master
HJD 2 years ago
parent 9f66424c38
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class WebConnectSample : MonoBehaviour
{
public Text recTxt;
private void Awake()
{
//注册接收方法
EduCoderTool.WebConnecter.Singleton.dataHandle += ReceiveWebMsg;
}
//接收从平台发送过来的数据
void ReceiveWebMsg(string data)
{
Debug.Log("ReceiveWebMsg:" + data);
recTxt.text = data;
}
//提交成绩一共有3个方法这里展示了常用的提交分数的方法
public void ButtonClick()
{
EduCoderTool.WebConnecter.Singleton.SendResultToWeb(true, 90);
}
}

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using UnityEngine;
using System;
using System.Runtime.InteropServices;
using Newtonsoft.Json;
using System.Collections.Generic;
namespace EduCoderTool
{
/*
* web
* @author lz
**/
public class WebConnecter : MonoBehaviour
{
private static WebConnecter instance = null;
/// <summary>
/// 单例
/// </summary>
public static WebConnecter Singleton
{
get
{
if(instance == null)
{
instance = GameObject.FindObjectOfType<WebConnecter>();
if(instance == null)
{
GameObject go = new GameObject("WebConnecter");
instance = go.AddComponent<WebConnecter>();
}
}
return instance;
}
}
//引用jslib的方法
[DllImport("__Internal")]
private static extern void SendMsgToWeb(string str);
//接收数据
public Action<string> dataHandle;
void Awake()
{
if(instance == null)
{
instance = this;
}else
{
Destroy(gameObject);
}
}
/// <summary>
/// 接收web端发送数据
/// </summary>
/// <param name="jsonStr"></param>
public void RecData(string jsonStr)
{
dataHandle?.Invoke(jsonStr);
}
/// <summary>
/// 发送数据到web端
/// </summary>
/// <param name="data"></param>
public void SendDataToWeb(string data)
{
Debug.LogFormat(">>>>>> unity send web data{0}",data);
if (Application.platform == RuntimePlatform.WebGLPlayer)
{
SendMsgToWeb(data);
}
}
public void SendResultToWeb(bool success)
{
Dictionary<string, string> data = new Dictionary<string, string>();
data.Add("GameState", success ? "Success" : "Fail");
data.Add("Data", "");
string json = JsonConvert.SerializeObject(data);
SendDataToWeb(json);
}
public void SendResultToWeb(bool success, double score)
{
Dictionary<string, object> data = new Dictionary<string, object>();
data.Add("GameState", success ? "Success" : "Fail");
data.Add("Data", score);
string json = JsonConvert.SerializeObject(data);
SendDataToWeb(json);
}
}
}

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<?xml version="1.0" encoding="utf-8" ?>
<linker>
<assembly fullname="System">
<type fullname="System.ComponentModel.TypeConverter" preserve="all" />
<!-- <namespace fullname="System.ComponentModel" preserve="all" /> -->
</assembly>
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using System;
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
public class JsonNetSample : MonoBehaviour
{
public Text Output;
void Start()
{
Output.text = "Start!\n\n";
TestJson();
SerailizeJson();
DeserializeJson();
LinqToJson();
JsonPath();
WriteLine("\nDone!");
}
void WriteLine(string msg)
{
Output.text = Output.text + msg + "\n";
}
public class Product
{
public string Name;
public DateTime ExpiryDate = new DateTime(2000, 1, 1, 0, 0, 0, DateTimeKind.Utc);
public decimal Price;
public string[] Sizes;
public override bool Equals(object obj)
{
if (obj is Product)
{
Product p = (Product)obj;
return (p.Name == Name && p.ExpiryDate == ExpiryDate && p.Price == Price);
}
return base.Equals(obj);
}
public override int GetHashCode()
{
return (Name ?? string.Empty).GetHashCode();
}
}
[System.Serializable]
public class CharacterListItem
{
public int Id { get; set; }
public string Name { get; set; }
public int Level { get; set; }
public string Class { get; set; }
public string Sex { get; set; }
}
void TestJson()
{
WriteLine("* TestJson");
var json = "{\"Id\":51, \"Name\":\"padre\", \"Level\":0, \"Class\":\"Vampire\", \"Sex\":\"F\"}";
var c = JsonConvert.DeserializeObject<CharacterListItem>(json);
WriteLine(c.Id + " " + c.Name);
}
void SerailizeJson()
{
WriteLine("* SerailizeJson");
Product product = new Product();
product.Name = "Apple";
product.ExpiryDate = new DateTime(2008, 12, 28);
product.Sizes = new string[] { "Small" };
string json = JsonConvert.SerializeObject(product);
WriteLine(json);
}
public class Movie
{
public string Name { get; set; }
public string Description { get; set; }
public string Classification { get; set; }
public string Studio { get; set; }
public DateTime? ReleaseDate { get; set; }
public List<string> ReleaseCountries { get; set; }
}
void DeserializeJson()
{
WriteLine("* DeserializeJson");
string json = @"{
'Name': 'Bad Boys',
'ReleaseDate': '1995-4-7T00:00:00',
'Genres': [
'Action',
'Comedy'
]
}";
Movie m = JsonConvert.DeserializeObject<Movie>(json);
string name = m.Name;
WriteLine(name);
}
void LinqToJson()
{
WriteLine("* LinqToJson");
JArray array = new JArray();
array.Add("Manual text");
array.Add(new DateTime(2000, 5, 23));
JObject o = new JObject();
o["MyArray"] = array;
string json = o.ToString();
WriteLine(json);
}
private void JsonPath()
{
WriteLine("* JsonPath");
var o = JObject.Parse(@"{
'Stores': [
'Lambton Quay',
'Willis Street'
],
'Manufacturers': [
{
'Name': 'Acme Co',
'Products': [
{
'Name': 'Anvil',
'Price': 50
}
]
},
{
'Name': 'Contoso',
'Products': [
{
'Name': 'Elbow Grease',
'Price': 99.95
},
{
'Name': 'Headlight Fluid',
'Price': 4
}
]
}
]
}");
JToken acme = o.SelectToken("$.Manufacturers[?(@.Name == 'Acme Co')]");
WriteLine(acme.ToString());
IEnumerable<JToken> pricyProducts = o.SelectTokens("$..Products[?(@.Price >= 50)].Name");
foreach (var item in pricyProducts)
{
WriteLine(item.ToString());
}
}
}

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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
/// <summary>
/// 打包任务
/// </summary>
[Serializable]
public sealed class BuildTask
{
/// <summary>
/// 名称
/// </summary>
public string ProductName;
/// <summary>
/// 目标平台
/// </summary>
public BuildTarget BuildTarget;
/// <summary>
/// 打包路径
/// </summary>
public string BuildPath;
/// <summary>
/// 打包场景
/// </summary>
public List<SceneAsset> SceneAssets = new List<SceneAsset>(0);
}
/// <summary>
/// 打包配置表
/// </summary>
[CreateAssetMenu(fileName = "New Build Profile", menuName = "Build Profile")]
public sealed class BuildProfile : ScriptableObject
{
/// <summary>
/// 打包任务列表
/// </summary>
public List<BuildTask> BuildTasks = new List<BuildTask>(0);
}
[CustomEditor(typeof(BuildProfile))]
public sealed class BuildProfileInspector : Editor
{
private readonly Dictionary<BuildTask, bool> foldoutMap = new Dictionary<BuildTask, bool>();
private Vector2 scroll = Vector2.zero;
private BuildProfile profile;
private void OnEnable()
{
profile = target as BuildProfile;
}
public override void OnInspectorGUI()
{
GUILayout.BeginHorizontal();
{
if (GUILayout.Button("新建", "ButtonLeft"))
{
Undo.RecordObject(profile, "Create");
var task = new BuildTask()
{
ProductName = "Product Name",
BuildTarget = BuildTarget.WebGL,
//BuildPath = Directory.GetParent(Application.dataPath).FullName
BuildPath = "D:/打包测试/高速巡检/"
};
profile.BuildTasks.Add(task);
}
if (GUILayout.Button("展开", "ButtonMid"))
{
for (int i = 0; i < profile.BuildTasks.Count; i++)
{
foldoutMap[profile.BuildTasks[i]] = true;
}
}
if (GUILayout.Button("收缩", "ButtonMid"))
{
for (int i = 0; i < profile.BuildTasks.Count; i++)
{
foldoutMap[profile.BuildTasks[i]] = false;
}
}
GUI.color = Color.yellow;
if (GUILayout.Button("清空", "ButtonMid"))
{
Undo.RecordObject(profile, "Clear");
if (EditorUtility.DisplayDialog("提醒", "是否确定清空列表?", "确定", "取消"))
{
profile.BuildTasks.Clear();
}
}
GUI.color = Color.cyan;
if (GUILayout.Button("打包", "ButtonRight"))
{
if (EditorUtility.DisplayDialog("提醒", "打包需要耗费一定时间,是否确定开始?", "确定", "取消"))
{
StringBuilder sb = new StringBuilder();
sb.Append("打包报告:\r\n");
for (int i = 0; i < profile.BuildTasks.Count; i++)
{
EditorUtility.DisplayProgressBar("Build", "Building...", i + 1 / profile.BuildTasks.Count);
var task = profile.BuildTasks[i];
List<EditorBuildSettingsScene> buildScenes = new List<EditorBuildSettingsScene>();
for (int j = 0; j < task.SceneAssets.Count; j++)
{
var scenePath = AssetDatabase.GetAssetPath(task.SceneAssets[j]);
if (!string.IsNullOrEmpty(scenePath))
{
buildScenes.Add(new EditorBuildSettingsScene(scenePath, true));
}
}
string locationPathName = $"{task.BuildPath}/{task.ProductName}";
var report = BuildPipeline.BuildPlayer(buildScenes.ToArray(), locationPathName, task.BuildTarget, BuildOptions.None);
sb.Append($"[{task.ProductName}] 打包结果: {report.summary.result}\r\n");
}
EditorUtility.ClearProgressBar();
Debug.Log(sb.ToString());
}
return;
}
GUI.color = Color.white;
}
GUILayout.EndHorizontal();
scroll = GUILayout.BeginScrollView(scroll);
{
for (int i = 0; i < profile.BuildTasks.Count; i++)
{
var task = profile.BuildTasks[i];
if (!foldoutMap.ContainsKey(task)) foldoutMap.Add(task, true);
GUILayout.BeginHorizontal("Badge");
GUILayout.Space(12);
foldoutMap[task] = EditorGUILayout.Foldout(foldoutMap[task], $"{task.ProductName}", true);
GUILayout.Label(string.Empty);
if (GUILayout.Button(EditorGUIUtility.IconContent("TreeEditor.Trash"), "IconButton", GUILayout.Width(20)))
{
Undo.RecordObject(profile, "Delete Task");
foldoutMap.Remove(task);
profile.BuildTasks.Remove(task);
break;
}
GUILayout.EndHorizontal();
if (foldoutMap[task])
{
GUILayout.BeginVertical("Box");
GUILayout.BeginHorizontal();
GUILayout.Label("打包场景:", GUILayout.Width(70));
if (GUILayout.Button(EditorGUIUtility.IconContent("Toolbar Plus More"), GUILayout.Width(28)))
{
task.SceneAssets.Add(null);
}
GUILayout.EndHorizontal();
if (task.SceneAssets.Count > 0)
{
GUILayout.BeginHorizontal();
GUILayout.Space(75);
GUILayout.BeginVertical("Badge");
for (int j = 0; j < task.SceneAssets.Count; j++)
{
var sceneAsset = task.SceneAssets[j];
GUILayout.BeginHorizontal();
GUILayout.Label($"{j + 1}.", GUILayout.Width(20));
task.SceneAssets[j] = EditorGUILayout.ObjectField(sceneAsset, typeof(SceneAsset), false) as SceneAsset;
if (GUILayout.Button("↑", "MiniButtonLeft", GUILayout.Width(20)))
{
if (j > 0)
{
Undo.RecordObject(profile, "Move Up Scene Assets");
var temp = task.SceneAssets[j - 1];
task.SceneAssets[j - 1] = sceneAsset;
task.SceneAssets[j] = temp;
}
}
if (GUILayout.Button("↓", "MiniButtonMid", GUILayout.Width(20)))
{
if (j < task.SceneAssets.Count - 1)
{
Undo.RecordObject(profile, "Move Down Scene Assets");
var temp = task.SceneAssets[j + 1];
task.SceneAssets[j + 1] = sceneAsset;
task.SceneAssets[j] = temp;
}
}
if (GUILayout.Button(EditorGUIUtility.IconContent("Toolbar Plus"), "MiniButtonMid", GUILayout.Width(20)))
{
Undo.RecordObject(profile, "Add Scene Assets");
task.SceneAssets.Insert(j + 1, null);
break;
}
if (GUILayout.Button(EditorGUIUtility.IconContent("Toolbar Minus"), "MiniButtonMid", GUILayout.Width(20)))
{
Undo.RecordObject(profile, "Delete Scene Assets");
task.SceneAssets.RemoveAt(j);
break;
}
GUILayout.EndHorizontal();
}
GUILayout.EndVertical();
GUILayout.EndHorizontal();
}
GUILayout.BeginHorizontal();
GUILayout.Label("产品名称:", GUILayout.Width(70));
var newPN = GUILayout.TextField(task.ProductName);
if (task.ProductName != newPN)
{
Undo.RecordObject(profile, "Product Name");
task.ProductName = newPN;
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("打包平台:", GUILayout.Width(70));
var newBT = (BuildTarget)EditorGUILayout.EnumPopup(task.BuildTarget);
if (task.BuildTarget != newBT)
{
Undo.RecordObject(profile, "Build Target");
task.BuildTarget = newBT;
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("打包路径:", GUILayout.Width(70));
GUILayout.TextField(task.BuildPath);
if (GUILayout.Button("Browse", GUILayout.Width(60)))
{
task.BuildPath = EditorUtility.SaveFolderPanel("Build Path", task.BuildPath, "");
}
GUILayout.EndHorizontal();
GUILayout.EndVertical();
}
}
}
GUILayout.EndScrollView();
serializedObject.ApplyModifiedProperties();
if (GUI.changed) EditorUtility.SetDirty(profile);
}
}
#endif

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#if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.UI;
/// <summary>
/// ui工具
/// </summary>
public class ExchangeFont : EditorWindow
{
[MenuItem("UnityExt/UI/更换字体")]
public static void Open()
{
EditorWindow.GetWindow(typeof(ExchangeFont), true);
}
public Font SelectOldFont;
static Font OldFont;
public Font SelectNewFont;
static Font NewFont;
static float NewLineSpacing;
private void OnGUI()
{
SelectOldFont = (Font)EditorGUILayout.ObjectField("请选择想更换的字体", SelectOldFont, typeof(Font), true, GUILayout.MinWidth(100));
OldFont = SelectOldFont;
SelectNewFont = (Font)EditorGUILayout.ObjectField("请选择新的字体", SelectNewFont, typeof(Font), true, GUILayout.MinWidth(100));
NewFont = SelectNewFont;
NewLineSpacing = 1;
NewLineSpacing = EditorGUILayout.FloatField("新行间距", NewLineSpacing);
if (GUILayout.Button("更换选中的预制体"))
{
if (SelectOldFont == null || SelectNewFont == null)
{
Debug.LogError("请选择字体!");
}
else
{
Change();
}
}
if (GUILayout.Button("更换文件夹下所有的预制体"))
{
if (SelectOldFont == null || SelectNewFont == null)
{
Debug.LogError("请选择字体!");
}
else
{
ChangeSelectFloud();
}
}
}
public static void Change()
{
Object[] Texts = Selection.GetFiltered(typeof(Text), SelectionMode.Deep);
Debug.Log("找到" + Texts.Length + "个Text即将处理");
int count = 0;
foreach (Object text in Texts)
{
if (text)
{
Text AimText = (Text)text;
Undo.RecordObject(AimText, AimText.gameObject.name);
if (AimText.font == OldFont)
{
AimText.font = NewFont;
AimText.lineSpacing = NewLineSpacing;
//Debug.Log(AimText.name + ":" + AimText.text);
EditorUtility.SetDirty(AimText);
count++;
}
}
}
Debug.Log("字体更换完毕!更换了" + count + "个");
}
public static void ChangeSelectFloud()
{
object[] objs = Selection.GetFiltered(typeof(object), SelectionMode.DeepAssets);
for (int i = 0; i < objs.Length; i++)
{
string ext = System.IO.Path.GetExtension(objs[i].ToString());
if (!ext.Contains(".GameObject"))
{
continue;
}
GameObject go = (GameObject)objs[i];
var Texts = go.GetComponentsInChildren<Text>(true);
int count = 0;
foreach (Text text in Texts)
{
Undo.RecordObject(text, text.gameObject.name);
if (text.font == OldFont)
{
text.font = NewFont;
text.lineSpacing = NewLineSpacing;
EditorUtility.SetDirty(text);
count++;
}
}
if (count > 0)
{
AssetDatabase.SaveAssets();
Debug.Log(go.name + "界面有:" + count + "个Arial字体");
}
}
}
}
#endif

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Shader "MyShader/LookAtCamera"
{
Properties
{
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_Color("附加颜色", Color) = (1, 1, 1, 1)
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{
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Pass
{
Tags { "LightMode" = "ForwardBase" }
ZWrite Off
ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed _VerticalBillboarding;
half _Xscale;
half _Yscale;
struct a2v
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
float4 wVertex : FLOAT;
};
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{
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upDir = normalize(cross(normalDir, rightDir));
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o.normal = mul(unity_ObjectToWorld, v.normal);
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{
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uv1+= float2(0.5, 0.5);
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ENDCG
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//--------------------------- 【描边】 - 法线扩张---------------------
//create by 长生但酒狂
Shader "lcl/shader3D/outLine3D_swell"
{
//---------------------------【属性】---------------------------
Properties
{
// 主纹理
_MainTex("Texture", 2D) = "white" {}
// 主颜色
_Color("Color",Color) = (1,1,1,1)
// 描边强度
_power("power",Range(0,0.2)) = 0.05
// 描边颜色
_lineColor("lineColor",Color) = (1,1,1,1)
}
// ------------------------【CG代码】---------------------------
CGINCLUDE
#include "UnityCG.cginc"
#include "Lighting.cginc"
//顶点着色器输入结构体
struct appdata
{
float4 vertex : POSITION;//顶点坐标
float2 uv : TEXCOORD0;//纹理坐标
float3 normal:NORMAL;//法线
};
//顶点着色器输出结构体
struct v2f
{
float4 vertex : SV_POSITION;//像素坐标
float2 uv : TEXCOORD0;//纹理坐标
float3 worldNormalDir:COLOR0;//世界空间里的法线方向
float3 worldPos:COLOR1;//世界空间里的坐标
};
// ------------------------【变量声明】---------------------------
//纹理
sampler2D _MainTex;
//内置的变量,纹理中的单像素尺寸
float4 _MainTex_TexelSize;
//主颜色
float4 _Color;
//描边强度
float _power;
//描边颜色
float4 _lineColor;
// ------------------------【背面-顶点着色器】---------------------------
v2f vert_back(appdata v)
{
v2f o;
//法线方向
v.normal = normalize(v.normal);
//顶点沿着法线方向扩张
v.vertex.xyz += v.normal * _power;
//由模型空间坐标系转换到裁剪空间
o.vertex = UnityObjectToClipPos(v.vertex);
//输出结果
return o;
}
// ------------------------【背面-片元着色器】---------------------------
fixed4 frag_back(v2f i) : SV_Target
{
//直接输出颜色
return _lineColor;
}
// ------------------------【正面-顶点着色器】---------------------------
v2f vert_front(appdata v)
{
//正常渲染
v2f o;
o.uv = v.uv;
//法线从模型空间坐标系转换到世界坐标系
o.worldNormalDir = mul(v.normal, (float3x3) unity_WorldToObject);
//顶点从模型空间坐标系转换到世界坐标系
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
//归一化
v.normal = normalize(v.normal);
//由模型空间坐标系转换到裁剪空间
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
// ------------------------【正面-片元着色器】---------------------------
fixed4 frag_front(v2f i) : SV_Target
{
//正常渲染
//纹理颜色值
fixed4 col = tex2D(_MainTex, i.uv);
//环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * _Color.xyz;
//视角方向
float3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
//法线方向
float3 normaleDir = normalize(i.worldNormalDir);
//光照方向归一化
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
//半兰伯特模型
fixed3 lambert = 0.5 * dot(normaleDir, worldLightDir) + 0.5;
//漫反射
fixed3 diffuse = lambert * _Color.xyz * _LightColor0.xyz + ambient;
//最终结果
fixed3 result = diffuse * col.xyz;
return float4(result,1);
}
ENDCG
// ------------------------【子着色器】---------------------------
SubShader
{
//透明度混合模式
Blend SrcAlpha OneMinusSrcAlpha
//渲染队列
Tags{ "Queue" = "Transparent" }
// ------------------------【背面通道】---------------------------
Pass
{
//剔除正面
Cull Front
//防止背面模型穿透正面模型
//关闭深度写入为了让正面的pass完全覆盖背面同时要把渲染队列改成Transparent此时物体渲染顺序是从后到前的
ZWrite Off
CGPROGRAM
#pragma vertex vert_back
#pragma fragment frag_back
ENDCG
}
// ------------------------【正面通道】---------------------------
Pass
{
//剔除背面
Cull Back
CGPROGRAM
#pragma vertex vert_front
#pragma fragment frag_front
ENDCG
}
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</summary>
<param name="t">The tween to ready</param>
<param name="clearCallbacks">If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc)</param>
<param name="preventAutoKill">If TRUE prevents the tween from being auto-killed at completion</param>
<param name="andPlay">If TRUE starts playing the tween immediately</param>
</member>
<member name="F:DG.DOTweenEditor.EditorVersion.Version">
<summary>Full major version + first minor version (ex: 2018.1f)</summary>
</member>
<member name="F:DG.DOTweenEditor.EditorVersion.MajorVersion">
<summary>Major version</summary>
</member>
<member name="F:DG.DOTweenEditor.EditorVersion.MinorVersion">
<summary>First minor version (ex: in 2018.1 it would be 1)</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.SetEditorTexture(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
<summary>
Checks that the given editor texture use the correct import settings,
and applies them if they're incorrect.
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.DOTweenSetupRequired">
<summary>
Returns TRUE if setup is required
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.AssetExists(System.String)">
<summary>
Returns TRUE if the file/directory at the given path exists.
</summary>
<param name="adbPath">Path, relative to Unity's project folder</param>
<returns></returns>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.ADBPathToFullPath(System.String)">
<summary>
Converts the given project-relative path to a full path,
with backward (\) slashes).
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.FullPathToADBPath(System.String)">
<summary>
Converts the given full path to a path usable with AssetDatabase methods
(relative to Unity's project folder, and with the correct Unity forward (/) slashes).
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.ConnectToSourceAsset``1(System.String,System.Boolean)">
<summary>
Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
If the asset already exists at the given path, loads it and returns it.
Otherwise, either returns NULL or automatically creates it before loading and returning it
(depending on the given parameters).
</summary>
<typeparam name="T">Asset type</typeparam>
<param name="adbFilePath">File path (relative to Unity's project folder)</param>
<param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.GetAssemblyFilePath(System.Reflection.Assembly)">
<summary>
Full path for the given loaded assembly, assembly file included
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.AddGlobalDefine(System.String)">
<summary>
Adds the given global define if it's not already present
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.RemoveGlobalDefine(System.String)">
<summary>
Removes the given global define if it's present
</summary>
</member>
<member name="M:DG.DOTweenEditor.EditorUtils.HasGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
<summary>
Returns TRUE if the given global define is present in all the <see cref="T:UnityEditor.BuildTargetGroup"/>
or only in the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters.<para/>
</summary>
<param name="id"></param>
<param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param>
</member>
<member name="T:DG.DOTweenEditor.DOTweenDefines">
<summary>
Not used as menu item anymore, but as a utiity function
</summary>
</member>
</members>
</doc>

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