections.Generic.List$1<FairyEditor.FPackageItem>) : void
public RevealInExplorer ($pi: FairyEditor.FPackageItem) : void
public ShowUpdateResourceDialog ($pi: FairyEditor.FPackageItem) : void
public ShowImportResourcesDialog ($pkg?: FairyEditor.FPackage, $toPath?: string) : void
public AddPackageToGroup ($pkg: FairyEditor.FPackage) : void
public GetPackagesInGroup ($group: string, $result: System.Collections.Generic.List$1<FairyEditor.FPackage>) : System.Collections.Generic.List$1<FairyEditor.FPackage>
public constructor ()
}
class InspectorView extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public get visibleInspectors(): System.Collections.Generic.List$1<FairyEditor.View.IInspector>;
public get scrollPos(): number;
public set scrollPos(value: number);
public GetInspector ($name: string) : FairyEditor.View.IInspector
public AddInspector ($type: System.Type, $name: string, $title: string) : void
public AddInspector ($luaTable: XLua.LuaTable, $name: string, $title: string) : void
public AddInspector ($factoryMethod: System.Func$1<FairyEditor.View.PluginInspector>, $name: string, $title: string) : void
public RemoveInspector ($name: string) : void
public RemoveAllPluginInspectors () : void
public SetTitle ($name: string, $title: string) : void
public Show ($name: string) : void
public Show ($names: System.Array$1<string>) : void
public Show ($names: System.Collections.Generic.List$1<string>) : void
public UpdateInspector ($inst: FairyEditor.View.IInspector) : void
public ShowPopup ($name: string, $target: FairyGUI.GObject, $dir?: FairyGUI.PopupDirection, $closeUntilMouseUp?: boolean) : void
public Refresh ($name: string) : void
public Clear () : void
public constructor ()
}
class TestView extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public get running(): boolean;
public Start () : void
public Reload () : void
public Stop () : void
public PlayTransition ($name: string) : void
public TogglePopup ($popup: FairyEditor.FObject, $target?: FairyEditor.FObject, $direction?: string) : void
public ShowPopup ($popup: FairyEditor.FObject, $target?: FairyEditor.FObject, $direction?: string) : void
public HidePopup () : void
public ShowTooltips ($msg: string) : void
public HideTooltips () : void
public constructor ()
}
class TimelineView extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public Refresh ($transItem?: FairyEditor.FTransitionItem) : void
public SelectKeyFrame ($transItem: FairyEditor.FTransitionItem) : void
public GetSelection () : FairyEditor.FTransitionItem
public GetSelections ($result: System.Collections.Generic.List$1<FairyEditor.FTransitionItem>) : void
public constructor ()
}
class ConsoleView extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public Log ($msg: string) : void
public Log ($logType: UnityEngine.LogType, $msg: string) : void
public LogError ($msg: string) : void
public LogError ($msg: string, $err?: System.Exception) : void
public LogWarning ($msg: string) : void
public Clear () : void
public constructor ()
}
class DocumentFactory extends System.Object implements FairyEditor.View.IDocumentFactory
{
protected [__keep_incompatibility]: never;
public get contextMenu(): FairyEditor.Component.IMenu;
public CreateDocument ($docURL: string) : FairyEditor.View.IDocument
public InvokeDocumentMethod ($methodName: string, $args?: System.Array$1<any>) : void
public ConnectInspector ($inspectorName: string) : void
public ConnectInspector ($inspectorName: string, $forObjectType: string, $forEmptySelection: boolean, $forTimelineMode: boolean) : void
public disconnectInspector ($inspectorName: string) : void
public constructor ()
public CreateDocument ($url: string) : FairyEditor.View.IDocument
}
interface IDocumentFactory
{
CreateDocument ($url: string) : FairyEditor.View.IDocument
}
class Document extends System.Object implements FairyEditor.View.IDocument
{
protected [__keep_incompatibility]: never;
public get panel(): FairyGUI.GComponent;
public get selectionLayer(): FairyGUI.Container;
public get inspectingTarget(): FairyEditor.FObject;
public get inspectingTargets(): System.Collections.Generic.IList$1<FairyEditor.FObject>;
public get inspectingObjectType(): string;
public get packageItem(): FairyEditor.FPackageItem;
public get content(): FairyEditor.FComponent;
public get displayTitle(): string;
public get displayIcon(): string;
public get history(): FairyEditor.View.ActionHistory;
public get docURL(): string;
public get isModified(): boolean;
public get savedVersion(): number;
public get openedGroup(): FairyEditor.FObject;
public get isPickingObject(): boolean;
public get timelineMode(): boolean;
public get editingTransition(): FairyEditor.FTransition;
public get head(): number;
public set head(value: number);
public Open ($pi: FairyEditor.FPackageItem) : void
public DiscardChanges () : void
public OnEnable () : void
public OnDisable () : void
public OnDestroy () : void
public OnValidate () : void
public SetMeta ($key: string, $value: any) : void
public OnUpdate () : void
public GetInspectingTargetCount ($objectType: string) : number
public SetModified ($value?: boolean) : void
public Serialize () : FairyGUI.Utils.XML
public Save () : void
public OnViewSizeChanged () : void
public OnViewScaleChanged () : void
public OnViewBackgroundChanged () : void
public SelectObject ($obj: FairyEditor.FObject, $scrollToView?: boolean, $allowOpenGroups?: boolean) : void
public SelectAll () : void
public GetSelection () : System.Collections.Generic.IList$1<FairyEditor.FObject>
public UnselectObject ($obj: FairyEditor.FObject) : void
public UnselectAll () : void
public SetSelection ($obj: FairyEditor.FObject) : void
public SetSelection ($objs: System.Collections.Generic.IList$1<FairyEditor.FObject>) : void
public CopySelection () : void
public DeleteSelection () : void
public DeleteGroupContent ($group: FairyEditor.FGroup) : void
public MoveSelection ($dx: number, $dy: number) : void
public GlobalToCanvas ($stagePos: UnityEngine.Vector2) : UnityEngine.Vector2
public GetCenterPos () : UnityEngine.Vector2
public Paste ($pos?: UnityEngine.Vector2 | null, $pasteToCenter?: boolean) : void
public ReplaceSelection ($url: string) : void
public OpenChild ($target: FairyEditor.FObject) : void
public StartInlineEdit ($target: FairyEditor.FTextField) : void
public ShowContextMenu () : void
public UpdateEditMenu ($editMeu: FairyEditor.Component.IMenu) : void
public InsertObject ($url: string, $pos?: UnityEngine.Vector2 | null, $insertIndex?: number) : FairyEditor.FObject
public RemoveObject ($obj: FairyEditor.FObject) : void
public AdjustDepth ($index: number) : void
public CreateGroup () : void
public DestroyGroup () : void
public OpenGroup ($group: FairyEditor.FObject) : void
public CloseGroup ($depth?: number) : void
public NotifyGroupRemoved ($group: FairyEditor.FGroup) : void
public HandleHotkey ($hotkeyId: string) : void
public PickObject ($initValue: FairyEditor.FObject, $callback: System.Action$1<FairyEditor.FObject>, $validator?: System.Func$2<FairyEditor.FObject, boolean>, $cancelCallback?: System.Action) : void
public CancelPickObject () : void
public EnterTimelineMode ($name: string) : void
public ExitTimelineMode () : void
public RefreshTransition () : void
public RefreshInspectors ($flag?: number) : void
public GetOutlineLocks ($obj: FairyEditor.FObject) : number
public SetTransitionProperty ($trans: FairyEditor.FTransition, $propName: string, $propValue: any) : void
public SetKeyFrameProperty ($item: FairyEditor.FTransitionItem, $propName: string, $propValue: any) : void
public SetKeyFrameValue ($item: FairyEditor.FTransitionItem, ...values: any[]) : void
public SetKeyFramePathPos ($item: FairyEditor.FTransitionItem, $pointIndex: number, $x: number, $y: number) : void
public SetKeyFrameControlPointPos ($item: FairyEditor.FTransitionItem, $pointIndex: number, $controlIndex: number, $x: number, $y: number) : void
public SetKeyFrameControlPointSmooth ($item: FairyEditor.FTransitionItem, $pointIndex: number, $smooth: boolean) : void
public SetKeyFrame ($targetId: string, $type: string, $frame: number) : void
public AddKeyFrames ($keyFrames: System.Collections.Generic.IEnumerable$1<FairyEditor.FTransitionItem>) : void
public CreateKeyFrame ($transType: string) : void
public CreateKeyFrame ($child: FairyEditor.FObject, $type: string) : FairyEditor.FTransitionItem
public AddKeyFrame ($item: FairyEditor.FTransitionItem) : void
public AddKeyFrames ($items: System.Array$1<FairyEditor.FTransitionItem>) : void
public RemoveKeyFrame ($item: FairyEditor.FTransitionItem) : void
public RemoveKeyFrames ($targetId: string, $type: string) : void
public UpdateTransition ($xml: FairyGUI.Utils.XML) : void
public AddTransition ($name?: string) : FairyEditor.FTransition
public RemoveTransition ($name: string) : void
public DuplicateTransition ($name: string, $newInstanceName?: string) : FairyEditor.FTransition
public UpdateTransitions ($data: FairyGUI.Utils.XML) : void
public AddController ($data: FairyGUI.Utils.XML) : void
public UpdateController ($controllerName: string, $data: FairyGUI.Utils.XML) : void
public RemoveController ($controllerName: string) : void
public SwitchPage ($controllerName: string, $index: number) : number
public constructor ()
public UpdateEditMenu ($editMenu: FairyEditor.Component.IMenu) : void
}
interface IDocument
{
panel : FairyGUI.GComponent
packageItem : FairyEditor.FPackageItem
docURL : string
displayTitle : string
displayIcon : string
isModified : boolean
Save () : void
DiscardChanges () : void
UpdateEditMenu ($editMenu: FairyEditor.Component.IMenu) : void
HandleHotkey ($hotkeyId: string) : void
OnEnable () : void
OnDisable () : void
OnValidate () : void
OnUpdate () : void
OnDestroy () : void
OnViewSizeChanged () : void
OnViewScaleChanged () : void
OnViewBackgroundChanged () : void
}
class DocElement extends System.Object
{
protected [__keep_incompatibility]: never;
public get owner(): FairyEditor.View.Document;
public get isRoot(): boolean;
public get isValid(): boolean;
public get relationsDisabled(): boolean;
public get displayIcon(): string;
public get selected(): boolean;
public set selected(value: boolean);
public get gizmo(): FairyEditor.View.Gizmo;
public SetProperty ($propName: string, $propValue: any) : void
public SetGearProperty ($gearIndex: number, $propName: string, $propValue: any) : void
public UpdateGears ($data: FairyGUI.Utils.XML) : void
public SetRelation ($target: FairyEditor.FObject, $desc: string) : void
public RemoveRelation ($target: FairyEditor.FObject) : void
public UpdateRelations ($data: FairyGUI.Utils.XML) : void
public SetExtensionProperty ($propName: string, $propValue: any) : void
public SetChildProperty ($target: string, $propertyId: number, $propValue: any) : void
public SetVertexPosition ($pointIndex: number, $x: number, $y: number) : void
public SetVertexDistance ($pointIndex: number, $distance: number) : void
public SetScriptData ($name: string, $value: string) : void
public constructor ($doc: FairyEditor.View.Document, $obj: FairyEditor.FObject, $isRoot?: boolean)
public constructor ()
}
interface IActionHistoryItem
{
isPersists : boolean
Process ($owner: FairyEditor.View.Document) : boolean
}
class ActionHistory extends System.Object
{
protected [__keep_incompatibility]: never;
public get processing(): boolean;
public CanUndo () : boolean
public CanRedo () : boolean
public Add ($item: FairyEditor.View.IActionHistoryItem) : void
public GetPendingList () : System.Collections.Generic.List$1<FairyEditor.View.IActionHistoryItem>
public Reset () : void
public PushHistory () : void
public PopHistory () : void
public Undo () : boolean
public Redo () : boolean
public constructor ($doc: FairyEditor.View.Document)
public constructor ()
}
class Gizmo extends FairyGUI.Container implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public static RESIZE_HANDLE : number
public static VERTEX_HANDLE : number
public static PATH_HANDLE : number
public static CONTROL_HANDLE : number
public static HANDLE_SIZE : number
public static OUTLINE_COLOR : UnityEngine.Color
public static OUTLINE_COLOR_COM : UnityEngine.Color
public static OUTLINE_COLOR_GROUP : UnityEngine.Color
public static PATH_COLOR : UnityEngine.Color
public static TANGENT_COLOR : UnityEngine.Color
public static VERTEX_HANDLE_COLOR : UnityEngine.Color
public static PATH_HANDLE_COLOR : UnityEngine.Color
public static CONTROLL_HANDLE_COLOR : UnityEngine.Color
public get owner(): FairyEditor.FObject;
public get activeHandleIndex(): number;
public get activeHandleType(): number;
public get verticesEditing(): boolean;
public get keyFrame(): FairyEditor.FTransitionItem;
public get activeHandle(): FairyEditor.View.GizmoHandle;
public set activeHandle(value: FairyEditor.View.GizmoHandle);
public EditVertices () : void
public EditPath ($keyFrame: FairyEditor.FTransitionItem) : void
public EditComplete () : void
public Refresh ($immediately?: boolean) : void
public ShowDecorations ($visible: boolean) : void
public SetSelected ($value: boolean) : void
public OnUpdate () : void
public OnDragStart ($context: FairyGUI.EventContext) : void
public OnDragMove ($context: FairyGUI.EventContext) : void
public OnDragEnd ($context: FairyGUI.EventContext) : void
public constructor ($doc: FairyEditor.View.Document, $owner: FairyEditor.FObject)
public constructor ()
public constructor ($gameObjectName: string)
public constructor ($attachTarget: UnityEngine.GameObject)
}
class GizmoHandle extends FairyGUI.Shape implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public index : number
public get type(): number;
public get selected(): boolean;
public set selected(value: boolean);
public constructor ($type: number, $color: UnityEngine.Color, $shape?: number)
public constructor ()
}
class GizmoHandleSet extends System.Object
{
protected [__keep_incompatibility]: never;
public ResetIndex () : void
public GetHandle () : FairyEditor.View.GizmoHandle
public RemoveSpares () : void
public constructor ($manager: FairyGUI.DisplayObject, $type: number, $color: UnityEngine.Color, $shape?: number)
public constructor ()
}
class GridMesh extends System.Object implements FairyGUI.IMeshFactory
{
protected [__keep_incompatibility]: never;
public gridSize : number
public offset : UnityEngine.Vector2
public OnPopulateMesh ($vb: FairyGUI.VertexBuffer) : void
public constructor ()
}
class InspectorUpdateFlags extends System.Object
{
protected [__keep_incompatibility]: never;
public static COMMON : number
public static TRANSFORM : number
public static GEAR : number
public static RELATION : number
public static GIZMO : number
public static FlagsByName : System.Collections.Generic.Dictionary$2<string, number>
}
class PathLineMesh extends System.Object implements FairyGUI.IMeshFactory
{
protected [__keep_incompatibility]: never;
public pathLine : FairyGUI.LineMesh
public controlLines : System.Collections.Generic.List$1<FairyGUI.StraightLineMesh>
public controlLineCount : number
public GetControlLine () : FairyGUI.StraightLineMesh
public OnPopulateMesh ($vb: FairyGUI.VertexBuffer) : void
public constructor ()
}
class DocCamera extends UnityEngine.MonoBehaviour
{
protected [__keep_incompatibility]: never;
public cachedTransform : UnityEngine.Transform
public cachedCamera : UnityEngine.Camera
public owner : FairyGUI.GComponent
public constructor ()
}
class FavoritesView extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public constructor ()
}
class HierarchyView extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public constructor ()
}
interface IInspector
{
panel : FairyGUI.GComponent
UpdateUI () : boolean
Dispose () : void
}
class PluginInspector extends System.Object implements FairyEditor.View.IInspector
{
protected [__keep_incompatibility]: never;
public updateAction : System.Func$1<boolean>
public disposeAction : System.Action
public get panel(): FairyGUI.GComponent;
public set panel(value: FairyGUI.GComponent);
public UpdateUI () : boolean
public Dispose () : void
public constructor ()
}
class MainMenu extends System.Object
{
protected [__keep_incompatibility]: never;
public get root(): FairyEditor.Component.IMenu;
public AddStartSceneMenu () : void
public AddProjectMenu () : void
public constructor ($root: FairyEditor.Component.IMenu)
public constructor ()
}
class PlugInView extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public constructor ()
}
class PreviewView extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public Show ($pi?: FairyEditor.FPackageItem) : void
public constructor ()
}
class ProjectView extends System.Object
{
protected [__keep_incompatibility]: never;
public onContextMenu : FairyEditor.View.ProjectView.OnContextMenuDelegate
public onGetItemListing : FairyEditor.View.ProjectView.OnGetItemListingDelegate
public allowDrag : boolean
public get project(): FairyEditor.FProject;
public set project(value: FairyEditor.FProject);
public get treeView(): FairyGUI.GTree;
public get listView(): FairyGUI.GList;
public set showListView(value: boolean);
public SetChanged ($pi: FairyEditor.FPackageItem) : boolean
public SetTreeChanged ($pi: FairyEditor.FPackageItem, $recursive?: boolean, $applyImmediately?: boolean) : void
public GetSelectedPackage () : FairyEditor.FPackage
public GetSelectedFolder () : FairyEditor.FPackageItem
public GetSelectedResource () : FairyEditor.FPackageItem
public GetSelectedResources ($result?: System.Collections.Generic.List$1<FairyEditor.FPackageItem>) : System.Collections.Generic.List$1<FairyEditor.FPackageItem>
public GetFolderUnderPoint ($globalPos: UnityEngine.Vector2, $touchTarget: FairyGUI.GObject) : FairyEditor.FPackageItem
public GetExpandedFolders ($parentNode?: FairyGUI.GTreeNode, $result?: System.Collections.Generic.List$1<string>) : System.Collections.Generic.List$1<string>
public SetExpanedFolders ($arr: System.Collections.IList) : void
public IsInView ($pi: FairyEditor.FPackageItem) : boolean
public Select ($pi: FairyEditor.FPackageItem) : boolean
public SelectNextTo ($pi: FairyEditor.FPackageItem) : void
public Expand ($pi: FairyEditor.FPackageItem) : void
public Rename ($pi?: FairyEditor.FPackageItem) : void
public Open () : void
public ChangeIconSize ($scale: number) : void
public constructor ($proj: FairyEditor.FProject, $tree: FairyGUI.GTree, $sep?: FairyGUI.GObject, $list?: FairyGUI.GList)
public constructor ()
}
class QuickFinder extends System.Object
{
protected [__keep_incompatibility]: never;
public Show () : void
public constructor ()
}
class ReferenceView extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public Open ($source: string) : void
public FillMenuTargets () : void
public constructor ()
}
class ResourceMenu extends System.Object
{
protected [__keep_incompatibility]: never;
public get realMenu(): FairyEditor.Component.IMenu;
public get targetItems(): System.Collections.Generic.List$1<FairyEditor.FPackageItem>;
public Show () : void
public constructor ()
}
class SearchView extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public FillMenuTargets () : void
public constructor ()
}
class TransitionListView extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public Refresh () : void
public constructor ()
}
}
namespace FairyEditor.Component {
interface IMenu
{
AddItem ($caption: string, $name: string, $selectCallback: System.Action$1<string>) : void
AddItem ($caption: string, $name: string, $atIndex: number, $isSubMenu: boolean, $selectCallback: System.Action$1<string>) : void
AddSeperator () : void
AddSeperator ($atIndex: number) : void
RemoveItem ($name: string) : void
SetItemEnabled ($name: string, $enabled: boolean) : void
SetItemChecked ($name: string, $checked: boolean) : void
IsItemChecked ($name: string) : boolean
SetItemText ($name: string, $text: string) : void
ClearItems () : void
GetSubMenu ($name: string) : FairyEditor.Component.IMenu
Invoke ($name: string) : void
Dispose () : void
}
class ViewGrid extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public uid : string
public get showTabs(): boolean;
public set showTabs(value: boolean);
public get numViews(): number;
public get selectedIndex(): number;
public set selectedIndex(value: number);
public get selectedView(): FairyGUI.GComponent;
public set selectedView(value: FairyGUI.GComponent);
public GetViewAt ($index: number) : FairyGUI.GComponent
public AddView ($view: FairyGUI.GComponent) : void
public AddViewAt ($view: FairyGUI.GComponent, $index: number) : void
public RemoveView ($view: FairyGUI.GComponent) : void
public RemoveViewAt ($index: number) : void
public SetViewIndex ($view: FairyGUI.GComponent, $index: number) : void
public GetViewIndex ($view: FairyGUI.GComponent) : number
public GetViewIndexById ($viewId: string) : number
public ContainsView ($ids: System.Array$1<string>) : boolean
public MoveViews ($anotherGrid: FairyEditor.Component.ViewGrid) : void
public Clear () : void
public Refresh () : void
public SetViewTitle ($index: number, $title: string) : void
public constructor ()
}
class ChildObjectInput extends FairyGUI.GLabel implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public typeFilter : System.Array$1<string>
public get value(): FairyEditor.FObject;
public set value(value: FairyEditor.FObject);
public Start () : void
public constructor ()
}
class ColorInput extends FairyGUI.GButton implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public showAlpha : boolean
public get colorValue(): UnityEngine.Color;
public set colorValue(value: UnityEngine.Color);
public constructor ()
}
class ColorPicker extends System.Object
{
protected [__keep_incompatibility]: never;
public get isShowing(): boolean;
public Show ($input: FairyEditor.Component.ColorInput, $popupTarget: FairyGUI.GObject, $color: UnityEngine.Color, $showAlpha: boolean) : void
public Hide () : void
public constructor ()
}
class ComPropertyInput extends FairyGUI.GLabel implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public get value(): any;
public Update ($cp: FairyEditor.ComProperty, $pagesSupplier: any) : void
public constructor ()
}
class ControllerInput extends FairyGUI.GLabel implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public prompt : string
public includeChildren : boolean
public get owner(): FairyEditor.FComponent;
public set owner(value: FairyEditor.FComponent);
public get value(): string;
public set value(value: string);
public constructor ()
}
class ControllerMultiPageInput extends FairyGUI.GLabel implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public prompt : string
public get controller(): FairyEditor.FController;
public set controller(value: FairyEditor.FController);
public get value(): System.Array$1<string>;
public set value(value: System.Array$1<string>);
public constructor ()
}
class ControllerPageInput extends FairyGUI.GLabel implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public prompt : string
public nullPageOption : boolean
public additionalOptions : boolean
public get controller(): FairyEditor.FController;
public set controller(value: FairyEditor.FController);
public get value(): string;
public set value(value: string);
public constructor ()
}
class ListItem extends FairyGUI.GButton implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public titleObj : FairyGUI.GTextField
public iconObj : FairyGUI.GLoader
public sign : FairyGUI.GLoader
public constructor ()
}
class EditableListItem extends FairyEditor.Component.ListItem implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public get editable(): boolean;
public set editable(value: boolean);
public get toggleClickCount(): number;
public set toggleClickCount(value: number);
public StartEditing ($text?: string) : void
public constructor ()
}
class EditableTreeItem extends FairyGUI.GButton implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public toggleClickCount : number
public get editable(): boolean;
public set editable(value: boolean);
public StartEditing ($text?: string) : void
public constructor ()
}
class FontInput extends FairyGUI.GLabel implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public constructor ()
}
class FontSizeInput extends FairyGUI.GLabel implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public get value(): number;
public set value(value: number);
public get max(): number;
public set max(value: number);
public constructor ()
}
class InputElement extends System.ValueType
{
protected [__keep_incompatibility]: never;
public name : string
public type : string
public prop : string
public dummy : boolean
public extData : any
public min : FairyEditor.Component.InputElement.OptionalValue$1<number>
public max : FairyEditor.Component.InputElement.OptionalValue$1<number>
public step : FairyEditor.Component.InputElement.OptionalValue$1<number>
public precision : FairyEditor.Component.InputElement.OptionalValue$1<number>
public items : System.Array$1<string>
public values : System.Array$1<string>
public visibleItemCount : FairyEditor.Component.InputElement.OptionalValue$1<number>
public valueName : string
public inverted : boolean
public showAlpha : boolean
public filter : System.Array$1<string>
public pages : string
public includeChildren : boolean
public prompt : string
public readonly : boolean
public disableIME : boolean
public trim : boolean
}
class FormHelper extends System.Object
{
protected [__keep_incompatibility]: never;
public onPropChanged : FairyEditor.Component.FormHelper.OnPropChangedDelegate
public get owner(): FairyGUI.GComponent;
public BindControls ($data: System.Collections.Generic.IList$1<FairyEditor.Component.InputElement>) : void
public GetControl ($controlName: string) : FairyGUI.GObject
public UpdateValuesFrom ($obj: any, $controlNames?: System.Collections.IList) : void
public SetValue ($controlName: string, $value: any) : void
public GetValue ($controlName: string) : any
public UpdateUI () : void
public constructor ($owner: FairyGUI.GComponent)
public constructor ()
}
class InlineSearchBar extends FairyGUI.GButton implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public get pattern(): System.Text.RegularExpressions.Regex;
public Reset () : void
public HandleKeyEvent ($evt: FairyGUI.InputEvent) : boolean
public constructor ()
}
class LinkButton extends FairyGUI.GButton implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public constructor ()
}
class ListHelper extends System.Object
{
protected [__keep_incompatibility]: never;
public onInsert : System.Action$2<number, FairyGUI.GComponent>
public onRemove : System.Action$1<number>
public onSwap : System.Action$2<number, number>
public Add ($context?: FairyGUI.EventContext) : void
public Insert ($context?: FairyGUI.EventContext) : void
public Remove ($context?: FairyGUI.EventContext) : void
public MoveUp ($context?: FairyGUI.EventContext) : void
public MoveDown ($context?: FairyGUI.EventContext) : void
public constructor ($list: FairyGUI.GList, $indexColumn?: string)
public constructor ()
}
class ListItemInput extends FairyGUI.GLabel implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public toggleClickCount : number
public get editable(): boolean;
public set editable(value: boolean);
public StartEditing ($text?: string) : void
public constructor ()
}
class ResourceInput extends FairyGUI.GLabel implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public promptText : string
public isFontInput : boolean
public set text(value: string);
public constructor ()
}
class ListItemResourceInput extends FairyEditor.Component.ResourceInput implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public toggleClickCount : number
public StartEditing () : void
public constructor ()
}
class MenuBar extends System.Object implements FairyEditor.Component.IMenu
{
protected [__keep_incompatibility]: never;
public Dispose () : void
public AddItem ($caption: string, $name: string, $selectCallback: System.Action$1<string>) : void
public AddItem ($caption: string, $name: string, $atIndex: number, $isSubMenu: boolean, $selectCallback: System.Action$1<string>) : void
public GetSubMenu ($name: string) : FairyEditor.Component.IMenu
public RemoveItem ($name: string) : void
public AddSeperator () : void
public AddSeperator ($atIndex: number) : void
public SetItemEnabled ($name: string, $enabled: boolean) : void
public SetItemChecked ($name: string, $checked: boolean) : void
public IsItemChecked ($name: string) : boolean
public SetItemText ($name: string, $text: string) : void
public ClearItems () : void
public Invoke ($name: string) : void
public constructor ($panel: FairyGUI.GComponent)
public constructor ()
}
class NativeMenu extends System.Object implements FairyEditor.Component.IMenu
{
protected [__keep_incompatibility]: never;
public static applicationMenu : FairyEditor.Component.NativeMenu
public static dockIconMenu : FairyEditor.Component.NativeMenu
public Dispose () : void
public AddItem ($caption: string, $name: string, $selectCallback: System.Action$1<string>) : void
public AddItem ($caption: string, $name: string, $atIndex: number, $isSubMenu: boolean, $selectCallback: System.Action$1<string>) : void
public AddSeperator () : void
public AddSeperator ($atIndex: number) : void
public SetItemEnabled ($name: string, $enabled: boolean) : void
public SetItemChecked ($name: string, $checked: boolean) : void
public IsItemChecked ($name: string) : boolean
public SetItemText ($name: string, $text: string) : void
public GetSubMenu ($name: string) : FairyEditor.Component.IMenu
public RemoveItem ($name: string) : void
public ClearItems () : void
public Invoke ($name: string) : void
}
class NumericInput extends FairyGUI.GLabel implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public get max(): number;
public set max(value: number);
public get min(): number;
public set min(value: number);
public get value(): number;
public set value(value: number);
public get step(): number;
public set step(value: number);
public get fractionDigits(): number;
public set fractionDigits(value: number);
public set text(value: string);
public constructor ()
}
class SelectAnimationMenu extends System.Object
{
protected [__keep_incompatibility]: never;
public static GetInstance () : FairyEditor.Component.SelectAnimationMenu
public Show ($input: FairyGUI.GObject, $target: FairyEditor.FLoader3D, $popupTarget?: FairyGUI.GObject) : void
public constructor ()
}
class SelectDesignImageMenu extends System.Object
{
protected [__keep_incompatibility]: never;
public static GetInstance () : FairyEditor.Component.SelectDesignImageMenu
public Show ($input: FairyGUI.GObject, $popupTarget?: FairyGUI.GObject) : void
public constructor ()
}
class SelectPivotMenu extends System.Object
{
protected [__keep_incompatibility]: never;
public static GetInstance () : FairyEditor.Component.SelectPivotMenu
public Show ($input1: FairyGUI.GObject, $input2: FairyGUI.GObject, $popupTarget?: FairyGUI.GObject) : void
public constructor ()
}
class SelectSkinMenu extends System.Object
{
protected [__keep_incompatibility]: never;
public static GetInstance () : FairyEditor.Component.SelectSkinMenu
public Show ($input: FairyGUI.GObject, $target: FairyEditor.FLoader3D, $popupTarget?: FairyGUI.GObject) : void
public constructor ()
}
class TextArea extends FairyGUI.GLabel implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public constructor ()
}
class TextInput extends FairyGUI.GLabel implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public set text(value: string);
public constructor ()
}
class TransitionInput extends FairyGUI.GLabel implements FairyGUI.IEventDispatcher, FairyGUI.IColorGear
{
protected [__keep_incompatibility]: never;
public prompt : string
public includeChildren : boolean
public get owner(): FairyEditor.FComponent;
public set owner(value: FairyEditor.FComponent);
public get value(): string;
public set value(value: string);
public constructor ()
}
class ViewGridGroup extends FairyGUI.GComponent implements FairyGUI.IEventDispatcher
{
protected [__keep_incompatibility]: never;
public uid : string
public get layout(): FairyGUI.GroupLayoutType;
public get numGrids(): number;
public AddGrid ($child: FairyGUI.GObject) : void
public AddGridAt ($child: FairyGUI.GObject, $index: number) : void
public ResetChildrenSize () : void
public RemoveGrid ($child: FairyGUI.GObject, $dispose?: boolean) : void
public ReplaceGrid ($oldChild: FairyGUI.GObject, $newChild: FairyGUI.GObject) : void
public MoveGrids ($anotherGroup: FairyEditor.Component.ViewGridGroup, $index: number) : void
public GetGridAt ($index: number) : FairyGUI.GObject
public GetGridIndex ($grid: FairyGUI.GObject) : number
public FindGrid ($view: FairyGUI.GComponent, $recursive?: boolean) : FairyEditor.Component.ViewGrid
public FindGridById ($id: string, $recursive?: boolean) : FairyEditor.Component.ViewGrid
public FindGridByIds ($ids: System.Array$1<string>, $recursive?: boolean) : FairyEditor.Component.ViewGrid
public FindGroup ($id: string) : FairyEditor.Component.ViewGridGroup
public static EachGrid ($grp: FairyEditor.Component.ViewGridGroup, $recursive: boolean, $callback: FairyEditor.Component.ViewGridGroup.EachGridCallback) : FairyEditor.Component.ViewGrid
public constructor ($layout: FairyGUI.GroupLayoutType)
public constructor ()
}
}
namespace FairyEditor.App {
enum FrameRateFactor
{ BackgroundJob = 1, NativeDragDrop = 2, DraggingObject = 256, Testing = 512 }
}
namespace FairyGUI.Utils {
class XML extends System.Object
{
protected [__keep_incompatibility]: never;
public name : string
public text : string
public get attributes(): System.Collections.Generic.Dictionary$2<string, string>;
public get elements(): FairyGUI.Utils.XMLList;
public static Create ($tag: string) : FairyGUI.Utils.XML
public HasAttribute ($attrName: string) : boolean
public GetAttribute ($attrName: string) : string
public GetAttribute ($attrName: string, $defValue: string) : string
public GetAttributeInt ($attrName: string) : number
public GetAttributeInt ($attrName: string, $defValue: number) : number
public GetAttributeFloat ($attrName: string) : number
public GetAttributeFloat ($attrName: string, $defValue: number) : number
public GetAttributeBool ($attrName: string) : boolean
public GetAttributeBool ($attrName: string, $defValue: boolean) : boolean
public GetAttributeArray ($attrName: string) : System.Array$1<string>
public GetAttributeArray ($attrName: string, $seperator: number) : System.Array$1<string>
public GetAttributeColor ($attrName: string, $defValue: UnityEngine.Color) : UnityEngine.Color
public GetAttributeVector ($attrName: string) : UnityEngine.Vector2
public SetAttribute ($attrName: string, $attrValue: string) : void
public SetAttribute ($attrName: string, $attrValue: boolean) : void
public SetAttribute ($attrName: string, $attrValue: number) : void
public RemoveAttribute ($attrName: string) : void
public GetNode ($selector: string) : FairyGUI.Utils.XML
public Elements () : FairyGUI.Utils.XMLList
public Elements ($selector: string) : FairyGUI.Utils.XMLList
public GetEnumerator () : FairyGUI.Utils.XMLList.Enumerator
public GetEnumerator ($selector: string) : FairyGUI.Utils.XMLList.Enumerator
public AppendChild ($child: FairyGUI.Utils.XML) : void
public RemoveChild ($child: FairyGUI.Utils.XML) : void
public RemoveChildren ($selector: string) : void
public Parse ($aSource: string) : void
public Reset () : void
public ToXMLString ($includeHeader: boolean) : string
public constructor ($XmlString: string)
public constructor ()
}
interface XML {
GetAttributeArray ($attrName: string, $i1: $Ref<number>, $i2: $Ref<number>) : boolean;
GetAttributeArray ($attrName: string, $i1: $Ref<number>, $i2: $Ref<number>, $i3: $Ref<number>, $i4: $Ref<number>) : boolean;
GetAttributeArray ($attrName: string, $f1: $Ref<number>, $f2: $Ref<number>, $f3: $Ref<number>, $f4: $Ref<number>) : boolean;
GetAttributeArray ($attrName: string, $f1: $Ref<number>, $f2: $Ref<number>) : boolean;
GetAttributeArray ($attrName: string, $s1: $Ref<string>, $s2: $Ref<string>) : boolean;
}
class ByteBuffer extends System.Object
{
protected [__keep_incompatibility]: never;
public littleEndian : boolean
public stringTable : System.Array$1<string>
public version : number
public get position(): number;
public set position(value: number);
public get length(): number;
public get bytesAvailable(): boolean;
public get buffer(): System.Array$1<number>;
public set buffer(value: System.Array$1<number>);
public Skip ($count: number) : number
public ReadByte () : number
public ReadBytes ($output: System.Array$1<number>, $destIndex: number, $count: number) : System.Array$1<number>
public ReadBytes ($count: number) : System.Array$1<number>
public ReadBuffer () : FairyGUI.Utils.ByteBuffer
public ReadChar () : number
public ReadBool () : boolean
public ReadShort () : number
public ReadUshort () : number
public ReadInt () : number
public ReadUint () : number
public ReadFloat () : number
public ReadLong () : bigint
public ReadDouble () : number
public ReadString () : string
public ReadString ($len: number) : string
public ReadS () : string
public ReadSArray ($cnt: number) : System.Array$1<string>
public ReadPath () : System.Collections.Generic.List$1<FairyGUI.GPathPoint>
public WriteS ($value: string) : void
public ReadColor () : UnityEngine.Color
public Seek ($indexTablePos: number, $blockIndex: number) : boolean
public constructor ($data: System.Array$1<number>, $offset?: number, $length?: number)
public constructor ()
}
interface IHtmlObject
{
width : number
height : number
displayObject : FairyGUI.DisplayObject
element : FairyGUI.Utils.HtmlElement
Create ($owner: FairyGUI.RichTextField, $element: FairyGUI.Utils.HtmlElement) : void
SetPosition ($x: number, $y: number) : void
Add () : void
Remove () : void
Release () : void
Dispose () : void
}
class HtmlElement extends System.Object
{
protected [__keep_incompatibility]: never;
public type : FairyGUI.Utils.HtmlElementType
public name : string
public text : string
public format : FairyGUI.TextFormat
public charIndex : number
public htmlObject : FairyGUI.Utils.IHtmlObject
public status : number
public space : number
public position : UnityEngine.Vector2
public get isEntity(): boolean;
public Get ($attrName: string) : any
public Set ($attrName: string, $attrValue: any) : void
public GetString ($attrName: string) : string
public GetString ($attrName: string, $defValue: string) : string
public GetInt ($attrName: string) : number
public GetInt ($attrName: string, $defValue: number) : number
public GetFloat ($attrName: string) : number
public GetFloat ($attrName: string, $defValue: number) : number
public GetBool ($attrName: string) : boolean
public GetBool ($attrName: string, $defValue: boolean) : boolean
public GetColor ($attrName: string, $defValue: UnityEngine.Color) : UnityEngine.Color
public FetchAttributes () : void
public static GetElement ($type: FairyGUI.Utils.HtmlElementType) : FairyGUI.Utils.HtmlElement
public static ReturnElement ($element: FairyGUI.Utils.HtmlElement) : void
public static ReturnElements ($elements: System.Collections.Generic.List$1<FairyGUI.Utils.HtmlElement>) : void
public constructor ()
}
interface IHtmlPageContext
{
CreateObject ($owner: FairyGUI.RichTextField, $element: FairyGUI.Utils.HtmlElement) : FairyGUI.Utils.IHtmlObject
FreeObject ($obj: FairyGUI.Utils.IHtmlObject) : void
GetImageTexture ($image: FairyGUI.Utils.HtmlImage) : FairyGUI.NTexture
FreeImageTexture ($image: FairyGUI.Utils.HtmlImage, $texture: FairyGUI.NTexture) : void
}
class HtmlPageContext extends System.Object implements FairyGUI.Utils.IHtmlPageContext
{
protected [__keep_incompatibility]: never;
public static inst : FairyGUI.Utils.HtmlPageContext
public CreateObject ($owner: FairyGUI.RichTextField, $element: FairyGUI.Utils.HtmlElement) : FairyGUI.Utils.IHtmlObject
public FreeObject ($obj: FairyGUI.Utils.IHtmlObject) : void
public GetImageTexture ($image: FairyGUI.Utils.HtmlImage) : FairyGUI.NTexture
public FreeImageTexture ($image: FairyGUI.Utils.HtmlImage, $texture: FairyGUI.NTexture) : void
public constructor ()
}
class HtmlImage extends System.Object implements FairyGUI.Utils.IHtmlObject
{
protected [__keep_incompatibility]: never;
public get loader(): FairyGUI.GLoader;
public get displayObject(): FairyGUI.DisplayObject;
public get element(): FairyGUI.Utils.HtmlElement;
public get width(): number;
public get height(): number;
public Create ($owner: FairyGUI.RichTextField, $element: FairyGUI.Utils.HtmlElement) : void
public SetPosition ($x: number, $y: number) : void
public Add () : void
public Remove () : void
public Release () : void
public Dispose () : void
public constructor ()
}
class HtmlParseOptions extends System.Object
{
protected [__keep_incompatibility]: never;
public linkUnderline : boolean
public linkColor : UnityEngine.Color
public linkBgColor : UnityEngine.Color
public linkHoverBgColor : UnityEngine.Color
public ignoreWhiteSpace : boolean
public static DefaultLinkUnderline : boolean
public static DefaultLinkColor : UnityEngine.Color
public static DefaultLinkBgColor : UnityEngine.Color
public static DefaultLinkHoverBgColor : UnityEngine.Color
public constructor ()
}
class HtmlButton extends System.Object implements FairyGUI.Utils.IHtmlObject
{
protected [__keep_incompatibility]: never;
public static CLICK_EVENT : string
public static resource : string
public get button(): FairyGUI.GComponent;
public get displayObject(): FairyGUI.DisplayObject;
public get element(): FairyGUI.Utils.HtmlElement;
public get width(): number;
public get height(): number;
public Create ($owner: FairyGUI.RichTextField, $element: FairyGUI.Utils.HtmlElement) : void
public SetPosition ($x: number, $y: number) : void
public Add () : void
public Remove () : void
public Release () : void
public Dispose () : void
public constructor ()
}
enum HtmlElementType
{ Text = 0, Link = 1, Image = 2, Input = 3, Select = 4, Object = 5, LinkEnd = 6 }
class HtmlInput extends System.Object implements FairyGUI.Utils.IHtmlObject
{
protected [__keep_incompatibility]: never;
public static defaultBorderSize : number
public static defaultBorderColor : UnityEngine.Color
public static defaultBackgroundColor : UnityEngine.Color
public get textInput(): FairyGUI.GTextInput;
public get displayObject(): FairyGUI.DisplayObject;
public get element(): FairyGUI.Utils.HtmlElement;
public get width(): number;
public get height(): number;
public Create ($owner: FairyGUI.RichTextField, $element: FairyGUI.Utils.HtmlElement) : void
public SetPosition ($x: number, $y: number) : void
public Add () : void
public Remove () : void
public Release () : void
public Dispose () : void
public constructor ()
}
class HtmlLink extends System.Object implements FairyGUI.Utils.IHtmlObject
{
protected [__keep_incompatibility]: never;
public get displayObject(): FairyGUI.DisplayObject;
public get element(): FairyGUI.Utils.HtmlElement;
public get width(): number;
public get height(): number;
public Create ($owner: FairyGUI.RichTextField, $element: FairyGUI.Utils.HtmlElement) : void
public SetArea ($startLine: number, $startCharX: number, $endLine: number, $endCharX: number) : void
public SetPosition ($x: number, $y: number) : void
public Add () : void
public Remove () : void
public Release () : void
public Dispose () : void
public constructor ()
}
class HtmlParser extends System.Object
{
protected [__keep_incompatibility]: never;
public static inst : FairyGUI.Utils.HtmlParser
public Parse ($aSource: string, $defaultFormat: FairyGUI.TextFormat, $elements: System.Collections.Generic.List$1<FairyGUI.Utils.HtmlElement>, $parseOptions: FairyGUI.Utils.HtmlParseOptions) : void
public constructor ()
}
class HtmlSelect extends System.Object implements FairyGUI.Utils.IHtmlObject
{
protected [__keep_incompatibility]: never;
public static CHANGED_EVENT : string
public static resource : string
public get comboBox(): FairyGUI.GComboBox;
public get displayObject(): FairyGUI.DisplayObject;
public get element(): FairyGUI.Utils.HtmlElement;
public get width(): number;
public get height(): number;
public Create ($owner: FairyGUI.RichTextField, $element: FairyGUI.Utils.HtmlElement) : void
public SetPosition ($x: number, $y: number) : void
public Add () : void
public Remove () : void
public Release () : void
public Dispose () : void
public constructor ()
}
class ToolSet extends System.Object
{
protected [__keep_incompatibility]: never;
public static ConvertFromHtmlColor ($str: string) : UnityEngine.Color
public static ColorFromRGB ($value: number) : UnityEngine.Color
public static ColorFromRGBA ($value: number) : UnityEngine.Color
public static CharToHex ($c: number) : number
public static Intersection ($rect1: $Ref<UnityEngine.Rect>, $rect2: $Ref<UnityEngine.Rect>) : UnityEngine.Rect
public static Union ($rect1: $Ref<UnityEngine.Rect>, $rect2: $Ref<UnityEngine.Rect>) : UnityEngine.Rect
public static SkewMatrix ($matrix: $Ref<UnityEngine.Matrix4x4>, $skewX: number, $skewY: number) : void
public static RotateUV ($uv: System.Array$1<UnityEngine.Vector2>, $baseUVRect: $Ref<UnityEngine.Rect>) : void
}
class UBBParser extends System.Object
{
protected [__keep_incompatibility]: never;
public static inst : FairyGUI.Utils.UBBParser
public defaultTagHandler : FairyGUI.Utils.UBBParser.TagHandler
public handlers : System.Collections.Generic.Dictionary$2<string, FairyGUI.Utils.UBBParser.TagHandler>
public defaultImgWidth : number
public defaultImgHeight : number
public GetTagText ($remove: boolean) : string
public Parse ($text: string) : string
public constructor ()
}
class XMLList extends System.Object
{
protected [__keep_incompatibility]: never;
public rawList : System.Collections.Generic.List$1<FairyGUI.Utils.XML>
public get Count(): number;
public Add ($xml: FairyGUI.Utils.XML) : void
public Clear () : void
public get_Item ($index: number) : FairyGUI.Utils.XML
public GetEnumerator () : FairyGUI.Utils.XMLList.Enumerator
public GetEnumerator ($selector: string) : FairyGUI.Utils.XMLList.Enumerator
public Filter ($selector: string) : FairyGUI.Utils.XMLList
public Find ($selector: string) : FairyGUI.Utils.XML
public RemoveAll ($selector: string) : void
public constructor ()
public constructor ($list: System.Collections.Generic.List$1<FairyGUI.Utils.XML>)
}
class XMLIterator extends System.Object
{
protected [__keep_incompatibility]: never;
public static tagName : string
public static tagType : FairyGUI.Utils.XMLTagType
public static lastTagName : string
public static Begin ($source: string, $lowerCaseName?: boolean) : void
public static NextTag () : boolean
public static GetTagSource () : string
public static GetRawText ($trim?: boolean) : string
public static GetText ($trim?: boolean) : string
public static HasAttribute ($attrName: string) : boolean
public static GetAttribute ($attrName: string) : string
public static GetAttribute ($attrName: string, $defValue: string) : string
public static GetAttributeInt ($attrName: string) : number
public static GetAttributeInt ($attrName: string, $defValue: number) : number
public static GetAttributeFloat ($attrName: string) : number
public static GetAttributeFloat ($attrName: string, $defValue: number) : number
public static GetAttributeBool ($attrName: string) : boolean
public static GetAttributeBool ($attrName: string, $defValue: boolean) : boolean
public static GetAttributes ($result: System.Collections.Generic.Dictionary$2<string, string>) : System.Collections.Generic.Dictionary$2<string, string>
public static GetAttributes ($result: System.Collections.Hashtable) : System.Collections.Hashtable
public constructor ()
}
enum XMLTagType
{ Start = 0, End = 1, Void = 2, CDATA = 3, Comment = 4, Instruction = 5 }
class XMLUtils extends System.Object
{
protected [__keep_incompatibility]: never;
public static DecodeString ($aSource: string) : string
public static EncodeString ($sb: System.Text.StringBuilder, $start: number, $isAttribute?: boolean) : void
public static EncodeString ($str: string, $isAttribute?: boolean) : string
public constructor ()
}
class ZipReader extends System.Object
{
protected [__keep_incompatibility]: never;
public get entryCount(): number;
public GetNextEntry ($entry: FairyGUI.Utils.ZipReader.ZipEntry) : boolean
public GetEntryData ($entry: FairyGUI.Utils.ZipReader.ZipEntry) : System.Array$1<number>
public constructor ($data: System.Array$1<number>)
public constructor ()
}
}
namespace FairyEditor.AniData {
class Frame extends System.Object
{
protected [__keep_incompatibility]: never;
public rect : UnityEngine.Rect
public spriteIndex : number
public delay : number
public constructor ()
}
class FrameSprite extends System.Object
{
protected [__keep_incompatibility]: never;
public texture : FairyGUI.NTexture
public frameIndex : number
public raw : System.Array$1<number>
public constructor ()
}
}
namespace FairyEditor.BmFontData {
class Glyph extends System.ValueType
{
protected [__keep_incompatibility]: never;
public id : number
public x : number
public y : number
public xoffset : number
public yoffset : number
public width : number
public height : number
public xadvance : number
public img : string
public channel : number
}
}
namespace FairyEditor.ComponentAsset {
class DisplayListItem extends System.Object
{
protected [__keep_incompatibility]: never;
public packageItem : FairyEditor.FPackageItem
public pkg : FairyEditor.FPackage
public type : string
public desc : FairyGUI.Utils.XML
public missingInfo : FairyEditor.MissingInfo
public existingInstance : FairyEditor.FObject
public constructor ()
}
}
namespace FairyEditor.FontAsset {
enum FontType
{ Sprites = 0, Fnt = 1, TTF = 2 }
}
namespace UnityEngine.TextCore.LowLevel {
/** The rendering modes used by the Font Engine to render glyphs.
*/
enum GlyphRenderMode
{ SMOOTH_HINTED = 4121, SMOOTH = 4117, COLOR_HINTED = 69656, COLOR = 69652, RASTER_HINTED = 4122, RASTER = 4118, SDF = 4134, SDF8 = 8230, SDF16 = 16422, SDF32 = 32806, SDFAA_HINTED = 4169, SDFAA = 4165 }
}
namespace FairyEditor.Framework.Gears {
interface IGear
{
}
}
namespace FairyEditor.FTree {
interface TreeNodeRenderDelegate
{
(node: FairyEditor.FTreeNode, obj: FairyEditor.FComponent) : void;
Invoke?: (node: FairyEditor.FTreeNode, obj: FairyEditor.FComponent) => void;
}
var TreeNodeRenderDelegate: { new (func: (node: FairyEditor.FTreeNode, obj: FairyEditor.FComponent) => void): TreeNodeRenderDelegate; }
interface TreeNodeWillExpandDelegate
{
(node: FairyEditor.FTreeNode, expand: boolean) : void;
Invoke?: (node: FairyEditor.FTreeNode, expand: boolean) => void;
}
var TreeNodeWillExpandDelegate: { new (func: (node: FairyEditor.FTreeNode, expand: boolean) => void): TreeNodeWillExpandDelegate; }
}
namespace FairyGUI.GPathPoint {
enum CurveType
{ CRSpline = 0, Bezier = 1, CubicBezier = 2, Straight = 3 }
}
namespace FairyEditor.SpineCompatibilityHelper {
class Delegates extends System.ValueType
{
protected [__keep_incompatibility]: never;
public CreateRuntimeInstance : FairyEditor.SpineCompatibilityHelper.CreateRuntimeInstanceDelegate
public ParseBounds : FairyEditor.SpineCompatibilityHelper.ParseBoundsDelegate
}
interface CreateRuntimeInstanceDelegate
{
(descAsset: UnityEngine.TextAsset, atlasTextAsset: UnityEngine.TextAsset, textures: System.Array$1<UnityEngine.Texture2D>, materialPropertySource: UnityEngine.Material, initialize: boolean) : FairyEditor.ISkeletonDataAsset;
Invoke?: (descAsset: UnityEngine.TextAsset, atlasTextAsset: UnityEngine.TextAsset, textures: System.Array$1<UnityEngine.Texture2D>, materialPropertySource: UnityEngine.Material, initialize: boolean) => FairyEditor.ISkeletonDataAsset;
}
var CreateRuntimeInstanceDelegate: { new (func: (descAsset: UnityEngine.TextAsset, atlasTextAsset: UnityEngine.TextAsset, textures: System.Array$1<UnityEngine.Texture2D>, materialPropertySource: UnityEngine.Material, initialize: boolean) => FairyEditor.ISkeletonDataAsset): CreateRuntimeInstanceDelegate; }
interface ParseBoundsDelegate
{
(sourceFile: string) : UnityEngine.Rect;
Invoke?: (sourceFile: string) => UnityEngine.Rect;
}
var ParseBoundsDelegate: { new (func: (sourceFile: string) => UnityEngine.Rect): ParseBoundsDelegate; }
}
namespace Spine40.Unity.SkeletonDataCompatibility {
class VersionInfo extends System.Object
{
protected [__keep_incompatibility]: never;
}
}
namespace System.IO.Compression {
class ZipStorer extends System.Object implements System.IDisposable
{
protected [__keep_incompatibility]: never;
}
}
namespace FairyEditor.PublishHandler {
class ClassInfo extends System.Object
{
protected [__keep_incompatibility]: never;
public className : string
public superClassName : string
public resId : string
public resName : string
public res : FairyEditor.FPackageItem
public members : System.Collections.Generic.List$1<FairyEditor.PublishHandler.MemberInfo>
public references : System.Collections.Generic.List$1<string>
public constructor ()
}
class MemberInfo extends System.Object
{
protected [__keep_incompatibility]: never;
public name : string
public varName : string
public type : string
public index : number
public group : number
public res : FairyEditor.FPackageItem
public constructor ()
}
}
namespace FairyEditor.DependencyQuery {
enum SeekLevel
{ SELECTION = 0, SAME_PACKAGE_BUT_NOT_EXPORTED = 1, SAME_PACKAGE = 2, ALL = 3 }
}
namespace FairyEditor.CopyHandler {
enum OverrideOption
{ RENAME = 0, REPLACE = 1, SKIP = 2 }
}
namespace FairyEditor.HotkeyManager {
class FunctionDef extends System.Object
{
protected [__keep_incompatibility]: never;
public id : string
public hotkey : string
public desc : string
public get isCustomized(): boolean;
public constructor ($id: string, $hotkey: string, $desc: string)
public constructor ()
}
}
namespace FairyEditor.PluginManager {
class PluginInfo extends System.Object
{
protected [__keep_incompatibility]: never;
public name : string
public displayName : string
public description : string
public version : string
public author : FairyEditor.PluginManager.PluginInfo.Author
public icon : string
public main : string
public onPublish : System.Action$1<FairyEditor.PublishHandler>
public onPublishStart : System.Action$1<System.Array$1<FairyEditor.FPackage>>
public onPublishEnd : System.Action$1<System.Array$1<FairyEditor.FPackage>>
public onDestroy : System.Action
public onRunBatchModeScript : System.Action$2<FairyGUI.EventCallback0, string>
public constructor ()
}
}
namespace FairyEditor.ReferenceInfo {
enum ValueType
{ ID = 0, URL = 1, URL_COMPLEX = 2, CHAR_IMG = 3, ASSET_PROP = 4 }
}
namespace FairyEditor.AdaptationSettings {
class DeviceInfo extends System.ValueType
{
protected [__keep_incompatibility]: never;
public name : string
public resolutionX : number
public resolutionY : number
}
}
namespace FairyEditor.CommonSettings {
class ScrollBarConfig extends System.Object
{
protected [__keep_incompatibility]: never;
public horizontal : string
public vertical : string
public defaultDisplay : string
public constructor ()
}
}
namespace FairyEditor.GlobalPublishSettings {
class CodeGenerationConfig extends System.Object
{
protected [__keep_incompatibility]: never;
public allowGenCode : boolean
public codePath : string
public classNamePrefix : string
public memberNamePrefix : string
public packageName : string
public ignoreNoname : boolean
public getMemberByName : boolean
public codeType : string
public constructor ()
}
class AtlasSetting extends System.Object
{
protected [__keep_incompatibility]: never;
public maxSize : number
public paging : boolean
public sizeOption : string
public forceSquare : boolean
public allowRotation : boolean
public trimImage : boolean
public constructor ()
}
}
namespace FairyEditor.I18nSettings {
class LanguageFile extends System.Object
{
protected [__keep_incompatibility]: never;
public name : string
public path : string
public fontName : string
public modificationDate : System.DateTime
public constructor ()
}
}
namespace FairyEditor.PackageGroupSettings {
class PackageGroup extends System.Object
{
protected [__keep_incompatibility]: never;
public name : string
public pkgs : System.Collections.Generic.List$1<string>
public constructor ()
}
}
namespace FairyEditor.AssetSizeUtil {
class Result extends System.ValueType
{
protected [__keep_incompatibility]: never;
public width : number
public height : number
public type : string
public bitDepth : number
public colorType : number
}
}
namespace FairyEditor.FontUtil {
class FontInfo extends System.Object
{
protected [__keep_incompatibility]: never;
public family : string
public localeFamily : string
public file : string
public externalLoad : boolean
public constructor ()
}
class FontName extends System.Object
{
protected [__keep_incompatibility]: never;
public family : string
public localeFamily : string
public constructor ()
}
}
namespace FairyEditor.VImage {
enum Kernel
{ NEAREST = 0, LINEAR = 1, CUBIC = 2, MITCHELL = 3, LANCZOS2 = 4, LANCZOS3 = 5, LAST = 6 }
enum Extend
{ BLACK = 0, COPY = 1, REPEAT = 2, MIRROR = 3, WHITE = 4, BACKGROUND = 5, LAST = 6 }
enum BlendMode
{ CLEAR = 0, SOURCE = 1, OVER = 2, IN = 3, OUT = 4, ATOP = 5, DEST = 6, DEST_OVER = 7, DEST_IN = 8, DEST_OUT = 9, DEST_ATOP = 10, XOR = 11, ADD = 12, SATURATE = 13, MULTIPLY = 14, SCREEN = 15, OVERLAY = 16, DARKEN = 17, LIGHTEN = 18, COLOUR_DODGE = 19, COLOUR_BURN = 20, HARD_LIGHT = 21, SOFT_LIGHT = 22, DIFFERENCE = 23, EXCLUSION = 24, LAST = 25 }
class Animation extends System.ValueType
{
protected [__keep_incompatibility]: never;
public frames : System.Array$1<FairyEditor.VImage>
public frameDelays : System.Array$1<number>
public loopDelay : number
}
}
namespace XLua {
class LuaBase extends System.Object implements System.IDisposable
{
protected [__keep_incompatibility]: never;
}
class LuaTable extends XLua.LuaBase implements System.IDisposable
{
protected [__keep_incompatibility]: never;
}
}
namespace FairyEditor.View.ProjectView {
interface OnContextMenuDelegate
{
(pi: FairyEditor.FPackageItem, context: FairyGUI.EventContext) : void;
Invoke?: (pi: FairyEditor.FPackageItem, context: FairyGUI.EventContext) => void;
}
var OnContextMenuDelegate: { new (func: (pi: FairyEditor.FPackageItem, context: FairyGUI.EventContext) => void): OnContextMenuDelegate; }
interface OnGetItemListingDelegate
{
(folder: FairyEditor.FPackageItem, filters: System.Array$1<string>, result: System.Collections.Generic.List$1<FairyEditor.FPackageItem>) : System.Collections.Generic.List$1<FairyEditor.FPackageItem>;
Invoke?: (folder: FairyEditor.FPackageItem, filters: System.Array$1<string>, result: System.Collections.Generic.List$1<FairyEditor.FPackageItem>) => System.Collections.Generic.List$1<FairyEditor.FPackageItem>;
}
var OnGetItemListingDelegate: { new (func: (folder: FairyEditor.FPackageItem, filters: System.Array$1<string>, result: System.Collections.Generic.List$1<FairyEditor.FPackageItem>) => System.Collections.Generic.List$1<FairyEditor.FPackageItem>): OnGetItemListingDelegate; }
}
namespace FairyEditor.Component.InputElement {
class OptionalValue$1<T> extends System.ValueType
{
protected [__keep_incompatibility]: never;
}
}
namespace FairyEditor.Component.FormHelper {
interface OnPropChangedDelegate
{
(propName: string, propValue: any, extData: any) : boolean;
Invoke?: (propName: string, propValue: any, extData: any) => boolean;
}
var OnPropChangedDelegate: { new (func: (propName: string, propValue: any, extData: any) => boolean): OnPropChangedDelegate; }
}
namespace FairyEditor.Component.ViewGridGroup {
interface EachGridCallback
{
(grid: FairyEditor.Component.ViewGrid) : boolean;
Invoke?: (grid: FairyEditor.Component.ViewGrid) => boolean;
}
var EachGridCallback: { new (func: (grid: FairyEditor.Component.ViewGrid) => boolean): EachGridCallback; }
}
namespace FairyEditor.PluginManager.PluginInfo {
class Author extends System.Object
{
protected [__keep_incompatibility]: never;
public name : string
public constructor ()
}
}
namespace FairyGUI.BlendModeUtils {
class BlendFactor extends System.Object
{
protected [__keep_incompatibility]: never;
public srcFactor : UnityEngine.Rendering.BlendMode
public dstFactor : UnityEngine.Rendering.BlendMode
public pma : boolean
public constructor ($srcFactor: UnityEngine.Rendering.BlendMode, $dstFactor: UnityEngine.Rendering.BlendMode, $pma?: boolean)
public constructor ()
}
}
namespace FairyGUI.MovieClip {
class Frame extends System.Object
{
protected [__keep_incompatibility]: never;
public texture : FairyGUI.NTexture
public addDelay : number
public constructor ()
}
}
namespace FairyGUI.NGraphics {
class VertexMatrix extends System.Object
{
protected [__keep_incompatibility]: never;
public cameraPos : UnityEngine.Vector3
public matrix : UnityEngine.Matrix4x4
public constructor ()
}
}
namespace FairyGUI.ShaderConfig {
interface GetFunction
{
(name: string) : UnityEngine.Shader;
Invoke?: (name: string) => UnityEngine.Shader;
}
var GetFunction: { new (func: (name: string) => UnityEngine.Shader): GetFunction; }
}
namespace FairyGUI.BitmapFont {
class BMGlyph extends System.Object
{
protected [__keep_incompatibility]: never;
public x : number
public y : number
public width : number
public height : number
public advance : number
public lineHeight : number
public uv : System.Array$1<UnityEngine.Vector2>
public channel : number
public constructor ()
}
}
namespace FairyGUI.RTLSupport {
enum DirectionType
{ UNKNOW = 0, LTR = 1, RTL = 2, NEUTRAL = 3 }
}
namespace FairyGUI.TextField {
class LineInfo extends System.Object
{
protected [__keep_incompatibility]: never;
public width : number
public height : number
public baseline : number
public charIndex : number
public charCount : number
public y : number
public static Borrow () : FairyGUI.TextField.LineInfo
public static Return ($value: FairyGUI.TextField.LineInfo) : void
public static Return ($values: System.Collections.Generic.List$1<FairyGUI.TextField.LineInfo>) : void
public constructor ()
}
class CharPosition extends System.ValueType
{
protected [__keep_incompatibility]: never;
public charIndex : number
public lineIndex : number
public offsetX : number
public vertCount : number
public width : number
public imgIndex : number
}
class LineCharInfo extends System.ValueType
{
protected [__keep_incompatibility]: never;
public width : number
public height : number
public baseline : number
}
}
namespace FairyGUI.TextFormat {
enum SpecialStyle
{ None = 0, Superscript = 1, Subscript = 2 }
}
namespace FairyGUI.UpdateContext {
class ClipInfo extends System.ValueType
{
protected [__keep_incompatibility]: never;
public rect : UnityEngine.Rect
public clipBox : UnityEngine.Vector4
public soft : boolean
public softness : UnityEngine.Vector4
public clipId : number
public rectMaskDepth : number
public referenceValue : number
public reversed : boolean
}
}
namespace DragonBones {
class BaseObject extends System.Object
{
protected [__keep_incompatibility]: never;
}
class EventObject extends DragonBones.BaseObject
{
protected [__keep_incompatibility]: never;
}
class UnityEventDispatcher$1<T> extends UnityEngine.MonoBehaviour
{
protected [__keep_incompatibility]: never;
}
class DragonBoneEventDispatcher extends DragonBones.UnityEventDispatcher$1<DragonBones.EventObject> implements DragonBones.IEventDispatcher$1<DragonBones.EventObject>
{
protected [__keep_incompatibility]: never;
}
interface IEventDispatcher$1<T>
{
}
class UnityArmatureComponent extends DragonBones.DragonBoneEventDispatcher implements DragonBones.IEventDispatcher$1<DragonBones.EventObject>, DragonBones.IArmatureProxy
{
protected [__keep_incompatibility]: never;
}
interface IArmatureProxy extends DragonBones.IEventDispatcher$1<DragonBones.EventObject>
{
}
class DragonBonesData extends DragonBones.BaseObject
{
protected [__keep_incompatibility]: never;
}
}
namespace Spine40.Unity {
class SkeletonRenderer extends UnityEngine.MonoBehaviour implements Spine40.Unity.IHasSkeletonDataAsset, Spine40.Unity.ISkeletonComponent
{
protected [__keep_incompatibility]: never;
}
interface IHasSkeletonDataAsset
{
}
interface ISkeletonComponent
{
}
class SkeletonAnimation extends Spine40.Unity.SkeletonRenderer implements Spine40.Unity.ISkeletonAnimation, Spine40.Unity.IHasSkeletonDataAsset, Spine40.Unity.ISkeletonComponent, Spine40.Unity.IAnimationStateComponent
{
protected [__keep_incompatibility]: never;
}
interface ISkeletonAnimation
{
}
interface IAnimationStateComponent
{
}
class SkeletonDataAsset extends UnityEngine.ScriptableObject
{
protected [__keep_incompatibility]: never;
}
}
namespace TMPro {
class TMP_Asset extends UnityEngine.ScriptableObject
{
protected [__keep_incompatibility]: never;
}
class TMP_FontAsset extends TMPro.TMP_Asset
{
protected [__keep_incompatibility]: never;
}
enum FontWeight
{ Thin = 100, ExtraLight = 200, Light = 300, Regular = 400, Medium = 500, SemiBold = 600, Bold = 700, Heavy = 800, Black = 900 }
}
namespace FairyGUI.ControllerAction {
enum ActionType
{ PlayTransition = 0, ChangePage = 1 }
}
namespace FairyGUI.UIPackage {
interface CreateObjectCallback
{
(result: FairyGUI.GObject) : void;
Invoke?: (result: FairyGUI.GObject) => void;
}
var CreateObjectCallback: { new (func: (result: FairyGUI.GObject) => void): CreateObjectCallback; }
interface LoadResource
{
(name: string, extension: string, type: System.Type, destroyMethod: $Ref<FairyGUI.DestroyMethod>) : any;
Invoke?: (name: string, extension: string, type: System.Type, destroyMethod: $Ref<FairyGUI.DestroyMethod>) => any;
}
var LoadResource: { new (func: (name: string, extension: string, type: System.Type, destroyMethod: $Ref<FairyGUI.DestroyMethod>) => any): LoadResource; }
interface LoadResourceAsync
{
(name: string, extension: string, type: System.Type, item: FairyGUI.PackageItem) : void;
Invoke?: (name: string, extension: string, type: System.Type, item: FairyGUI.PackageItem) => void;
}
var LoadResourceAsync: { new (func: (name: string, extension: string, type: System.Type, item: FairyGUI.PackageItem) => void): LoadResourceAsync; }
}
namespace FairyGUI.GObjectPool {
interface InitCallbackDelegate
{
(obj: FairyGUI.GObject) : void;
Invoke?: (obj: FairyGUI.GObject) => void;
}
var InitCallbackDelegate: { new (func: (obj: FairyGUI.GObject) => void): InitCallbackDelegate; }
}
namespace FairyGUI.UIContentScaler {
enum ScreenMatchMode
{ MatchWidthOrHeight = 0, MatchWidth = 1, MatchHeight = 2 }
enum ScaleMode
{ ConstantPixelSize = 0, ScaleWithScreenSize = 1, ConstantPhysicalSize = 2 }
}
namespace FairyGUI.GTree {
interface TreeNodeRenderDelegate
{
(node: FairyGUI.GTreeNode, obj: FairyGUI.GComponent) : void;
Invoke?: (node: FairyGUI.GTreeNode, obj: FairyGUI.GComponent) => void;
}
var TreeNodeRenderDelegate: { new (func: (node: FairyGUI.GTreeNode, obj: FairyGUI.GComponent) => void): TreeNodeRenderDelegate; }
interface TreeNodeWillExpandDelegate
{
(node: FairyGUI.GTreeNode, expand: boolean) : void;
Invoke?: (node: FairyGUI.GTreeNode, expand: boolean) => void;
}
var TreeNodeWillExpandDelegate: { new (func: (node: FairyGUI.GTreeNode, expand: boolean) => void): TreeNodeWillExpandDelegate; }
}
namespace FairyGUI.UIObjectFactory {
interface GComponentCreator
{
() : FairyGUI.GComponent;
Invoke?: () => FairyGUI.GComponent;
}
var GComponentCreator: { new (func: () => FairyGUI.GComponent): GComponentCreator; }
interface GLoaderCreator
{
() : FairyGUI.GLoader;
Invoke?: () => FairyGUI.GLoader;
}
var GLoaderCreator: { new (func: () => FairyGUI.GLoader): GLoaderCreator; }
}
namespace FairyGUI.TreeView {
interface TreeNodeCreateCellDelegate
{
(node: FairyGUI.TreeNode) : FairyGUI.GComponent;
Invoke?: (node: FairyGUI.TreeNode) => FairyGUI.GComponent;
}
var TreeNodeCreateCellDelegate: { new (func: (node: FairyGUI.TreeNode) => FairyGUI.GComponent): TreeNodeCreateCellDelegate; }
interface TreeNodeRenderDelegate
{
(node: FairyGUI.TreeNode) : void;
Invoke?: (node: FairyGUI.TreeNode) => void;
}
var TreeNodeRenderDelegate: { new (func: (node: FairyGUI.TreeNode) => void): TreeNodeRenderDelegate; }
interface TreeNodeWillExpandDelegate
{
(node: FairyGUI.TreeNode, expand: boolean) : void;
Invoke?: (node: FairyGUI.TreeNode, expand: boolean) => void;
}
var TreeNodeWillExpandDelegate: { new (func: (node: FairyGUI.TreeNode, expand: boolean) => void): TreeNodeWillExpandDelegate; }
}
namespace FairyGUI.UIConfig {
class ConfigValue extends System.Object
{
protected [__keep_incompatibility]: never;
public valid : boolean
public s : string
public i : number
public f : number
public b : boolean
public c : UnityEngine.Color
public Reset () : void
public constructor ()
}
interface SoundLoader
{
(url: string) : FairyGUI.NAudioClip;
Invoke?: (url: string) => FairyGUI.NAudioClip;
}
var SoundLoader: { new (func: (url: string) => FairyGUI.NAudioClip): SoundLoader; }
enum ConfigKey
{ DefaultFont = 0, ButtonSound = 1, ButtonSoundVolumeScale = 2, HorizontalScrollBar = 3, VerticalScrollBar = 4, DefaultScrollStep = 5, DefaultScrollBarDisplay = 6, DefaultScrollTouchEffect = 7, DefaultScrollBounceEffect = 8, TouchScrollSensitivity = 9, WindowModalWaiting = 10, GlobalModalWaiting = 11, PopupMenu = 12, PopupMenu_seperator = 13, LoaderErrorSign = 14, TooltipsWin = 15, DefaultComboBoxVisibleItemCount = 16, TouchDragSensitivity = 17, ClickDragSensitivity = 18, ModalLayerColor = 19, RenderingTextBrighterOnDesktop = 20, AllowSoftnessOnTopOrLeftSide = 21, InputCaretSize = 22, InputHighlightColor = 23, EnhancedTextOutlineEffect = 24, DepthSupportForPaintingMode = 25, RichTextRowVerticalAlign = 26, Branch = 27, PleaseSelect = 100 }
}
namespace FairyGUI.Utils.UBBParser {
interface TagHandler
{
(tagName: string, end: boolean, attr: string) : string;
Invoke?: (tagName: string, end: boolean, attr: string) => string;
}
var TagHandler: { new (func: (tagName: string, end: boolean, attr: string) => string): TagHandler; }
}
namespace FairyGUI.Utils.XMLList {
class Enumerator extends System.ValueType
{
protected [__keep_incompatibility]: never;
public get Current(): FairyGUI.Utils.XML;
public MoveNext () : boolean
public Erase () : void
public Reset () : void
public constructor ($source: System.Collections.Generic.List$1<FairyGUI.Utils.XML>, $selector: string)
public constructor ()
}
}
namespace FairyGUI.Utils.ZipReader {
class ZipEntry extends System.Object
{
protected [__keep_incompatibility]: never;
public name : string
public compress : number
public crc : number
public size : number
public sourceSize : number
public offset : number
public isDirectory : boolean
public constructor ()
}
}
namespace System.Security.Authentication {
enum SslProtocols
{ None = 0, Ssl2 = 12, Ssl3 = 48, Tls = 192, Tls11 = 768, Tls12 = 3072, Tls13 = 12288, Default = 240 }
}
}