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Repository: lordofduct/spacepuppy-unity-framework
Branch: master
Commit: 43c129d09a22
Files: 1058
Total size: 11.4 MB

Directory structure:
gitextract_44xrvwqt/

├── Builds/
│   ├── BaseLibrary/
│   │   ├── Editor/
│   │   │   ├── Shaders/
│   │   │   │   ├── DefaultShader.shader
│   │   │   │   ├── DefaultShader.shader.meta
│   │   │   │   ├── LineShader.shader
│   │   │   │   └── LineShader.shader.meta
│   │   │   └── SpacepuppyUnityFrameworkEditor.pdb
│   │   └── SpacepuppyUnityFramework.pdb
│   └── FullLibrary/
│       ├── Editor/
│       │   ├── Shaders/
│       │   │   ├── DefaultShader.shader
│       │   │   ├── DefaultShader.shader.meta
│       │   │   ├── LineShader.shader
│       │   │   ├── LineShader.shader.meta
│       │   │   ├── VisualAspectShader.shader
│       │   │   ├── VisualAspectShader.shader.meta
│       │   │   ├── VisualSensorArcShader.shader
│       │   │   ├── VisualSensorArcShader.shader.meta
│       │   │   ├── VisualSensorLineShader.shader
│       │   │   └── VisualSensorLineShader.shader.meta
│       │   ├── SpacepuppyUnityFrameworkEditor.AI.BehaviourTree.pdb
│       │   ├── SpacepuppyUnityFrameworkEditor.AI.pdb
│       │   ├── SpacepuppyUnityFrameworkEditor.Anim.pdb
│       │   ├── SpacepuppyUnityFrameworkEditor.Input.pdb
│       │   ├── SpacepuppyUnityFrameworkEditor.Movement.pdb
│       │   ├── SpacepuppyUnityFrameworkEditor.Serialization.pdb
│       │   ├── SpacepuppyUnityFrameworkEditor.Spawn.pdb
│       │   ├── SpacepuppyUnityFrameworkEditor.Waypoints.pdb
│       │   └── SpacepuppyUnityFrameworkEditor.pdb
│       ├── SpacepuppyUnityFramework.AI.BehaviourTree.pdb
│       ├── SpacepuppyUnityFramework.AI.pdb
│       ├── SpacepuppyUnityFramework.Anim.pdb
│       ├── SpacepuppyUnityFramework.Input.pdb
│       ├── SpacepuppyUnityFramework.Movement.pdb
│       ├── SpacepuppyUnityFramework.Serialization.pdb
│       ├── SpacepuppyUnityFramework.Spawn.pdb
│       ├── SpacepuppyUnityFramework.Waypoints.pdb
│       └── SpacepuppyUnityFramework.pdb
├── README.md
├── Resources/
│   ├── Shaders/
│   │   ├── DefaultShader.shader
│   │   ├── DefaultShader.shader.meta
│   │   ├── LineShader.shader
│   │   ├── LineShader.shader.meta
│   │   ├── VisualAspectShader.shader
│   │   ├── VisualAspectShader.shader.meta
│   │   ├── VisualSensorArcShader.shader
│   │   ├── VisualSensorArcShader.shader.meta
│   │   ├── VisualSensorLineShader.shader
│   │   └── VisualSensorLineShader.shader.meta
│   ├── SpacepuppyUnityFramework.dll.meta
│   ├── SpacepuppyUnityFrameworkEditor.dll.meta
│   ├── UnityEditor.Graphs.dll.mdb
│   ├── UnityEditor.dll.mdb
│   ├── UnityEditor.xml
│   ├── UnityEngine.UI.dll.mdb
│   ├── UnityEngine.UI.xml
│   ├── UnityEngine.dll.mdb
│   ├── UnityEngine.xml
│   └── version.txt
├── SpacepuppyAI/
│   ├── AI/
│   │   ├── AIController.cs
│   │   ├── AISubController.cs
│   │   ├── AIVariableCollection.cs
│   │   ├── AIVariableNameAttribute.cs
│   │   ├── ComplexTarget.cs
│   │   ├── Enums.cs
│   │   ├── IAIActionLoop.cs
│   │   ├── IAIController.cs
│   │   ├── IAINode.cs
│   │   ├── IAIState.cs
│   │   ├── IAIStateMachine.cs
│   │   ├── Scenario/
│   │   │   ├── i_ChangeAIState.cs
│   │   │   ├── i_SetAIVariable.cs
│   │   │   └── t_OnSense.cs
│   │   ├── Sensors/
│   │   │   ├── Audible/
│   │   │   │   ├── AudibleAspect.cs
│   │   │   │   ├── AudibleSensor.cs
│   │   │   │   ├── IAudibleResponder.cs
│   │   │   │   └── SirenToken.cs
│   │   │   ├── Collision/
│   │   │   │   ├── ColliderAspect.cs
│   │   │   │   ├── ColliderSensor.cs
│   │   │   │   └── RaycastSensor.cs
│   │   │   ├── CompositeSensor.cs
│   │   │   ├── IAspect.cs
│   │   │   ├── Sensor.cs
│   │   │   ├── SensorCollection.cs
│   │   │   ├── SensorUtil.cs
│   │   │   └── Visual/
│   │   │       ├── OmnispectiveSensor.cs
│   │   │       ├── RightCylindricalVisualSensor.cs
│   │   │       ├── SphericalVisualSensor.cs
│   │   │       ├── TunnelVisionVisualSensor.cs
│   │   │       ├── VisualAspect.cs
│   │   │       └── VisualSensor.cs
│   │   └── SimpleAIStateComponent.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   └── SpacepuppyAI.csproj
├── SpacepuppyAIBehaviourTree/
│   ├── AI/
│   │   └── BehaviourTree/
│   │       ├── AINodeUtil.cs
│   │       ├── AITreeController.cs
│   │       ├── Components/
│   │       │   ├── AIActionComponent.cs
│   │       │   ├── AIActionLoopStateComponent.cs
│   │       │   ├── AIActionWeightsComponent.cs
│   │       │   ├── AIStateComponent.cs
│   │       │   ├── AIStateMachineComponent.cs
│   │       │   ├── AITrapActionComponent.cs
│   │       │   ├── GameObjectConfigurableAIActionGroup.cs
│   │       │   ├── PropertyDrawerAttributes.cs
│   │       │   ├── a_ActionGroup.cs
│   │       │   ├── a_ChangeAIState.cs
│   │       │   ├── a_IfCurrentStateIs.cs
│   │       │   ├── a_NullAction.cs
│   │       │   ├── a_RandomSuccess.cs
│   │       │   ├── a_Sense.cs
│   │       │   ├── a_SenseExit.cs
│   │       │   ├── a_SetVariable.cs
│   │       │   ├── a_Trigger.cs
│   │       │   └── a_WaitTimer.cs
│   │       ├── ConfigurableAIActionGroup.cs
│   │       ├── Enums.cs
│   │       ├── IAIAction.cs
│   │       ├── IAIActionGroup.cs
│   │       ├── IAIActionWeightSupplier.cs
│   │       ├── IAIEditorSyncActionsCallbackReceiver.cs
│   │       ├── IAITreeStateMachine.cs
│   │       ├── ParallelAction.cs
│   │       ├── RandomAction.cs
│   │       ├── SelectorAction.cs
│   │       ├── SequenceAction.cs
│   │       └── TriggerableMechanismAsAIActionWrapper.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   └── SpacepuppyAIBehaviourTree.csproj
├── SpacepuppyAIBehaviourTreeEditor/
│   ├── AI/
│   │   └── BehaviourTree/
│   │       ├── AITreeControllerInspector.cs
│   │       ├── AITreeDebugWindow.cs
│   │       ├── Components/
│   │       │   ├── AIActionWeightsComponentInspector.cs
│   │       │   ├── AIStateMachineComponentInspector.cs
│   │       │   ├── GameObjectConfigurableAIActionGroupPropertyDrawer.cs
│   │       │   ├── ListAIStatesPropertyDrawer.cs
│   │       │   ├── a_ChangeAIStateInspector.cs
│   │       │   ├── a_IfCurrentStateIsInspector.cs
│   │       │   └── a_SenseInspector.cs
│   │       ├── ConfigurableAIActionGroupPropertyDrawer.cs
│   │       └── ParallelPassOptionsPropertyDrawer.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   └── SpacepuppyAIBehaviourTreeEditor.csproj
├── SpacepuppyAIEditor/
│   ├── AI/
│   │   ├── AIControllerInspector.cs
│   │   ├── AISubControllerInspector.cs
│   │   ├── AIVariableNamePropertyDrawer.cs
│   │   ├── IAIStateHierarchyDrawer.cs
│   │   └── Sensors/
│   │       ├── Audible/
│   │       │   ├── AudibleAspectInspector.cs
│   │       │   └── AudibleSensorInspector.cs
│   │       ├── SensorRenderUtil.cs
│   │       └── Visual/
│   │           ├── RightCylindricalVisualSensorInspector.cs
│   │           ├── SphericalVisionVisualSensorInspector.cs
│   │           ├── TunnelVisionVisualSensorInspector.cs
│   │           ├── VisualAspectInspector.cs
│   │           └── VisualSensorInspector.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── Shaders/
│   │   ├── VisualAspectShader.shader
│   │   ├── VisualAspectShader.shader.meta
│   │   ├── VisualSensorArcShader.shader
│   │   ├── VisualSensorArcShader.shader.meta
│   │   ├── VisualSensorLineShader.shader
│   │   └── VisualSensorLineShader.shader.meta
│   └── SpacepuppyAIEditor.csproj
├── SpacepuppyAnim/
│   ├── Anim/
│   │   ├── AnimEventScheduler.cs
│   │   ├── AnimPrimitives.cs
│   │   ├── AnimPropertyAttributes.cs
│   │   ├── AnimSettings.cs
│   │   ├── AnimUtil.cs
│   │   ├── Blend/
│   │   │   ├── AnimationBlendGraph.cs
│   │   │   ├── IndexedAnimationSelector.cs
│   │   │   ├── LinearAnimationBlend.cs
│   │   │   ├── LinearAnimationSelector.cs
│   │   │   └── StaticFrameAnimation.cs
│   │   ├── Exceptions.cs
│   │   ├── IAnimControllerMask.cs
│   │   ├── IKSolver.cs
│   │   ├── ISPAnim.cs
│   │   ├── ISPAnimationMask.cs
│   │   ├── ISPAnimationSource.cs
│   │   ├── ISPAnimator.cs
│   │   ├── ISPAnimatorState.cs
│   │   ├── IScriptableAnimationClip.cs
│   │   ├── Legacy/
│   │   │   └── SPLegacyAnimation.cs
│   │   ├── MaskCollection.cs
│   │   ├── PropertyAttributes.cs
│   │   ├── SPAnim.cs
│   │   ├── SPAnimClip.cs
│   │   ├── SPAnimClipCollection.cs
│   │   ├── SPAnimationController.cs
│   │   ├── SPAnimatorStateMachine.cs
│   │   ├── TransformMask.cs
│   │   ├── i_PlayAnimation.cs
│   │   ├── i_PlaySPAnimation.cs
│   │   └── i_StopAnimation.cs
│   ├── Mecanim/
│   │   └── MecanimSpeedScaler.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   └── SpacepuppyAnim.csproj
├── SpacepuppyAnimEditor/
│   ├── Anim/
│   │   ├── AnimLayerPropertyDrawer.cs
│   │   ├── AnimTimePeriodPropertyDrawer.cs
│   │   ├── IAnimLayerInformationSupplier.cs
│   │   ├── Legacy/
│   │   │   └── SPLegacyAnimationInspector.cs
│   │   ├── MaskCollectionPropertyDrawer.cs
│   │   ├── SPAnimClipCollectionPropertyDrawer.cs
│   │   ├── SPAnimClipPropertyDrawer.cs
│   │   ├── SPAnimationControllerInspector.cs
│   │   ├── SPAnimationMaskAssetInspector.cs
│   │   ├── i_PlayAnimationInspector.cs
│   │   ├── i_PlaySPAnimationInspector.cs
│   │   └── i_StopAnimationInspector.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   └── SpacepuppyAnimEditor.csproj
├── SpacepuppyBase/
│   ├── Async/
│   │   ├── AsyncOperationWrapper.cs
│   │   ├── InvokePump.cs
│   │   ├── RadicalAsyncOperation.cs
│   │   ├── RadicalTask.cs
│   │   └── SPThreadPool.cs
│   ├── Attributes.cs
│   ├── Audio/
│   │   ├── AudioGroup.cs
│   │   ├── AudioManager.cs
│   │   ├── IAudioGroup.cs
│   │   └── i_PlayAmbientAudio.cs
│   ├── AudioSettings.cs
│   ├── AutoNotificationManager.cs
│   ├── Cameras/
│   │   ├── CameraCategory.cs
│   │   ├── CameraManager.cs
│   │   ├── CameraNode.cs
│   │   ├── CameraToken.cs
│   │   ├── Events.cs
│   │   ├── ICamera.cs
│   │   ├── LegacyRender/
│   │   │   ├── GlobalPostProcessorHook.cs
│   │   │   ├── IPostProcessingEffect.cs
│   │   │   └── PostProcessingManager.cs
│   │   ├── Movement/
│   │   │   ├── CameraMovementController.cs
│   │   │   └── ICameraMovementControllerState.cs
│   │   ├── MultiCameraController.cs
│   │   ├── Transition/
│   │   │   ├── CameraFade.cs
│   │   │   └── ColorAlphaCameraFade.cs
│   │   └── UnityCamera.cs
│   ├── CancellableNotification.cs
│   ├── Collections/
│   │   ├── BiDictionary.cs
│   │   ├── BinaryHeap.cs
│   │   ├── CircularQueue.cs
│   │   ├── ComponentCollection.cs
│   │   ├── CooldownPool.cs
│   │   ├── CovariantCollections.cs
│   │   ├── Deque.cs
│   │   ├── EventForwardingPool.cs
│   │   ├── GameObjectCollection.cs
│   │   ├── ICachePool.cs
│   │   ├── IForeachEnumerator.cs
│   │   ├── IIndexedEnumerable.cs
│   │   ├── LightEnumerator.cs
│   │   ├── ListDictionary.cs
│   │   ├── MultitonPool.cs
│   │   ├── NotificationPool.cs
│   │   ├── ObjectCachePool.cs
│   │   ├── ObjectInstanceIDEqualityComparer.cs
│   │   ├── ObjectReferenceEqualityComparer.cs
│   │   ├── OrderedDelegate.cs
│   │   ├── PointOctree.cs
│   │   ├── PrimeHelper.cs
│   │   ├── ReusableStringReader.cs
│   │   ├── SamplingCharEnumerator.cs
│   │   ├── SamplingStack.cs
│   │   ├── SerializableDictionaryBase.cs
│   │   ├── StateFlagStack.cs
│   │   ├── TempCollection.cs
│   │   ├── TempDictionary.cs
│   │   ├── TempHashSet.cs
│   │   ├── TempList.cs
│   │   ├── TrackablObjectCachePool.cs
│   │   ├── UniqueHashSet.cs
│   │   ├── UniqueList.cs
│   │   ├── WeakInternalTypes.cs
│   │   ├── WeakKeyDictionary.cs
│   │   ├── WeakList.cs
│   │   └── WeakValueDictionary.cs
│   ├── CollisionExclusion.cs
│   ├── ColorHSV.cs
│   ├── CompoundStateLedger.cs
│   ├── CompoundTrigger.cs
│   ├── ConfigurableForce.cs
│   ├── CustomTimeSupplier.cs
│   ├── Delegates.cs
│   ├── Dynamic/
│   │   ├── Accessors/
│   │   │   ├── BasicMemberAccessor.cs
│   │   │   ├── DynamicMemberAccessor.cs
│   │   │   ├── FastTransformMemberAccessor.cs
│   │   │   ├── FieldAccessor.cs
│   │   │   ├── IMemberAccessor.cs
│   │   │   ├── MemberAccessor.cs
│   │   │   ├── MemberAccessorException.cs
│   │   │   ├── MemberAccessorPool.cs
│   │   │   └── PropertyAccessor.cs
│   │   ├── DoubleEvaluator.cs
│   │   ├── DynamicMethodInfo.cs
│   │   ├── DynamicObjectAccessor.cs
│   │   ├── DynamicParameterInfo.cs
│   │   ├── DynamicPropertyInfo.cs
│   │   ├── DynamicTweenExtension.cs
│   │   ├── Evaluator.cs
│   │   ├── IDynamic.cs
│   │   ├── IDynamicMemberInfo.cs
│   │   ├── IStateModifier.cs
│   │   ├── ITokenizable.cs
│   │   ├── StateToken.cs
│   │   ├── TypeAccessWrapper.cs
│   │   ├── Variant.cs
│   │   └── VectorEvaluator.cs
│   ├── EditorOnly/
│   │   └── IValidateReceiver.cs
│   ├── Enums.cs
│   ├── Exceptions.cs
│   ├── ExceptionsLite.cs
│   ├── FixedPercentDecimal.cs
│   ├── FixedPercentLong.cs
│   ├── FixedPoint.cs
│   ├── GameLoopEntry.cs
│   ├── GameLoopEntry.cs.meta
│   ├── GameTime.cs
│   ├── Geom/
│   │   ├── AABBox.cs
│   │   ├── AxisInterval.cs
│   │   ├── BezierSpline.cs
│   │   ├── BoundingSphereAlgorithm.cs
│   │   ├── Box.cs
│   │   ├── Capsule.cs
│   │   ├── CatmullRomSpline.cs
│   │   ├── Cone.cs
│   │   ├── Cylinder.cs
│   │   ├── GeomUtil.cs
│   │   ├── I3dSpline.cs
│   │   ├── ICurve.cs
│   │   ├── IGeom.cs
│   │   ├── IPlanarSurface.cs
│   │   ├── Interval.cs
│   │   ├── Line.cs
│   │   ├── Matrix2D.cs
│   │   ├── PhysicsUtil.cs
│   │   ├── PlanarSurfaceComponent.cs
│   │   ├── RaycastInfo.cs
│   │   ├── RigidbodyBounds.cs
│   │   ├── Sphere.cs
│   │   ├── TrajectoryUtil.cs
│   │   ├── Trans.cs
│   │   └── XYPlanarSurface.cs
│   ├── Graphs/
│   │   ├── AStarPathResolver.cs
│   │   ├── CovariantGraph.cs
│   │   ├── DijkstraPathResolver.cs
│   │   ├── Exceptions.cs
│   │   ├── GridGraph.cs
│   │   ├── GridNeighbour.cs
│   │   ├── HexGraph.cs
│   │   ├── IGraph.cs
│   │   ├── IHeuristic.cs
│   │   ├── INode.cs
│   │   ├── IPathResolver.cs
│   │   ├── LinkedNodeGraph.cs
│   │   └── NodeGraph.cs
│   ├── Hooks/
│   │   ├── Callbacks.cs
│   │   ├── CollisionHooks.cs
│   │   ├── CollisionSignalSource.cs
│   │   ├── ControllerColliderHitEventHooks.cs
│   │   ├── EarlyExecutionUpdateEventHooks.cs
│   │   ├── EarlyStartHook.cs
│   │   ├── TardyExecutionUpdateEventHooks.cs
│   │   ├── TriggerHooks.cs
│   │   └── UpdateEventHooks.cs
│   ├── IComponent.cs
│   ├── IEntityAwakeHandler.cs
│   ├── IEventActivatorMask.cs
│   ├── IForceReceiver.cs
│   ├── IGameObjectSource.cs
│   ├── IIgnorableCollision.cs
│   ├── IImmediatelyResumingYieldInstruction.cs
│   ├── IMixin.cs
│   ├── INameable.cs
│   ├── INotificationDispatcher.cs
│   ├── IPausibleYieldInstruction.cs
│   ├── IPooledYieldInstruction.cs
│   ├── IProgressingYieldInstruction.cs
│   ├── IRadicalEnumerator.cs
│   ├── IRadicalWaitHandle.cs
│   ├── IRadicalYieldInstruction.cs
│   ├── IRandom.cs
│   ├── IResettingYieldInstruction.cs
│   ├── ISPDisposable.cs
│   ├── ITimeSupplier.cs
│   ├── IUpdateable.cs
│   ├── KillableEntity.cs
│   ├── MultiTag.cs
│   ├── Notification.cs
│   ├── NullYieldInstruction.cs
│   ├── Numeric.cs
│   ├── Pathfinding/
│   │   ├── IPath.cs
│   │   ├── IPathFactory.cs
│   │   ├── IPathSeeker.cs
│   │   ├── PathArgumentException.cs
│   │   ├── PathCalculateStatus.cs
│   │   ├── PathUtil.cs
│   │   └── Unity/
│   │       ├── UnityPath.cs
│   │       ├── UnityPathFactory.cs
│   │       ├── UnityPathSeeker.cs
│   │       └── UnityStandardPathAgent.cs
│   ├── Project/
│   │   ├── AssetBundlePackage.cs
│   │   ├── AssetBundles.cs
│   │   ├── AssetPool.cs
│   │   ├── CustomTimeLayersData.cs
│   │   ├── GameSettingsBase.cs
│   │   ├── IAssetBundle.cs
│   │   ├── ITextSource.cs
│   │   ├── PrefabToken.cs
│   │   ├── QueryableAssetSet.cs
│   │   ├── ResourceLink.cs
│   │   ├── ResourceLinkTable.cs
│   │   ├── ResourcePackage.cs
│   │   ├── SerializableInterfaceRef.cs
│   │   ├── TagData.cs
│   │   ├── TextDocument.cs
│   │   └── TextRef.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── PropertyAttributes.cs
│   ├── Proxy.cs
│   ├── PsuedoSingleton.cs
│   ├── RNGAsset.cs
│   ├── RadicalCoroutine.cs
│   ├── RadicalCoroutineManager.cs
│   ├── RadicalEnums.cs
│   ├── RadicalState.cs
│   ├── RateOfChange.cs
│   ├── Render/
│   │   ├── MaterialPropertyReference.cs
│   │   ├── MaterialSource.cs
│   │   ├── MaterialTransition.cs
│   │   ├── MaterialUtil.cs
│   │   ├── RenderEnums.cs
│   │   ├── RenderSettingsProxy.cs
│   │   ├── RendererMaterialSwap.cs
│   │   ├── i_SetMaterialProperty.cs
│   │   └── i_TweenMaterial.cs
│   ├── SPAssets.cs
│   ├── SPComponent.cs
│   ├── SPConstants.cs
│   ├── SPEntity.cs
│   ├── SPNotifyingComponent.cs
│   ├── SPTime.cs
│   ├── SPTimeEnums.cs
│   ├── SPTimePeriod.cs
│   ├── Scenario/
│   │   ├── ActivateEvent.cs
│   │   ├── AutoTriggerComponent.cs
│   │   ├── AutoTriggerableMechanism.cs
│   │   ├── Comparers.cs
│   │   ├── EventTriggerEvaluator.cs
│   │   ├── HijackTriggerEvents.cs
│   │   ├── IAutoSequenceSignal.cs
│   │   ├── IObservableTrigger.cs
│   │   ├── ITriggerable.cs
│   │   ├── ObservableTargetData.cs
│   │   ├── ScenarioActivatorMask.cs
│   │   ├── Trigger.cs
│   │   ├── TriggerActivatedNotification.cs
│   │   ├── TriggerActivationType.cs
│   │   ├── TriggerComponent.cs
│   │   ├── TriggerTarget.cs
│   │   ├── TriggerableMechanism.cs
│   │   ├── TriggerableTargetObject.cs
│   │   ├── i_AddComponent.cs
│   │   ├── i_AutoSequenceSignal.cs
│   │   ├── i_ChangeCursorProperties.cs
│   │   ├── i_ChangeStateOfSimpleStateMachine.cs
│   │   ├── i_CopyState.cs
│   │   ├── i_DebugLog.cs
│   │   ├── i_Destroy.cs
│   │   ├── i_Enable.cs
│   │   ├── i_EnableComponent.cs
│   │   ├── i_KillTween.cs
│   │   ├── i_LoadScene.cs
│   │   ├── i_LookAt.cs
│   │   ├── i_ModifyCollisionBetweenEntities.cs
│   │   ├── i_ModifyTag.cs
│   │   ├── i_PlayAudio.cs
│   │   ├── i_PlaySoundEffect.cs
│   │   ├── i_PostNotification.cs
│   │   ├── i_QuitApplication.cs
│   │   ├── i_SetActiveUIElement.cs
│   │   ├── i_SetParent.cs
│   │   ├── i_SetValue.cs
│   │   ├── i_SetValueOnEntity.cs
│   │   ├── i_SetValueOnTarget.cs
│   │   ├── i_SetValueOnTriggerArg.cs
│   │   ├── i_SignalEvent.cs
│   │   ├── i_StartTetherJoint.cs
│   │   ├── i_StopAudioSource.cs
│   │   ├── i_StopTetherJoint.cs
│   │   ├── i_SwapMaterialFlash.cs
│   │   ├── i_Teleport.cs
│   │   ├── i_Trigger.cs
│   │   ├── i_TriggerChildren.cs
│   │   ├── i_TriggerFirstEnabledTarget.cs
│   │   ├── i_TriggerForEachArg.cs
│   │   ├── i_TriggerOnEnumState.cs
│   │   ├── i_TriggerOnEval.cs
│   │   ├── i_TriggerOnIfThen.cs
│   │   ├── i_TriggerRandom.cs
│   │   ├── i_TriggerRandomElimination.cs
│   │   ├── i_TriggerSequence.cs
│   │   ├── i_TweenState.cs
│   │   ├── i_TweenTo.cs
│   │   ├── i_TweenValue.cs
│   │   ├── t_AllTriggered.cs
│   │   ├── t_AllTriggersOccupied.cs
│   │   ├── t_EnterTrigger.cs
│   │   ├── t_ExitTrigger.cs
│   │   ├── t_Flicker.cs
│   │   ├── t_Interval.cs
│   │   ├── t_OnClick.cs
│   │   ├── t_OnCollisionEnter.cs
│   │   ├── t_OnDisable.cs
│   │   ├── t_OnEnable.cs
│   │   ├── t_OnEventTrigger.cs
│   │   ├── t_OnNotificationTrigger.cs
│   │   ├── t_OnStart.cs
│   │   ├── t_OnTriggerOccupied.cs
│   │   ├── t_OnTriggerOccupiedActive.cs
│   │   ├── t_RandomInterval.cs
│   │   ├── t_StateMachine.cs
│   │   └── t_Timer.cs
│   ├── Scenes/
│   │   ├── Enums.cs
│   │   ├── ISceneLoadedGlobalHandler.cs
│   │   ├── LoadSceneAsyncWaitHandle.cs
│   │   ├── SceneManager.cs
│   │   ├── SceneManagerEventArgs.cs
│   │   ├── SceneManagerUtils.cs
│   │   └── SceneRef.cs
│   ├── Service.cs
│   ├── ShortUid.cs
│   ├── Signal.cs
│   ├── Singleton.cs
│   ├── SingletonProxy.cs
│   ├── SpacepuppyBase.csproj
│   ├── StateMachine/
│   │   ├── ComponentStateSupplier.cs
│   │   ├── GenericStateStack.cs
│   │   ├── IStackedStateMachine.cs
│   │   ├── IStateMachine.cs
│   │   ├── IStateStack.cs
│   │   ├── IStateSupplier.cs
│   │   ├── ParentComponentStateSupplier.cs
│   │   ├── StateChangedEventArgs.cs
│   │   ├── StateMachine.cs
│   │   └── TypedStateMachine.cs
│   ├── TagMask.cs
│   ├── TempEventArgs.cs
│   ├── TetherJoint.cs
│   ├── Timers/
│   │   ├── BulkTimer.cs
│   │   ├── DelayTimer.cs
│   │   ├── GameTimers.cs
│   │   ├── ITimer.cs
│   │   ├── Scheduler.cs
│   │   ├── StopWatch.cs
│   │   ├── SystemTimers.cs
│   │   ├── Timer.cs
│   │   └── TimerCollection.cs
│   ├── Tuple.cs
│   ├── Tween/
│   │   ├── Accessors/
│   │   │   ├── CustomTweenMemberAccessorFactory.cs
│   │   │   ├── FollowTargetPositionAccessor.cs
│   │   │   ├── GeneralMoveAccessor.cs
│   │   │   ├── GeneralRotateAccessor.cs
│   │   │   ├── RigidbodyMovePositionAccessor.cs
│   │   │   ├── TimeScaleMemberAccessor.cs
│   │   │   ├── TransformGlobalTransAccessor.cs
│   │   │   ├── TransformLocalTransAccessor.cs
│   │   │   └── TransformRelativePositionAccessor.cs
│   │   ├── CallbackTweener.cs
│   │   ├── Curves/
│   │   │   ├── BoolMemberCurve.cs
│   │   │   ├── Color32MemberCurve.cs
│   │   │   ├── ColorMemberCurve.cs
│   │   │   ├── FloatMemberCurve.cs
│   │   │   ├── FollowTargetPositionCurve.cs
│   │   │   ├── MeshCurve.cs
│   │   │   ├── NumericMemberCurve.cs
│   │   │   ├── QuaternionMemberCurve.cs
│   │   │   ├── RectMemberCurve.cs
│   │   │   ├── StringCurve.cs
│   │   │   ├── TransMemberCurve.cs
│   │   │   ├── Vector2MemberCurve.cs
│   │   │   ├── Vector3MemberCurve.cs
│   │   │   └── Vector4MemberCurve.cs
│   │   ├── CustomMemberCurveAttribute.cs
│   │   ├── CustomTweenMemberAccessorAttribute.cs
│   │   ├── Delegates.cs
│   │   ├── Easing.cs
│   │   ├── Enums.cs
│   │   ├── ITweenHash.cs
│   │   ├── ITweenMemberAccessor.cs
│   │   ├── MemberCurve.cs
│   │   ├── ObjectTweener.cs
│   │   ├── SPTween.cs
│   │   ├── TweenCurve.cs
│   │   ├── TweenCurveGroup.cs
│   │   ├── TweenHash.cs
│   │   ├── TweenSequence.cs
│   │   └── Tweener.cs
│   ├── TypeReference.cs
│   ├── UI/
│   │   └── TextSettings.cs
│   ├── Utils/
│   │   ├── ArrayUtil.cs
│   │   ├── Assertions.cs
│   │   ├── AudioUtils.cs
│   │   ├── ColliderUtil.cs
│   │   ├── ColorUtil.cs
│   │   ├── CompareUtil.cs
│   │   ├── ComponentUtil.cs
│   │   ├── ConvertUtil.cs
│   │   ├── CoroutineUtil.cs
│   │   ├── Diminish/
│   │   │   └── DiminishingWeightOverDuration.cs
│   │   ├── EnumUtil.cs
│   │   ├── GameObjUtil.cs
│   │   ├── Gizmo/
│   │   │   └── GizmoGhost.cs
│   │   ├── InvokeHandle.cs
│   │   ├── LayerUtil.cs
│   │   ├── MathUtil.cs
│   │   ├── Messaging.cs
│   │   ├── MouseUtil.cs
│   │   ├── NameCache.cs
│   │   ├── ObjUtil.cs
│   │   ├── PrefabUtil.cs
│   │   ├── PrimitiveUtil.cs
│   │   ├── QuaternionUtil.cs
│   │   ├── Rand/
│   │   │   └── RandomRange.cs
│   │   ├── RandomEnumUtil.cs
│   │   ├── RandomUtil.cs
│   │   ├── StreamUtil.cs
│   │   ├── StringUtil.cs
│   │   ├── TextureUtil.cs
│   │   ├── TransformUtil.cs
│   │   ├── TypeUtil.cs
│   │   ├── UIEventUtil.cs
│   │   └── VectorUtil.cs
│   ├── VariableStore.cs
│   ├── VariantCollection.cs
│   ├── VariantMember.cs
│   ├── VariantReference.cs
│   ├── VersionInfo.cs
│   ├── WaitForComplete.cs
│   ├── WaitForDuration.cs
│   ├── WaitForLateUpdate.cs
│   ├── WaitForNotification.cs
│   └── WaitUntilTime.cs
├── SpacepuppyBaseEditor/
│   ├── AssetHelper.cs
│   ├── Base/
│   │   ├── AdvancedInputManagerWindow.cs
│   │   ├── Commands/
│   │   │   ├── ComponentSearchWindow.cs
│   │   │   ├── FindReferencesToObjectMenu.cs
│   │   │   ├── SPCreateRagdollWizard.cs
│   │   │   ├── ScreenshotRecorderWindow.cs
│   │   │   ├── ScreenshotUtil.cs
│   │   │   └── TransformCopyMenu.cs
│   │   ├── ComponentHeaderDrawers/
│   │   │   ├── ForceRootTagHeaderDrawer.cs
│   │   │   ├── RequireColliderHeaderDrawer.cs
│   │   │   ├── RequireComponentInEntityHeaderDrawer.cs
│   │   │   ├── RequireLayerHeaderDrawer.cs
│   │   │   ├── RequireLikeComponentHeaderDrawer.cs
│   │   │   └── UniqueToEntityHeaderDrawer.cs
│   │   ├── Decorators/
│   │   │   └── InfoboxDecorator.cs
│   │   ├── Inspectors/
│   │   │   ├── AdvancedAnimationInspector.cs
│   │   │   ├── AnimationCurveConstraintPropertyDrawer.cs
│   │   │   ├── ComparisonOperatorPropertyDrawer.cs
│   │   │   ├── ConstraintPropertyDrawer.cs
│   │   │   ├── DefaultOrConfiguredAttributePropertyDrawer.cs
│   │   │   ├── DiscreteFloatPropertyDrawer.cs
│   │   │   ├── DisplayFlatPropertyDrawer.cs
│   │   │   ├── DisplayNestedPropertyPropertyDrawer.cs
│   │   │   ├── EnumFlagsPropertyDrawer.cs
│   │   │   ├── EnumInCustomOrderPropertyDrawer.cs
│   │   │   ├── EnumPopupExcludingPropertyDrawer.cs
│   │   │   ├── EnumPropertyDrawer.cs
│   │   │   ├── EulerRotationInspectorPropertyDrawer.cs
│   │   │   ├── FixedPercentDecimalPropertyDrawer.cs
│   │   │   ├── FixedPercentLongPropertyDrawer.cs
│   │   │   ├── FixedPercentPropertyDrawer.cs
│   │   │   ├── GameLoopEntryInspector.cs
│   │   │   ├── GameObjectNotificationDispatcherInspector.cs
│   │   │   ├── GenericMaskPropertyDrawer.cs
│   │   │   ├── InputIDPropertyDrawer.cs
│   │   │   ├── MaxRangePropertyDrawer.cs
│   │   │   ├── MinRangePropertyDrawer.cs
│   │   │   ├── MultiTagInspector.cs
│   │   │   ├── OneOrManyPropertyDrawer.cs
│   │   │   ├── ProxyPropertyDrawer.cs
│   │   │   ├── RadicalCoroutineManagerInspector.cs
│   │   │   ├── ReorderableArrayPropertyDrawer.cs
│   │   │   ├── SPEntityInspector.cs
│   │   │   ├── SPTimePeriodPropertyDrawer.cs
│   │   │   ├── SPTimePropertyDrawer.cs
│   │   │   ├── ShortUidPropertyDrawer.cs
│   │   │   ├── SingletonInspector.cs
│   │   │   ├── SingletonProxyInspector.cs
│   │   │   ├── TagMaskInspector.cs
│   │   │   ├── TagSelectorPropertyDrawer.cs
│   │   │   ├── TetherJointInspector.cs
│   │   │   ├── TimeUnitsSelectorPropertyDrawer.cs
│   │   │   ├── TypeReferencePropertyDrawer.cs
│   │   │   ├── UnitVectorPropertyDrawer.cs
│   │   │   ├── VariableStoreInspector.cs
│   │   │   ├── VariantCollectionPropertyDrawer.cs
│   │   │   ├── VariantMemberPropertyDrawer.cs
│   │   │   ├── VariantReferencePropertyDrawer.cs
│   │   │   ├── VectorInspectorPropertyDrawer.cs
│   │   │   ├── VersionInfoPropertyDrawer.cs
│   │   │   └── WeightedValueCollectionPropertyDrawer.cs
│   │   ├── Modifiers/
│   │   │   ├── DefaultFromSelfModifier.cs
│   │   │   ├── DisableIfModifier.cs
│   │   │   ├── DisableOnPlayModifier.cs
│   │   │   ├── DisplayIfPropertyDrawer.cs
│   │   │   ├── FindInSelfModifier.cs
│   │   │   ├── ForceFromSelfModifier.cs
│   │   │   ├── InsertButtonModifier.cs
│   │   │   ├── OnChangedInEditorModifier.cs
│   │   │   ├── PropertyModifier.cs
│   │   │   └── ReadOnlyModifier.cs
│   │   ├── SpacepuppySettingsWindow.cs
│   │   └── TypeSelectionDropDownWindow.cs
│   ├── BuildSettings.cs
│   ├── BulkBuildSettings.cs
│   ├── Cameras/
│   │   ├── CameraControllerInspector.cs
│   │   ├── CameraMovementControllerInspector.cs
│   │   └── MultiCameraControllerInspector.cs
│   ├── Collections/
│   │   ├── DictionaryPropertyDrawer.cs
│   │   └── EnumKeyedCollectionPropertyDrawer.cs
│   ├── ComponentHeaderDrawer.cs
│   ├── Components/
│   │   ├── IComponentChoiceSelector.cs
│   │   ├── SelectableComponentPropertyDrawer.cs
│   │   ├── SelectableObjectPropertyDrawer.cs
│   │   └── TypeRestrictionPropertyDrawer.cs
│   ├── EditorCoroutine.cs
│   ├── EditorHelper.cs
│   ├── EditorHierarchyAlternateContextMenuEvents.cs
│   ├── EditorHierarchyDrawerEvents.cs
│   ├── EditorProjectPrefs.cs
│   ├── EditorSceneEvents.cs
│   ├── ExecutionOrderHelper.cs
│   ├── Geom/
│   │   ├── CubicBezierCurveEditorWindow.cs
│   │   ├── CubicBezierCurvePropertyDrawer.cs
│   │   ├── IntervalInspector.cs
│   │   ├── PlanarSurfaceComponentEditor.cs
│   │   └── TransformAltContextMenu.cs
│   ├── HandlesHelper.cs
│   ├── HierarchyDrawer.cs
│   ├── Hooks/
│   │   └── CollisionSignalSourcePropertyDrawer.cs
│   ├── IArrayHandlingPropertyDrawer.cs
│   ├── IconHelper.cs
│   ├── InputSettings.cs
│   ├── Internal/
│   │   ├── CachedReorderableList.cs
│   │   ├── DefaultPropertyHandler.cs
│   │   ├── GUIViewProxy.cs
│   │   ├── HackPropertyDrawers.cs
│   │   ├── IPropertyHandler.cs
│   │   ├── InternalTypeUtil.cs
│   │   ├── MultiPropertyAttributePropertyHandler.cs
│   │   ├── PropertyDrawerActivator.cs
│   │   ├── PropertyHandlerCache.cs
│   │   ├── PropertyHandlerValidationUtility.cs
│   │   ├── ScriptAttributeUtility.cs
│   │   ├── StandardPropertyHandler.cs
│   │   └── UnityInternalPropertyHandler.cs
│   ├── MaterialHelper.cs
│   ├── PrefabHelper.cs
│   ├── Project/
│   │   ├── AssetBundlePackageInspector.cs
│   │   ├── CustomTimeLayersDataInspector.cs
│   │   ├── ResourceLinkPropertyDrawer.cs
│   │   ├── ResourceLinkTablePropertyDrawer.cs
│   │   ├── ResourcePackageInspector.cs
│   │   ├── SerializableInterfaceRefPropertyDrawer.cs
│   │   ├── TagDataInspector.cs
│   │   ├── TextRefPropertyDrawer.cs
│   │   └── WeightedTextDocumentInspector.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── Render/
│   │   ├── MaterialPropertyReferencePropertyDrawer.cs
│   │   ├── MaterialSourceInspector.cs
│   │   ├── MaterialTransitionPropertyDrawer.cs
│   │   └── RenderSettingsProxyInpsector.cs
│   ├── ReorderableListHelper.cs
│   ├── SPEditor.cs
│   ├── SPEditorAddonDrawer.cs
│   ├── SPEditorGUI.cs
│   ├── SPEditorGUILayout.cs
│   ├── SPEditorStyles.cs
│   ├── SPGUI.cs
│   ├── SPMenu.cs
│   ├── Scenario/
│   │   ├── EventTriggerEvaluatorInspector.cs
│   │   ├── ITriggerableMechanismAddonDrawer.cs
│   │   ├── ObservableTargetDataPropertyDrawer.cs
│   │   ├── TriggerComponentInspector.cs
│   │   ├── TriggerPropertyDrawer.cs
│   │   ├── TriggerTargetPropertyDrawer.cs
│   │   ├── TriggerableTargetObjectPropertyDrawer.cs
│   │   ├── i_EnableInspector.cs
│   │   ├── i_PlayAudioInspector.cs
│   │   ├── i_SetValueInspector.cs
│   │   ├── i_SetValueOnEntityInspector.cs
│   │   ├── i_SetValueOnTargetInspector.cs
│   │   ├── i_SetValueOnTriggerArgInspector.cs
│   │   ├── i_StartTetherJointInspector.cs
│   │   ├── i_TriggerOnEnumStateInspector.cs
│   │   ├── i_TriggerOnEvalInspector.cs
│   │   ├── i_TriggerOnIfThenInspector.cs
│   │   ├── i_TriggerRandomEliminationInspector.cs
│   │   ├── i_TriggerSequenceInspector.cs
│   │   ├── i_TweenStateInspector.cs
│   │   ├── i_TweenValueInspector.cs
│   │   ├── t_OnEventTriggerInspector.cs
│   │   ├── t_OnNotificationTriggerInspector.cs
│   │   └── t_StateMachineInspector.cs
│   ├── Scenes/
│   │   └── SceneRefPropertyDrawer.cs
│   ├── ScriptableObjectHelper.cs
│   ├── Shaders/
│   │   ├── DefaultShader.shader
│   │   ├── DefaultShader.shader.meta
│   │   ├── LineShader.shader
│   │   └── LineShader.shader.meta
│   ├── SpacepuppyBaseEditor.csproj
│   ├── SpacepuppySettings.cs
│   ├── Tween/
│   │   └── SPTweenInspector.cs
│   └── Utils/
│       └── Diminish/
│           └── DiminishingWeightOverDurationPropertyDrawer.cs
├── SpacepuppyExtended/
│   ├── ClassicTimers/
│   │   ├── GameTimer.cs
│   │   ├── RandomSwitch.cs
│   │   ├── Timer.cs
│   │   └── TimerSwitch.cs
│   ├── Collections/
│   │   ├── DuplicateKeyAddAction.cs
│   │   ├── KeyedCollection.cs
│   │   ├── LiveSPComponentCollection.cs
│   │   ├── SignalCollectionEventArgs.cs
│   │   ├── SignalingCollection.cs
│   │   ├── TaggedCollection.cs
│   │   └── TaggedCollectionValidationException.cs
│   ├── Geom/
│   │   ├── ColliderOverlapResolver.cs
│   │   ├── ColliderOverlapResult.cs
│   │   ├── Frustum.cs
│   │   ├── LineSegment.cs
│   │   ├── RadialRing.cs
│   │   ├── SightGeom.cs
│   │   └── ViewCone.cs
│   ├── Hooks/
│   │   ├── CharacterControllerCollisionNotification.cs
│   │   ├── CharacterControllerCollisionNotifier.cs
│   │   ├── ControllerColliderHitNotification.cs
│   │   ├── ControllerColliderHitNotifier.cs
│   │   ├── TriggerNotification.cs
│   │   └── TriggerNotifier.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── SpacepuppyExtended.csproj
│   ├── TandemCoroutine.cs
│   ├── Utils/
│   │   ├── DblMathUtil.cs
│   │   ├── DebugUtils/
│   │   │   └── InGameFlyCam.cs
│   │   ├── GizmosHelper.cs
│   │   ├── Json.cs
│   │   └── PiWalker.cs
│   └── Widgets/
│       └── MirrorTransform.cs
├── SpacepuppyExtendedEditor/
│   ├── Base/
│   │   ├── Commands/
│   │   │   ├── CollisionParser.cs
│   │   │   ├── CreateGameObjectIn.cs
│   │   │   ├── EditorObjExporter.cs
│   │   │   ├── ModelImportManager.cs
│   │   │   ├── ScanAndUpdateGuidForComponents.cs
│   │   │   ├── SearchByLayer.cs
│   │   │   ├── SearchByTag.cs
│   │   │   └── ToggleEditorOnlyVisibility.cs
│   │   └── Inspectors/
│   │       └── ConfigurableForcePropertyDrawer.cs
│   ├── FileIDUtil.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   └── SpacepuppyExtendedEditor.csproj
├── SpacepuppyInput/
│   ├── GameInputManager.cs
│   ├── GameInputManager.cs.meta
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── SPInput/
│   │   ├── AnalogButtonSimulator.cs
│   │   ├── ComboInputSignature.cs
│   │   ├── CompositeInputSignature.cs
│   │   ├── DelegatedInputSignature.cs
│   │   ├── Enums.cs
│   │   ├── EventSystems/
│   │   │   └── SPInputModule.cs
│   │   ├── GenericInputDevice.cs
│   │   ├── IInputDevice.cs
│   │   ├── IInputSignature.cs
│   │   ├── IMappedInputDevice.cs
│   │   ├── ISequence.cs
│   │   ├── InputSignatureCollection.cs
│   │   ├── InputUtil.cs
│   │   ├── Legacy/
│   │   │   ├── EventfulUnityInputDevice.cs
│   │   │   └── UnityInputSignatures.cs
│   │   ├── MappedInputDevice.cs
│   │   ├── MappedInputSignatureCollection.cs
│   │   ├── MergedInputSignature.cs
│   │   ├── RepeatingButtonInputSignature.cs
│   │   ├── Sequences/
│   │   │   ├── ButtonTap.cs
│   │   │   ├── CursorMove.cs
│   │   │   └── FirstSuccessfulSequence.cs
│   │   └── Unity/
│   │       ├── ConfigurableInputProfile.cs
│   │       ├── Enums.cs
│   │       ├── IInputProfile.cs
│   │       ├── InputLayoutToken.cs
│   │       ├── InputProfileDescriptionAttributes.cs
│   │       ├── InputProfileLookupTable.cs
│   │       ├── InputToken.cs
│   │       ├── KeyboardProfile.cs
│   │       ├── PollAxisSignatureRoutine.cs
│   │       ├── PollButtonSignatureRoutine.cs
│   │       ├── SPInputDirect.cs
│   │       ├── SPInputFactory.cs
│   │       └── Xbox/
│   │           ├── Profiles/
│   │           │   ├── HamaBlockForceWinProfile.cs
│   │           │   ├── LogitechF310LinuxProfile.cs
│   │           │   ├── LogitechF310MacProfile.cs
│   │           │   ├── LogitechF310WinProfile.cs
│   │           │   ├── LogitechF510LinuxProfile.cs
│   │           │   ├── LogitechF510WinProfile.cs
│   │           │   ├── LogitechF710LinuxProfile.cs
│   │           │   ├── LogitechF710MacProfile.cs
│   │           │   ├── LogitechF710WinProfile.cs
│   │           │   ├── LogitechRumblePad2MacProfile.cs
│   │           │   ├── LogitechRumblePad2WinProfile.cs
│   │           │   ├── LogitechWingManWinProfile.cs
│   │           │   ├── MaxFireBlaze5WinProfile.cs
│   │           │   ├── MogaProLinuxProfile.cs
│   │           │   ├── MogaProMacProfile.cs
│   │           │   ├── MogaProWinProfile.cs
│   │           │   ├── NatecGenesisP44WinProfile.cs
│   │           │   ├── NvidiaShieldAndroidProfile.cs
│   │           │   ├── NvidiaShieldWinProfile.cs
│   │           │   ├── OuyaLinuxProfile.cs
│   │           │   ├── OuyaWinProfile.cs
│   │           │   ├── PS2WinProfile.cs
│   │           │   ├── PS3AndroidProfile.cs
│   │           │   ├── PS3LinuxProfile.cs
│   │           │   ├── PS3MacProfile.cs
│   │           │   ├── PS3ShenghicWinProfile.cs
│   │           │   ├── PS3WinProfile.cs
│   │           │   ├── PS4AndroidProfile.cs
│   │           │   ├── PS4ConsoleProfile.cs
│   │           │   ├── PS4LinuxProfile.cs
│   │           │   ├── PS4MacOSBTProfile.cs
│   │           │   ├── PS4MacOSUSBProfile.cs
│   │           │   ├── PS4WinProfile.cs
│   │           │   ├── SpeedlinkStrikeMacProfile.cs
│   │           │   ├── SpeedlinkStrikeWinProfile.cs
│   │           │   ├── SteelSeriesFreeLinuxProfile.cs
│   │           │   ├── SteelSeriesFreeMacProfile.cs
│   │           │   ├── SteelSeriesFreeWinProfile.cs
│   │           │   ├── ValveStreamingWinProfile.cs
│   │           │   ├── Xbox360AndroidProfile.cs
│   │           │   ├── Xbox360LinuxProfile.cs
│   │           │   ├── Xbox360LinuxProfile_X.cs
│   │           │   ├── Xbox360MacOSProfile.cs
│   │           │   ├── Xbox360WinProfile.cs
│   │           │   ├── XboxOneConsoleProfile.cs
│   │           │   ├── XboxOneMacProfile.cs
│   │           │   └── XboxOneWinProfile.cs
│   │           ├── README.md
│   │           ├── XboxControllerEnums.cs
│   │           ├── XboxInputImps.cs
│   │           └── XboxInputProfile.cs
│   ├── Scenario/
│   │   ├── t_OnAnyInput.cs
│   │   ├── t_OnKey.cs
│   │   └── t_OnSimpleButtonPress.cs
│   └── SpacepuppyInput.csproj
├── SpacepuppyInputEditor/
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── Scenario/
│   │   └── t_OnSimpleButtonPressInspector.cs
│   └── SpacepuppyInputEditor.csproj
├── SpacepuppyMovement/
│   ├── ArmatureRig.cs
│   ├── Movement/
│   │   ├── DumbMovementStyle.cs
│   │   ├── Enums.cs
│   │   ├── IMotorConstraint.cs
│   │   ├── IMovementStyle.cs
│   │   ├── IMover.cs
│   │   ├── InjectedMovementStyle.cs
│   │   ├── MotorEvents.cs
│   │   ├── MovementMotor.cs
│   │   ├── MovementMotor2D.cs
│   │   ├── WaitForBeforeUpdateMovement.cs
│   │   └── XYPlaneConstraint.cs
│   ├── MovementController.cs
│   ├── Pathfinding/
│   │   ├── PathingMovementStyle.cs
│   │   └── Unity/
│   │       └── UnityPathAgentMovementStyle.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── Scenario/
│   │   ├── i_ApplyForce.cs
│   │   └── i_ChangeMovementStyle.cs
│   ├── SpacepuppyMovement.csproj
│   └── Tween/
│       └── Accessors/
│           └── MovementControllerMoveAccessor.cs
├── SpacepuppyMovementEditor/
│   ├── Movement/
│   │   ├── ArmatureRigInspector.cs
│   │   ├── MovementControllerInspector.cs
│   │   └── MovementMotorInspector.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   └── SpacepuppyMovementEditor.csproj
├── SpacepuppySerialization/
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── Serialization/
│   │   ├── IPersistantUnityObject.cs
│   │   ├── Json/
│   │   │   ├── JsonException.cs
│   │   │   ├── JsonFormatter.cs
│   │   │   ├── JsonNodeType.cs
│   │   │   ├── JsonReader.cs
│   │   │   └── JsonWriter.cs
│   │   ├── Old/
│   │   │   ├── IUnityData.cs
│   │   │   ├── IUnitySerializable.cs
│   │   │   ├── UnityDataFormatter.cs
│   │   │   ├── UnityDataScriptableObject.cs
│   │   │   ├── UnitySerializationInfo.cs
│   │   │   └── UnitySerializationSurrogate.cs
│   │   ├── PersistantAssetToken.cs
│   │   ├── PersistantUnityObjectSerializedProxy.cs
│   │   ├── PersistentGameObject.cs
│   │   ├── SPSerializationSurrogate.cs
│   │   ├── SPSerializer.cs
│   │   ├── SerializationHelper.cs
│   │   ├── SimpleUnityStructureSurrogate.cs
│   │   ├── UnityData.cs
│   │   └── UnityDataFormatter.cs
│   └── SpacepuppySerialization.csproj
├── SpacepuppySerializationEditor/
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── Serialization/
│   │   └── PersistentGameObjectInspector.cs
│   └── SpacepuppySerializationEditor.csproj
├── SpacepuppySpawn/
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── SPSpawnConstants.cs
│   ├── Scenario/
│   │   ├── i_PlayParticleEffect.cs
│   │   ├── i_Spawn.cs
│   │   └── t_OnSpawn.cs
│   ├── SpacepuppySpawn.csproj
│   ├── Spawn/
│   │   ├── AbstractSpawner.cs
│   │   ├── ISpawnFactory.cs
│   │   ├── ISpawnPointPrefabSelector.cs
│   │   ├── ISpawnPointSelector.cs
│   │   ├── ISpawner.cs
│   │   ├── ISpawnerModifier.cs
│   │   ├── OrientOnSpawn.cs
│   │   ├── ProxySpawnPoint.cs
│   │   ├── ProxySpawnPointManager.cs
│   │   ├── RestrictSpawnCount.cs
│   │   ├── SelfTrackingSpawnerMechanism.cs
│   │   ├── SpawnNotification.cs
│   │   ├── SpawnPointHelper.cs
│   │   ├── SpawnPool.cs
│   │   ├── SpawnedObjectController.cs
│   │   ├── i_AttachmentSpawnPoint.cs
│   │   ├── i_SpawnFromResources.cs
│   │   ├── i_SpawnWeighted.cs
│   │   └── i_Spawner.cs
│   └── Utils/
│       └── SpawnedObjectUtil.cs
├── SpacepuppySpawnEditor/
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── SpacepuppySpawnEditor.csproj
│   └── Spawn/
│       ├── AbstractSpawnerInspector.cs
│       ├── AddModifierToSpawnerAddOnDrawer.cs
│       ├── Commands/
│       │   └── SpawnMenu.cs
│       ├── ProxySpawnPointInspector.cs
│       ├── ProxySpawnPointManagerInspector.cs
│       ├── SelfTrackingSpawnerMechanismPropertyDrawer.cs
│       ├── SpawnPointInspector.cs
│       └── SpawnPoolInspector.cs
├── SpacepuppyUnityFramework.Open.sln
├── SpacepuppyUnityFramework.sln
├── SpacepuppyWaypoints/
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── SpacepuppyWaypoints.csproj
│   └── Waypoints/
│       ├── BezierChainPath.cs
│       ├── BezierSplinePath.cs
│       ├── CardinalSplinePath.cs
│       ├── CurveConstantSpeedTable.cs
│       ├── IWaypoint.cs
│       ├── IWaypointPath.cs
│       ├── LinearPath.cs
│       ├── SplinePath.cs
│       ├── Waypoint.cs
│       ├── WaypointPathComponent.cs
│       ├── WaypointPathTweenCurve.cs
│       └── i_MoveOnPath.cs
└── SpacepuppyWaypointsEditor/
    ├── Properties/
    │   └── AssemblyInfo.cs
    ├── SpacepuppyWaypointsEditor.csproj
    └── Waypoints/
        ├── WaypointPathComponentInspector.cs
        └── i_MoveOnPathInspector.cs

================================================
FILE CONTENTS
================================================

================================================
FILE: Builds/BaseLibrary/Editor/Shaders/DefaultShader.shader
================================================
Shader "SPEditor/DefaultShader"
{
	SubShader {
		Pass {
			BindChannels{
				Bind "Color", color
			}
			Blend SrcAlpha OneMinusSrcAlpha
			ZWrite Off
			Cull Off
			Fog { Mode Off }
			Color(1, 1, 1, 1)
		}
	}
}


================================================
FILE: Builds/BaseLibrary/Editor/Shaders/DefaultShader.shader.meta
================================================
fileFormatVersion: 2
guid: 74100f29a6376b840b08443c31390238
timeCreated: 1456266554
licenseType: Free
ShaderImporter:
  defaultTextures: []
  userData: 
  assetBundleName: 
  assetBundleVariant: 


================================================
FILE: Builds/BaseLibrary/Editor/Shaders/LineShader.shader
================================================
Shader "SPEditor/LineShader"
{
	SubShader {
		Pass {
			BindChannels {
				Bind "Color", color
			}
			Blend SrcAlpha OneMinusSrcAlpha
			ZWrite Off
			Cull Off
			Fog { Mode Off }
		}
	}
}

================================================
FILE: Builds/BaseLibrary/Editor/Shaders/LineShader.shader.meta
================================================
fileFormatVersion: 2
guid: b866cfca3124ac24db28c589ed538231
timeCreated: 1456266573
licenseType: Free
ShaderImporter:
  defaultTextures: []
  userData: 
  assetBundleName: 
  assetBundleVariant: 


================================================
FILE: Builds/FullLibrary/Editor/Shaders/DefaultShader.shader
================================================
Shader "SPEditor/DefaultShader"
{
	SubShader {
		Pass {
			BindChannels{
				Bind "Color", color
			}
			Blend SrcAlpha OneMinusSrcAlpha
			ZWrite Off
			Cull Off
			Fog { Mode Off }
			Color(1, 1, 1, 1)
		}
	}
}


================================================
FILE: Builds/FullLibrary/Editor/Shaders/DefaultShader.shader.meta
================================================
fileFormatVersion: 2
guid: 74100f29a6376b840b08443c31390238
timeCreated: 1456266554
licenseType: Free
ShaderImporter:
  defaultTextures: []
  userData: 
  assetBundleName: 
  assetBundleVariant: 


================================================
FILE: Builds/FullLibrary/Editor/Shaders/LineShader.shader
================================================
Shader "SPEditor/LineShader"
{
	SubShader {
		Pass {
			BindChannels {
				Bind "Color", color
			}
			Blend SrcAlpha OneMinusSrcAlpha
			ZWrite Off
			Cull Off
			Fog { Mode Off }
		}
	}
}

================================================
FILE: Builds/FullLibrary/Editor/Shaders/LineShader.shader.meta
================================================
fileFormatVersion: 2
guid: b866cfca3124ac24db28c589ed538231
timeCreated: 1456266573
licenseType: Free
ShaderImporter:
  defaultTextures: []
  userData: 
  assetBundleName: 
  assetBundleVariant: 


================================================
FILE: Builds/FullLibrary/Editor/Shaders/VisualAspectShader.shader
================================================
Shader "SPEditor/VisualAspectShader"
{
    SubShader
    {
		Blend SrcAlpha OneMinusSrcAlpha
		ZTest Off
		ZWrite Off
		Pass
		{
			CGPROGRAM
			
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"
	
			float4 _colorSolid;
			float _colorAlpha;
			
			struct vert_out
			{
				float4 position : POSITION;
			};
			
			vert_out vert(appdata_base v)
			{
				vert_out tOut;
				tOut.position = mul(UNITY_MATRIX_MVP, v.vertex);
				
				return tOut;
			}
	
			float4 frag(vert_out f) : COLOR
			{
				return float4(_colorSolid.rgb, _colorAlpha);
			}
				
			ENDCG
		}

		Blend One Zero
		ZTest LEqual
		Pass
		{
			CGPROGRAM
			
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"
	
			float4 _colorSolid;
			
			struct vert_out
			{
				float4 position : POSITION;
			};
			
			vert_out vert(appdata_base v)
			{
				vert_out tOut;
				tOut.position = mul(UNITY_MATRIX_MVP, v.vertex);
				
				return tOut;
			}
	
			float4 frag(vert_out f) : COLOR
			{
				return _colorSolid;
			}
				
			ENDCG
		}
    }
    FallBack "Diffuse"
}


================================================
FILE: Builds/FullLibrary/Editor/Shaders/VisualAspectShader.shader.meta
================================================
fileFormatVersion: 2
guid: 2ebf07ea708244e4f8588d9b32abfbbb
ShaderImporter:
  defaultTextures: []
  userData: 


================================================
FILE: Builds/FullLibrary/Editor/Shaders/VisualSensorArcShader.shader
================================================
Shader "SPEditor/VisualSensorArcShader"
{
    SubShader
    {
		Blend SrcAlpha OneMinusSrcAlpha
		Pass
		{
			CGPROGRAM
			
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"
			
			float4 _Color;

			float _angle;
			float _tiltAngle;
			
			struct vert_out
			{
				float4 position : POSITION;
				float4 texcoord : TEXCOORD0;
			};
			
			vert_out vert(appdata_base v)
			{
				float tBackAngle = 3.14159265 * 2 * (v.texcoord.y - 0.5);
				float tForwardAngle = 3.14159265 * 2 * (v.texcoord.y - 0.5) * _angle;
				
				float4x4 tBackRotation = float4x4(cos(-tBackAngle), 0, sin(-tBackAngle), 0,
												  0, 1, 0, 0,
												  -sin(-tBackAngle), 0, cos(-tBackAngle), 0,
												  0, 0, 0, 1);
				float4x4 tTiltRotation = float4x4(1, 0, 0, 0,
												  0, cos(_tiltAngle), -sin(_tiltAngle), 0,
												  0, sin(_tiltAngle), cos(_tiltAngle), 0,
												  0, 0, 0, 1);
				float4x4 tForwardRotation = float4x4(cos(tForwardAngle), 0, sin(tForwardAngle), 0,
													 0, 1, 0, 0,
													 -sin(tForwardAngle), 0, cos(tForwardAngle), 0,
													 0, 0, 0, 1);
				
				vert_out tOut;
				tOut.position = mul(UNITY_MATRIX_MVP, mul(tForwardRotation, mul(tTiltRotation, mul(tBackRotation, v.vertex))));
				tOut.texcoord = v.texcoord;
				
				return tOut;
			}
	
			float4 frag(vert_out f) : COLOR
			{
				return _Color;
			}
				
			ENDCG
		}
    }
    FallBack "Diffuse"
}


================================================
FILE: Builds/FullLibrary/Editor/Shaders/VisualSensorArcShader.shader.meta
================================================
fileFormatVersion: 2
guid: 168a36d19fe1a4f43acab1e8045678b5
ShaderImporter:
  defaultTextures: []
  userData: 


================================================
FILE: Builds/FullLibrary/Editor/Shaders/VisualSensorLineShader.shader
================================================
Shader "SPEditor/VisualSensorLineShader"
{
    SubShader
    {
		Blend SrcAlpha OneMinusSrcAlpha
		Pass
		{
			CGPROGRAM
// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain a surface program or both vertex and fragment programs.
#pragma exclude_renderers gles

			#pragma fragment frag
			
			#include "UnityCG.cginc"
			
			float4 _Color;

			float4 frag() : COLOR
			{
				return _Color;
			}
				
			ENDCG
		}
    }
    FallBack "Diffuse"
}


================================================
FILE: Builds/FullLibrary/Editor/Shaders/VisualSensorLineShader.shader.meta
================================================
fileFormatVersion: 2
guid: ee588280453a76b4eabd4518ada346fb
ShaderImporter:
  defaultTextures: []
  userData: 


================================================
FILE: README.md
================================================
# TODO OBSOLETE - See Spacepuppy Unity Framework 4.0
https://github.com/lordofduct/spacepuppy-unity-framework-4.0

This version of spacepuppy is now obsolete. We've moved to a newer version of Unity that supports the newer C# versions in the compiler.

This framework will remain for posterity sake.

# spacepuppy-unity-framework
A framework of reusable objects with the Unity game engine version 5.x.

This project is intended to be compiled in Visual Studio and then place the compiled dll's into the project. When compiling you will need to ensure you reference the UnityEngine and UnityEditor dll's for your version of unity. I include a version list in the Resources folder for the version of unity I'm currently using.

# Quick Import

Select the latest stable version from the builds section of the git page. Or if you want the bleeding edge build locate the files in the Builds/OpenSource directory of the repo.

Drag the contents of this into a folder anywhere in your project and it'll work out of the box, I prefer the 'Assets/3rdParty/SpacepuppyUnityFramework' folder. The included meta file configures the scripts execution order automatically. Caution, this meta file's guid is what controls the references to scripts in the library, deleting or modifying it will ruin any script references.

Once added make sure to go to "Spacepuppy->Settings->Sync TagData".

This will add the required 'MultiTag' and 'Root' tags, as well as sync any of your existing tags to a resource that can be read at runtime. Any time you add new tags you must sync the tag data again by either clicking this same menu item, or going into /Assets/Resources/TagData and clicking "Sync TagData" in the inspector there.

Earlier version (1.0 and earlier) will require adding these tags manually before syncing.

# Custom Building

You'll need to create a folder in Assets for the dll's, I personally use Assets/3rdParty/SpaceuppyUnityFramework. The SpacepuppyUnityFramework dll and .pdb go in there (a .mdb will also be generated by unity, this will allow for code stepping when debugging). I then create a folder Assets/3rdParty/SpaceuppyUnityFramework/Editor and place the SpacepuppyUnityFrameworkEditor dll and .pdb there.

You will also want to go to the PlayerSettings and set the Api compatability level to .Net 2.0, and not 2.0 subset.

Next you'll want to set the execution order of 3 classes in the framework. Of course, if you have meta files turned on, you could just include the supplied SpacepuppyUnityFramework.dll.meta file instead (found in the Resources folder, just place in the same folder as the dll). Those 3 classes are:

com.spacepuppy.GameLoopEntry : -32000

com.spacepuppy.Hooks.EarlyExecutionUpdateEventHooks : -31990

com.spacepuppy.Utils.SpecializedCoponents.EarlyParentSetter : -31980

com.spacepuppy.Hooks.TardyExecutionUpdateEventHooks : 32000

com.spacepuppy.SPEntity: 32000

Lastly, make sure to go to "Spacepuppy->Settings->Sync TagData".

This will add the required 'MultiTag' and 'Root' tags, as well as sync any of your existing tags to a resource that can be read at runtime. Any time you add new tags you must sync the tag data again by either clicking this same menu item, or going into /Assets/Resources/TagData and clicking "Sync TagData" in the inspector there.

Now you're fully set up.

# License
Copyright (c) 2015, Dylan Engelman, Jupiter Lighthouse Studio

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.


================================================
FILE: Resources/Shaders/DefaultShader.shader
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{
	SubShader {
		Pass {
			BindChannels{
				Bind "Color", color
			}
			Blend SrcAlpha OneMinusSrcAlpha
			ZWrite Off
			Cull Off
			Fog { Mode Off }
			Color(1, 1, 1, 1)
		}
	}
}


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================================================
FILE: Resources/Shaders/LineShader.shader
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Shader "SPEditor/LineShader"
{
	SubShader {
		Pass {
			BindChannels {
				Bind "Color", color
			}
			Blend SrcAlpha OneMinusSrcAlpha
			ZWrite Off
			Cull Off
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================================================
FILE: Resources/Shaders/VisualAspectShader.shader
================================================
Shader "SPEditor/VisualAspectShader"
{
    SubShader
    {
		Blend SrcAlpha OneMinusSrcAlpha
		ZTest Off
		ZWrite Off
		Pass
		{
			CGPROGRAM
			
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"
	
			float4 _colorSolid;
			float _colorAlpha;
			
			struct vert_out
			{
				float4 position : POSITION;
			};
			
			vert_out vert(appdata_base v)
			{
				vert_out tOut;
				tOut.position = UnityObjectToClipPos(v.vertex);
				
				return tOut;
			}
	
			float4 frag(vert_out f) : COLOR
			{
				return float4(_colorSolid.rgb, _colorAlpha);
			}
				
			ENDCG
		}

		Blend One Zero
		ZTest LEqual
		Pass
		{
			CGPROGRAM
			
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"
	
			float4 _colorSolid;
			
			struct vert_out
			{
				float4 position : POSITION;
			};
			
			vert_out vert(appdata_base v)
			{
				vert_out tOut;
				tOut.position = UnityObjectToClipPos(v.vertex);
				
				return tOut;
			}
	
			float4 frag(vert_out f) : COLOR
			{
				return _colorSolid;
			}
				
			ENDCG
		}
    }
    FallBack "Diffuse"
}


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================================================
FILE: Resources/Shaders/VisualSensorArcShader.shader
================================================
Shader "SPEditor/VisualSensorArcShader"
{
    SubShader
    {
		Blend SrcAlpha OneMinusSrcAlpha
		Pass
		{
			CGPROGRAM
			
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"
			
			float4 _Color;

			float _angle;
			float _tiltAngle;
			
			struct vert_out
			{
				float4 position : POSITION;
				float4 texcoord : TEXCOORD0;
			};
			
			vert_out vert(appdata_base v)
			{
				float tBackAngle = 3.14159265 * 2 * (v.texcoord.y - 0.5);
				float tForwardAngle = 3.14159265 * 2 * (v.texcoord.y - 0.5) * _angle;
				
				float4x4 tBackRotation = float4x4(cos(-tBackAngle), 0, sin(-tBackAngle), 0,
												  0, 1, 0, 0,
												  -sin(-tBackAngle), 0, cos(-tBackAngle), 0,
												  0, 0, 0, 1);
				float4x4 tTiltRotation = float4x4(1, 0, 0, 0,
												  0, cos(_tiltAngle), -sin(_tiltAngle), 0,
												  0, sin(_tiltAngle), cos(_tiltAngle), 0,
												  0, 0, 0, 1);
				float4x4 tForwardRotation = float4x4(cos(tForwardAngle), 0, sin(tForwardAngle), 0,
													 0, 1, 0, 0,
													 -sin(tForwardAngle), 0, cos(tForwardAngle), 0,
													 0, 0, 0, 1);
				
				vert_out tOut;
				tOut.position = UnityObjectToClipPos(mul(tForwardRotation, mul(tTiltRotation, mul(tBackRotation, v.vertex))));
				tOut.texcoord = v.texcoord;
				
				return tOut;
			}
	
			float4 frag(vert_out f) : COLOR
			{
				return _Color;
			}
				
			ENDCG
		}
    }
    FallBack "Diffuse"
}


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FILE: Resources/Shaders/VisualSensorLineShader.shader
================================================
Shader "SPEditor/VisualSensorLineShader"
{
    SubShader
    {
		Blend SrcAlpha OneMinusSrcAlpha
		Pass
		{
			CGPROGRAM
// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain a surface program or both vertex and fragment programs.
#pragma exclude_renderers gles

			#pragma fragment frag
			
			#include "UnityCG.cginc"
			
			float4 _Color;

			float4 frag() : COLOR
			{
				return _Color;
			}
				
			ENDCG
		}
    }
    FallBack "Diffuse"
}


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        <para>The behavior in case of unhandled .NET exception.</para>
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      </summary>
    </member>
    <member name="F:UnityEditor.AndroidSdkVersions.AndroidApiLevel26">
      <summary>
        <para>Android 8.0, "Oreo", API level 26.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AndroidSdkVersions.AndroidApiLevel27">
      <summary>
        <para>Android 8.1, "Oreo", API level 27.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AndroidSdkVersions.AndroidApiLevelAuto">
      <summary>
        <para>Sets the target API level automatically, according to the latest installed SDK on your computer.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.AndroidShowActivityIndicatorOnLoading">
      <summary>
        <para>Application should show ActivityIndicator when loading.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AndroidShowActivityIndicatorOnLoading.DontShow">
      <summary>
        <para>Don't Show.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AndroidShowActivityIndicatorOnLoading.InversedLarge">
      <summary>
        <para>Inversed Large.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AndroidShowActivityIndicatorOnLoading.InversedSmall">
      <summary>
        <para>Inversed Small.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AndroidShowActivityIndicatorOnLoading.Large">
      <summary>
        <para>Large.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AndroidShowActivityIndicatorOnLoading.Small">
      <summary>
        <para>Small.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.AndroidSplashScreenScale">
      <summary>
        <para>Android splash screen scale modes.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AndroidSplashScreenScale.Center">
      <summary>
        <para>Center.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AndroidSplashScreenScale.ScaleToFill">
      <summary>
        <para>Scale to fill.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AndroidSplashScreenScale.ScaleToFit">
      <summary>
        <para>Scale to fit.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.AndroidTargetDevice">
      <summary>
        <para>Target Android device architecture.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AndroidTargetDevice.x86">
      <summary>
        <para>Intel only.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AndroidTargetDevice.ARMv7">
      <summary>
        <para>ARMv7 only.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AndroidTargetDevice.FAT">
      <summary>
        <para>All supported architectures.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.AnimatedValues.AnimBool">
      <summary>
        <para>Lerp from 0 - 1.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AnimatedValues.AnimBool.faded">
      <summary>
        <para>Retuns the float value of the tween.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AnimatedValues.AnimBool.#ctor">
      <summary>
        <para>Constructor.</para>
      </summary>
      <param name="value">Start Value.</param>
      <param name="callback"></param>
    </member>
    <member name="M:UnityEditor.AnimatedValues.AnimBool.#ctor(System.Boolean)">
      <summary>
        <para>Constructor.</para>
      </summary>
      <param name="value">Start Value.</param>
      <param name="callback"></param>
    </member>
    <member name="M:UnityEditor.AnimatedValues.AnimBool.#ctor(UnityEngine.Events.UnityAction)">
      <summary>
        <para>Constructor.</para>
      </summary>
      <param name="value">Start Value.</param>
      <param name="callback"></param>
    </member>
    <member name="M:UnityEditor.AnimatedValues.AnimBool.#ctor(System.Boolean,UnityEngine.Events.UnityAction)">
      <summary>
        <para>Constructor.</para>
      </summary>
      <param name="value">Start Value.</param>
      <param name="callback"></param>
    </member>
    <member name="M:UnityEditor.AnimatedValues.AnimBool.Fade(System.Single,System.Single)">
      <summary>
        <para>Returns a value between from and to depending on the current value of the bools animation.</para>
      </summary>
      <param name="from">Value to lerp from.</param>
      <param name="to">Value to lerp to.</param>
    </member>
    <member name="M:UnityEditor.AnimatedValues.AnimBool.GetValue">
      <summary>
        <para>Type specific implementation of BaseAnimValue_1.GetValue.</para>
      </summary>
      <returns>
        <para>Current value.</para>
      </returns>
    </member>
    <member name="T:UnityEditor.AnimatedValues.AnimFloat">
      <summary>
        <para>An animated float value.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AnimatedValues.AnimFloat.#ctor(System.Single)">
      <summary>
        <para>Constructor.</para>
      </summary>
      <param name="value">Start Value.</param>
      <param name="callback"></param>
    </member>
    <member name="M:UnityEditor.AnimatedValues.AnimFloat.#ctor(System.Single,UnityEngine.Events.UnityAction)">
      <summary>
        <para>Constructor.</para>
      </summary>
      <param name="value">Start Value.</param>
      <param name="callback"></param>
    </member>
    <member name="M:UnityEditor.AnimatedValues.AnimFloat.GetValue">
      <summary>
        <para>Type specific implementation of BaseAnimValue_1.GetValue.</para>
      </summary>
      <returns>
        <para>Current Value.</para>
      </returns>
    </member>
    <member name="T:UnityEditor.AnimatedValues.AnimQuaternion">
      <summary>
        <para>An animated Quaternion value.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AnimatedValues.AnimQuaternion.#ctor(UnityEngine.Quaternion)">
      <summary>
        <para>Constructor.</para>
      </summary>
      <param name="value">Start Value.</param>
      <param name="callback"></param>
    </member>
    <member name="M:UnityEditor.AnimatedValues.AnimQuaternion.#ctor(UnityEngine.Quaternion,UnityEngine.Events.UnityAction)">
      <summary>
        <para>Constructor.</para>
      </summary>
      <param name="value">Start Value.</param>
      <param name="callback"></param>
    </member>
    <member name="M:UnityEditor.AnimatedValues.AnimQuaternion.GetValue">
      <summary>
        <para>Type specific implementation of BaseAnimValue_1.GetValue.</para>
      </summary>
      <returns>
        <para>Current Value.</para>
      </returns>
    </member>
    <member name="T:UnityEditor.AnimatedValues.AnimVector3">
      <summary>
        <para>An animated Vector3 value.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AnimatedValues.AnimVector3.#ctor">
      <summary>
        <para>Constructor.</para>
      </summary>
      <param name="value">Start Value.</param>
      <param name="callback"></param>
    </member>
    <member name="M:UnityEditor.AnimatedValues.AnimVector3.#ctor(UnityEngine.Vector3)">
      <summary>
        <para>Constructor.</para>
      </summary>
      <param name="value">Start Value.</param>
      <param name="callback"></param>
    </member>
    <member name="M:UnityEditor.AnimatedValues.AnimVector3.#ctor(UnityEngine.Vector3,UnityEngine.Events.UnityAction)">
      <summary>
        <para>Constructor.</para>
      </summary>
      <param name="value">Start Value.</param>
      <param name="callback"></param>
    </member>
    <member name="M:UnityEditor.AnimatedValues.AnimVector3.GetValue">
      <summary>
        <para>Type specific implementation of BaseAnimValue_1.GetValue.</para>
      </summary>
      <returns>
        <para>Current Value.</para>
      </returns>
    </member>
    <member name="T:UnityEditor.AnimatedValues.BaseAnimValue`1">
      <summary>
        <para>Abstract base class for Animated Values.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AnimatedValues.BaseAnimValue_1.isAnimating">
      <summary>
        <para>Is the value currently animating.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AnimatedValues.BaseAnimValue_1.speed">
      <summary>
        <para>Speed of the tween.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AnimatedValues.BaseAnimValue_1.target">
      <summary>
        <para>Target to tween towards.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AnimatedValues.BaseAnimValue_1.value">
      <summary>
        <para>Current value of the animation.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AnimatedValues.BaseAnimValue_1.valueChanged">
      <summary>
        <para>Callback while the value is changing.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AnimatedValues.BaseAnimValue_1.BeginAnimating(T,T)">
      <summary>
        <para>Begin an animation moving from the start value to the target value.</para>
      </summary>
      <param name="newTarget">Target value.</param>
      <param name="newStart">Start value.</param>
    </member>
    <member name="M:UnityEditor.AnimatedValues.BaseAnimValue_1.GetValue">
      <summary>
        <para>Abstract function to be overridden in derived types. Should return the current value of the animated value.</para>
      </summary>
      <returns>
        <para>Current Value.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AnimatedValues.BaseAnimValue_1.StopAnim(T)">
      <summary>
        <para>Stop the animation and assign the given value.</para>
      </summary>
      <param name="newValue">Value to assign.</param>
    </member>
    <member name="T:UnityEditor.AnimationClipCurveData">
      <summary>
        <para>An AnimationClipCurveData object contains all the information needed to identify a specific curve in an AnimationClip. The curve animates a specific property of a component  material attached to a game object  animated bone.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AnimationClipCurveData.curve">
      <summary>
        <para>The actual animation curve.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AnimationClipCurveData.path">
      <summary>
        <para>The path of the game object / bone being animated.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AnimationClipCurveData.propertyName">
      <summary>
        <para>The name of the property being animated.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AnimationClipCurveData.type">
      <summary>
        <para>The type of the component / material being animated.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.AnimationMode">
      <summary>
        <para>AnimationMode is used by the AnimationWindow to store properties modified
      by the AnimationClip playback.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AnimationMode.animatedPropertyColor">
      <summary>
        <para>The color used to show that a property is currently being animated.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AnimationMode.candidatePropertyColor">
      <summary>
        <para>The color used to show that an animated property has been modified.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AnimationMode.recordedPropertyColor">
      <summary>
        <para>The color used to show that an animated property automatically records changes in the animation clip.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AnimationMode.AddPropertyModification(UnityEditor.EditorCurveBinding,UnityEditor.PropertyModification,System.Boolean)">
      <summary>
        <para>Marks a property as currently being animated.</para>
      </summary>
      <param name="binding">Description of the animation clip curve being modified.</param>
      <param name="modification">Object property being modified.</param>
      <param name="keepPrefabOverride">Indicates whether to retain modifications when the targeted object is an instance of prefab.</param>
    </member>
    <member name="M:UnityEditor.AnimationMode.BeginSampling">
      <summary>
        <para>Initialise the start of the animation clip sampling.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AnimationMode.EndSampling">
      <summary>
        <para>Finish the sampling of the animation clip.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AnimationMode.InAnimationMode">
      <summary>
        <para>Are we currently in AnimationMode?</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AnimationMode.IsPropertyAnimated(UnityEngine.Object,System.String)">
      <summary>
        <para>Is the specified property currently in animation mode and being animated?</para>
      </summary>
      <param name="target">The object to determine if it contained the animation.</param>
      <param name="propertyPath">The name of the animation to search for.</param>
      <returns>
        <para>Whether the property search is found or not.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AnimationMode.SampleAnimationClip(UnityEngine.GameObject,UnityEngine.AnimationClip,System.Single)">
      <summary>
        <para>Samples an AnimationClip on the object and also records any modified
        properties in AnimationMode.</para>
      </summary>
      <param name="gameObject"></param>
      <param name="clip"></param>
      <param name="time"></param>
    </member>
    <member name="M:UnityEditor.AnimationMode.StartAnimationMode">
      <summary>
        <para>Starts the animation mode.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AnimationMode.StopAnimationMode">
      <summary>
        <para>Stops Animation mode, reverts all properties that were animated in animation mode.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.Animations.AnimatorCondition">
      <summary>
        <para>Condition that is used to determine if a transition must be taken.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorCondition.mode">
      <summary>
        <para>The mode of the condition.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorCondition.parameter">
      <summary>
        <para>The name of the parameter used in the condition.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorCondition.threshold">
      <summary>
        <para>The AnimatorParameter's threshold value for the condition to be true.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.Animations.AnimatorConditionMode">
      <summary>
        <para>The mode of the condition.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.AnimatorConditionMode.Equals">
      <summary>
        <para>The condition is true when parameter value is equal to the threshold.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.AnimatorConditionMode.Greater">
      <summary>
        <para>The condition is true when parameter value is greater than the threshold.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.AnimatorConditionMode.If">
      <summary>
        <para>The condition is true when the parameter value is true.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.AnimatorConditionMode.IfNot">
      <summary>
        <para>The condition is true when the parameter value is false.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.AnimatorConditionMode.Less">
      <summary>
        <para>The condition is true when the parameter value is less than the threshold.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.AnimatorConditionMode.NotEqual">
      <summary>
        <para>The condition is true when the parameter value is not equal to the threshold.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.Animations.AnimatorController">
      <summary>
        <para>The Animator Controller controls animation through layers with state machines, controlled by parameters.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorController.layers">
      <summary>
        <para>The layers in the controller.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorController.parameters">
      <summary>
        <para>Parameters are used to communicate between scripting and the controller. They are used to drive transitions and blendtrees for example.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.AddEffectiveStateMachineBehaviour(System.Type,UnityEditor.Animations.AnimatorState,System.Int32)">
      <summary>
        <para>Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorState for layer layerIndex. This function should be used when you are dealing with synchronized layer and would like to add a state machine behaviour on a synchronized layer. C# Users can use a generic version.</para>
      </summary>
      <param name="stateMachineBehaviourType"></param>
      <param name="state"></param>
      <param name="layerIndex"></param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.AddEffectiveStateMachineBehaviour(UnityEditor.Animations.AnimatorState,System.Int32)">
      <summary>
        <para>Generic version. See the page for more details.</para>
      </summary>
      <param name="state"></param>
      <param name="layerIndex"></param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.AddLayer(System.String)">
      <summary>
        <para>Utility function to add a layer to the controller.</para>
      </summary>
      <param name="name">The name of the Layer.</param>
      <param name="layer">The layer to add.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.AddLayer(UnityEditor.Animations.AnimatorControllerLayer)">
      <summary>
        <para>Utility function to add a layer to the controller.</para>
      </summary>
      <param name="name">The name of the Layer.</param>
      <param name="layer">The layer to add.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.AddMotion(UnityEngine.Motion)">
      <summary>
        <para>Utility function that creates a new state  with the motion in it.</para>
      </summary>
      <param name="motion">The Motion that will be in the AnimatorState.</param>
      <param name="layerIndex">The layer where the Motion will be added.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.AddMotion(UnityEngine.Motion,System.Int32)">
      <summary>
        <para>Utility function that creates a new state  with the motion in it.</para>
      </summary>
      <param name="motion">The Motion that will be in the AnimatorState.</param>
      <param name="layerIndex">The layer where the Motion will be added.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.AddParameter(System.String,UnityEngine.AnimatorControllerParameterType)">
      <summary>
        <para>Utility function to add a parameter to the controller.</para>
      </summary>
      <param name="name">The name of the parameter.</param>
      <param name="type">The type of the parameter.</param>
      <param name="paramater">The parameter to add.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.AddParameter(UnityEngine.AnimatorControllerParameter)">
      <summary>
        <para>Utility function to add a parameter to the controller.</para>
      </summary>
      <param name="name">The name of the parameter.</param>
      <param name="type">The type of the parameter.</param>
      <param name="paramater">The parameter to add.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath(System.String)">
      <summary>
        <para>Creates an AnimatorController at the given path.</para>
      </summary>
      <param name="path">The path where the AnimatorController asset will be created.</param>
      <returns>
        <para>The created AnimationController or null if an error occured.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPathWithClip(System.String,UnityEngine.AnimationClip)">
      <summary>
        <para>Creates an AnimatorController at the given path, and automatically create an AnimatorLayer  with an AnimatorStateMachine that will add a State with the AnimationClip in it.</para>
      </summary>
      <param name="path">The path where the AnimatorController will be created.</param>
      <param name="clip">The default clip that will be played by the AnimatorController.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.CreateBlendTreeInController(System.String,UnityEditor.Animations.BlendTree&amp;)">
      <summary>
        <para>Creates a BlendTree in a new AnimatorState.</para>
      </summary>
      <param name="name">The name of the BlendTree.</param>
      <param name="tree">The created BlendTree.</param>
      <param name="layerIndex">The index where the BlendTree will be created.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.CreateBlendTreeInController(System.String,UnityEditor.Animations.BlendTree&amp;,System.Int32)">
      <summary>
        <para>Creates a BlendTree in a new AnimatorState.</para>
      </summary>
      <param name="name">The name of the BlendTree.</param>
      <param name="tree">The created BlendTree.</param>
      <param name="layerIndex">The index where the BlendTree will be created.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.CreateStateMachineBehaviour(UnityEditor.MonoScript)">
      <summary>
        <para>This function will create a StateMachineBehaviour instance based on the class define in this script.</para>
      </summary>
      <param name="script">MonoScript class to instantiate.</param>
      <returns>
        <para>Returns instance id of created object, returns 0 if something is not valid.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.#ctor">
      <summary>
        <para>Constructor.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.FindStateMachineBehaviourContext(UnityEngine.StateMachineBehaviour)">
      <summary>
        <para>Use this function to retrieve the owner of this behaviour.</para>
      </summary>
      <param name="behaviour">The State Machine Behaviour to get context for.</param>
      <returns>
        <para>Returns the State Machine Behaviour edition context.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.GetBehaviours">
      <summary>
        <para>Returns all StateMachineBehaviour that match type T or are derived from T.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.GetStateEffectiveBehaviours(UnityEditor.Animations.AnimatorState,System.Int32)">
      <summary>
        <para>Gets the effective state machine behaviour list for the AnimatorState. Behaviours are either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get Behaviour list that is effectively used.</para>
      </summary>
      <param name="state">The AnimatorState which we want the Behaviour list.</param>
      <param name="layerIndex">The layer that is queried.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.GetStateEffectiveMotion(UnityEditor.Animations.AnimatorState)">
      <summary>
        <para>Gets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get the Motion that is effectively used.</para>
      </summary>
      <param name="state">The AnimatorState which we want the Motion.</param>
      <param name="layerIndex">The layer that is queried.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.GetStateEffectiveMotion(UnityEditor.Animations.AnimatorState,System.Int32)">
      <summary>
        <para>Gets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get the Motion that is effectively used.</para>
      </summary>
      <param name="state">The AnimatorState which we want the Motion.</param>
      <param name="layerIndex">The layer that is queried.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.MakeUniqueLayerName(System.String)">
      <summary>
        <para>Creates a unique name for the layers.</para>
      </summary>
      <param name="name">The desired name of the AnimatorLayer.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.MakeUniqueParameterName(System.String)">
      <summary>
        <para>Creates a unique name for the parameter.</para>
      </summary>
      <param name="name">The desired name of the AnimatorParameter.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.RemoveLayer(System.Int32)">
      <summary>
        <para>Utility function to remove a layer from the controller.</para>
      </summary>
      <param name="index">The index of the AnimatorLayer.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.RemoveParameter(System.Int32)">
      <summary>
        <para>Utility function to remove a parameter from the controller.</para>
      </summary>
      <param name="index">The index of the AnimatorParameter.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.SetStateEffectiveBehaviours">
      <summary>
        <para>Sets the effective state machine Behaviour list for the AnimatorState. The Behaviour list is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Behaviour list that is effectively used.</para>
      </summary>
      <param name="state">The AnimatorState which we want to set the Behaviour list.</param>
      <param name="layerIndex">The layer to set the Behaviour list.</param>
      <param name="behaviours">The Behaviour list that will be set.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.SetStateEffectiveMotion(UnityEditor.Animations.AnimatorState,UnityEngine.Motion)">
      <summary>
        <para>Sets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Motion that is effectively used.</para>
      </summary>
      <param name="state">The AnimatorState which we want to set the Motion.</param>
      <param name="motion">The Motion that will be set.</param>
      <param name="layerIndex">The layer to set the Motion.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorController.SetStateEffectiveMotion(UnityEditor.Animations.AnimatorState,UnityEngine.Motion,System.Int32)">
      <summary>
        <para>Sets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Motion that is effectively used.</para>
      </summary>
      <param name="state">The AnimatorState which we want to set the Motion.</param>
      <param name="motion">The Motion that will be set.</param>
      <param name="layerIndex">The layer to set the Motion.</param>
    </member>
    <member name="T:UnityEditor.Animations.AnimatorControllerLayer">
      <summary>
        <para>The Animation Layer contains a state machine that controls animations of a model or part of it.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorControllerLayer.avatarMask">
      <summary>
        <para>The AvatarMask that is used to mask the animation on the given layer.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorControllerLayer.blendingMode">
      <summary>
        <para>The blending mode used by the layer. It is not taken into account for the first layer.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorControllerLayer.defaultWeight">
      <summary>
        <para>The default blending weight that the layers has. It is not taken into account for the first layer.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorControllerLayer.iKPass">
      <summary>
        <para>When active, the layer will have an IK pass when evaluated. It will trigger an OnAnimatorIK callback.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorControllerLayer.name">
      <summary>
        <para>The name of the layer.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorControllerLayer.stateMachine">
      <summary>
        <para>The state machine for the layer.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorControllerLayer.syncedLayerAffectsTiming">
      <summary>
        <para>When active, the layer will take control of the duration of the Synced Layer.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorControllerLayer.syncedLayerIndex">
      <summary>
        <para>Specifies the index of the Synced Layer.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorControllerLayer.GetOverrideBehaviours(UnityEditor.Animations.AnimatorState)">
      <summary>
        <para>Gets the override behaviour list for the state on the given layer.</para>
      </summary>
      <param name="state">The state which we want to get the behaviour list.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorControllerLayer.GetOverrideMotion(UnityEditor.Animations.AnimatorState)">
      <summary>
        <para>Gets the override motion for the state on the given layer.</para>
      </summary>
      <param name="state">The state which we want to get the motion.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorControllerLayer.SetOverrideBehaviours">
      <summary>
        <para>Sets the override behaviour list for the state on the given layer.</para>
      </summary>
      <param name="state">The state which we want to set the behaviour list.</param>
      <param name="behaviours">The behaviour list that will be set.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorControllerLayer.SetOverrideMotion(UnityEditor.Animations.AnimatorState,UnityEngine.Motion)">
      <summary>
        <para>Sets the override motion for the state on the given layer.</para>
      </summary>
      <param name="state">The state which we want to set the motion.</param>
      <param name="motion">The motion that will be set.</param>
    </member>
    <member name="T:UnityEditor.Animations.AnimatorLayerBlendingMode">
      <summary>
        <para>Specifies how the layer is blended with the previous layers.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.AnimatorLayerBlendingMode.Additive">
      <summary>
        <para>Animations are added to the previous layers.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.AnimatorLayerBlendingMode.Override">
      <summary>
        <para>Animations overrides to the previous layers.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.Animations.AnimatorState">
      <summary>
        <para>States are the basic building blocks of a state machine. Each state contains a Motion ( AnimationClip or BlendTree) which will play while the character is in that state. When an event in the game triggers a state transition, the character will be left in a new state whose animation sequence will then take over.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorState.behaviours">
      <summary>
        <para>The Behaviour list assigned to this state.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorState.cycleOffset">
      <summary>
        <para>Offset at which the animation loop starts. Useful for synchronizing looped animations.
Units is normalized time.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorState.cycleOffsetParameter">
      <summary>
        <para>The animator controller parameter that drives the cycle offset value.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorState.cycleOffsetParameterActive">
      <summary>
        <para>Define if the cycle offset value is driven by an Animator controller parameter or by the value set in the editor.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorState.iKOnFeet">
      <summary>
        <para>Should Foot IK be respected for this state.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorState.mirror">
      <summary>
        <para>Should the state be mirrored.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorState.mirrorParameter">
      <summary>
        <para>The animator controller parameter that drives the mirror value.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorState.mirrorParameterActive">
      <summary>
        <para>Define if the mirror value is driven by an Animator controller parameter or by the value set in the editor.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorState.motion">
      <summary>
        <para>The motion assigned to this state.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorState.nameHash">
      <summary>
        <para>The hashed name of the state.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorState.speed">
      <summary>
        <para>The default speed of the motion.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorState.speedParameter">
      <summary>
        <para>The animator controller parameter that drives the speed value.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorState.speedParameterActive">
      <summary>
        <para>Define if the speed value is driven by an Animator controller parameter or by the value set in the editor.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorState.tag">
      <summary>
        <para>A tag can be used to identify a state.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorState.timeParameter">
      <summary>
        <para>If timeParameterActive is true, the value of this Parameter will be used instead of normalized time.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorState.timeParameterActive">
      <summary>
        <para>If true, use value of given Parameter as normalized time.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorState.transitions">
      <summary>
        <para>The transitions that are going out of the state.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorState.writeDefaultValues">
      <summary>
        <para>Whether or not the AnimatorStates writes back the default values for properties that are not animated by its Motion.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorState.AddExitTransition">
      <summary>
        <para>Utility function to add an outgoing transition to the exit of the state's parent state machine.</para>
      </summary>
      <param name="defaultExitTime">If true, the exit time will be the equivalent of 0.25 second.</param>
      <returns>
        <para>The Animations.AnimatorStateTransition that was added.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorState.AddExitTransition(System.Boolean)">
      <summary>
        <para>Utility function to add an outgoing transition to the exit of the state's parent state machine.</para>
      </summary>
      <param name="defaultExitTime">If true, the exit time will be the equivalent of 0.25 second.</param>
      <returns>
        <para>The Animations.AnimatorStateTransition that was added.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorState.AddStateMachineBehaviour(System.Type)">
      <summary>
        <para>Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorState. C# Users can use a generic version.</para>
      </summary>
      <param name="stateMachineBehaviourType"></param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorState.AddStateMachineBehaviour">
      <summary>
        <para>Generic version. See the page for more details.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorState.AddTransition(UnityEditor.Animations.AnimatorState)">
      <summary>
        <para>Utility function to add an outgoing transition to the destination state.</para>
      </summary>
      <param name="defaultExitTime">If true, the exit time will be the equivalent of 0.25 second.</param>
      <param name="destinationState">The destination state.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorState.AddTransition(UnityEditor.Animations.AnimatorState,System.Boolean)">
      <summary>
        <para>Utility function to add an outgoing transition to the destination state.</para>
      </summary>
      <param name="defaultExitTime">If true, the exit time will be the equivalent of 0.25 second.</param>
      <param name="destinationState">The destination state.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorState.AddTransition(UnityEditor.Animations.AnimatorStateMachine)">
      <summary>
        <para>Utility function to add an outgoing transition to the destination state machine.</para>
      </summary>
      <param name="defaultExitTime">If true, the exit time will be the equivalent of 0.25 second.</param>
      <param name="destinationStateMachine">The destination state machine.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorState.AddTransition(UnityEditor.Animations.AnimatorStateMachine,System.Boolean)">
      <summary>
        <para>Utility function to add an outgoing transition to the destination state machine.</para>
      </summary>
      <param name="defaultExitTime">If true, the exit time will be the equivalent of 0.25 second.</param>
      <param name="destinationStateMachine">The destination state machine.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorState.AddTransition(UnityEditor.Animations.AnimatorStateTransition)">
      <summary>
        <para>Utility function to add an outgoing transition.</para>
      </summary>
      <param name="transition">The transition to add.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorState.RemoveTransition(UnityEditor.Animations.AnimatorStateTransition)">
      <summary>
        <para>Utility function to remove a transition from the state.</para>
      </summary>
      <param name="transition">Transition to remove.</param>
    </member>
    <member name="T:UnityEditor.Animations.AnimatorStateMachine">
      <summary>
        <para>A graph controlling the interaction of states. Each state references a motion.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorStateMachine.anyStatePosition">
      <summary>
        <para>The position of the AnyState node.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorStateMachine.anyStateTransitions">
      <summary>
        <para>The list of AnyState transitions.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorStateMachine.behaviours">
      <summary>
        <para>The Behaviour list assigned to this state machine.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorStateMachine.defaultState">
      <summary>
        <para>The state that the state machine will be in when it starts.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorStateMachine.entryPosition">
      <summary>
        <para>The position of the entry node.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorStateMachine.entryTransitions">
      <summary>
        <para>The list of entry transitions in the state machine.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorStateMachine.exitPosition">
      <summary>
        <para>The position of the exit node.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorStateMachine.parentStateMachinePosition">
      <summary>
        <para>The position of the parent state machine node. Only valid when in a hierachic state machine.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorStateMachine.stateMachines">
      <summary>
        <para>The list of sub state machines.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorStateMachine.states">
      <summary>
        <para>The list of states.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddAnyStateTransition(UnityEditor.Animations.AnimatorState)">
      <summary>
        <para>Utility function to add an AnyState transition to the specified state or statemachine.</para>
      </summary>
      <param name="destinationState">The destination state.</param>
      <param name="destinationStateMachine">The destination statemachine.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddAnyStateTransition(UnityEditor.Animations.AnimatorStateMachine)">
      <summary>
        <para>Utility function to add an AnyState transition to the specified state or statemachine.</para>
      </summary>
      <param name="destinationState">The destination state.</param>
      <param name="destinationStateMachine">The destination statemachine.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddEntryTransition(UnityEditor.Animations.AnimatorState)">
      <summary>
        <para>Utility function to add an incoming transition to the exit of it's parent state machine.</para>
      </summary>
      <param name="destinationState">The destination Animations.AnimatorState state.</param>
      <param name="destinationStateMachine">The destination Animations.AnimatorStateMachine state machine.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddEntryTransition(UnityEditor.Animations.AnimatorStateMachine)">
      <summary>
        <para>Utility function to add an incoming transition to the exit of it's parent state machine.</para>
      </summary>
      <param name="destinationState">The destination Animations.AnimatorState state.</param>
      <param name="destinationStateMachine">The destination Animations.AnimatorStateMachine state machine.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddState(System.String)">
      <summary>
        <para>Utility function to add a state to the state machine.</para>
      </summary>
      <param name="name">The name of the new state.</param>
      <param name="position">The position of the state node.</param>
      <returns>
        <para>The AnimatorState that was created for this state.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddState(System.String,UnityEngine.Vector3)">
      <summary>
        <para>Utility function to add a state to the state machine.</para>
      </summary>
      <param name="name">The name of the new state.</param>
      <param name="position">The position of the state node.</param>
      <returns>
        <para>The AnimatorState that was created for this state.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddState(UnityEditor.Animations.AnimatorState,UnityEngine.Vector3)">
      <summary>
        <para>Utility function to add a state to the state machine.</para>
      </summary>
      <param name="state">The state to add.</param>
      <param name="position">The position of the state node.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddStateMachine(System.String)">
      <summary>
        <para>Utility function to add a state machine to the state machine.</para>
      </summary>
      <param name="name">The name of the new state machine.</param>
      <param name="position">The position of the state machine node.</param>
      <returns>
        <para>The newly created Animations.AnimatorStateMachine state machine.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddStateMachine(System.String,UnityEngine.Vector3)">
      <summary>
        <para>Utility function to add a state machine to the state machine.</para>
      </summary>
      <param name="name">The name of the new state machine.</param>
      <param name="position">The position of the state machine node.</param>
      <returns>
        <para>The newly created Animations.AnimatorStateMachine state machine.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddStateMachine(UnityEditor.Animations.AnimatorStateMachine,UnityEngine.Vector3)">
      <summary>
        <para>Utility function to add a state machine to the state machine.</para>
      </summary>
      <param name="stateMachine">The state machine to add.</param>
      <param name="position">The position of the state machine node.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddStateMachineBehaviour(System.Type)">
      <summary>
        <para>Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorStateMachine. C# Users can use a generic version.</para>
      </summary>
      <param name="stateMachineBehaviourType"></param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddStateMachineBehaviour">
      <summary>
        <para>Generic version. See the page for more details.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddStateMachineExitTransition(UnityEditor.Animations.AnimatorStateMachine)">
      <summary>
        <para>Utility function to add an outgoing transition from the source state machine to the exit of it's parent state machine.</para>
      </summary>
      <param name="sourceStateMachine">The source state machine.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddStateMachineTransition(UnityEditor.Animations.AnimatorStateMachine)">
      <summary>
        <para>Utility function to add an outgoing transition from the source state machine to the destination.</para>
      </summary>
      <param name="sourceStateMachine">The source state machine.</param>
      <param name="destinationStateMachine">The destination state machine.</param>
      <param name="destinationState">The destination state.</param>
      <returns>
        <para>The Animations.AnimatorTransition transition that was created.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddStateMachineTransition(UnityEditor.Animations.AnimatorStateMachine,UnityEditor.Animations.AnimatorStateMachine)">
      <summary>
        <para>Utility function to add an outgoing transition from the source state machine to the destination.</para>
      </summary>
      <param name="sourceStateMachine">The source state machine.</param>
      <param name="destinationStateMachine">The destination state machine.</param>
      <param name="destinationState">The destination state.</param>
      <returns>
        <para>The Animations.AnimatorTransition transition that was created.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.AddStateMachineTransition(UnityEditor.Animations.AnimatorStateMachine,UnityEditor.Animations.AnimatorState)">
      <summary>
        <para>Utility function to add an outgoing transition from the source state machine to the destination.</para>
      </summary>
      <param name="sourceStateMachine">The source state machine.</param>
      <param name="destinationStateMachine">The destination state machine.</param>
      <param name="destinationState">The destination state.</param>
      <returns>
        <para>The Animations.AnimatorTransition transition that was created.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.GetStateMachineTransitions(UnityEditor.Animations.AnimatorStateMachine)">
      <summary>
        <para>Gets the list of all outgoing state machine transitions from given state machine.</para>
      </summary>
      <param name="sourceStateMachine">The source state machine.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.MakeUniqueStateMachineName(System.String)">
      <summary>
        <para>Makes a unique state machine name in the context of the parent state machine.</para>
      </summary>
      <param name="name">Desired name for the state machine.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.MakeUniqueStateName(System.String)">
      <summary>
        <para>Makes a unique state name in the context of the parent state machine.</para>
      </summary>
      <param name="name">Desired name for the state.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.RemoveAnyStateTransition(UnityEditor.Animations.AnimatorStateTransition)">
      <summary>
        <para>Utility function to remove an AnyState transition from the state machine.</para>
      </summary>
      <param name="transition">The AnyStat transition to remove.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.RemoveEntryTransition(UnityEditor.Animations.AnimatorTransition)">
      <summary>
        <para>Utility function to remove an entry transition from the state machine.</para>
      </summary>
      <param name="transition">The transition to remove.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.RemoveState(UnityEditor.Animations.AnimatorState)">
      <summary>
        <para>Utility function to remove a state from the state machine.</para>
      </summary>
      <param name="state">The state to remove.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.RemoveStateMachine(UnityEditor.Animations.AnimatorStateMachine)">
      <summary>
        <para>Utility function to remove a state machine from its parent state machine.</para>
      </summary>
      <param name="stateMachine">The state machine to remove.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.RemoveStateMachineTransition(UnityEditor.Animations.AnimatorStateMachine,UnityEditor.Animations.AnimatorTransition)">
      <summary>
        <para>Utility function to remove an outgoing transition from source state machine.</para>
      </summary>
      <param name="transition">The transition to remove.</param>
      <param name="sourceStateMachine">The source state machine.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateMachine.SetStateMachineTransitions(UnityEditor.Animations.AnimatorStateMachine,UnityEditor.Animations.AnimatorTransition[])">
      <summary>
        <para>Sets the list of all outgoing state machine transitions from given state machine.</para>
      </summary>
      <param name="stateMachine">The source state machine.</param>
      <param name="transitions">The outgoing transitions.</param>
      <param name="sourceStateMachine"></param>
    </member>
    <member name="T:UnityEditor.Animations.AnimatorStateTransition">
      <summary>
        <para>Transitions define when and how the state machine switch from one state to another. AnimatorStateTransition always originate from an Animator State (or AnyState) and have timing parameters.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorStateTransition.canTransitionToSelf">
      <summary>
        <para>Set to true to allow or disallow transition to self during AnyState transition.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorStateTransition.duration">
      <summary>
        <para>The duration of the transition.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorStateTransition.exitTime">
      <summary>
        <para>If AnimatorStateTransition.hasExitTime is true, exitTime represents the exact time at which the transition can take effect.

This is represented in normalized time, so for example an exit time of 0.75 means that on the first frame where 75% of the animation has played, the Exit Time condition will be true. On the next frame, the condition will be false.

For looped animations, transitions with exit times smaller than 1 will be evaluated every loop, so you can use this to time your transition with the proper timing in the animation, every loop.

Transitions with exit times greater than one will be evaluated only once, so they can be used to exit at a specific time, after a fixed number of loops. For example, a transition with an exit time of 3.5 will be evaluated once, after three and a half loops.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorStateTransition.hasExitTime">
      <summary>
        <para>When active the transition will have an exit time condition.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorStateTransition.hasFixedDuration">
      <summary>
        <para>Determines whether the duration of the transition is reported in a fixed duration in seconds or as a normalized time.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorStateTransition.interruptionSource">
      <summary>
        <para>Which AnimatorState transitions can interrupt the Transition.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorStateTransition.offset">
      <summary>
        <para>The time at which the destination state will start.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorStateTransition.orderedInterruption">
      <summary>
        <para>The Transition can be interrupted by a transition that has a higher priority.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorStateTransition.#ctor">
      <summary>
        <para>Creates a new animator state transition.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.Animations.AnimatorTransition">
      <summary>
        <para>Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry. They do not define timing parameters.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorTransition.#ctor">
      <summary>
        <para>Creates a new animator transition.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.Animations.AnimatorTransitionBase">
      <summary>
        <para>Base class for animator transitions. Transitions define when and how the state machine switches from one state to another.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorTransitionBase.conditions">
      <summary>
        <para>Animations.AnimatorCondition conditions that need to be met for a transition to happen.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorTransitionBase.destinationState">
      <summary>
        <para>The destination state of the transition.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorTransitionBase.destinationStateMachine">
      <summary>
        <para>The destination state machine of the transition.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorTransitionBase.isExit">
      <summary>
        <para>Is the transition destination the exit of the current state machine.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorTransitionBase.mute">
      <summary>
        <para>Mutes the transition. The transition will never occur.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.AnimatorTransitionBase.solo">
      <summary>
        <para>Mutes all other transitions in the source state.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorTransitionBase.AddCondition(UnityEditor.Animations.AnimatorConditionMode,System.Single,System.String)">
      <summary>
        <para>Utility function to add a condition to a transition.</para>
      </summary>
      <param name="mode">The Animations.AnimatorCondition mode of the condition.</param>
      <param name="threshold">The threshold value of the condition.</param>
      <param name="parameter">The name of the parameter.</param>
    </member>
    <member name="M:UnityEditor.Animations.AnimatorTransitionBase.RemoveCondition(UnityEditor.Animations.AnimatorCondition)">
      <summary>
        <para>Utility function to remove a condition from the transition.</para>
      </summary>
      <param name="condition">The condition to remove.</param>
    </member>
    <member name="T:UnityEditor.Animations.BlendTree">
      <summary>
        <para>Blend trees are used to blend continuously animation between their childs. They can either be 1D or 2D.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.BlendTree.blendParameter">
      <summary>
        <para>Parameter that is used to compute the blending weight of the childs in 1D blend trees or on the X axis of a 2D blend tree.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.BlendTree.blendParameterY">
      <summary>
        <para>Parameter that is used to compute the blending weight of the childs on the Y axis of a 2D blend tree.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.BlendTree.blendType">
      <summary>
        <para>The Blending type can be either 1D or different types of 2D.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.BlendTree.children">
      <summary>
        <para>A copy of the list of the blend tree child motions.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.BlendTree.maxThreshold">
      <summary>
        <para>Sets the maximum threshold that will be used by the ChildMotion. Only used when useAutomaticThresholds is true.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.BlendTree.minThreshold">
      <summary>
        <para>Sets the minimum threshold that will be used by the ChildMotion. Only used when useAutomaticThresholds is true.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.BlendTree.useAutomaticThresholds">
      <summary>
        <para>When active, the children's thresholds are automatically spread between 0 and 1.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.Animations.BlendTree.AddChild(UnityEngine.Motion)">
      <summary>
        <para>Utility function to add a child motion to a blend trees.</para>
      </summary>
      <param name="motion">The motion to add as child.</param>
      <param name="position">The position of the child. When using 2D blend trees.</param>
      <param name="threshold">The threshold of the child. When using 1D blend trees.</param>
    </member>
    <member name="M:UnityEditor.Animations.BlendTree.AddChild(UnityEngine.Motion,UnityEngine.Vector2)">
      <summary>
        <para>Utility function to add a child motion to a blend trees.</para>
      </summary>
      <param name="motion">The motion to add as child.</param>
      <param name="position">The position of the child. When using 2D blend trees.</param>
      <param name="threshold">The threshold of the child. When using 1D blend trees.</param>
    </member>
    <member name="M:UnityEditor.Animations.BlendTree.AddChild(UnityEngine.Motion,System.Single)">
      <summary>
        <para>Utility function to add a child motion to a blend trees.</para>
      </summary>
      <param name="motion">The motion to add as child.</param>
      <param name="position">The position of the child. When using 2D blend trees.</param>
      <param name="threshold">The threshold of the child. When using 1D blend trees.</param>
    </member>
    <member name="M:UnityEditor.Animations.BlendTree.CreateBlendTreeChild(System.Single)">
      <summary>
        <para>Utility function to add a child blend tree to a blend tree.</para>
      </summary>
      <param name="position">The position of the child. When using 2D blend trees.</param>
      <param name="threshold">The threshold of the child. When using 1D blend trees.</param>
    </member>
    <member name="M:UnityEditor.Animations.BlendTree.CreateBlendTreeChild(UnityEngine.Vector2)">
      <summary>
        <para>Utility function to add a child blend tree to a blend tree.</para>
      </summary>
      <param name="position">The position of the child. When using 2D blend trees.</param>
      <param name="threshold">The threshold of the child. When using 1D blend trees.</param>
    </member>
    <member name="M:UnityEditor.Animations.BlendTree.RemoveChild(System.Int32)">
      <summary>
        <para>Utility function to remove the child of a blend tree.</para>
      </summary>
      <param name="index">The index of the blend tree to remove.</param>
    </member>
    <member name="T:UnityEditor.Animations.BlendTreeType">
      <summary>
        <para>The type of blending algorithm that the blend tree uses.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.BlendTreeType.Direct">
      <summary>
        <para>Direct control of blending weight for each node.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.BlendTreeType.FreeformCartesian2D">
      <summary>
        <para>Best used when your motions do not represent different directions.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.BlendTreeType.FreeformDirectional2D">
      <summary>
        <para>This blend type is used when your motions represent different directions, however you can have multiple motions in the same direction, for example "walk forward" and "run forward".</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.BlendTreeType.Simple1D">
      <summary>
        <para>Basic blending using a single parameter.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.BlendTreeType.SimpleDirectional2D">
      <summary>
        <para>Best used when your motions represent different directions, such as "walk forward", "walk backward", "walk left", and "walk right", or "aim up", "aim down", "aim left", and "aim right".</para>
      </summary>
    </member>
    <member name="T:UnityEditor.Animations.ChildAnimatorState">
      <summary>
        <para>Structure that represents a state in the context of its parent state machine.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.ChildAnimatorState.position">
      <summary>
        <para>The position the the state node in the context of its parent state machine.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.ChildAnimatorState.state">
      <summary>
        <para>The state.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.Animations.ChildAnimatorStateMachine">
      <summary>
        <para>Structure that represents a state machine in the context of its parent state machine.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.ChildAnimatorStateMachine.position">
      <summary>
        <para>The position the the state machine node in the context of its parent state machine.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.ChildAnimatorStateMachine.stateMachine">
      <summary>
        <para>The state machine.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.Animations.ChildMotion">
      <summary>
        <para>Structure that represents a motion in the context of its parent blend tree.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.ChildMotion.cycleOffset">
      <summary>
        <para>Normalized time offset of the child.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.ChildMotion.directBlendParameter">
      <summary>
        <para>The parameter used by the child when used in a BlendTree of type BlendTreeType.Direct.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.ChildMotion.mirror">
      <summary>
        <para>Mirror of the child.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.ChildMotion.motion">
      <summary>
        <para>The motion itself.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.ChildMotion.position">
      <summary>
        <para>The position of the child. Used in 2D blend trees.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.ChildMotion.threshold">
      <summary>
        <para>The threshold of the child. Used in 1D blend trees.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Animations.ChildMotion.timeScale">
      <summary>
        <para>The relative speed of the child.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.Animations.StateMachineBehaviourContext">
      <summary>
        <para>This class contains all the owner's information for this State Machine Behaviour.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.StateMachineBehaviourContext.animatorController">
      <summary>
        <para>The Animations.AnimatorController that owns this state machine behaviour.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.StateMachineBehaviourContext.animatorObject">
      <summary>
        <para>The object that owns this state machine behaviour. Could be an Animations.AnimatorState or Animations.AnimatorStateMachine.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.StateMachineBehaviourContext.layerIndex">
      <summary>
        <para>The animator's layer index that owns this state machine behaviour.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.Animations.TransitionInterruptionSource">
      <summary>
        <para>Which AnimatorState transitions can interrupt the Transition.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.TransitionInterruptionSource.Destination">
      <summary>
        <para>The Transition can be interrupted by transitions in the destination AnimatorState.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.TransitionInterruptionSource.DestinationThenSource">
      <summary>
        <para>The Transition can be interrupted by transitions in the source or the destination AnimatorState.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.TransitionInterruptionSource.None">
      <summary>
        <para>The Transition cannot be interrupted. Formely know as Atomic.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.TransitionInterruptionSource.Source">
      <summary>
        <para>The Transition can be interrupted by transitions in the source AnimatorState.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.Animations.TransitionInterruptionSource.SourceThenDestination">
      <summary>
        <para>The Transition can be interrupted by transitions in the source or the destination AnimatorState.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.AnimationUtility">
      <summary>
        <para>Editor utility functions for modifying animation clips.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AnimationUtility.onCurveWasModified">
      <summary>
        <para>Triggered when an animation curve inside an animation clip has been modified.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AnimationUtility.CalculateTransformPath(UnityEngine.Transform,UnityEngine.Transform)">
      <summary>
        <para>Calculates path from root transform to target transform.</para>
      </summary>
      <param name="targetTransform"></param>
      <param name="root"></param>
    </member>
    <member name="T:UnityEditor.AnimationUtility.CurveModifiedType">
      <summary>
        <para>Describes the type of modification that caused OnCurveWasModified to fire.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AnimationUtility.GetAllCurves(UnityEngine.AnimationClip)">
      <summary>
        <para>Retrieves all curves from a specific animation clip.</para>
      </summary>
      <param name="clip"></param>
      <param name="includeCurveData"></param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.GetAllCurves(UnityEngine.AnimationClip,System.Boolean)">
      <summary>
        <para>Retrieves all curves from a specific animation clip.</para>
      </summary>
      <param name="clip"></param>
      <param name="includeCurveData"></param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.GetAnimatableBindings(UnityEngine.GameObject,UnityEngine.GameObject)">
      <summary>
        <para>Returns all the animatable bindings that a specific game object has.</para>
      </summary>
      <param name="targetObject"></param>
      <param name="root"></param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.GetAnimatedObject(UnityEngine.GameObject,UnityEditor.EditorCurveBinding)">
      <summary>
        <para>Returns the animated object that the binding is pointing to.</para>
      </summary>
      <param name="root"></param>
      <param name="binding"></param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.GetAnimationClips(UnityEngine.Animation)">
      <summary>
        <para>Returns the array of AnimationClips that are referenced in the Animation component.</para>
      </summary>
      <param name="component"></param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.GetAnimationEvents(UnityEngine.AnimationClip)">
      <summary>
        <para>Retrieves all animation events associated with the animation clip.</para>
      </summary>
      <param name="clip"></param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.GetCurveBindings(UnityEngine.AnimationClip)">
      <summary>
        <para>Returns all the float curve bindings currently stored in the clip.</para>
      </summary>
      <param name="clip"></param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.GetEditorCurve(UnityEngine.AnimationClip,System.String,System.Type,System.String)">
      <summary>
        <para>Return the float curve that the binding is pointing to.</para>
      </summary>
      <param name="clip"></param>
      <param name="relativePath"></param>
      <param name="type"></param>
      <param name="propertyName"></param>
      <param name="binding"></param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.GetEditorCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding)">
      <summary>
        <para>Return the float curve that the binding is pointing to.</para>
      </summary>
      <param name="clip"></param>
      <param name="relativePath"></param>
      <param name="type"></param>
      <param name="propertyName"></param>
      <param name="binding"></param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.GetFloatValue(UnityEngine.GameObject,System.String,System.Type,System.String,System.Single&amp;)">
      <summary>
        <para>Retrieves the current float value by sampling a curve value on a specific game object.</para>
      </summary>
      <param name="root"></param>
      <param name="relativePath"></param>
      <param name="type"></param>
      <param name="propertyName"></param>
      <param name="data"></param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.GetGenerateMotionCurves(UnityEngine.AnimationClip)">
      <summary>
        <para>Returns whether the animation clip is set to generate root motion curves.</para>
      </summary>
      <param name="clip">AnimationClip to query.</param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.GetKeyBroken(UnityEngine.AnimationCurve,System.Int32)">
      <summary>
        <para>Retrieve the specified keyframe broken tangent flag.</para>
      </summary>
      <param name="curve">Curve to query.</param>
      <param name="index">Keyframe index.</param>
      <returns>
        <para>Broken flag at specified index.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AnimationUtility.GetKeyLeftTangentMode(UnityEngine.AnimationCurve,System.Int32)">
      <summary>
        <para>Retrieve the left tangent mode of the keyframe at specified index.</para>
      </summary>
      <param name="curve">Curve to query.</param>
      <param name="index">Keyframe index.</param>
      <returns>
        <para>Tangent mode at specified index.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AnimationUtility.GetKeyRightTangentMode(UnityEngine.AnimationCurve,System.Int32)">
      <summary>
        <para>Retrieve the right tangent mode of the keyframe at specified index.</para>
      </summary>
      <param name="curve">Curve to query.</param>
      <param name="index">Keyframe index.</param>
      <returns>
        <para>Tangent mode at specified index.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AnimationUtility.GetObjectReferenceCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding)">
      <summary>
        <para>Return the object reference curve that the binding is pointing to.</para>
      </summary>
      <param name="clip"></param>
      <param name="binding"></param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.GetObjectReferenceCurveBindings(UnityEngine.AnimationClip)">
      <summary>
        <para>Returns all the object reference curve bindings currently stored in the clip.</para>
      </summary>
      <param name="clip"></param>
    </member>
    <member name="T:UnityEditor.AnimationUtility.OnCurveWasModified">
      <summary>
        <para>Triggered when an animation curve inside an animation clip has been modified.</para>
      </summary>
      <param name="clip"></param>
      <param name="binding"></param>
      <param name="type"></param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.SetAdditiveReferencePose(UnityEngine.AnimationClip,UnityEngine.AnimationClip,System.Single)">
      <summary>
        <para>Set the additive reference pose from referenceClip at time for animation clip clip.</para>
      </summary>
      <param name="clip">The animation clip to be used.</param>
      <param name="referenceClip">The animation clip containing the reference pose.</param>
      <param name="time">Time that defines the reference pose in referenceClip.</param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.SetAnimationClips(UnityEngine.Animation,UnityEngine.AnimationClip[])">
      <summary>
        <para>Sets the array of AnimationClips to be referenced in the Animation component.</para>
      </summary>
      <param name="animation"></param>
      <param name="clips"></param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.SetAnimationEvents(UnityEngine.AnimationClip,UnityEngine.AnimationEvent[])">
      <summary>
        <para>Replaces all animation events in the animation clip.</para>
      </summary>
      <param name="clip"></param>
      <param name="events"></param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.SetEditorCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding,UnityEngine.AnimationCurve)">
      <summary>
        <para>Adds, modifies or removes an editor float curve in a given clip.</para>
      </summary>
      <param name="clip">The animation clip to which the curve will be added.</param>
      <param name="binding">The bindings which defines the path and the property of the curve.</param>
      <param name="curve">The curve to add. Setting this to null will remove the curve.</param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.SetGenerateMotionCurves(UnityEngine.AnimationClip,System.Boolean)">
      <summary>
        <para>Sets whether the animation clip generates root motion curves.</para>
      </summary>
      <param name="clip">AnimationClip to change.</param>
      <param name="value">Set to true to enable generation of root motion curves.</param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.SetKeyBroken(UnityEngine.AnimationCurve,System.Int32,System.Boolean)">
      <summary>
        <para>Change the specified keyframe broken tangent flag.</para>
      </summary>
      <param name="curve">The curve to modify.</param>
      <param name="index">Keyframe index.</param>
      <param name="broken">Broken flag.</param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.SetKeyLeftTangentMode(UnityEngine.AnimationCurve,System.Int32,UnityEditor.AnimationUtility/TangentMode)">
      <summary>
        <para>Change the specified keyframe tangent mode.</para>
      </summary>
      <param name="curve">The curve to modify.</param>
      <param name="index">Keyframe index.</param>
      <param name="tangentMode">Tangent mode.</param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.SetKeyRightTangentMode(UnityEngine.AnimationCurve,System.Int32,UnityEditor.AnimationUtility/TangentMode)">
      <summary>
        <para>Change the specified keyframe tangent mode.</para>
      </summary>
      <param name="curve">The curve to modify.</param>
      <param name="index">Keyframe index.</param>
      <param name="tangentMode">Tangent mode.</param>
    </member>
    <member name="M:UnityEditor.AnimationUtility.SetObjectReferenceCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding,UnityEditor.ObjectReferenceKeyframe[])">
      <summary>
        <para>Adds, modifies or removes an object reference curve in a given clip.</para>
      </summary>
      <param name="keyframes">Setting this to null will remove the curve.</param>
      <param name="clip"></param>
      <param name="binding"></param>
    </member>
    <member name="T:UnityEditor.AnimationUtility.TangentMode">
      <summary>
        <para>Tangent constraints on Keyframe.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AnimationUtility.TangentMode.Auto">
      <summary>
        <para>The tangents are automatically set to make the curve go smoothly through the key.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AnimationUtility.TangentMode.ClampedAuto">
      <summary>
        <para>The tangents are automatically set to make the curve go smoothly through the key.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AnimationUtility.TangentMode.Constant">
      <summary>
        <para>The curve retains a constant value between two keys.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AnimationUtility.TangentMode.Free">
      <summary>
        <para>The tangent can be freely set by dragging the tangent handle.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AnimationUtility.TangentMode.Linear">
      <summary>
        <para>The tangent points towards the neighboring key.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.ApiCompatibilityLevel">
      <summary>
        <para>.NET API compatibility level.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.ApiCompatibilityLevel.NET_2_0">
      <summary>
        <para>.NET 2.0.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.ApiCompatibilityLevel.NET_2_0_Subset">
      <summary>
        <para>.NET 2.0 Subset.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.ApiCompatibilityLevel.NET_4_6">
      <summary>
        <para>.NET 4.6.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.ApiCompatibilityLevel.NET_Micro">
      <summary>
        <para>Micro profile, used by Mono scripting backend on iOS, tvOS, and Android if stripping level is set to "Use micro mscorlib".</para>
      </summary>
    </member>
    <member name="F:UnityEditor.ApiCompatibilityLevel.NET_Standard_2_0">
      <summary>
        <para>Profile that targets the .NET Standard 2.0.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.ApiCompatibilityLevel.NET_Web">
      <summary>
        <para>Web profile, formerly used only by Samsung TV.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.ArrayUtility">
      <summary>
        <para>Helpers for builtin arrays ...</para>
      </summary>
    </member>
    <member name="M:UnityEditor.ArrayUtility.Add(T[]&amp;,T)">
      <summary>
        <para>Appends item to the end of array.</para>
      </summary>
      <param name="array"></param>
      <param name="item"></param>
    </member>
    <member name="M:UnityEditor.ArrayUtility.AddRange(T[]&amp;,T[])">
      <summary>
        <para>Appends items to the end of array.</para>
      </summary>
      <param name="array"></param>
      <param name="items"></param>
    </member>
    <member name="M:UnityEditor.ArrayUtility.ArrayEquals(T[],T[])">
      <summary>
        <para>Compares two arrays.</para>
      </summary>
      <param name="lhs"></param>
      <param name="rhs"></param>
      <returns>
        <para>True if both have the same number of elements and the contents are equal.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.ArrayUtility.ArrayReferenceEquals(T[],T[])">
      <summary>
        <para>Compares two array references.</para>
      </summary>
      <param name="lhs"></param>
      <param name="rhs"></param>
      <returns>
        <para>True if both have the same number of elements and are the same instances.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.ArrayUtility.Clear(T[]&amp;)">
      <summary>
        <para>Clears the array.</para>
      </summary>
      <param name="array"></param>
    </member>
    <member name="M:UnityEditor.ArrayUtility.Contains(T[],T)">
      <summary>
        <para>Determines if the array contains the item.</para>
      </summary>
      <param name="array"></param>
      <param name="item"></param>
      <returns>
        <para>True if item is in array, false otherwise.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.ArrayUtility.FindIndex(T[],System.Predicate`1&lt;T&gt;)">
      <summary>
        <para>Find the index of the first element that satisfies the predicate.</para>
      </summary>
      <param name="array"></param>
      <param name="match"></param>
      <returns>
        <para>The zero-based index of the first occurrence of the element, if found; otherwise, �1.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.ArrayUtility.IndexOf(T[],T)">
      <summary>
        <para>Index of first element with value value.</para>
      </summary>
      <param name="array"></param>
      <param name="value"></param>
      <returns>
        <para>The zero-based index of the element, if found; otherwise -1.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.ArrayUtility.Insert(T[]&amp;,System.Int32,T)">
      <summary>
        <para>Inserts item item at position index.</para>
      </summary>
      <param name="array"></param>
      <param name="index"></param>
      <param name="item"></param>
    </member>
    <member name="M:UnityEditor.ArrayUtility.LastIndexOf(T[],T)">
      <summary>
        <para>Index of the last element with value value.</para>
      </summary>
      <param name="array"></param>
      <param name="value"></param>
      <returns>
        <para>The zero-based index of the element, if found; otherwise -1.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.ArrayUtility.Remove(T[]&amp;,T)">
      <summary>
        <para>Removes item from array.</para>
      </summary>
      <param name="array"></param>
      <param name="item"></param>
    </member>
    <member name="M:UnityEditor.ArrayUtility.RemoveAt(T[]&amp;,System.Int32)">
      <summary>
        <para>Remove element at position index.</para>
      </summary>
      <param name="array"></param>
      <param name="index"></param>
    </member>
    <member name="T:UnityEditor.AscentCalculationMode">
      <summary>
        <para>Method used for calculating a font's ascent.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AscentCalculationMode.FaceAscender">
      <summary>
        <para>Ascender method.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AscentCalculationMode.FaceBoundingBox">
      <summary>
        <para>Bounding box method.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AscentCalculationMode.Legacy2x">
      <summary>
        <para>Legacy bounding box method.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.AspectRatio">
      <summary>
        <para>Aspect ratio.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AspectRatio.Aspect16by10">
      <summary>
        <para>16:10 aspect ratio.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AspectRatio.Aspect16by9">
      <summary>
        <para>16:9 aspect ratio.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AspectRatio.Aspect4by3">
      <summary>
        <para>4:3 aspect ratio.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AspectRatio.Aspect5by4">
      <summary>
        <para>5:4 aspect ratio.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AspectRatio.AspectOthers">
      <summary>
        <para>Undefined aspect ratios.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.AssemblyReloadEvents">
      <summary>
        <para>This class has event dispatchers for assembly reload events.</para>
      </summary>
    </member>
    <member name="?:UnityEditor.AssemblyReloadEvents.afterAssemblyReload(UnityEditor.AssemblyReloadEvents/AssemblyReloadCallback)">
      <summary>
        <para>This event is dispatched just after Unity have reloaded all assemblies.</para>
      </summary>
      <param name="value"></param>
    </member>
    <member name="?:UnityEditor.AssemblyReloadEvents.beforeAssemblyReload(UnityEditor.AssemblyReloadEvents/AssemblyReloadCallback)">
      <summary>
        <para>This event is dispatched just before Unity reloads all assemblies.</para>
      </summary>
      <param name="value"></param>
    </member>
    <member name="T:UnityEditor.AssemblyReloadEvents.AssemblyReloadCallback">
      <summary>
        <para>Delegate used for assembly reload events.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.AssetBundleBuild">
      <summary>
        <para>AssetBundle building map entry.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AssetBundleBuild.addressableNames">
      <summary>
        <para>Addressable name used to load an asset.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AssetBundleBuild.assetBundleName">
      <summary>
        <para>AssetBundle name.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AssetBundleBuild.assetBundleVariant">
      <summary>
        <para>AssetBundle variant.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AssetBundleBuild.assetNames">
      <summary>
        <para>Asset names which belong to the given AssetBundle.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.AssetDatabase">
      <summary>
        <para>An Interface for accessing assets and performing operations on assets.</para>
      </summary>
    </member>
    <member name="?:UnityEditor.AssetDatabase.importPackageCancelled(UnityEditor.AssetDatabase/ImportPackageCallback)">
      <summary>
        <para>Callback raised whenever a package import is cancelled by the user.</para>
      </summary>
      <param name="value"></param>
    </member>
    <member name="?:UnityEditor.AssetDatabase.importPackageCompleted(UnityEditor.AssetDatabase/ImportPackageCallback)">
      <summary>
        <para>Callback raised whenever a package import successfully completes.</para>
      </summary>
      <param name="value"></param>
    </member>
    <member name="?:UnityEditor.AssetDatabase.importPackageFailed(UnityEditor.AssetDatabase/ImportPackageFailedCallback)">
      <summary>
        <para>Callback raised whenever a package import failed.</para>
      </summary>
      <param name="value"></param>
    </member>
    <member name="?:UnityEditor.AssetDatabase.importPackageStarted(UnityEditor.AssetDatabase/ImportPackageCallback)">
      <summary>
        <para>Callback raised whenever a package import starts.</para>
      </summary>
      <param name="value"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.AddObjectToAsset(UnityEngine.Object,System.String)">
      <summary>
        <para>Adds objectToAdd to an existing asset at path.</para>
      </summary>
      <param name="objectToAdd">Object to add to the existing asset.</param>
      <param name="path">Filesystem path to the asset.</param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.AddObjectToAsset(UnityEngine.Object,UnityEngine.Object)">
      <summary>
        <para>Adds objectToAdd to an existing asset identified by assetObject.</para>
      </summary>
      <param name="objectToAdd"></param>
      <param name="assetObject"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.AssetPathToGUID(System.String)">
      <summary>
        <para>Get the GUID for the asset at path.</para>
      </summary>
      <param name="path">Filesystem path for the asset.</param>
      <returns>
        <para>GUID</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.ClearLabels(UnityEngine.Object)">
      <summary>
        <para>Removes all labels attached to an asset.</para>
      </summary>
      <param name="obj"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.Contains(UnityEngine.Object)">
      <summary>
        <para>Is object an asset?</para>
      </summary>
      <param name="obj"></param>
      <param name="instanceID"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.Contains(System.Int32)">
      <summary>
        <para>Is object an asset?</para>
      </summary>
      <param name="obj"></param>
      <param name="instanceID"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.CopyAsset(System.String,System.String)">
      <summary>
        <para>Duplicates the asset at path and stores it at newPath.</para>
      </summary>
      <param name="path">Filesystem path of the source asset.</param>
      <param name="newPath">Filesystem path of the new asset to create.</param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.CreateAsset(UnityEngine.Object,System.String)">
      <summary>
        <para>Creates a new asset at path.</para>
      </summary>
      <param name="asset">Object to use in creating the asset.</param>
      <param name="path">Filesystem path for the new asset.</param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.CreateFolder(System.String,System.String)">
      <summary>
        <para>Create a new folder.</para>
      </summary>
      <param name="parentFolder">The name of the parent folder.</param>
      <param name="newFolderName">The name of the new folder.</param>
      <returns>
        <para>The GUID of the newly created folder.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.DeleteAsset(System.String)">
      <summary>
        <para>Deletes the asset file at path.</para>
      </summary>
      <param name="path">Filesystem path of the asset to be deleted.</param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String[],System.String)">
      <summary>
        <para>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</para>
      </summary>
      <param name="assetPathNames"></param>
      <param name="fileName"></param>
      <param name="flags"></param>
      <param name="assetPathName"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String,System.String)">
      <summary>
        <para>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</para>
      </summary>
      <param name="assetPathNames"></param>
      <param name="fileName"></param>
      <param name="flags"></param>
      <param name="assetPathName"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String,System.String,UnityEditor.ExportPackageOptions)">
      <summary>
        <para>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</para>
      </summary>
      <param name="assetPathNames"></param>
      <param name="fileName"></param>
      <param name="flags"></param>
      <param name="assetPathName"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String[],System.String,UnityEditor.ExportPackageOptions)">
      <summary>
        <para>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</para>
      </summary>
      <param name="assetPathNames"></param>
      <param name="fileName"></param>
      <param name="flags"></param>
      <param name="assetPathName"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.ExtractAsset(UnityEngine.Object,System.String)">
      <summary>
        <para>Creates an external Asset from an object (such as a Material) by extracting it from within an imported asset (such as an FBX file).</para>
      </summary>
      <param name="asset">The sub-asset to extract.</param>
      <param name="newPath">The file path of the new Asset.</param>
      <returns>
        <para>An empty string if Unity has successfully extracted the Asset, or an error message if not.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.FindAssets(System.String)">
      <summary>
        <para>Search the asset database using the search filter string.</para>
      </summary>
      <param name="filter">The filter string can contain search data.  See below for
        details about this string.</param>
      <param name="searchInFolders">The folders where the search will start.</param>
      <returns>
        <para>Array of matching asset. Note that GUIDs will be returned.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.FindAssets(System.String,System.String[])">
      <summary>
        <para>Search the asset database using the search filter string.</para>
      </summary>
      <param name="filter">The filter string can contain search data.  See below for
        details about this string.</param>
      <param name="searchInFolders">The folders where the search will start.</param>
      <returns>
        <para>Array of matching asset. Note that GUIDs will be returned.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.ForceReserializeAssets">
      <summary>
        <para>Forcibly load and re-serialize the given assets, flushing any outstanding data changes to disk.</para>
      </summary>
      <param name="assetPaths">The paths to the assets that should be reserialized. If omitted, will reserialize all assets in the project.</param>
      <param name="options">Specify whether you want to reserialize the assets themselves, their .meta files, or both. If omitted, defaults to both.</param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.ForceReserializeAssets">
      <summary>
        <para>Forcibly load and re-serialize the given assets, flushing any outstanding data changes to disk.</para>
      </summary>
      <param name="assetPaths">The paths to the assets that should be reserialized. If omitted, will reserialize all assets in the project.</param>
      <param name="options">Specify whether you want to reserialize the assets themselves, their .meta files, or both. If omitted, defaults to both.</param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.ForceReserializeAssets">
      <summary>
        <para>Forcibly load and re-serialize the given assets, flushing any outstanding data changes to disk.</para>
      </summary>
      <param name="assetPaths">The paths to the assets that should be reserialized. If omitted, will reserialize all assets in the project.</param>
      <param name="options">Specify whether you want to reserialize the assets themselves, their .meta files, or both. If omitted, defaults to both.</param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GenerateUniqueAssetPath(System.String)">
      <summary>
        <para>Creates a new unique path for an asset.</para>
      </summary>
      <param name="path"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetAllAssetBundleNames">
      <summary>
        <para>Return all the AssetBundle names in the asset database.</para>
      </summary>
      <returns>
        <para>Array of asset bundle names.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetAssetBundleDependencies(System.String,System.Boolean)">
      <summary>
        <para>Given an assetBundleName, returns the list of AssetBundles that it depends on.</para>
      </summary>
      <param name="assetBundleName">The name of the AssetBundle for which dependencies are required.</param>
      <param name="recursive">If false, returns only AssetBundles which are direct dependencies of the input; if true, includes all indirect dependencies of the input.</param>
      <returns>
        <para>The names of all AssetBundles that the input depends on.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetAssetDependencyHash(System.String)">
      <summary>
        <para>Returns the hash of all the dependencies of an asset.</para>
      </summary>
      <param name="path">Path to the asset.</param>
      <returns>
        <para>Aggregate hash.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetAssetOrScenePath(UnityEngine.Object)">
      <summary>
        <para>Returns the path name relative to the project folder where the asset is stored.</para>
      </summary>
      <param name="assetObject"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetAssetPath(System.Int32)">
      <summary>
        <para>Returns the path name relative to the project folder where the asset is stored.</para>
      </summary>
      <param name="instanceID">The instance ID of the asset.</param>
      <param name="assetObject">A reference to the asset.</param>
      <returns>
        <para>The asset path name, or null, or an empty string if the asset does not exist.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetAssetPath(UnityEngine.Object)">
      <summary>
        <para>Returns the path name relative to the project folder where the asset is stored.</para>
      </summary>
      <param name="instanceID">The instance ID of the asset.</param>
      <param name="assetObject">A reference to the asset.</param>
      <returns>
        <para>The asset path name, or null, or an empty string if the asset does not exist.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetAssetPathFromTextMetaFilePath(System.String)">
      <summary>
        <para>Gets the path to the asset file associated with a text .meta file.</para>
      </summary>
      <param name="path"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetAssetPathsFromAssetBundle(System.String)">
      <summary>
        <para>Get the paths of the assets which have been marked with the given assetBundle name.</para>
      </summary>
      <param name="assetBundleName"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName(System.String,System.String)">
      <summary>
        <para>Get the Asset paths for all Assets tagged with assetBundleName and
                named assetName.</para>
      </summary>
      <param name="assetBundleName"></param>
      <param name="assetName"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetCachedIcon(System.String)">
      <summary>
        <para>Retrieves an icon for the asset at the given asset path.</para>
      </summary>
      <param name="path"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetCurrentCacheServerIp">
      <summary>
        <para>Gets the IP address of the Cache Server currently in use by the Editor.</para>
      </summary>
      <returns>
        <para>Returns a string representation of the current Cache Server IP address.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetDependencies(System.String)">
      <summary>
        <para>Given a pathName, returns the list of all assets that it depends on.</para>
      </summary>
      <param name="pathName">The path to the asset for which dependencies are required.</param>
      <param name="recursive">If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true.</param>
      <returns>
        <para>The paths of all assets that the input depends on.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetDependencies(System.String,System.Boolean)">
      <summary>
        <para>Given a pathName, returns the list of all assets that it depends on.</para>
      </summary>
      <param name="pathName">The path to the asset for which dependencies are required.</param>
      <param name="recursive">If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true.</param>
      <returns>
        <para>The paths of all assets that the input depends on.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetDependencies(System.String[])">
      <summary>
        <para>Given an array of pathNames, returns the list of all assets that the input depend on.</para>
      </summary>
      <param name="pathNames">The path to the assets for which dependencies are required.</param>
      <param name="recursive">If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true.</param>
      <returns>
        <para>The paths of all assets that the input depends on.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetDependencies(System.String[],System.Boolean)">
      <summary>
        <para>Given an array of pathNames, returns the list of all assets that the input depend on.</para>
      </summary>
      <param name="pathNames">The path to the assets for which dependencies are required.</param>
      <param name="recursive">If false, return only assets which are direct dependencies of the input; if true, include all indirect dependencies of the input. Defaults to true.</param>
      <returns>
        <para>The paths of all assets that the input depends on.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetImplicitAssetBundleName(System.String)">
      <summary>
        <para>Returns the name of the AssetBundle that a given asset belongs to.</para>
      </summary>
      <param name="assetPath">The asset's path.</param>
      <returns>
        <para>Returns the name of the AssetBundle that a given asset belongs to. See the method description for more details.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetImplicitAssetBundleVariantName(System.String)">
      <summary>
        <para>Returns the name of the AssetBundle Variant that a given asset belongs to.</para>
      </summary>
      <param name="assetPath">The asset's path.</param>
      <returns>
        <para>Returns the name of the AssetBundle Variant that a given asset belongs to. See the method description for more details.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetLabels(UnityEngine.Object)">
      <summary>
        <para>Returns all labels attached to a given asset.</para>
      </summary>
      <param name="obj"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(System.String)">
      <summary>
        <para>Returns the type of the main asset object at assetPath.</para>
      </summary>
      <param name="assetPath">Filesystem path of the asset to load.</param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetSubFolders(System.String)">
      <summary>
        <para>Given a path to a directory in the Assets folder, relative to the project folder, this method will return an array of all its subdirectories.</para>
      </summary>
      <param name="path"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetTextMetaDataPathFromAssetPath(System.String)">
      <summary>
        <para>Gets the path to the text .meta file associated with an asset.</para>
      </summary>
      <param name="path">The path to the asset.</param>
      <returns>
        <para>The path to the .meta text file or empty string if the file does not exist.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetTextMetaFilePathFromAssetPath(System.String)">
      <summary>
        <para>Gets the path to the text .meta file associated with an asset.</para>
      </summary>
      <param name="path">The path to the asset.</param>
      <returns>
        <para>The path to the .meta text file or empty string if the file does not exist.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GetUnusedAssetBundleNames">
      <summary>
        <para>Return all the unused assetBundle names in the asset database.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AssetDatabase.GUIDToAssetPath(System.String)">
      <summary>
        <para>Translate a GUID to its current asset path.</para>
      </summary>
      <param name="guid"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.ImportAsset(System.String)">
      <summary>
        <para>Import asset at path.</para>
      </summary>
      <param name="path"></param>
      <param name="options"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.ImportAsset(System.String,UnityEditor.ImportAssetOptions)">
      <summary>
        <para>Import asset at path.</para>
      </summary>
      <param name="path"></param>
      <param name="options"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.ImportPackage(System.String,System.Boolean)">
      <summary>
        <para>Imports package at packagePath into the current project.</para>
      </summary>
      <param name="packagePath"></param>
      <param name="interactive"></param>
    </member>
    <member name="T:UnityEditor.AssetDatabase.ImportPackageCallback">
      <summary>
        <para>Delegate to be called from AssetDatabase.ImportPackage callbacks. packageName is the name of the package that raised the callback.</para>
      </summary>
      <param name="packageName"></param>
    </member>
    <member name="T:UnityEditor.AssetDatabase.ImportPackageFailedCallback">
      <summary>
        <para>Delegate to be called from AssetDatabase.ImportPackage callbacks. packageName is the name of the package that raised the callback. errorMessage is the reason for the failure.</para>
      </summary>
      <param name="packageName"></param>
      <param name="errorMessage"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsForeignAsset(UnityEngine.Object)">
      <summary>
        <para>Determines whether the Asset is a foreign Asset.</para>
      </summary>
      <param name="obj"></param>
      <param name="instanceID"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsForeignAsset(System.Int32)">
      <summary>
        <para>Determines whether the Asset is a foreign Asset.</para>
      </summary>
      <param name="obj"></param>
      <param name="instanceID"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsMainAsset(UnityEngine.Object)">
      <summary>
        <para>Is asset a main asset in the project window?</para>
      </summary>
      <param name="obj"></param>
      <param name="instanceID"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsMainAsset(System.Int32)">
      <summary>
        <para>Is asset a main asset in the project window?</para>
      </summary>
      <param name="obj"></param>
      <param name="instanceID"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsMainAssetAtPathLoaded(System.String)">
      <summary>
        <para>Returns true if the main asset object at assetPath is loaded in memory.</para>
      </summary>
      <param name="assetPath">Filesystem path of the asset to load.</param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsMetaFileOpenForEdit(UnityEngine.Object,UnityEditor.StatusQueryOptions)">
      <summary>
        <para>Query whether an asset's metadata (.meta) file is open for edit in version control.</para>
      </summary>
      <param name="assetObject">Object representing the asset whose metadata status you wish to query.</param>
      <param name="message">Returns a reason for the asset metadata not being open for edit.</param>
      <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param>
      <param name="statusOptions"></param>
      <returns>
        <para>True if the asset's metadata is considered open for edit by the selected version control system.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsMetaFileOpenForEdit(UnityEngine.Object,System.String&amp;,UnityEditor.StatusQueryOptions)">
      <summary>
        <para>Query whether an asset's metadata (.meta) file is open for edit in version control.</para>
      </summary>
      <param name="assetObject">Object representing the asset whose metadata status you wish to query.</param>
      <param name="message">Returns a reason for the asset metadata not being open for edit.</param>
      <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param>
      <param name="statusOptions"></param>
      <returns>
        <para>True if the asset's metadata is considered open for edit by the selected version control system.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsMetaFileOpenForEdit(UnityEngine.Object)">
      <summary>
        <para>Query whether an asset's metadata (.meta) file is open for edit in version control.</para>
      </summary>
      <param name="assetObject">Object representing the asset whose metadata status you wish to query.</param>
      <param name="message">Returns a reason for the asset metadata not being open for edit.</param>
      <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param>
      <param name="statusOptions"></param>
      <returns>
        <para>True if the asset's metadata is considered open for edit by the selected version control system.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsMetaFileOpenForEdit(UnityEngine.Object,System.String&amp;)">
      <summary>
        <para>Query whether an asset's metadata (.meta) file is open for edit in version control.</para>
      </summary>
      <param name="assetObject">Object representing the asset whose metadata status you wish to query.</param>
      <param name="message">Returns a reason for the asset metadata not being open for edit.</param>
      <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param>
      <param name="statusOptions"></param>
      <returns>
        <para>True if the asset's metadata is considered open for edit by the selected version control system.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsNativeAsset(UnityEngine.Object)">
      <summary>
        <para>Determines whether the Asset is a native Asset.</para>
      </summary>
      <param name="obj"></param>
      <param name="instanceID"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsNativeAsset(System.Int32)">
      <summary>
        <para>Determines whether the Asset is a native Asset.</para>
      </summary>
      <param name="obj"></param>
      <param name="instanceID"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(UnityEngine.Object,UnityEditor.StatusQueryOptions)">
      <summary>
        <para>Query whether an asset file is open for edit in version control.</para>
      </summary>
      <param name="assetObject">Object representing the asset whose status you wish to query.</param>
      <param name="assetOrMetaFilePath">Path to the asset file or its .meta file on disk, relative to project folder.</param>
      <param name="message">Returns a reason for the asset not being open for edit.</param>
      <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param>
      <param name="statusOptions"></param>
      <returns>
        <para>True if the asset is considered open for edit by the selected version control system.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(System.String,UnityEditor.StatusQueryOptions)">
      <summary>
        <para>Query whether an asset file is open for edit in version control.</para>
      </summary>
      <param name="assetObject">Object representing the asset whose status you wish to query.</param>
      <param name="assetOrMetaFilePath">Path to the asset file or its .meta file on disk, relative to project folder.</param>
      <param name="message">Returns a reason for the asset not being open for edit.</param>
      <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param>
      <param name="statusOptions"></param>
      <returns>
        <para>True if the asset is considered open for edit by the selected version control system.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(UnityEngine.Object,System.String&amp;,UnityEditor.StatusQueryOptions)">
      <summary>
        <para>Query whether an asset file is open for edit in version control.</para>
      </summary>
      <param name="assetObject">Object representing the asset whose status you wish to query.</param>
      <param name="assetOrMetaFilePath">Path to the asset file or its .meta file on disk, relative to project folder.</param>
      <param name="message">Returns a reason for the asset not being open for edit.</param>
      <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param>
      <param name="statusOptions"></param>
      <returns>
        <para>True if the asset is considered open for edit by the selected version control system.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(System.String,System.String&amp;,UnityEditor.StatusQueryOptions)">
      <summary>
        <para>Query whether an asset file is open for edit in version control.</para>
      </summary>
      <param name="assetObject">Object representing the asset whose status you wish to query.</param>
      <param name="assetOrMetaFilePath">Path to the asset file or its .meta file on disk, relative to project folder.</param>
      <param name="message">Returns a reason for the asset not being open for edit.</param>
      <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param>
      <param name="statusOptions"></param>
      <returns>
        <para>True if the asset is considered open for edit by the selected version control system.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(UnityEngine.Object)">
      <summary>
        <para>Query whether an asset file is open for edit in version control.</para>
      </summary>
      <param name="assetObject">Object representing the asset whose status you wish to query.</param>
      <param name="assetOrMetaFilePath">Path to the asset file or its .meta file on disk, relative to project folder.</param>
      <param name="message">Returns a reason for the asset not being open for edit.</param>
      <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param>
      <param name="statusOptions"></param>
      <returns>
        <para>True if the asset is considered open for edit by the selected version control system.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(System.String)">
      <summary>
        <para>Query whether an asset file is open for edit in version control.</para>
      </summary>
      <param name="assetObject">Object representing the asset whose status you wish to query.</param>
      <param name="assetOrMetaFilePath">Path to the asset file or its .meta file on disk, relative to project folder.</param>
      <param name="message">Returns a reason for the asset not being open for edit.</param>
      <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param>
      <param name="statusOptions"></param>
      <returns>
        <para>True if the asset is considered open for edit by the selected version control system.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(UnityEngine.Object,System.String&amp;)">
      <summary>
        <para>Query whether an asset file is open for edit in version control.</para>
      </summary>
      <param name="assetObject">Object representing the asset whose status you wish to query.</param>
      <param name="assetOrMetaFilePath">Path to the asset file or its .meta file on disk, relative to project folder.</param>
      <param name="message">Returns a reason for the asset not being open for edit.</param>
      <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param>
      <param name="statusOptions"></param>
      <returns>
        <para>True if the asset is considered open for edit by the selected version control system.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(System.String,System.String&amp;)">
      <summary>
        <para>Query whether an asset file is open for edit in version control.</para>
      </summary>
      <param name="assetObject">Object representing the asset whose status you wish to query.</param>
      <param name="assetOrMetaFilePath">Path to the asset file or its .meta file on disk, relative to project folder.</param>
      <param name="message">Returns a reason for the asset not being open for edit.</param>
      <param name="StatusQueryOptions">Options for how the version control system should be queried. These options can effect the speed and accuracy of the query.</param>
      <param name="statusOptions"></param>
      <returns>
        <para>True if the asset is considered open for edit by the selected version control system.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsSubAsset(UnityEngine.Object)">
      <summary>
        <para>Does the asset form part of another asset?</para>
      </summary>
      <param name="obj">The asset Object to query.</param>
      <param name="instanceID">Instance ID of the asset Object to query.</param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsSubAsset(System.Int32)">
      <summary>
        <para>Does the asset form part of another asset?</para>
      </summary>
      <param name="obj">The asset Object to query.</param>
      <param name="instanceID">Instance ID of the asset Object to query.</param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.IsValidFolder(System.String)">
      <summary>
        <para>Given a path to a folder, returns true if it exists, false otherwise.</para>
      </summary>
      <param name="path">The path to the folder.</param>
      <returns>
        <para>Returns true if the folder exists.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.LoadAllAssetRepresentationsAtPath(System.String)">
      <summary>
        <para>Returns all sub Assets at assetPath.</para>
      </summary>
      <param name="assetPath"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.LoadAllAssetsAtPath(System.String)">
      <summary>
        <para>Returns an array of all Assets at assetPath.</para>
      </summary>
      <param name="assetPath">Filesystem path to the asset.</param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.LoadAssetAtPath(System.String,System.Type)">
      <summary>
        <para>Returns the first asset object of type type at given path assetPath.</para>
      </summary>
      <param name="assetPath">Path of the asset to load.</param>
      <param name="type">Data type of the asset.</param>
      <returns>
        <para>The asset matching the parameters.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.LoadMainAssetAtPath(System.String)">
      <summary>
        <para>Returns the main asset object at assetPath.</para>
      </summary>
      <param name="assetPath">Filesystem path of the asset to load.</param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.MoveAsset(System.String,System.String)">
      <summary>
        <para>Move an asset file (or folder) from one folder to another.</para>
      </summary>
      <param name="oldPath">The path where the asset currently resides.</param>
      <param name="newPath">The path which the asset should be moved to.</param>
      <returns>
        <para>An empty string if the asset has been successfully moved, otherwise an error message.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.MoveAssetToTrash(System.String)">
      <summary>
        <para>Moves the asset at path to the trash.</para>
      </summary>
      <param name="path"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.OpenAsset(System.Int32)">
      <summary>
        <para>Opens the asset with associated application.</para>
      </summary>
      <param name="instanceID"></param>
      <param name="lineNumber"></param>
      <param name="target"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.OpenAsset(System.Int32,System.Int32)">
      <summary>
        <para>Opens the asset with associated application.</para>
      </summary>
      <param name="instanceID"></param>
      <param name="lineNumber"></param>
      <param name="target"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.OpenAsset(UnityEngine.Object)">
      <summary>
        <para>Opens the asset with associated application.</para>
      </summary>
      <param name="instanceID"></param>
      <param name="lineNumber"></param>
      <param name="target"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.OpenAsset(UnityEngine.Object,System.Int32)">
      <summary>
        <para>Opens the asset with associated application.</para>
      </summary>
      <param name="instanceID"></param>
      <param name="lineNumber"></param>
      <param name="target"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.OpenAsset(UnityEngine.Object[])">
      <summary>
        <para>Opens the asset(s) with associated application(s).</para>
      </summary>
      <param name="objects"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.Refresh()">
      <summary>
        <para>Import any changed assets.</para>
      </summary>
      <param name="options"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.Refresh(UnityEditor.ImportAssetOptions)">
      <summary>
        <para>Import any changed assets.</para>
      </summary>
      <param name="options"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.ReleaseCachedFileHandles">
      <summary>
        <para>Calling this function will release file handles internally cached by Unity. This allows modifying asset or meta files safely thus avoiding potential file sharing IO errors.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AssetDatabase.RemoveAssetBundleName(System.String,System.Boolean)">
      <summary>
        <para>Remove the assetBundle name from the asset database. The forceRemove flag is used to indicate if you want to remove it even it's in use.</para>
      </summary>
      <param name="assetBundleName">The assetBundle name you want to remove.</param>
      <param name="forceRemove">Flag to indicate if you want to remove the assetBundle name even it's in use.</param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.RemoveUnusedAssetBundleNames">
      <summary>
        <para>Remove all the unused assetBundle names in the asset database.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AssetDatabase.RenameAsset(System.String,System.String)">
      <summary>
        <para>Rename an asset file.</para>
      </summary>
      <param name="pathName">The path where the asset currently resides.</param>
      <param name="newName">The new name which should be given to the asset.</param>
      <returns>
        <para>An empty string, if the asset has been successfully renamed, otherwise an error message.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.SaveAssets">
      <summary>
        <para>Writes all unsaved asset changes to disk.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AssetDatabase.SetLabels(UnityEngine.Object,System.String[])">
      <summary>
        <para>Replaces that list of labels on an asset.</para>
      </summary>
      <param name="obj"></param>
      <param name="labels"></param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.SetMainObject(UnityEngine.Object,System.String)">
      <summary>
        <para>Specifies which object in the asset file should become the main object after the next import.</para>
      </summary>
      <param name="mainObject">The object to become the main object.</param>
      <param name="assetPath">Path to the asset file.</param>
    </member>
    <member name="M:UnityEditor.AssetDatabase.StartAssetEditing">
      <summary>
        <para>Begin Asset importing. This lets you group several asset imports together into one larger import.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AssetDatabase.StopAssetEditing">
      <summary>
        <para>Stop Asset importing. This lets you group several asset imports together into one larger import.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AssetDatabase.TryGetGUIDAndLocalFileIdentifier(UnityEngine.Object,System.String&amp;,System.Int32&amp;)">
      <summary>
        <para>Warning Use the overload with a long localId parameter. Using the overload with an integer localId parameter can cause an integer overflow in localId. This can happen when the object passed to the API is part of a Prefab.

Get the GUID and local file id from an object instance id.</para>
      </summary>
      <param name="instanceID">InstanceID of the object to retrieve information for.</param>
      <param name="obj">The object to retrieve GUID and File Id for.</param>
      <param name="guid">The GUID of the asset.</param>
      <param name="localId">The local file identifier of this asset.</param>
      <returns>
        <para>True if the guid and file id were successfully found, false if not.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.TryGetGUIDAndLocalFileIdentifier(System.Int32,System.String&amp;,System.Int32&amp;)">
      <summary>
        <para>Warning Use the overload with a long localId parameter. Using the overload with an integer localId parameter can cause an integer overflow in localId. This can happen when the object passed to the API is part of a Prefab.

Get the GUID and local file id from an object instance id.</para>
      </summary>
      <param name="instanceID">InstanceID of the object to retrieve information for.</param>
      <param name="obj">The object to retrieve GUID and File Id for.</param>
      <param name="guid">The GUID of the asset.</param>
      <param name="localId">The local file identifier of this asset.</param>
      <returns>
        <para>True if the guid and file id were successfully found, false if not.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.TryGetGUIDAndLocalFileIdentifier(UnityEngine.Object,System.String&amp;,System.Int64&amp;)">
      <summary>
        <para>Warning Use the overload with a long localId parameter. Using the overload with an integer localId parameter can cause an integer overflow in localId. This can happen when the object passed to the API is part of a Prefab.

Get the GUID and local file id from an object instance id.</para>
      </summary>
      <param name="instanceID">InstanceID of the object to retrieve information for.</param>
      <param name="obj">The object to retrieve GUID and File Id for.</param>
      <param name="guid">The GUID of the asset.</param>
      <param name="localId">The local file identifier of this asset.</param>
      <returns>
        <para>True if the guid and file id were successfully found, false if not.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.TryGetGUIDAndLocalFileIdentifier(System.Int32,System.String&amp;,System.Int64&amp;)">
      <summary>
        <para>Warning Use the overload with a long localId parameter. Using the overload with an integer localId parameter can cause an integer overflow in localId. This can happen when the object passed to the API is part of a Prefab.

Get the GUID and local file id from an object instance id.</para>
      </summary>
      <param name="instanceID">InstanceID of the object to retrieve information for.</param>
      <param name="obj">The object to retrieve GUID and File Id for.</param>
      <param name="guid">The GUID of the asset.</param>
      <param name="localId">The local file identifier of this asset.</param>
      <returns>
        <para>True if the guid and file id were successfully found, false if not.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.ValidateMoveAsset(System.String,System.String)">
      <summary>
        <para>Checks if an asset file can be moved from one folder to another. (Without actually moving the file).</para>
      </summary>
      <param name="oldPath">The path where the asset currently resides.</param>
      <param name="newPath">The path which the asset should be moved to.</param>
      <returns>
        <para>An empty string if the asset can be moved, otherwise an error message.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetDatabase.WriteImportSettingsIfDirty(System.String)">
      <summary>
        <para>Writes the import settings to disk.</para>
      </summary>
      <param name="path"></param>
    </member>
    <member name="T:UnityEditor.AssetDeleteResult">
      <summary>
        <para>Result of Asset delete operation</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AssetDeleteResult.DidDelete">
      <summary>
        <para>Tells Unity that the asset was deleted by the callback. Unity will not try to delete the asset, but will delete the cached version and preview file.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AssetDeleteResult.DidNotDelete">
      <summary>
        <para>Tells the internal implementation that the callback did not delete the asset. The asset will be delete by the internal implementation.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AssetDeleteResult.FailedDelete">
      <summary>
        <para>Tells Unity that the file cannot be deleted and Unity should leave it alone.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.AssetImporter">
      <summary>
        <para>Base class from which asset importers for specific asset types derive.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AssetImporter.assetBundleName">
      <summary>
        <para>Get or set the AssetBundle name.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AssetImporter.assetBundleVariant">
      <summary>
        <para>Get or set the AssetBundle variant.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AssetImporter.assetPath">
      <summary>
        <para>The path name of the asset for this importer. (Read Only)</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AssetImporter.importSettingsMissing">
      <summary>
        <para>The value is true when no meta file is provided with the imported asset.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AssetImporter.userData">
      <summary>
        <para>Get or set any user data.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AssetImporter.AddRemap(UnityEditor.AssetImporter/SourceAssetIdentifier,UnityEngine.Object)">
      <summary>
        <para>Map a sub-asset from an imported asset (such as an FBX file) to an external Asset of the same type.</para>
      </summary>
      <param name="identifier">The identifier of the sub-asset.</param>
      <param name="externalObject">The object to be mapped to the internal object. Can belong to another Prefab or Asset, but not the Asset that is being changed.</param>
    </member>
    <member name="M:UnityEditor.AssetImporter.GetAtPath(System.String)">
      <summary>
        <para>Retrieves the asset importer for the asset at path.</para>
      </summary>
      <param name="path"></param>
    </member>
    <member name="M:UnityEditor.AssetImporter.GetExternalObjectMap">
      <summary>
        <para>Gets a copy of the external object map used by the AssetImporter.</para>
      </summary>
      <returns>
        <para>The map between a sub-asset and an external Asset.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetImporter.RemoveRemap(UnityEditor.AssetImporter/SourceAssetIdentifier)">
      <summary>
        <para>Removes an item from the map of external objects.</para>
      </summary>
      <param name="identifier">The identifier of the sub-asset.</param>
      <returns>
        <para>Returns true if an element was removed, otherwise false.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AssetImporter.SaveAndReimport">
      <summary>
        <para>Save asset importer settings if asset importer is dirty.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AssetImporter.SetAssetBundleNameAndVariant(System.String,System.String)">
      <summary>
        <para>Set the AssetBundle name and variant.</para>
      </summary>
      <param name="assetBundleName">AssetBundle name.</param>
      <param name="assetBundleVariant">AssetBundle variant.</param>
    </member>
    <member name="T:UnityEditor.AssetImporter.SourceAssetIdentifier">
      <summary>
        <para>Represents a unique identifier for a sub-asset embedded in an imported Asset (such as an FBX file).</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AssetImporter.SourceAssetIdentifier.name">
      <summary>
        <para>The name of the Asset.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AssetImporter.SourceAssetIdentifier.type">
      <summary>
        <para>The type of the Asset.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AssetImporter.SourceAssetIdentifier.#ctor(UnityEngine.Object)">
      <summary>
        <para>Constructs a SourceAssetIdentifier.</para>
      </summary>
      <param name="asset">The the sub-asset embedded in the imported Asset.</param>
      <param name="type">The type of the sub-asset embedded in the imported Asset.</param>
      <param name="name">The name of the sub-asset embedded in the imported Asset.</param>
    </member>
    <member name="M:UnityEditor.AssetImporter.SourceAssetIdentifier.#ctor(System.Type,System.String)">
      <summary>
        <para>Constructs a SourceAssetIdentifier.</para>
      </summary>
      <param name="asset">The the sub-asset embedded in the imported Asset.</param>
      <param name="type">The type of the sub-asset embedded in the imported Asset.</param>
      <param name="name">The name of the sub-asset embedded in the imported Asset.</param>
    </member>
    <member name="T:UnityEditor.AssetModificationProcessor">
      <summary>
        <para>AssetModificationProcessor lets you hook into saving of serialized assets and
      scenes which are edited inside Unity.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.AssetMoveResult">
      <summary>
        <para>Result of Asset move</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AssetMoveResult.DidMove">
      <summary>
        <para>Tells the internal implementation that the script moved the asset physically on disk.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AssetMoveResult.DidNotMove">
      <summary>
        <para>Tells the internal implementation that the asset was not moved physically on disk by the script.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AssetMoveResult.FailedMove">
      <summary>
        <para>Tells the internal implementation that the script could not move the assets.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.AssetPostprocessor">
      <summary>
        <para>AssetPostprocessor lets you hook into the import pipeline and run scripts prior or after importing assets.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AssetPostprocessor.assetImporter">
      <summary>
        <para>Reference to the asset importer.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AssetPostprocessor.assetPath">
      <summary>
        <para>The path name of the asset being imported.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AssetPostprocessor.context">
      <summary>
        <para>The import context.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AssetPostprocessor.GetPostprocessOrder">
      <summary>
        <para>Override the order in which importers are processed.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AssetPostprocessor.GetVersion">
      <summary>
        <para>Returns the version of the asset postprocessor.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AssetPostprocessor.LogError(System.String)">
      <summary>
        <para>Logs an import error message to the console.</para>
      </summary>
      <param name="warning"></param>
      <param name="context"></param>
    </member>
    <member name="M:UnityEditor.AssetPostprocessor.LogError(System.String,UnityEngine.Object)">
      <summary>
        <para>Logs an import error message to the console.</para>
      </summary>
      <param name="warning"></param>
      <param name="context"></param>
    </member>
    <member name="M:UnityEditor.AssetPostprocessor.LogWarning(System.String)">
      <summary>
        <para>Logs an import warning to the console.</para>
      </summary>
      <param name="warning"></param>
      <param name="context"></param>
    </member>
    <member name="M:UnityEditor.AssetPostprocessor.LogWarning(System.String,UnityEngine.Object)">
      <summary>
        <para>Logs an import warning to the console.</para>
      </summary>
      <param name="warning"></param>
      <param name="context"></param>
    </member>
    <member name="T:UnityEditor.AssetPreview">
      <summary>
        <para>Utility for fetching asset previews by instance ID of assets, See AssetPreview.GetAssetPreview. Since previews are loaded asynchronously methods are provided for requesting if all previews have been fully loaded, see AssetPreview.IsLoadingAssetPreviews. Loaded previews are stored in a cache, the size of the cache can be controlled by calling [AssetPreview.SetPreviewTextureCacheSize].</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AssetPreview.GetAssetPreview(UnityEngine.Object)">
      <summary>
        <para>Returns a preview texture for an asset.</para>
      </summary>
      <param name="asset"></param>
    </member>
    <member name="M:UnityEditor.AssetPreview.GetAssetPreview">
      <summary>
        <para>Returns a preview texture for an instanceID of an asset.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AssetPreview.GetMiniThumbnail(UnityEngine.Object)">
      <summary>
        <para>Returns the thumbnail for an object (like the ones you see in the project view).</para>
      </summary>
      <param name="obj"></param>
    </member>
    <member name="M:UnityEditor.AssetPreview.GetMiniTypeThumbnail(System.Type)">
      <summary>
        <para>Returns the thumbnail for the type.</para>
      </summary>
      <param name="type"></param>
    </member>
    <member name="M:UnityEditor.AssetPreview.GetMiniTypeThumbnail">
      <summary>
        <para>Returns the thumbnail for the object's type.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AssetPreview.IsLoadingAssetPreview(System.Int32)">
      <summary>
        <para>Loading previews is asynchronous so it is useful to know if a specific asset preview is in the process of being loaded so client code e.g can repaint while waiting for the loading to finish.</para>
      </summary>
      <param name="instanceID">InstanceID of the assset that a preview has been requested for by: AssetPreview.GetAssetPreview().</param>
    </member>
    <member name="M:UnityEditor.AssetPreview.IsLoadingAssetPreviews">
      <summary>
        <para>Loading previews is asynchronous so it is useful to know if any requested previews are in the process of being loaded so client code e.g can repaint while waiting.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AssetPreview.SetPreviewTextureCacheSize(System.Int32)">
      <summary>
        <para>Set the asset preview cache to a size that can hold all visible previews on the screen at once.</para>
      </summary>
      <param name="size">The number of previews that can be loaded into the cache before the least used previews are being unloaded.</param>
    </member>
    <member name="T:UnityEditor.AudioCurveRendering">
      <summary>
        <para>Antialiased curve rendering functionality used by audio tools in the editor.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.AudioCurveRendering.AudioCurveAndColorEvaluator">
      <summary>
        <para>Curve evaluation function that allows simultaneous evaluation of the curve y-value and a color of the curve at that point.</para>
      </summary>
      <param name="x">Normalized x-position in the range [0; 1] at which the curve should be evaluated.</param>
      <param name="col">Color of the curve at the evaluated point.</param>
    </member>
    <member name="T:UnityEditor.AudioCurveRendering.AudioCurveEvaluator">
      <summary>
        <para>Curve evaluation function used to evaluate the curve y-value and at the specified point.</para>
      </summary>
      <param name="x">Normalized x-position in the range [0; 1] at which the curve should be evaluated.</param>
    </member>
    <member name="T:UnityEditor.AudioCurveRendering.AudioMinMaxCurveAndColorEvaluator">
      <summary>
        <para>Curve evaluation function that allows simultaneous evaluation of the min- and max-curves. The returned minValue and maxValue values are expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. Additionally the color of the curve at this point is evaluated.</para>
      </summary>
      <param name="x">Normalized x-position in the range [0; 1] at which the min- and max-curves should be evaluated.</param>
      <param name="col">Color of the curve at the specified evaluation point.</param>
      <param name="minValue">Returned value of the minimum curve. Clamped to [-1; 1].</param>
      <param name="maxValue">Returned value of the maximum curve. Clamped to [-1; 1].</param>
    </member>
    <member name="M:UnityEditor.AudioCurveRendering.DrawCurve(UnityEngine.Rect,UnityEditor.AudioCurveRendering/AudioCurveEvaluator,UnityEngine.Color)">
      <summary>
        <para>Renders a thin curve determined by the curve evaluation function. The solid color of the curve is set by the curveColor argument.</para>
      </summary>
      <param name="r">Rectangle determining the size of the graph.</param>
      <param name="eval">Curve evaluation function.</param>
      <param name="curveColor">Solid fill color of the curve. The alpha-channel determines the amount of opacity.</param>
    </member>
    <member name="M:UnityEditor.AudioCurveRendering.DrawFilledCurve(UnityEngine.Rect,UnityEditor.AudioCurveRendering/AudioCurveEvaluator,UnityEngine.Color)">
      <summary>
        <para>Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and the bottom of the rectngle with smooth gradients along the edges.</para>
      </summary>
      <param name="r">Rectangle determining the size of the graph.</param>
      <param name="eval">Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped.</param>
      <param name="curveColor">Solid fill color of the curve. The alpha-channel determines the amount of opacity.</param>
    </member>
    <member name="M:UnityEditor.AudioCurveRendering.DrawFilledCurve(UnityEngine.Rect,UnityEditor.AudioCurveRendering/AudioCurveAndColorEvaluator)">
      <summary>
        <para>Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and the bottom of the rectngle with smooth gradients along the edges.</para>
      </summary>
      <param name="r">Rectangle determining the size of the graph.</param>
      <param name="eval">Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped.</param>
      <param name="curveColor">Solid fill color of the curve. The alpha-channel determines the amount of opacity.</param>
    </member>
    <member name="M:UnityEditor.AudioCurveRendering.DrawMinMaxFilledCurve(UnityEngine.Rect,UnityEditor.AudioCurveRendering/AudioMinMaxCurveAndColorEvaluator)">
      <summary>
        <para>Fills the area between the two curves evaluated by the AudioMinMaxCurveAndColorEvaluator provided with smooth gradients along the edges.</para>
      </summary>
      <param name="r">Rectangle determining the size of the graph.</param>
      <param name="eval">Normalized x-position in the range [0; 1] at which the min- and max-curves should be evaluated. The returned minValue and maxValue values are expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped.</param>
    </member>
    <member name="M:UnityEditor.AudioCurveRendering.DrawSymmetricFilledCurve(UnityEngine.Rect,UnityEditor.AudioCurveRendering/AudioCurveAndColorEvaluator)">
      <summary>
        <para>Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and its vertical mirror image with smooth gradients along the edges. Useful for drawing amplitude plots of audio signals.</para>
      </summary>
      <param name="r">Rectangle determining the size of the graph.</param>
      <param name="eval">Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [0; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped.</param>
    </member>
    <member name="T:UnityEditor.AudioImporter">
      <summary>
        <para>Audio importer lets you modify AudioClip import settings from editor scripts.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AudioImporter.ambisonic">
      <summary>
        <para>When this flag is set, the audio clip will be treated as being ambisonic.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AudioImporter.compressionBitrate">
      <summary>
        <para>Compression bitrate.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AudioImporter.defaultSampleSettings">
      <summary>
        <para>The default sample settings for the AudioClip importer.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AudioImporter.forceToMono">
      <summary>
        <para>Force this clip to mono?</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AudioImporter.loadInBackground">
      <summary>
        <para>Corresponding to the "Load In Background" flag in the AudioClip inspector, when this flag is set, the loading of the clip will happen delayed without blocking the main thread.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.AudioImporter.preloadAudioData">
      <summary>
        <para>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.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.AudioImporter.ClearSampleSettingOverride(System.String)">
      <summary>
        <para>Clears the sample settings override for the given platform.</para>
      </summary>
      <param name="platform">The platform to clear the overrides for.</param>
      <returns>
        <para>Returns true if any overrides were actually cleared.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AudioImporter.ContainsSampleSettingsOverride(System.String)">
      <summary>
        <para>Returns whether a given build target has its sample settings currently overridden.</para>
      </summary>
      <param name="platform">The platform to query if this AudioImporter has an override for.</param>
      <returns>
        <para>Returns true if the platform is currently overriden in this AudioImporter.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AudioImporter.GetOverrideSampleSettings(System.String)">
      <summary>
        <para>Return the current override settings for the given platform.</para>
      </summary>
      <param name="platform">The platform to get the override settings for.</param>
      <returns>
        <para>The override sample settings for the given platform.</para>
      </returns>
    </member>
    <member name="M:UnityEditor.AudioImporter.SetOverrideSampleSettings(System.String,UnityEditor.AudioImporterSampleSettings)">
      <summary>
        <para>Sets the override sample settings for the given platform.</para>
      </summary>
      <param name="platform">The platform which will have the sample settings overridden.</param>
      <param name="settings">The override settings for the given platform.</param>
      <returns>
        <para>Returns true if the settings were successfully overriden. Some setting overrides are not possible for the given platform, in which case false is returned and the settings are not registered.</para>
      </returns>
    </member>
    <member name="T:UnityEditor.AudioImporterSampleSettings">
      <summary>
        <para>This structure contains a collection of settings used to define how an AudioClip should be imported.

This  structure is used with the AudioImporter to define how the AudioClip should be imported and treated during loading within the scene.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AudioImporterSampleSettings.compressionFormat">
      <summary>
        <para>CompressionFormat defines the compression type that the audio file is encoded to. Different compression types have different performance and audio artifact characteristics.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AudioImporterSampleSettings.loadType">
      <summary>
        <para>LoadType defines how the imported AudioClip data should be loaded.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AudioImporterSampleSettings.quality">
      <summary>
        <para>Audio compression quality (0-1)

Amount of compression. The value roughly corresponds to the ratio between the resulting and the source file sizes.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AudioImporterSampleSettings.sampleRateOverride">
      <summary>
        <para>Target sample rate to convert to when samplerateSetting is set to OverrideSampleRate.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AudioImporterSampleSettings.sampleRateSetting">
      <summary>
        <para>Defines how the sample rate is modified (if at all) of the importer audio file.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.AudioSampleRateSetting">
      <summary>
        <para>The sample rate setting used within the AudioImporter. This defines the sample rate conversion of audio on import.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AudioSampleRateSetting.OptimizeSampleRate">
      <summary>
        <para>Let Unity deduce the optimal sample rate for the AudioClip being imported. The audio file will be analysed and a minimal sample rate chosen while still preserving audio quality.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AudioSampleRateSetting.OverrideSampleRate">
      <summary>
        <para>Override the sample rate of the imported audio file with a custom value.</para>
      </summary>
    </member>
    <member name="F:UnityEditor.AudioSampleRateSetting.PreserveSampleRate">
      <summary>
        <para>Do not change the sample rate of the imported audio file. The sample rate will be preserved for the imported AudioClip.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.BaseHierarchySort">
      <summary>
        <para>The base class used to create new sorting.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.BaseHierarchySort.content">
      <summary>
        <para>The content to display to quickly identify the hierarchy's mode.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.BaseHierarchySort.Compare(UnityEngine.GameObject,UnityEngine.GameObject)">
      <summary>
        <para>The sorting method used to determine the order of GameObjects.</para>
      </summary>
      <param name="lhs"></param>
      <param name="rhs"></param>
    </member>
    <member name="T:UnityEditor.Build.BuildFailedException">
      <summary>
        <para>An exception class that represents a failed build.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.Build.BuildFailedException.#ctor(System.String)">
      <summary>
        <para>Constructs a BuildFailedException object.</para>
      </summary>
      <param name="message">A string of text describing the error that caused the build to fail.</param>
      <param name="innerException">The exception that caused the build to fail.</param>
    </member>
    <member name="M:UnityEditor.Build.BuildFailedException.#ctor(System.Exception)">
      <summary>
        <para>Constructs a BuildFailedException object.</para>
      </summary>
      <param name="message">A string of text describing the error that caused the build to fail.</param>
      <param name="innerException">The exception that caused the build to fail.</param>
    </member>
    <member name="T:UnityEditor.Build.Content.AssetBundleInfo">
      <summary>
        <para>Container for holding asset loading information for an AssetBundle to be built.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Build.Content.AssetBundleInfo.bundleAssets">
      <summary>
        <para>List of asset loading information for an AssetBundle.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Build.Content.AssetBundleInfo.bundleName">
      <summary>
        <para>Friendly AssetBundle name.</para>
      </summary>
    </member>
    <member name="M:UnityEditor.Build.Content.AssetBundleInfo.#ctor">
      <summary>
        <para>Default constructor for an empty AssetBundleInfo.</para>
      </summary>
    </member>
    <member name="T:UnityEditor.Build.Content.AssetLoadInfo">
      <summary>
        <para>Container for holding preload information for a given serialized Asset.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Build.Content.AssetLoadInfo.address">
      <summary>
        <para>Friendly name used to load the built asset.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Build.Content.AssetLoadInfo.asset">
      <summary>
        <para>GUID for the given asset.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Build.Content.AssetLoadInfo.includedObjects">
      <summary>
        <para>List of objects that an asset contains in its source file.</para>
      </summary>
    </member>
    <member name="P:UnityEditor.Build.Content.AssetLoadInfo.referencedObjects">
      <summary>
        <par
Download .txt
gitextract_44xrvwqt/

├── Builds/
│   ├── BaseLibrary/
│   │   ├── Editor/
│   │   │   ├── Shaders/
│   │   │   │   ├── DefaultShader.shader
│   │   │   │   ├── DefaultShader.shader.meta
│   │   │   │   ├── LineShader.shader
│   │   │   │   └── LineShader.shader.meta
│   │   │   └── SpacepuppyUnityFrameworkEditor.pdb
│   │   └── SpacepuppyUnityFramework.pdb
│   └── FullLibrary/
│       ├── Editor/
│       │   ├── Shaders/
│       │   │   ├── DefaultShader.shader
│       │   │   ├── DefaultShader.shader.meta
│       │   │   ├── LineShader.shader
│       │   │   ├── LineShader.shader.meta
│       │   │   ├── VisualAspectShader.shader
│       │   │   ├── VisualAspectShader.shader.meta
│       │   │   ├── VisualSensorArcShader.shader
│       │   │   ├── VisualSensorArcShader.shader.meta
│       │   │   ├── VisualSensorLineShader.shader
│       │   │   └── VisualSensorLineShader.shader.meta
│       │   ├── SpacepuppyUnityFrameworkEditor.AI.BehaviourTree.pdb
│       │   ├── SpacepuppyUnityFrameworkEditor.AI.pdb
│       │   ├── SpacepuppyUnityFrameworkEditor.Anim.pdb
│       │   ├── SpacepuppyUnityFrameworkEditor.Input.pdb
│       │   ├── SpacepuppyUnityFrameworkEditor.Movement.pdb
│       │   ├── SpacepuppyUnityFrameworkEditor.Serialization.pdb
│       │   ├── SpacepuppyUnityFrameworkEditor.Spawn.pdb
│       │   ├── SpacepuppyUnityFrameworkEditor.Waypoints.pdb
│       │   └── SpacepuppyUnityFrameworkEditor.pdb
│       ├── SpacepuppyUnityFramework.AI.BehaviourTree.pdb
│       ├── SpacepuppyUnityFramework.AI.pdb
│       ├── SpacepuppyUnityFramework.Anim.pdb
│       ├── SpacepuppyUnityFramework.Input.pdb
│       ├── SpacepuppyUnityFramework.Movement.pdb
│       ├── SpacepuppyUnityFramework.Serialization.pdb
│       ├── SpacepuppyUnityFramework.Spawn.pdb
│       ├── SpacepuppyUnityFramework.Waypoints.pdb
│       └── SpacepuppyUnityFramework.pdb
├── README.md
├── Resources/
│   ├── Shaders/
│   │   ├── DefaultShader.shader
│   │   ├── DefaultShader.shader.meta
│   │   ├── LineShader.shader
│   │   ├── LineShader.shader.meta
│   │   ├── VisualAspectShader.shader
│   │   ├── VisualAspectShader.shader.meta
│   │   ├── VisualSensorArcShader.shader
│   │   ├── VisualSensorArcShader.shader.meta
│   │   ├── VisualSensorLineShader.shader
│   │   └── VisualSensorLineShader.shader.meta
│   ├── SpacepuppyUnityFramework.dll.meta
│   ├── SpacepuppyUnityFrameworkEditor.dll.meta
│   ├── UnityEditor.Graphs.dll.mdb
│   ├── UnityEditor.dll.mdb
│   ├── UnityEditor.xml
│   ├── UnityEngine.UI.dll.mdb
│   ├── UnityEngine.UI.xml
│   ├── UnityEngine.dll.mdb
│   ├── UnityEngine.xml
│   └── version.txt
├── SpacepuppyAI/
│   ├── AI/
│   │   ├── AIController.cs
│   │   ├── AISubController.cs
│   │   ├── AIVariableCollection.cs
│   │   ├── AIVariableNameAttribute.cs
│   │   ├── ComplexTarget.cs
│   │   ├── Enums.cs
│   │   ├── IAIActionLoop.cs
│   │   ├── IAIController.cs
│   │   ├── IAINode.cs
│   │   ├── IAIState.cs
│   │   ├── IAIStateMachine.cs
│   │   ├── Scenario/
│   │   │   ├── i_ChangeAIState.cs
│   │   │   ├── i_SetAIVariable.cs
│   │   │   └── t_OnSense.cs
│   │   ├── Sensors/
│   │   │   ├── Audible/
│   │   │   │   ├── AudibleAspect.cs
│   │   │   │   ├── AudibleSensor.cs
│   │   │   │   ├── IAudibleResponder.cs
│   │   │   │   └── SirenToken.cs
│   │   │   ├── Collision/
│   │   │   │   ├── ColliderAspect.cs
│   │   │   │   ├── ColliderSensor.cs
│   │   │   │   └── RaycastSensor.cs
│   │   │   ├── CompositeSensor.cs
│   │   │   ├── IAspect.cs
│   │   │   ├── Sensor.cs
│   │   │   ├── SensorCollection.cs
│   │   │   ├── SensorUtil.cs
│   │   │   └── Visual/
│   │   │       ├── OmnispectiveSensor.cs
│   │   │       ├── RightCylindricalVisualSensor.cs
│   │   │       ├── SphericalVisualSensor.cs
│   │   │       ├── TunnelVisionVisualSensor.cs
│   │   │       ├── VisualAspect.cs
│   │   │       └── VisualSensor.cs
│   │   └── SimpleAIStateComponent.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   └── SpacepuppyAI.csproj
├── SpacepuppyAIBehaviourTree/
│   ├── AI/
│   │   └── BehaviourTree/
│   │       ├── AINodeUtil.cs
│   │       ├── AITreeController.cs
│   │       ├── Components/
│   │       │   ├── AIActionComponent.cs
│   │       │   ├── AIActionLoopStateComponent.cs
│   │       │   ├── AIActionWeightsComponent.cs
│   │       │   ├── AIStateComponent.cs
│   │       │   ├── AIStateMachineComponent.cs
│   │       │   ├── AITrapActionComponent.cs
│   │       │   ├── GameObjectConfigurableAIActionGroup.cs
│   │       │   ├── PropertyDrawerAttributes.cs
│   │       │   ├── a_ActionGroup.cs
│   │       │   ├── a_ChangeAIState.cs
│   │       │   ├── a_IfCurrentStateIs.cs
│   │       │   ├── a_NullAction.cs
│   │       │   ├── a_RandomSuccess.cs
│   │       │   ├── a_Sense.cs
│   │       │   ├── a_SenseExit.cs
│   │       │   ├── a_SetVariable.cs
│   │       │   ├── a_Trigger.cs
│   │       │   └── a_WaitTimer.cs
│   │       ├── ConfigurableAIActionGroup.cs
│   │       ├── Enums.cs
│   │       ├── IAIAction.cs
│   │       ├── IAIActionGroup.cs
│   │       ├── IAIActionWeightSupplier.cs
│   │       ├── IAIEditorSyncActionsCallbackReceiver.cs
│   │       ├── IAITreeStateMachine.cs
│   │       ├── ParallelAction.cs
│   │       ├── RandomAction.cs
│   │       ├── SelectorAction.cs
│   │       ├── SequenceAction.cs
│   │       └── TriggerableMechanismAsAIActionWrapper.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   └── SpacepuppyAIBehaviourTree.csproj
├── SpacepuppyAIBehaviourTreeEditor/
│   ├── AI/
│   │   └── BehaviourTree/
│   │       ├── AITreeControllerInspector.cs
│   │       ├── AITreeDebugWindow.cs
│   │       ├── Components/
│   │       │   ├── AIActionWeightsComponentInspector.cs
│   │       │   ├── AIStateMachineComponentInspector.cs
│   │       │   ├── GameObjectConfigurableAIActionGroupPropertyDrawer.cs
│   │       │   ├── ListAIStatesPropertyDrawer.cs
│   │       │   ├── a_ChangeAIStateInspector.cs
│   │       │   ├── a_IfCurrentStateIsInspector.cs
│   │       │   └── a_SenseInspector.cs
│   │       ├── ConfigurableAIActionGroupPropertyDrawer.cs
│   │       └── ParallelPassOptionsPropertyDrawer.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   └── SpacepuppyAIBehaviourTreeEditor.csproj
├── SpacepuppyAIEditor/
│   ├── AI/
│   │   ├── AIControllerInspector.cs
│   │   ├── AISubControllerInspector.cs
│   │   ├── AIVariableNamePropertyDrawer.cs
│   │   ├── IAIStateHierarchyDrawer.cs
│   │   └── Sensors/
│   │       ├── Audible/
│   │       │   ├── AudibleAspectInspector.cs
│   │       │   └── AudibleSensorInspector.cs
│   │       ├── SensorRenderUtil.cs
│   │       └── Visual/
│   │           ├── RightCylindricalVisualSensorInspector.cs
│   │           ├── SphericalVisionVisualSensorInspector.cs
│   │           ├── TunnelVisionVisualSensorInspector.cs
│   │           ├── VisualAspectInspector.cs
│   │           └── VisualSensorInspector.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── Shaders/
│   │   ├── VisualAspectShader.shader
│   │   ├── VisualAspectShader.shader.meta
│   │   ├── VisualSensorArcShader.shader
│   │   ├── VisualSensorArcShader.shader.meta
│   │   ├── VisualSensorLineShader.shader
│   │   └── VisualSensorLineShader.shader.meta
│   └── SpacepuppyAIEditor.csproj
├── SpacepuppyAnim/
│   ├── Anim/
│   │   ├── AnimEventScheduler.cs
│   │   ├── AnimPrimitives.cs
│   │   ├── AnimPropertyAttributes.cs
│   │   ├── AnimSettings.cs
│   │   ├── AnimUtil.cs
│   │   ├── Blend/
│   │   │   ├── AnimationBlendGraph.cs
│   │   │   ├── IndexedAnimationSelector.cs
│   │   │   ├── LinearAnimationBlend.cs
│   │   │   ├── LinearAnimationSelector.cs
│   │   │   └── StaticFrameAnimation.cs
│   │   ├── Exceptions.cs
│   │   ├── IAnimControllerMask.cs
│   │   ├── IKSolver.cs
│   │   ├── ISPAnim.cs
│   │   ├── ISPAnimationMask.cs
│   │   ├── ISPAnimationSource.cs
│   │   ├── ISPAnimator.cs
│   │   ├── ISPAnimatorState.cs
│   │   ├── IScriptableAnimationClip.cs
│   │   ├── Legacy/
│   │   │   └── SPLegacyAnimation.cs
│   │   ├── MaskCollection.cs
│   │   ├── PropertyAttributes.cs
│   │   ├── SPAnim.cs
│   │   ├── SPAnimClip.cs
│   │   ├── SPAnimClipCollection.cs
│   │   ├── SPAnimationController.cs
│   │   ├── SPAnimatorStateMachine.cs
│   │   ├── TransformMask.cs
│   │   ├── i_PlayAnimation.cs
│   │   ├── i_PlaySPAnimation.cs
│   │   └── i_StopAnimation.cs
│   ├── Mecanim/
│   │   └── MecanimSpeedScaler.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   └── SpacepuppyAnim.csproj
├── SpacepuppyAnimEditor/
│   ├── Anim/
│   │   ├── AnimLayerPropertyDrawer.cs
│   │   ├── AnimTimePeriodPropertyDrawer.cs
│   │   ├── IAnimLayerInformationSupplier.cs
│   │   ├── Legacy/
│   │   │   └── SPLegacyAnimationInspector.cs
│   │   ├── MaskCollectionPropertyDrawer.cs
│   │   ├── SPAnimClipCollectionPropertyDrawer.cs
│   │   ├── SPAnimClipPropertyDrawer.cs
│   │   ├── SPAnimationControllerInspector.cs
│   │   ├── SPAnimationMaskAssetInspector.cs
│   │   ├── i_PlayAnimationInspector.cs
│   │   ├── i_PlaySPAnimationInspector.cs
│   │   └── i_StopAnimationInspector.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   └── SpacepuppyAnimEditor.csproj
├── SpacepuppyBase/
│   ├── Async/
│   │   ├── AsyncOperationWrapper.cs
│   │   ├── InvokePump.cs
│   │   ├── RadicalAsyncOperation.cs
│   │   ├── RadicalTask.cs
│   │   └── SPThreadPool.cs
│   ├── Attributes.cs
│   ├── Audio/
│   │   ├── AudioGroup.cs
│   │   ├── AudioManager.cs
│   │   ├── IAudioGroup.cs
│   │   └── i_PlayAmbientAudio.cs
│   ├── AudioSettings.cs
│   ├── AutoNotificationManager.cs
│   ├── Cameras/
│   │   ├── CameraCategory.cs
│   │   ├── CameraManager.cs
│   │   ├── CameraNode.cs
│   │   ├── CameraToken.cs
│   │   ├── Events.cs
│   │   ├── ICamera.cs
│   │   ├── LegacyRender/
│   │   │   ├── GlobalPostProcessorHook.cs
│   │   │   ├── IPostProcessingEffect.cs
│   │   │   └── PostProcessingManager.cs
│   │   ├── Movement/
│   │   │   ├── CameraMovementController.cs
│   │   │   └── ICameraMovementControllerState.cs
│   │   ├── MultiCameraController.cs
│   │   ├── Transition/
│   │   │   ├── CameraFade.cs
│   │   │   └── ColorAlphaCameraFade.cs
│   │   └── UnityCamera.cs
│   ├── CancellableNotification.cs
│   ├── Collections/
│   │   ├── BiDictionary.cs
│   │   ├── BinaryHeap.cs
│   │   ├── CircularQueue.cs
│   │   ├── ComponentCollection.cs
│   │   ├── CooldownPool.cs
│   │   ├── CovariantCollections.cs
│   │   ├── Deque.cs
│   │   ├── EventForwardingPool.cs
│   │   ├── GameObjectCollection.cs
│   │   ├── ICachePool.cs
│   │   ├── IForeachEnumerator.cs
│   │   ├── IIndexedEnumerable.cs
│   │   ├── LightEnumerator.cs
│   │   ├── ListDictionary.cs
│   │   ├── MultitonPool.cs
│   │   ├── NotificationPool.cs
│   │   ├── ObjectCachePool.cs
│   │   ├── ObjectInstanceIDEqualityComparer.cs
│   │   ├── ObjectReferenceEqualityComparer.cs
│   │   ├── OrderedDelegate.cs
│   │   ├── PointOctree.cs
│   │   ├── PrimeHelper.cs
│   │   ├── ReusableStringReader.cs
│   │   ├── SamplingCharEnumerator.cs
│   │   ├── SamplingStack.cs
│   │   ├── SerializableDictionaryBase.cs
│   │   ├── StateFlagStack.cs
│   │   ├── TempCollection.cs
│   │   ├── TempDictionary.cs
│   │   ├── TempHashSet.cs
│   │   ├── TempList.cs
│   │   ├── TrackablObjectCachePool.cs
│   │   ├── UniqueHashSet.cs
│   │   ├── UniqueList.cs
│   │   ├── WeakInternalTypes.cs
│   │   ├── WeakKeyDictionary.cs
│   │   ├── WeakList.cs
│   │   └── WeakValueDictionary.cs
│   ├── CollisionExclusion.cs
│   ├── ColorHSV.cs
│   ├── CompoundStateLedger.cs
│   ├── CompoundTrigger.cs
│   ├── ConfigurableForce.cs
│   ├── CustomTimeSupplier.cs
│   ├── Delegates.cs
│   ├── Dynamic/
│   │   ├── Accessors/
│   │   │   ├── BasicMemberAccessor.cs
│   │   │   ├── DynamicMemberAccessor.cs
│   │   │   ├── FastTransformMemberAccessor.cs
│   │   │   ├── FieldAccessor.cs
│   │   │   ├── IMemberAccessor.cs
│   │   │   ├── MemberAccessor.cs
│   │   │   ├── MemberAccessorException.cs
│   │   │   ├── MemberAccessorPool.cs
│   │   │   └── PropertyAccessor.cs
│   │   ├── DoubleEvaluator.cs
│   │   ├── DynamicMethodInfo.cs
│   │   ├── DynamicObjectAccessor.cs
│   │   ├── DynamicParameterInfo.cs
│   │   ├── DynamicPropertyInfo.cs
│   │   ├── DynamicTweenExtension.cs
│   │   ├── Evaluator.cs
│   │   ├── IDynamic.cs
│   │   ├── IDynamicMemberInfo.cs
│   │   ├── IStateModifier.cs
│   │   ├── ITokenizable.cs
│   │   ├── StateToken.cs
│   │   ├── TypeAccessWrapper.cs
│   │   ├── Variant.cs
│   │   └── VectorEvaluator.cs
│   ├── EditorOnly/
│   │   └── IValidateReceiver.cs
│   ├── Enums.cs
│   ├── Exceptions.cs
│   ├── ExceptionsLite.cs
│   ├── FixedPercentDecimal.cs
│   ├── FixedPercentLong.cs
│   ├── FixedPoint.cs
│   ├── GameLoopEntry.cs
│   ├── GameLoopEntry.cs.meta
│   ├── GameTime.cs
│   ├── Geom/
│   │   ├── AABBox.cs
│   │   ├── AxisInterval.cs
│   │   ├── BezierSpline.cs
│   │   ├── BoundingSphereAlgorithm.cs
│   │   ├── Box.cs
│   │   ├── Capsule.cs
│   │   ├── CatmullRomSpline.cs
│   │   ├── Cone.cs
│   │   ├── Cylinder.cs
│   │   ├── GeomUtil.cs
│   │   ├── I3dSpline.cs
│   │   ├── ICurve.cs
│   │   ├── IGeom.cs
│   │   ├── IPlanarSurface.cs
│   │   ├── Interval.cs
│   │   ├── Line.cs
│   │   ├── Matrix2D.cs
│   │   ├── PhysicsUtil.cs
│   │   ├── PlanarSurfaceComponent.cs
│   │   ├── RaycastInfo.cs
│   │   ├── RigidbodyBounds.cs
│   │   ├── Sphere.cs
│   │   ├── TrajectoryUtil.cs
│   │   ├── Trans.cs
│   │   └── XYPlanarSurface.cs
│   ├── Graphs/
│   │   ├── AStarPathResolver.cs
│   │   ├── CovariantGraph.cs
│   │   ├── DijkstraPathResolver.cs
│   │   ├── Exceptions.cs
│   │   ├── GridGraph.cs
│   │   ├── GridNeighbour.cs
│   │   ├── HexGraph.cs
│   │   ├── IGraph.cs
│   │   ├── IHeuristic.cs
│   │   ├── INode.cs
│   │   ├── IPathResolver.cs
│   │   ├── LinkedNodeGraph.cs
│   │   └── NodeGraph.cs
│   ├── Hooks/
│   │   ├── Callbacks.cs
│   │   ├── CollisionHooks.cs
│   │   ├── CollisionSignalSource.cs
│   │   ├── ControllerColliderHitEventHooks.cs
│   │   ├── EarlyExecutionUpdateEventHooks.cs
│   │   ├── EarlyStartHook.cs
│   │   ├── TardyExecutionUpdateEventHooks.cs
│   │   ├── TriggerHooks.cs
│   │   └── UpdateEventHooks.cs
│   ├── IComponent.cs
│   ├── IEntityAwakeHandler.cs
│   ├── IEventActivatorMask.cs
│   ├── IForceReceiver.cs
│   ├── IGameObjectSource.cs
│   ├── IIgnorableCollision.cs
│   ├── IImmediatelyResumingYieldInstruction.cs
│   ├── IMixin.cs
│   ├── INameable.cs
│   ├── INotificationDispatcher.cs
│   ├── IPausibleYieldInstruction.cs
│   ├── IPooledYieldInstruction.cs
│   ├── IProgressingYieldInstruction.cs
│   ├── IRadicalEnumerator.cs
│   ├── IRadicalWaitHandle.cs
│   ├── IRadicalYieldInstruction.cs
│   ├── IRandom.cs
│   ├── IResettingYieldInstruction.cs
│   ├── ISPDisposable.cs
│   ├── ITimeSupplier.cs
│   ├── IUpdateable.cs
│   ├── KillableEntity.cs
│   ├── MultiTag.cs
│   ├── Notification.cs
│   ├── NullYieldInstruction.cs
│   ├── Numeric.cs
│   ├── Pathfinding/
│   │   ├── IPath.cs
│   │   ├── IPathFactory.cs
│   │   ├── IPathSeeker.cs
│   │   ├── PathArgumentException.cs
│   │   ├── PathCalculateStatus.cs
│   │   ├── PathUtil.cs
│   │   └── Unity/
│   │       ├── UnityPath.cs
│   │       ├── UnityPathFactory.cs
│   │       ├── UnityPathSeeker.cs
│   │       └── UnityStandardPathAgent.cs
│   ├── Project/
│   │   ├── AssetBundlePackage.cs
│   │   ├── AssetBundles.cs
│   │   ├── AssetPool.cs
│   │   ├── CustomTimeLayersData.cs
│   │   ├── GameSettingsBase.cs
│   │   ├── IAssetBundle.cs
│   │   ├── ITextSource.cs
│   │   ├── PrefabToken.cs
│   │   ├── QueryableAssetSet.cs
│   │   ├── ResourceLink.cs
│   │   ├── ResourceLinkTable.cs
│   │   ├── ResourcePackage.cs
│   │   ├── SerializableInterfaceRef.cs
│   │   ├── TagData.cs
│   │   ├── TextDocument.cs
│   │   └── TextRef.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── PropertyAttributes.cs
│   ├── Proxy.cs
│   ├── PsuedoSingleton.cs
│   ├── RNGAsset.cs
│   ├── RadicalCoroutine.cs
│   ├── RadicalCoroutineManager.cs
│   ├── RadicalEnums.cs
│   ├── RadicalState.cs
│   ├── RateOfChange.cs
│   ├── Render/
│   │   ├── MaterialPropertyReference.cs
│   │   ├── MaterialSource.cs
│   │   ├── MaterialTransition.cs
│   │   ├── MaterialUtil.cs
│   │   ├── RenderEnums.cs
│   │   ├── RenderSettingsProxy.cs
│   │   ├── RendererMaterialSwap.cs
│   │   ├── i_SetMaterialProperty.cs
│   │   └── i_TweenMaterial.cs
│   ├── SPAssets.cs
│   ├── SPComponent.cs
│   ├── SPConstants.cs
│   ├── SPEntity.cs
│   ├── SPNotifyingComponent.cs
│   ├── SPTime.cs
│   ├── SPTimeEnums.cs
│   ├── SPTimePeriod.cs
│   ├── Scenario/
│   │   ├── ActivateEvent.cs
│   │   ├── AutoTriggerComponent.cs
│   │   ├── AutoTriggerableMechanism.cs
│   │   ├── Comparers.cs
│   │   ├── EventTriggerEvaluator.cs
│   │   ├── HijackTriggerEvents.cs
│   │   ├── IAutoSequenceSignal.cs
│   │   ├── IObservableTrigger.cs
│   │   ├── ITriggerable.cs
│   │   ├── ObservableTargetData.cs
│   │   ├── ScenarioActivatorMask.cs
│   │   ├── Trigger.cs
│   │   ├── TriggerActivatedNotification.cs
│   │   ├── TriggerActivationType.cs
│   │   ├── TriggerComponent.cs
│   │   ├── TriggerTarget.cs
│   │   ├── TriggerableMechanism.cs
│   │   ├── TriggerableTargetObject.cs
│   │   ├── i_AddComponent.cs
│   │   ├── i_AutoSequenceSignal.cs
│   │   ├── i_ChangeCursorProperties.cs
│   │   ├── i_ChangeStateOfSimpleStateMachine.cs
│   │   ├── i_CopyState.cs
│   │   ├── i_DebugLog.cs
│   │   ├── i_Destroy.cs
│   │   ├── i_Enable.cs
│   │   ├── i_EnableComponent.cs
│   │   ├── i_KillTween.cs
│   │   ├── i_LoadScene.cs
│   │   ├── i_LookAt.cs
│   │   ├── i_ModifyCollisionBetweenEntities.cs
│   │   ├── i_ModifyTag.cs
│   │   ├── i_PlayAudio.cs
│   │   ├── i_PlaySoundEffect.cs
│   │   ├── i_PostNotification.cs
│   │   ├── i_QuitApplication.cs
│   │   ├── i_SetActiveUIElement.cs
│   │   ├── i_SetParent.cs
│   │   ├── i_SetValue.cs
│   │   ├── i_SetValueOnEntity.cs
│   │   ├── i_SetValueOnTarget.cs
│   │   ├── i_SetValueOnTriggerArg.cs
│   │   ├── i_SignalEvent.cs
│   │   ├── i_StartTetherJoint.cs
│   │   ├── i_StopAudioSource.cs
│   │   ├── i_StopTetherJoint.cs
│   │   ├── i_SwapMaterialFlash.cs
│   │   ├── i_Teleport.cs
│   │   ├── i_Trigger.cs
│   │   ├── i_TriggerChildren.cs
│   │   ├── i_TriggerFirstEnabledTarget.cs
│   │   ├── i_TriggerForEachArg.cs
│   │   ├── i_TriggerOnEnumState.cs
│   │   ├── i_TriggerOnEval.cs
│   │   ├── i_TriggerOnIfThen.cs
│   │   ├── i_TriggerRandom.cs
│   │   ├── i_TriggerRandomElimination.cs
│   │   ├── i_TriggerSequence.cs
│   │   ├── i_TweenState.cs
│   │   ├── i_TweenTo.cs
│   │   ├── i_TweenValue.cs
│   │   ├── t_AllTriggered.cs
│   │   ├── t_AllTriggersOccupied.cs
│   │   ├── t_EnterTrigger.cs
│   │   ├── t_ExitTrigger.cs
│   │   ├── t_Flicker.cs
│   │   ├── t_Interval.cs
│   │   ├── t_OnClick.cs
│   │   ├── t_OnCollisionEnter.cs
│   │   ├── t_OnDisable.cs
│   │   ├── t_OnEnable.cs
│   │   ├── t_OnEventTrigger.cs
│   │   ├── t_OnNotificationTrigger.cs
│   │   ├── t_OnStart.cs
│   │   ├── t_OnTriggerOccupied.cs
│   │   ├── t_OnTriggerOccupiedActive.cs
│   │   ├── t_RandomInterval.cs
│   │   ├── t_StateMachine.cs
│   │   └── t_Timer.cs
│   ├── Scenes/
│   │   ├── Enums.cs
│   │   ├── ISceneLoadedGlobalHandler.cs
│   │   ├── LoadSceneAsyncWaitHandle.cs
│   │   ├── SceneManager.cs
│   │   ├── SceneManagerEventArgs.cs
│   │   ├── SceneManagerUtils.cs
│   │   └── SceneRef.cs
│   ├── Service.cs
│   ├── ShortUid.cs
│   ├── Signal.cs
│   ├── Singleton.cs
│   ├── SingletonProxy.cs
│   ├── SpacepuppyBase.csproj
│   ├── StateMachine/
│   │   ├── ComponentStateSupplier.cs
│   │   ├── GenericStateStack.cs
│   │   ├── IStackedStateMachine.cs
│   │   ├── IStateMachine.cs
│   │   ├── IStateStack.cs
│   │   ├── IStateSupplier.cs
│   │   ├── ParentComponentStateSupplier.cs
│   │   ├── StateChangedEventArgs.cs
│   │   ├── StateMachine.cs
│   │   └── TypedStateMachine.cs
│   ├── TagMask.cs
│   ├── TempEventArgs.cs
│   ├── TetherJoint.cs
│   ├── Timers/
│   │   ├── BulkTimer.cs
│   │   ├── DelayTimer.cs
│   │   ├── GameTimers.cs
│   │   ├── ITimer.cs
│   │   ├── Scheduler.cs
│   │   ├── StopWatch.cs
│   │   ├── SystemTimers.cs
│   │   ├── Timer.cs
│   │   └── TimerCollection.cs
│   ├── Tuple.cs
│   ├── Tween/
│   │   ├── Accessors/
│   │   │   ├── CustomTweenMemberAccessorFactory.cs
│   │   │   ├── FollowTargetPositionAccessor.cs
│   │   │   ├── GeneralMoveAccessor.cs
│   │   │   ├── GeneralRotateAccessor.cs
│   │   │   ├── RigidbodyMovePositionAccessor.cs
│   │   │   ├── TimeScaleMemberAccessor.cs
│   │   │   ├── TransformGlobalTransAccessor.cs
│   │   │   ├── TransformLocalTransAccessor.cs
│   │   │   └── TransformRelativePositionAccessor.cs
│   │   ├── CallbackTweener.cs
│   │   ├── Curves/
│   │   │   ├── BoolMemberCurve.cs
│   │   │   ├── Color32MemberCurve.cs
│   │   │   ├── ColorMemberCurve.cs
│   │   │   ├── FloatMemberCurve.cs
│   │   │   ├── FollowTargetPositionCurve.cs
│   │   │   ├── MeshCurve.cs
│   │   │   ├── NumericMemberCurve.cs
│   │   │   ├── QuaternionMemberCurve.cs
│   │   │   ├── RectMemberCurve.cs
│   │   │   ├── StringCurve.cs
│   │   │   ├── TransMemberCurve.cs
│   │   │   ├── Vector2MemberCurve.cs
│   │   │   ├── Vector3MemberCurve.cs
│   │   │   └── Vector4MemberCurve.cs
│   │   ├── CustomMemberCurveAttribute.cs
│   │   ├── CustomTweenMemberAccessorAttribute.cs
│   │   ├── Delegates.cs
│   │   ├── Easing.cs
│   │   ├── Enums.cs
│   │   ├── ITweenHash.cs
│   │   ├── ITweenMemberAccessor.cs
│   │   ├── MemberCurve.cs
│   │   ├── ObjectTweener.cs
│   │   ├── SPTween.cs
│   │   ├── TweenCurve.cs
│   │   ├── TweenCurveGroup.cs
│   │   ├── TweenHash.cs
│   │   ├── TweenSequence.cs
│   │   └── Tweener.cs
│   ├── TypeReference.cs
│   ├── UI/
│   │   └── TextSettings.cs
│   ├── Utils/
│   │   ├── ArrayUtil.cs
│   │   ├── Assertions.cs
│   │   ├── AudioUtils.cs
│   │   ├── ColliderUtil.cs
│   │   ├── ColorUtil.cs
│   │   ├── CompareUtil.cs
│   │   ├── ComponentUtil.cs
│   │   ├── ConvertUtil.cs
│   │   ├── CoroutineUtil.cs
│   │   ├── Diminish/
│   │   │   └── DiminishingWeightOverDuration.cs
│   │   ├── EnumUtil.cs
│   │   ├── GameObjUtil.cs
│   │   ├── Gizmo/
│   │   │   └── GizmoGhost.cs
│   │   ├── InvokeHandle.cs
│   │   ├── LayerUtil.cs
│   │   ├── MathUtil.cs
│   │   ├── Messaging.cs
│   │   ├── MouseUtil.cs
│   │   ├── NameCache.cs
│   │   ├── ObjUtil.cs
│   │   ├── PrefabUtil.cs
│   │   ├── PrimitiveUtil.cs
│   │   ├── QuaternionUtil.cs
│   │   ├── Rand/
│   │   │   └── RandomRange.cs
│   │   ├── RandomEnumUtil.cs
│   │   ├── RandomUtil.cs
│   │   ├── StreamUtil.cs
│   │   ├── StringUtil.cs
│   │   ├── TextureUtil.cs
│   │   ├── TransformUtil.cs
│   │   ├── TypeUtil.cs
│   │   ├── UIEventUtil.cs
│   │   └── VectorUtil.cs
│   ├── VariableStore.cs
│   ├── VariantCollection.cs
│   ├── VariantMember.cs
│   ├── VariantReference.cs
│   ├── VersionInfo.cs
│   ├── WaitForComplete.cs
│   ├── WaitForDuration.cs
│   ├── WaitForLateUpdate.cs
│   ├── WaitForNotification.cs
│   └── WaitUntilTime.cs
├── SpacepuppyBaseEditor/
│   ├── AssetHelper.cs
│   ├── Base/
│   │   ├── AdvancedInputManagerWindow.cs
│   │   ├── Commands/
│   │   │   ├── ComponentSearchWindow.cs
│   │   │   ├── FindReferencesToObjectMenu.cs
│   │   │   ├── SPCreateRagdollWizard.cs
│   │   │   ├── ScreenshotRecorderWindow.cs
│   │   │   ├── ScreenshotUtil.cs
│   │   │   └── TransformCopyMenu.cs
│   │   ├── ComponentHeaderDrawers/
│   │   │   ├── ForceRootTagHeaderDrawer.cs
│   │   │   ├── RequireColliderHeaderDrawer.cs
│   │   │   ├── RequireComponentInEntityHeaderDrawer.cs
│   │   │   ├── RequireLayerHeaderDrawer.cs
│   │   │   ├── RequireLikeComponentHeaderDrawer.cs
│   │   │   └── UniqueToEntityHeaderDrawer.cs
│   │   ├── Decorators/
│   │   │   └── InfoboxDecorator.cs
│   │   ├── Inspectors/
│   │   │   ├── AdvancedAnimationInspector.cs
│   │   │   ├── AnimationCurveConstraintPropertyDrawer.cs
│   │   │   ├── ComparisonOperatorPropertyDrawer.cs
│   │   │   ├── ConstraintPropertyDrawer.cs
│   │   │   ├── DefaultOrConfiguredAttributePropertyDrawer.cs
│   │   │   ├── DiscreteFloatPropertyDrawer.cs
│   │   │   ├── DisplayFlatPropertyDrawer.cs
│   │   │   ├── DisplayNestedPropertyPropertyDrawer.cs
│   │   │   ├── EnumFlagsPropertyDrawer.cs
│   │   │   ├── EnumInCustomOrderPropertyDrawer.cs
│   │   │   ├── EnumPopupExcludingPropertyDrawer.cs
│   │   │   ├── EnumPropertyDrawer.cs
│   │   │   ├── EulerRotationInspectorPropertyDrawer.cs
│   │   │   ├── FixedPercentDecimalPropertyDrawer.cs
│   │   │   ├── FixedPercentLongPropertyDrawer.cs
│   │   │   ├── FixedPercentPropertyDrawer.cs
│   │   │   ├── GameLoopEntryInspector.cs
│   │   │   ├── GameObjectNotificationDispatcherInspector.cs
│   │   │   ├── GenericMaskPropertyDrawer.cs
│   │   │   ├── InputIDPropertyDrawer.cs
│   │   │   ├── MaxRangePropertyDrawer.cs
│   │   │   ├── MinRangePropertyDrawer.cs
│   │   │   ├── MultiTagInspector.cs
│   │   │   ├── OneOrManyPropertyDrawer.cs
│   │   │   ├── ProxyPropertyDrawer.cs
│   │   │   ├── RadicalCoroutineManagerInspector.cs
│   │   │   ├── ReorderableArrayPropertyDrawer.cs
│   │   │   ├── SPEntityInspector.cs
│   │   │   ├── SPTimePeriodPropertyDrawer.cs
│   │   │   ├── SPTimePropertyDrawer.cs
│   │   │   ├── ShortUidPropertyDrawer.cs
│   │   │   ├── SingletonInspector.cs
│   │   │   ├── SingletonProxyInspector.cs
│   │   │   ├── TagMaskInspector.cs
│   │   │   ├── TagSelectorPropertyDrawer.cs
│   │   │   ├── TetherJointInspector.cs
│   │   │   ├── TimeUnitsSelectorPropertyDrawer.cs
│   │   │   ├── TypeReferencePropertyDrawer.cs
│   │   │   ├── UnitVectorPropertyDrawer.cs
│   │   │   ├── VariableStoreInspector.cs
│   │   │   ├── VariantCollectionPropertyDrawer.cs
│   │   │   ├── VariantMemberPropertyDrawer.cs
│   │   │   ├── VariantReferencePropertyDrawer.cs
│   │   │   ├── VectorInspectorPropertyDrawer.cs
│   │   │   ├── VersionInfoPropertyDrawer.cs
│   │   │   └── WeightedValueCollectionPropertyDrawer.cs
│   │   ├── Modifiers/
│   │   │   ├── DefaultFromSelfModifier.cs
│   │   │   ├── DisableIfModifier.cs
│   │   │   ├── DisableOnPlayModifier.cs
│   │   │   ├── DisplayIfPropertyDrawer.cs
│   │   │   ├── FindInSelfModifier.cs
│   │   │   ├── ForceFromSelfModifier.cs
│   │   │   ├── InsertButtonModifier.cs
│   │   │   ├── OnChangedInEditorModifier.cs
│   │   │   ├── PropertyModifier.cs
│   │   │   └── ReadOnlyModifier.cs
│   │   ├── SpacepuppySettingsWindow.cs
│   │   └── TypeSelectionDropDownWindow.cs
│   ├── BuildSettings.cs
│   ├── BulkBuildSettings.cs
│   ├── Cameras/
│   │   ├── CameraControllerInspector.cs
│   │   ├── CameraMovementControllerInspector.cs
│   │   └── MultiCameraControllerInspector.cs
│   ├── Collections/
│   │   ├── DictionaryPropertyDrawer.cs
│   │   └── EnumKeyedCollectionPropertyDrawer.cs
│   ├── ComponentHeaderDrawer.cs
│   ├── Components/
│   │   ├── IComponentChoiceSelector.cs
│   │   ├── SelectableComponentPropertyDrawer.cs
│   │   ├── SelectableObjectPropertyDrawer.cs
│   │   └── TypeRestrictionPropertyDrawer.cs
│   ├── EditorCoroutine.cs
│   ├── EditorHelper.cs
│   ├── EditorHierarchyAlternateContextMenuEvents.cs
│   ├── EditorHierarchyDrawerEvents.cs
│   ├── EditorProjectPrefs.cs
│   ├── EditorSceneEvents.cs
│   ├── ExecutionOrderHelper.cs
│   ├── Geom/
│   │   ├── CubicBezierCurveEditorWindow.cs
│   │   ├── CubicBezierCurvePropertyDrawer.cs
│   │   ├── IntervalInspector.cs
│   │   ├── PlanarSurfaceComponentEditor.cs
│   │   └── TransformAltContextMenu.cs
│   ├── HandlesHelper.cs
│   ├── HierarchyDrawer.cs
│   ├── Hooks/
│   │   └── CollisionSignalSourcePropertyDrawer.cs
│   ├── IArrayHandlingPropertyDrawer.cs
│   ├── IconHelper.cs
│   ├── InputSettings.cs
│   ├── Internal/
│   │   ├── CachedReorderableList.cs
│   │   ├── DefaultPropertyHandler.cs
│   │   ├── GUIViewProxy.cs
│   │   ├── HackPropertyDrawers.cs
│   │   ├── IPropertyHandler.cs
│   │   ├── InternalTypeUtil.cs
│   │   ├── MultiPropertyAttributePropertyHandler.cs
│   │   ├── PropertyDrawerActivator.cs
│   │   ├── PropertyHandlerCache.cs
│   │   ├── PropertyHandlerValidationUtility.cs
│   │   ├── ScriptAttributeUtility.cs
│   │   ├── StandardPropertyHandler.cs
│   │   └── UnityInternalPropertyHandler.cs
│   ├── MaterialHelper.cs
│   ├── PrefabHelper.cs
│   ├── Project/
│   │   ├── AssetBundlePackageInspector.cs
│   │   ├── CustomTimeLayersDataInspector.cs
│   │   ├── ResourceLinkPropertyDrawer.cs
│   │   ├── ResourceLinkTablePropertyDrawer.cs
│   │   ├── ResourcePackageInspector.cs
│   │   ├── SerializableInterfaceRefPropertyDrawer.cs
│   │   ├── TagDataInspector.cs
│   │   ├── TextRefPropertyDrawer.cs
│   │   └── WeightedTextDocumentInspector.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── Render/
│   │   ├── MaterialPropertyReferencePropertyDrawer.cs
│   │   ├── MaterialSourceInspector.cs
│   │   ├── MaterialTransitionPropertyDrawer.cs
│   │   └── RenderSettingsProxyInpsector.cs
│   ├── ReorderableListHelper.cs
│   ├── SPEditor.cs
│   ├── SPEditorAddonDrawer.cs
│   ├── SPEditorGUI.cs
│   ├── SPEditorGUILayout.cs
│   ├── SPEditorStyles.cs
│   ├── SPGUI.cs
│   ├── SPMenu.cs
│   ├── Scenario/
│   │   ├── EventTriggerEvaluatorInspector.cs
│   │   ├── ITriggerableMechanismAddonDrawer.cs
│   │   ├── ObservableTargetDataPropertyDrawer.cs
│   │   ├── TriggerComponentInspector.cs
│   │   ├── TriggerPropertyDrawer.cs
│   │   ├── TriggerTargetPropertyDrawer.cs
│   │   ├── TriggerableTargetObjectPropertyDrawer.cs
│   │   ├── i_EnableInspector.cs
│   │   ├── i_PlayAudioInspector.cs
│   │   ├── i_SetValueInspector.cs
│   │   ├── i_SetValueOnEntityInspector.cs
│   │   ├── i_SetValueOnTargetInspector.cs
│   │   ├── i_SetValueOnTriggerArgInspector.cs
│   │   ├── i_StartTetherJointInspector.cs
│   │   ├── i_TriggerOnEnumStateInspector.cs
│   │   ├── i_TriggerOnEvalInspector.cs
│   │   ├── i_TriggerOnIfThenInspector.cs
│   │   ├── i_TriggerRandomEliminationInspector.cs
│   │   ├── i_TriggerSequenceInspector.cs
│   │   ├── i_TweenStateInspector.cs
│   │   ├── i_TweenValueInspector.cs
│   │   ├── t_OnEventTriggerInspector.cs
│   │   ├── t_OnNotificationTriggerInspector.cs
│   │   └── t_StateMachineInspector.cs
│   ├── Scenes/
│   │   └── SceneRefPropertyDrawer.cs
│   ├── ScriptableObjectHelper.cs
│   ├── Shaders/
│   │   ├── DefaultShader.shader
│   │   ├── DefaultShader.shader.meta
│   │   ├── LineShader.shader
│   │   └── LineShader.shader.meta
│   ├── SpacepuppyBaseEditor.csproj
│   ├── SpacepuppySettings.cs
│   ├── Tween/
│   │   └── SPTweenInspector.cs
│   └── Utils/
│       └── Diminish/
│           └── DiminishingWeightOverDurationPropertyDrawer.cs
├── SpacepuppyExtended/
│   ├── ClassicTimers/
│   │   ├── GameTimer.cs
│   │   ├── RandomSwitch.cs
│   │   ├── Timer.cs
│   │   └── TimerSwitch.cs
│   ├── Collections/
│   │   ├── DuplicateKeyAddAction.cs
│   │   ├── KeyedCollection.cs
│   │   ├── LiveSPComponentCollection.cs
│   │   ├── SignalCollectionEventArgs.cs
│   │   ├── SignalingCollection.cs
│   │   ├── TaggedCollection.cs
│   │   └── TaggedCollectionValidationException.cs
│   ├── Geom/
│   │   ├── ColliderOverlapResolver.cs
│   │   ├── ColliderOverlapResult.cs
│   │   ├── Frustum.cs
│   │   ├── LineSegment.cs
│   │   ├── RadialRing.cs
│   │   ├── SightGeom.cs
│   │   └── ViewCone.cs
│   ├── Hooks/
│   │   ├── CharacterControllerCollisionNotification.cs
│   │   ├── CharacterControllerCollisionNotifier.cs
│   │   ├── ControllerColliderHitNotification.cs
│   │   ├── ControllerColliderHitNotifier.cs
│   │   ├── TriggerNotification.cs
│   │   └── TriggerNotifier.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── SpacepuppyExtended.csproj
│   ├── TandemCoroutine.cs
│   ├── Utils/
│   │   ├── DblMathUtil.cs
│   │   ├── DebugUtils/
│   │   │   └── InGameFlyCam.cs
│   │   ├── GizmosHelper.cs
│   │   ├── Json.cs
│   │   └── PiWalker.cs
│   └── Widgets/
│       └── MirrorTransform.cs
├── SpacepuppyExtendedEditor/
│   ├── Base/
│   │   ├── Commands/
│   │   │   ├── CollisionParser.cs
│   │   │   ├── CreateGameObjectIn.cs
│   │   │   ├── EditorObjExporter.cs
│   │   │   ├── ModelImportManager.cs
│   │   │   ├── ScanAndUpdateGuidForComponents.cs
│   │   │   ├── SearchByLayer.cs
│   │   │   ├── SearchByTag.cs
│   │   │   └── ToggleEditorOnlyVisibility.cs
│   │   └── Inspectors/
│   │       └── ConfigurableForcePropertyDrawer.cs
│   ├── FileIDUtil.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   └── SpacepuppyExtendedEditor.csproj
├── SpacepuppyInput/
│   ├── GameInputManager.cs
│   ├── GameInputManager.cs.meta
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── SPInput/
│   │   ├── AnalogButtonSimulator.cs
│   │   ├── ComboInputSignature.cs
│   │   ├── CompositeInputSignature.cs
│   │   ├── DelegatedInputSignature.cs
│   │   ├── Enums.cs
│   │   ├── EventSystems/
│   │   │   └── SPInputModule.cs
│   │   ├── GenericInputDevice.cs
│   │   ├── IInputDevice.cs
│   │   ├── IInputSignature.cs
│   │   ├── IMappedInputDevice.cs
│   │   ├── ISequence.cs
│   │   ├── InputSignatureCollection.cs
│   │   ├── InputUtil.cs
│   │   ├── Legacy/
│   │   │   ├── EventfulUnityInputDevice.cs
│   │   │   └── UnityInputSignatures.cs
│   │   ├── MappedInputDevice.cs
│   │   ├── MappedInputSignatureCollection.cs
│   │   ├── MergedInputSignature.cs
│   │   ├── RepeatingButtonInputSignature.cs
│   │   ├── Sequences/
│   │   │   ├── ButtonTap.cs
│   │   │   ├── CursorMove.cs
│   │   │   └── FirstSuccessfulSequence.cs
│   │   └── Unity/
│   │       ├── ConfigurableInputProfile.cs
│   │       ├── Enums.cs
│   │       ├── IInputProfile.cs
│   │       ├── InputLayoutToken.cs
│   │       ├── InputProfileDescriptionAttributes.cs
│   │       ├── InputProfileLookupTable.cs
│   │       ├── InputToken.cs
│   │       ├── KeyboardProfile.cs
│   │       ├── PollAxisSignatureRoutine.cs
│   │       ├── PollButtonSignatureRoutine.cs
│   │       ├── SPInputDirect.cs
│   │       ├── SPInputFactory.cs
│   │       └── Xbox/
│   │           ├── Profiles/
│   │           │   ├── HamaBlockForceWinProfile.cs
│   │           │   ├── LogitechF310LinuxProfile.cs
│   │           │   ├── LogitechF310MacProfile.cs
│   │           │   ├── LogitechF310WinProfile.cs
│   │           │   ├── LogitechF510LinuxProfile.cs
│   │           │   ├── LogitechF510WinProfile.cs
│   │           │   ├── LogitechF710LinuxProfile.cs
│   │           │   ├── LogitechF710MacProfile.cs
│   │           │   ├── LogitechF710WinProfile.cs
│   │           │   ├── LogitechRumblePad2MacProfile.cs
│   │           │   ├── LogitechRumblePad2WinProfile.cs
│   │           │   ├── LogitechWingManWinProfile.cs
│   │           │   ├── MaxFireBlaze5WinProfile.cs
│   │           │   ├── MogaProLinuxProfile.cs
│   │           │   ├── MogaProMacProfile.cs
│   │           │   ├── MogaProWinProfile.cs
│   │           │   ├── NatecGenesisP44WinProfile.cs
│   │           │   ├── NvidiaShieldAndroidProfile.cs
│   │           │   ├── NvidiaShieldWinProfile.cs
│   │           │   ├── OuyaLinuxProfile.cs
│   │           │   ├── OuyaWinProfile.cs
│   │           │   ├── PS2WinProfile.cs
│   │           │   ├── PS3AndroidProfile.cs
│   │           │   ├── PS3LinuxProfile.cs
│   │           │   ├── PS3MacProfile.cs
│   │           │   ├── PS3ShenghicWinProfile.cs
│   │           │   ├── PS3WinProfile.cs
│   │           │   ├── PS4AndroidProfile.cs
│   │           │   ├── PS4ConsoleProfile.cs
│   │           │   ├── PS4LinuxProfile.cs
│   │           │   ├── PS4MacOSBTProfile.cs
│   │           │   ├── PS4MacOSUSBProfile.cs
│   │           │   ├── PS4WinProfile.cs
│   │           │   ├── SpeedlinkStrikeMacProfile.cs
│   │           │   ├── SpeedlinkStrikeWinProfile.cs
│   │           │   ├── SteelSeriesFreeLinuxProfile.cs
│   │           │   ├── SteelSeriesFreeMacProfile.cs
│   │           │   ├── SteelSeriesFreeWinProfile.cs
│   │           │   ├── ValveStreamingWinProfile.cs
│   │           │   ├── Xbox360AndroidProfile.cs
│   │           │   ├── Xbox360LinuxProfile.cs
│   │           │   ├── Xbox360LinuxProfile_X.cs
│   │           │   ├── Xbox360MacOSProfile.cs
│   │           │   ├── Xbox360WinProfile.cs
│   │           │   ├── XboxOneConsoleProfile.cs
│   │           │   ├── XboxOneMacProfile.cs
│   │           │   └── XboxOneWinProfile.cs
│   │           ├── README.md
│   │           ├── XboxControllerEnums.cs
│   │           ├── XboxInputImps.cs
│   │           └── XboxInputProfile.cs
│   ├── Scenario/
│   │   ├── t_OnAnyInput.cs
│   │   ├── t_OnKey.cs
│   │   └── t_OnSimpleButtonPress.cs
│   └── SpacepuppyInput.csproj
├── SpacepuppyInputEditor/
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── Scenario/
│   │   └── t_OnSimpleButtonPressInspector.cs
│   └── SpacepuppyInputEditor.csproj
├── SpacepuppyMovement/
│   ├── ArmatureRig.cs
│   ├── Movement/
│   │   ├── DumbMovementStyle.cs
│   │   ├── Enums.cs
│   │   ├── IMotorConstraint.cs
│   │   ├── IMovementStyle.cs
│   │   ├── IMover.cs
│   │   ├── InjectedMovementStyle.cs
│   │   ├── MotorEvents.cs
│   │   ├── MovementMotor.cs
│   │   ├── MovementMotor2D.cs
│   │   ├── WaitForBeforeUpdateMovement.cs
│   │   └── XYPlaneConstraint.cs
│   ├── MovementController.cs
│   ├── Pathfinding/
│   │   ├── PathingMovementStyle.cs
│   │   └── Unity/
│   │       └── UnityPathAgentMovementStyle.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── Scenario/
│   │   ├── i_ApplyForce.cs
│   │   └── i_ChangeMovementStyle.cs
│   ├── SpacepuppyMovement.csproj
│   └── Tween/
│       └── Accessors/
│           └── MovementControllerMoveAccessor.cs
├── SpacepuppyMovementEditor/
│   ├── Movement/
│   │   ├── ArmatureRigInspector.cs
│   │   ├── MovementControllerInspector.cs
│   │   └── MovementMotorInspector.cs
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   └── SpacepuppyMovementEditor.csproj
├── SpacepuppySerialization/
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── Serialization/
│   │   ├── IPersistantUnityObject.cs
│   │   ├── Json/
│   │   │   ├── JsonException.cs
│   │   │   ├── JsonFormatter.cs
│   │   │   ├── JsonNodeType.cs
│   │   │   ├── JsonReader.cs
│   │   │   └── JsonWriter.cs
│   │   ├── Old/
│   │   │   ├── IUnityData.cs
│   │   │   ├── IUnitySerializable.cs
│   │   │   ├── UnityDataFormatter.cs
│   │   │   ├── UnityDataScriptableObject.cs
│   │   │   ├── UnitySerializationInfo.cs
│   │   │   └── UnitySerializationSurrogate.cs
│   │   ├── PersistantAssetToken.cs
│   │   ├── PersistantUnityObjectSerializedProxy.cs
│   │   ├── PersistentGameObject.cs
│   │   ├── SPSerializationSurrogate.cs
│   │   ├── SPSerializer.cs
│   │   ├── SerializationHelper.cs
│   │   ├── SimpleUnityStructureSurrogate.cs
│   │   ├── UnityData.cs
│   │   └── UnityDataFormatter.cs
│   └── SpacepuppySerialization.csproj
├── SpacepuppySerializationEditor/
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── Serialization/
│   │   └── PersistentGameObjectInspector.cs
│   └── SpacepuppySerializationEditor.csproj
├── SpacepuppySpawn/
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── SPSpawnConstants.cs
│   ├── Scenario/
│   │   ├── i_PlayParticleEffect.cs
│   │   ├── i_Spawn.cs
│   │   └── t_OnSpawn.cs
│   ├── SpacepuppySpawn.csproj
│   ├── Spawn/
│   │   ├── AbstractSpawner.cs
│   │   ├── ISpawnFactory.cs
│   │   ├── ISpawnPointPrefabSelector.cs
│   │   ├── ISpawnPointSelector.cs
│   │   ├── ISpawner.cs
│   │   ├── ISpawnerModifier.cs
│   │   ├── OrientOnSpawn.cs
│   │   ├── ProxySpawnPoint.cs
│   │   ├── ProxySpawnPointManager.cs
│   │   ├── RestrictSpawnCount.cs
│   │   ├── SelfTrackingSpawnerMechanism.cs
│   │   ├── SpawnNotification.cs
│   │   ├── SpawnPointHelper.cs
│   │   ├── SpawnPool.cs
│   │   ├── SpawnedObjectController.cs
│   │   ├── i_AttachmentSpawnPoint.cs
│   │   ├── i_SpawnFromResources.cs
│   │   ├── i_SpawnWeighted.cs
│   │   └── i_Spawner.cs
│   └── Utils/
│       └── SpawnedObjectUtil.cs
├── SpacepuppySpawnEditor/
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── SpacepuppySpawnEditor.csproj
│   └── Spawn/
│       ├── AbstractSpawnerInspector.cs
│       ├── AddModifierToSpawnerAddOnDrawer.cs
│       ├── Commands/
│       │   └── SpawnMenu.cs
│       ├── ProxySpawnPointInspector.cs
│       ├── ProxySpawnPointManagerInspector.cs
│       ├── SelfTrackingSpawnerMechanismPropertyDrawer.cs
│       ├── SpawnPointInspector.cs
│       └── SpawnPoolInspector.cs
├── SpacepuppyUnityFramework.Open.sln
├── SpacepuppyUnityFramework.sln
├── SpacepuppyWaypoints/
│   ├── Properties/
│   │   └── AssemblyInfo.cs
│   ├── SpacepuppyWaypoints.csproj
│   └── Waypoints/
│       ├── BezierChainPath.cs
│       ├── BezierSplinePath.cs
│       ├── CardinalSplinePath.cs
│       ├── CurveConstantSpeedTable.cs
│       ├── IWaypoint.cs
│       ├── IWaypointPath.cs
│       ├── LinearPath.cs
│       ├── SplinePath.cs
│       ├── Waypoint.cs
│       ├── WaypointPathComponent.cs
│       ├── WaypointPathTweenCurve.cs
│       └── i_MoveOnPath.cs
└── SpacepuppyWaypointsEditor/
    ├── Properties/
    │   └── AssemblyInfo.cs
    ├── SpacepuppyWaypointsEditor.csproj
    └── Waypoints/
        ├── WaypointPathComponentInspector.cs
        └── i_MoveOnPathInspector.cs
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SYMBOL INDEX (10068 symbols across 944 files)

FILE: SpacepuppyAI/AI/AIController.cs
  class AIController (line 17) | public class AIController : SPNotifyingComponent, IAIController, IAIStat...
    method Awake (line 47) | protected override void Awake()
    method Start (line 54) | protected override void Start()
    method OffsetTicker (line 124) | public void OffsetTicker(float t)
    method InitStateMachine (line 129) | private void InitStateMachine()
    method Update (line 167) | protected void Update()
    method OnStateChanged (line 185) | protected virtual void OnStateChanged(object sender, StateChangedEvent...
    method Contains (line 237) | bool IStateMachine<IAIState>.Contains(IAIState state)
    method ChangeState (line 242) | IAIState IStateMachine<IAIState>.ChangeState(IAIState state)
    method GetEnumerator (line 247) | IEnumerator<IAIState> IEnumerable<IAIState>.GetEnumerator()
    method GetEnumerator (line 252) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    method GetStates (line 257) | void IStateMachine<IAIState>.GetStates(ICollection<IAIState> coll)
    method Foreach (line 262) | void com.spacepuppy.Collections.IForeachEnumerator<IAIState>.Foreach(S...

FILE: SpacepuppyAI/AI/AISubController.cs
  class AISubController (line 13) | public class AISubController : SimpleAIStateComponent, IAIStateMachine
    method Awake (line 31) | protected override void Awake()
    method InitStateMachine (line 77) | private void InitStateMachine()
    method OnStateChanged (line 107) | protected virtual void OnStateChanged(object sender, StateChangedEvent...
    method Contains (line 128) | bool IStateMachine<IAIState>.Contains(IAIState state)
    method ChangeState (line 133) | IAIState IStateMachine<IAIState>.ChangeState(IAIState state)
    method GetEnumerator (line 138) | IEnumerator<IAIState> IEnumerable<IAIState>.GetEnumerator()
    method GetEnumerator (line 143) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    method GetStates (line 148) | void IStateMachine<IAIState>.GetStates(ICollection<IAIState> coll)
    method Foreach (line 153) | void com.spacepuppy.Collections.IForeachEnumerator<IAIState>.Foreach(S...
    method OnStateEntered (line 162) | protected override void OnStateEntered(IAIStateMachine machine, IAISta...
    method OnStateExited (line 170) | protected override void OnStateExited(IAIStateMachine machine, IAIStat...
    method Tick (line 178) | protected override void Tick(IAIController ai)

FILE: SpacepuppyAI/AI/AIVariableCollection.cs
  class AIVariableCollection (line 9) | [System.Serializable()]
    method AIVariableCollection (line 13) | public AIVariableCollection()
    method GetAsComplexTarget (line 19) | public ComplexTarget GetAsComplexTarget(string key)
    method SetAsComplexTarget (line 41) | public void SetAsComplexTarget(string key, ComplexTarget target)

FILE: SpacepuppyAI/AI/AIVariableNameAttribute.cs
  class AIVariableNameAttribute (line 10) | [System.Serializable()]

FILE: SpacepuppyAI/AI/ComplexTarget.cs
  type ComplexTargetType (line 13) | public enum ComplexTargetType
  type ComplexTarget (line 22) | public struct ComplexTarget
    method ComplexTarget (line 38) | public ComplexTarget(IAspect aspect)
    method ComplexTarget (line 54) | public ComplexTarget(Transform target)
    method ComplexTarget (line 70) | public ComplexTarget(Vector2 location)
    method ComplexTarget (line 78) | public ComplexTarget(Vector3 location)
    method ComplexTarget (line 86) | public ComplexTarget(IAspect aspect, IPlanarSurface surface)
    method ComplexTarget (line 102) | public ComplexTarget(Transform target, IPlanarSurface surface)
    method ComplexTarget (line 118) | public ComplexTarget(Vector2 location, IPlanarSurface surface)
    method ComplexTarget (line 126) | public ComplexTarget(Vector3 location, IPlanarSurface surface)
    method FromObject (line 237) | public static ComplexTarget FromObject(object targ)

FILE: SpacepuppyAI/AI/Enums.cs
  type ActionResult (line 8) | public enum ActionResult
  type AIStateMachineSourceMode (line 16) | public enum AIStateMachineSourceMode

FILE: SpacepuppyAI/AI/IAIActionLoop.cs
  type IAIActionLoop (line 8) | public interface IAIActionLoop
  class AIActionLoop (line 12) | public class AIActionLoop

FILE: SpacepuppyAI/AI/IAIController.cs
  type IAIController (line 8) | public interface IAIController

FILE: SpacepuppyAI/AI/IAINode.cs
  type IAINode (line 8) | public interface IAINode
    method Tick (line 13) | ActionResult Tick(IAIController ai);
    method Reset (line 14) | void Reset();

FILE: SpacepuppyAI/AI/IAIState.cs
  type IAIState (line 8) | public interface IAIState : IAINode
    method Init (line 18) | void Init(IAIStateMachine machine);
    method OnStateEntered (line 20) | void OnStateEntered(IAIStateMachine machine, IAIState lastState);
    method OnStateExited (line 22) | void OnStateExited(IAIStateMachine machine, IAIState nextState);

FILE: SpacepuppyAI/AI/IAIStateMachine.cs
  type IAIStateMachine (line 11) | public interface IAIStateMachine : IStateMachine<IAIState>

FILE: SpacepuppyAI/AI/Scenario/i_ChangeAIState.cs
  class i_ChangeAIState (line 12) | public class i_ChangeAIState : TriggerableMechanism
    method Trigger (line 51) | public override bool Trigger(object sender, object arg)

FILE: SpacepuppyAI/AI/Scenario/i_SetAIVariable.cs
  class i_SetAIVariable (line 12) | public class i_SetAIVariable : TriggerableMechanism
    method Trigger (line 50) | public override bool Trigger(object sender, object arg)

FILE: SpacepuppyAI/AI/Scenario/t_OnSense.cs
  class t_OnSense (line 13) | [Infobox("Setting 'UseProximityTrigger' false will make this tick consta...
    method Start (line 37) | protected override void Start()
    method OnTriggerEnter (line 70) | protected void OnTriggerEnter(Collider other)
    method OnTriggerExit (line 82) | protected void OnTriggerExit(Collider other)
    method TryStartRoutine (line 98) | private void TryStartRoutine()
    method SenseRoutine (line 115) | private System.Collections.IEnumerator SenseRoutine()

FILE: SpacepuppyAI/AI/Sensors/Audible/AudibleAspect.cs
  class AudibleAspect (line 10) | public class AudibleAspect : SPEntityComponent, IAspect, IUpdateable
    method OnEnable (line 43) | protected override void OnEnable()
    method OnDisable (line 50) | protected override void OnDisable()
    method SignalBlip (line 77) | public void SignalBlip()
    method BeginSignalSiren (line 104) | public SirenToken BeginSignalSiren()
    method EndSiren (line 115) | public void EndSiren()
    method Update (line 167) | void IUpdateable.Update()

FILE: SpacepuppyAI/AI/Sensors/Audible/AudibleSensor.cs
  class AudibleSensor (line 15) | public class AudibleSensor : ActiveSensor
    method Awake (line 56) | protected override void Awake()
    method OnEnable (line 63) | protected override void OnEnable()
    method OnDisable (line 70) | protected override void OnDisable()
    method Ignores (line 119) | public bool Ignores(IAspect aspect)
    method SignalBlip (line 127) | public void SignalBlip(IAspect aspect)
    method SignalEnterSiren (line 145) | public void SignalEnterSiren(IAspect aspect)
    method SignalSirenStay (line 168) | public void SignalSirenStay(IAspect aspect)
    method SignalExitSiren (line 183) | public void SignalExitSiren(IAspect aspect)
    method ConcernedWith (line 209) | public override bool ConcernedWith(UnityEngine.Object obj)
    method ConcernedWith (line 232) | private bool ConcernedWith(AudibleAspect aspect)
    method SenseAny (line 243) | public override bool SenseAny(Func<IAspect, bool> p = null)
    method Visible (line 262) | public override bool Visible(IAspect aspect)
    method Sense (line 267) | public override IAspect Sense(Func<IAspect, bool> p = null)
    method SenseAll (line 279) | public override IEnumerable<IAspect> SenseAll(Func<IAspect, bool> p = ...
    method SenseAll (line 290) | public override int SenseAll(ICollection<IAspect> lst, Func<IAspect, b...
    method SenseAll (line 307) | public override int SenseAll<T>(ICollection<T> lst, Func<T, bool> p = ...

FILE: SpacepuppyAI/AI/Sensors/Audible/IAudibleResponder.cs
  type IAudibleResponder (line 9) | public interface IAudibleResponder
    method OnSound (line 17) | void OnSound(IAspect aspect, bool isSiren);
  type IAudibleSirenResponder (line 21) | public interface IAudibleSirenResponder : IAudibleResponder
    method OnSoundStay (line 28) | void OnSoundStay(IAspect aspect);
    method OnSoundExit (line 34) | void OnSoundExit(IAspect aspect);

FILE: SpacepuppyAI/AI/Sensors/Audible/SirenToken.cs
  class SirenToken (line 8) | public class SirenToken : IRadicalWaitHandle
    method SirenToken (line 21) | public SirenToken(AudibleAspect aspect)
    method SignalComplete (line 40) | public void SignalComplete()
    method OnComplete (line 57) | public void OnComplete(Action<IRadicalWaitHandle> callback)
    method Tick (line 62) | bool IRadicalYieldInstruction.Tick(out object yieldObject)

FILE: SpacepuppyAI/AI/Sensors/Collision/ColliderAspect.cs
  class ColliderAspect (line 10) | [RequireComponent(typeof(Collider))]
    method Awake (line 22) | protected override void Awake()
    method GetAspect (line 61) | public static ColliderAspect GetAspect(Collider coll)

FILE: SpacepuppyAI/AI/Sensors/Collision/ColliderSensor.cs
  class ColliderSensor (line 15) | [RequireCollider()]
    type AllowedColliderMode (line 19) | [System.Flags()]
    method OnDisable (line 53) | protected override void OnDisable()
    method OnTriggerEnter (line 100) | protected void OnTriggerEnter(Collider coll)
    method OnTriggerExit (line 118) | protected void OnTriggerExit(Collider coll)
    method ConcernedWith (line 126) | private bool ConcernedWith(Collider coll)
    method IsLineOfSight (line 143) | protected bool IsLineOfSight(Collider coll)
    method ConcernedWith (line 173) | public override bool ConcernedWith(UnityEngine.Object obj)
    method SenseAny (line 197) | public override bool SenseAny(System.Func<IAspect, bool> p = null)
    method Visible (line 216) | public override bool Visible(IAspect aspect)
    method Sense (line 224) | public override IAspect Sense(System.Func<IAspect, bool> p = null)
    method SenseAll (line 242) | public override IEnumerable<IAspect> SenseAll(System.Func<IAspect, boo...
    method SenseAll (line 254) | public override int SenseAll(ICollection<IAspect> lst, System.Func<IAs...
    method SenseAll (line 286) | public override int SenseAll<T>(ICollection<T> lst, System.Func<T, boo...

FILE: SpacepuppyAI/AI/Sensors/Collision/RaycastSensor.cs
  class RaycastSensor (line 9) | public class RaycastSensor : Sensor
    method GetFirstHit (line 67) | private Collider GetFirstHit()
    method GetAllHits (line 96) | private RaycastHit[] GetAllHits()
    method ConcernedWith (line 114) | public override bool ConcernedWith(UnityEngine.Object obj)
    method SenseAny (line 123) | public override bool SenseAny(System.Func<IAspect, bool> p = null)
    method Sense (line 161) | public override IAspect Sense(System.Func<IAspect, bool> p = null)
    method SenseAll (line 174) | public override IEnumerable<IAspect> SenseAll(System.Func<IAspect, boo...
    method SenseAll (line 201) | public override int SenseAll(ICollection<IAspect> lst, System.Func<IAs...
    method SenseAll (line 262) | public override int SenseAll<T>(ICollection<T> lst, System.Func<T, boo...
    method Visible (line 293) | public override bool Visible(IAspect aspect)

FILE: SpacepuppyAI/AI/Sensors/CompositeSensor.cs
  class CompositeSensor (line 12) | public class CompositeSensor : Sensor, IEnumerable<Sensor>
    method OnStartOrEnable (line 27) | protected override void OnStartOrEnable()
    method SyncChildSensors (line 38) | public void SyncChildSensors()
    method Contains (line 56) | public bool Contains(Sensor sensor)
    method ConcernedWith (line 67) | public override bool ConcernedWith(UnityEngine.Object obj)
    method SenseAny (line 90) | public override bool SenseAny(System.Func<IAspect, bool> p = null)
    method Sense (line 123) | public override IAspect Sense(System.Func<IAspect, bool> p = null)
    method SenseAll (line 156) | public override IEnumerable<IAspect> SenseAll(System.Func<IAspect, boo...
    method SenseAll (line 192) | public override int SenseAll(ICollection<IAspect> lst, System.Func<IAs...
    method SenseAll (line 250) | public override int SenseAll<T>(ICollection<T> lst, System.Func<T, boo...
    method Visible (line 308) | public override bool Visible(IAspect aspect)
    method GetEnumerator (line 336) | public IEnumerator<Sensor> GetEnumerator()
    method GetEnumerator (line 341) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...

FILE: SpacepuppyAI/AI/Sensors/IAspect.cs
  type IAspect (line 9) | public interface IAspect : IGameObjectSource
  class AbstractAspect (line 22) | public abstract class AbstractAspect : SPEntityComponent, IAspect

FILE: SpacepuppyAI/AI/Sensors/Sensor.cs
  class Sensor (line 10) | public abstract class Sensor : SPEntityComponent
    method Awake (line 22) | protected override void Awake()
    method Start (line 29) | protected override void Start()
    method SyncCompositeSensorParent (line 36) | private void SyncCompositeSensorParent()
    method ConcernedWith (line 61) | public abstract bool ConcernedWith(UnityEngine.Object obj);
    method SenseAny (line 63) | public abstract bool SenseAny(System.Func<IAspect, bool> p = null);
    method Visible (line 65) | public abstract bool Visible(IAspect aspect);
    method Sense (line 67) | public abstract IAspect Sense(System.Func<IAspect, bool> p = null);
    method SenseAll (line 69) | public abstract IEnumerable<IAspect> SenseAll(System.Func<IAspect, boo...
    method SenseAll (line 71) | public abstract int SenseAll(ICollection<IAspect> lst, System.Func<IAs...
    method SenseAll (line 73) | public abstract int SenseAll<T>(ICollection<T> lst, System.Func<T, boo...
  class ActiveSensor (line 79) | public abstract class ActiveSensor : Sensor
    method OnSensedAspect (line 110) | protected void OnSensedAspect(IAspect aspect)
    method OnSensorAlert (line 121) | protected void OnSensorAlert()
    method OnSensorSleep (line 130) | protected void OnSensorSleep()

FILE: SpacepuppyAI/AI/Sensors/SensorCollection.cs
  class SensorCollection (line 9) | public class SensorCollection : ICollection<Sensor>
    method GetSensor (line 36) | public Sensor GetSensor(string name)
    method Sense (line 41) | public IAspect Sense()
    method Sense (line 52) | public IAspect Sense(string sensorName)
    method Sense (line 67) | public IAspect Sense(params string[] sensorNames)
    method SenseAll (line 86) | public IEnumerable<IAspect> SenseAll()
    method SenseAll (line 91) | public IEnumerable<IAspect> SenseAll(string sensorName)
    method SenseAll (line 96) | public IEnumerable<IAspect> SenseAll(params string[] sensorNames)
    method _sensor_Destroyed (line 105) | private void _sensor_Destroyed(object sender, System.EventArgs e)
    method Add (line 123) | public void Add(Sensor item)
    method Clear (line 131) | public void Clear()
    method Contains (line 140) | public bool Contains(Sensor item)
    method CopyTo (line 145) | public void CopyTo(Sensor[] array, int arrayIndex)
    method Remove (line 155) | public bool Remove(Sensor item)
    method GetEnumerator (line 168) | public System.Collections.IEnumerator GetEnumerator()
    method GetEnumerator (line 173) | IEnumerator<Sensor> IEnumerable<Sensor>.GetEnumerator()

FILE: SpacepuppyAI/AI/Sensors/SensorUtil.cs
  class SensorUtil (line 11) | public static class SensorUtil
    method GetSortByPrecedenceDescending (line 30) | public static System.Comparison<T> GetSortByPrecedenceDescending<T>() ...
    method GetSortByPrecedenceAscending (line 35) | public static System.Comparison<T> GetSortByPrecedenceAscending<T>() w...
    method AnyVisible (line 42) | public static bool AnyVisible(this Sensor sensor, IEnumerable<IAspect>...
    method SenseAll (line 59) | public static IAspect[] SenseAll(this Sensor sensor, System.Func<IAspe...
    method SenseAll (line 77) | public static T[] SenseAll<T>(this Sensor sensor, System.Func<T, bool>...
    method Sense (line 95) | public static IAspect Sense(this Sensor sensor, System.Func<IAspect, b...
    method Sense (line 120) | public static T Sense<T>(this Sensor sensor, System.Func<T, bool> pred...
    method SenseHighestPrecedence (line 138) | public static IAspect SenseHighestPrecedence(this Sensor sensor, Syste...
    method SenseHighestPrecedence (line 156) | public static T SenseHighestPrecedence<T>(this Sensor sensor, System.F...
    class PrecedenceDelegateContainer (line 178) | private static class PrecedenceDelegateContainer<T> where T : class, I...

FILE: SpacepuppyAI/AI/Sensors/Visual/OmnispectiveSensor.cs
  class OmnispectiveSensor (line 13) | public class OmnispectiveSensor : VisualSensor
    method GetBoundingSphere (line 16) | public override BoundingSphere GetBoundingSphere()
    method SenseAny (line 21) | public override bool SenseAny(System.Func<IAspect, bool> p = null)
    method Sense (line 26) | public override IAspect Sense(System.Func<IAspect, bool> p = null)
    method SenseAll (line 32) | public override IEnumerable<IAspect> SenseAll(System.Func<IAspect, boo...
    method SenseAll (line 41) | public override int SenseAll(ICollection<IAspect> results, System.Func...
    method SenseAll (line 47) | public override int SenseAll<T>(ICollection<T> results, System.Func<T,...
    method TestVisibility (line 58) | protected override bool TestVisibility(VisualAspect aspect)

FILE: SpacepuppyAI/AI/Sensors/Visual/RightCylindricalVisualSensor.cs
  class RightCylindricalVisualSensor (line 12) | public class RightCylindricalVisualSensor : VisualSensor
    method GetCenterInWorldSpace (line 88) | public Vector3 GetCenterInWorldSpace()
    method GetBoundingSphere (line 93) | public override BoundingSphere GetBoundingSphere()
    method TestVisibility (line 102) | protected override bool TestVisibility(VisualAspect aspect)

FILE: SpacepuppyAI/AI/Sensors/Visual/SphericalVisualSensor.cs
  class SphericalVisualSensor (line 11) | public class SphericalVisualSensor : VisualSensor
    method GetBoundingSphere (line 69) | public override BoundingSphere GetBoundingSphere()
    method TestVisibility (line 74) | protected override bool TestVisibility(VisualAspect aspect)

FILE: SpacepuppyAI/AI/Sensors/Visual/TunnelVisionVisualSensor.cs
  class TunnelVisionVisualSensor (line 11) | public class TunnelVisionVisualSensor : VisualSensor
    method GetBoundingSphere (line 60) | public override BoundingSphere GetBoundingSphere()
    method TestVisibility (line 69) | protected override bool TestVisibility(VisualAspect aspect)

FILE: SpacepuppyAI/AI/Sensors/Visual/VisualAspect.cs
  class VisualAspect (line 9) | public class VisualAspect : SPEntityComponent, IAspect
    method GetNearby (line 20) | public static int GetNearby(ICollection<IAspect> coll, Vector3 pos, fl...
    method CategorizeAspect (line 88) | private void CategorizeAspect()
    method DecategorizeAspect (line 105) | private void DecategorizeAspect()
    method OnEnable (line 148) | protected override void OnEnable()
    method OnDisable (line 155) | protected override void OnDisable()

FILE: SpacepuppyAI/AI/Sensors/Visual/VisualSensor.cs
  class VisualSensor (line 11) | public abstract class VisualSensor : Sensor
    method GetPredicate (line 78) | protected System.Func<IAspect, bool> GetPredicate(System.Func<IAspect,...
    method GetBoundingSphere (line 91) | public abstract BoundingSphere GetBoundingSphere();
    method ConcernedWith (line 93) | public override bool ConcernedWith(UnityEngine.Object obj)
    method ConcernedWith (line 116) | private bool ConcernedWith(VisualAspect vaspect)
    method SenseAny (line 127) | public override bool SenseAny(System.Func<IAspect, bool> p = null)
    method Sense (line 147) | public override IAspect Sense(System.Func<IAspect, bool> p = null)
    method SenseAll (line 168) | public override IEnumerable<IAspect> SenseAll(System.Func<IAspect, boo...
    method SenseAll (line 190) | public override int SenseAll(ICollection<IAspect> results, System.Func...
    method SenseAll (line 215) | public override int SenseAll<T>(ICollection<T> results, System.Func<T,...
    method Visible (line 245) | public override bool Visible(IAspect aspect)
    method TestVisibility (line 257) | protected abstract bool TestVisibility(VisualAspect aspect);

FILE: SpacepuppyAI/AI/SimpleAIStateComponent.cs
  class SimpleAIStateComponent (line 13) | public abstract class SimpleAIStateComponent : SPComponent, IAIState
    method OnStateEntered (line 38) | protected abstract void OnStateEntered(IAIStateMachine machine, IAISta...
    method OnStateExited (line 40) | protected abstract void OnStateExited(IAIStateMachine machine, IAIStat...
    method Tick (line 42) | protected abstract void Tick(IAIController ai);
    method Init (line 67) | void IAIState.Init(IAIStateMachine machine)
    method OnInit (line 73) | protected virtual void OnInit(IAIStateMachine machine)
    method OnStateEntered (line 78) | void IAIState.OnStateEntered(IAIStateMachine machine, IAIState lastState)
    method OnStateExited (line 85) | void IAIState.OnStateExited(IAIStateMachine machine, IAIState nextState)
    method Tick (line 95) | ActionResult IAINode.Tick(IAIController ai)
    method Reset (line 108) | void IAINode.Reset()

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/AINodeUtil.cs
  class AINodeUtil (line 7) | public static class AINodeUtil
    method GetAllNodes (line 10) | public static IEnumerable<IAINode> GetAllNodes(IAIActionGroup grp, boo...

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/AITreeController.cs
  class AITreeController (line 14) | [System.Serializable()]
    type Mode (line 18) | public enum Mode
    method Awake (line 43) | protected override void Awake()
    method OnStartOrEnable (line 50) | protected override void OnStartOrEnable()
    method SyncActions (line 84) | public void SyncActions()
    method Update (line 91) | private void Update()
    method Tick (line 113) | ActionResult IAINode.Tick(IAIController ai)
    method Reset (line 118) | void IAINode.Reset()
    method GetEnumerator (line 123) | public IEnumerator<IAIAction> GetEnumerator()
    method GetEnumerator (line 129) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/AIActionComponent.cs
  class AIActionComponent (line 7) | public abstract class AIActionComponent : SPComponent, IAIAction
    type OperationalState (line 10) | private enum OperationalState
    method OnStart (line 42) | protected virtual ActionResult OnStart(IAIController ai)
    method OnTick (line 47) | protected virtual ActionResult OnTick(IAIController ai)
    method OnComplete (line 52) | protected virtual void OnComplete(IAIController ai)
    method OnReset (line 57) | protected virtual void OnReset()
    method Tick (line 88) | public ActionResult Tick(IAIController ai)
    method Reset (line 131) | public void Reset()

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/AIActionLoopStateComponent.cs
  class AIActionLoopStateComponent (line 9) | public class AIActionLoopStateComponent : SPComponent, IAIState
    type LoopMode (line 19) | public enum LoopMode
    method Init (line 43) | protected virtual void Init()
    method OnStateEntered (line 48) | protected virtual void OnStateEntered(IAIState lastState)
    method OnStateExited (line 53) | protected virtual void OnStateExited(IAIState nextState)
    method Init (line 67) | void IAIState.Init(AIController controller)
    method OnStateEntered (line 73) | void IAIState.OnStateEntered(IAIState lastState)
    method OnStateExited (line 79) | void IAIState.OnStateExited(IAIState nextState)

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/AIActionWeightsComponent.cs
  class AIActionWeightsComponent (line 11) | public class AIActionWeightsComponent : SPComponent, IAIActionWeightSupp...
    method Awake (line 31) | protected override void Awake()
    method GetWeight (line 42) | public float GetWeight(IAIAction action)
    method OnActionSuccess (line 56) | public void OnActionSuccess(IAIAction action)
    method OnActionFailure (line 65) | public void OnActionFailure(IAIAction action)

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/AIStateComponent.cs
  class AIStateComponent (line 16) | public class AIStateComponent : SPComponent, IAIState, IAIActionGroup, I...
    method Awake (line 34) | protected override void Awake()
    method SyncActions (line 51) | public void SyncActions()
    method OnStateEntered (line 56) | protected virtual void OnStateEntered(IAIStateMachine machine, IAIStat...
    method OnStateExited (line 61) | protected virtual void OnStateExited(IAIStateMachine machine, IAIState...
    method Init (line 91) | void IAIState.Init(IAIStateMachine machine)
    method OnStateEntered (line 96) | void IAIState.OnStateEntered(IAIStateMachine machine, IAIState lastState)
    method OnStateExited (line 103) | void IAIState.OnStateExited(IAIStateMachine machine, IAIState nextState)
    method Tick (line 113) | ActionResult IAINode.Tick(IAIController ai)
    method Reset (line 118) | void IAINode.Reset()
    method GetEnumerator (line 123) | public IEnumerator<IAIAction> GetEnumerator()
    method GetEnumerator (line 129) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/AIStateMachineComponent.cs
  class AIStateMachineComponent (line 10) | public class AIStateMachineComponent : SPComponent, IAITreeStateMachine,...
    method AIStateMachineComponent (line 31) | public AIStateMachineComponent()
    method Awake (line 36) | protected override void Awake()
    method Start (line 43) | protected override void Start()
    method SyncStates (line 66) | public void SyncStates()
    method SyncActions (line 74) | void IAIEditorSyncActionsCallbackReceiver.SyncActions()
    method Tick (line 112) | ActionResult IAINode.Tick(IAIController ai)
    method Reset (line 117) | void IAINode.Reset()
    method Contains (line 137) | public bool Contains(IAIState state)
    method ChangeState (line 142) | public IAIState ChangeState(IAIState state)
    method GetEnumerator (line 147) | public IEnumerator<IAIState> GetEnumerator()
    method GetEnumerator (line 152) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    method GetStates (line 157) | public void GetStates(ICollection<IAIState> coll)
    method Foreach (line 162) | public void Foreach(System.Action<IAIState> callback)

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/AITrapActionComponent.cs
  class AITrapActionComponent (line 15) | public abstract class AITrapActionComponent : SPComponent, IAIAction, IA...
    type OperationalState (line 18) | private enum OperationalState
    method Awake (line 37) | protected override void Awake()
    method SyncActions (line 73) | public void SyncActions()
    method EvaluateTrap (line 82) | protected abstract ActionResult EvaluateTrap(IAIController ai);
    method Tick (line 131) | ActionResult IAINode.Tick(IAIController ai)
    method Reset (line 169) | void IAINode.Reset()
    method GetEnumerator (line 178) | public IEnumerator<IAIAction> GetEnumerator()
    method GetEnumerator (line 184) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/GameObjectConfigurableAIActionGroup.cs
  class GameObjectConfigurableAIActionGroup (line 11) | [System.Serializable()]
    method SyncActions (line 45) | public void SyncActions()

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/PropertyDrawerAttributes.cs
  class ListAIStatesAttribute (line 8) | public class ListAIStatesAttribute : SPPropertyAttribute

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_ActionGroup.cs
  class a_ActionGroup (line 13) | public class a_ActionGroup : SPComponent, IAIAction, IAIActionGroup, IAI...
    method Awake (line 26) | protected override void Awake()
    method SyncActions (line 50) | public void SyncActions()
    method Tick (line 94) | ActionResult IAINode.Tick(IAIController ai)
    method Reset (line 99) | void IAINode.Reset()
    method GetEnumerator (line 107) | public IEnumerator<IAIAction> GetEnumerator()
    method GetEnumerator (line 113) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_ChangeAIState.cs
  class a_ChangeAIState (line 12) | public class a_ChangeAIState : AIActionComponent
    method OnTick (line 52) | protected override ActionResult OnTick(IAIController ai)

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_IfCurrentStateIs.cs
  class a_IfCurrentStateIs (line 13) | public class a_IfCurrentStateIs : AITrapActionComponent
    method EvaluateTrap (line 28) | protected override ActionResult EvaluateTrap(IAIController ai)

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_NullAction.cs
  class a_NullAction (line 10) | public class a_NullAction : AIActionComponent
    method OnStart (line 22) | protected override ActionResult OnStart(IAIController ai)

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_RandomSuccess.cs
  class a_RandomSuccess (line 9) | public class a_RandomSuccess : AIActionComponent
    method OnStart (line 22) | protected override ActionResult OnStart(IAIController ai)

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_Sense.cs
  class a_Sense (line 12) | public class a_Sense : AIActionComponent
    type SelectionStyle (line 15) | public enum SelectionStyle
    type VariableUpdateOptions (line 23) | [System.Flags()]
    method OnTick (line 67) | protected override ActionResult OnTick(IAIController ai)

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_SenseExit.cs
  class a_SenseExit (line 12) | public class a_SenseExit : AIActionComponent
    type VariableUpdateOptions (line 15) | public enum VariableUpdateOptions
    method OnTick (line 49) | protected override ActionResult OnTick(IAIController ai)

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_SetVariable.cs
  class a_SetVariable (line 9) | public class a_SetVariable : AIActionComponent
    method OnTick (line 25) | protected override ActionResult OnTick(IAIController ai)

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_Trigger.cs
  class a_Trigger (line 9) | public class a_Trigger : AIActionComponent
    method OnTick (line 21) | protected override ActionResult OnTick(IAIController ai)

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_WaitTimer.cs
  class a_WaitTimer (line 13) | public class a_WaitTimer : AIActionComponent
    method OnStart (line 53) | protected override ActionResult OnStart(IAIController ai)
    method OnTick (line 62) | protected override ActionResult OnTick(IAIController ai)

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/ConfigurableAIActionGroup.cs
  class ConfigurableAIActionGroup (line 10) | [System.Serializable()]
    method ConfigurableAIActionGroup (line 38) | protected ConfigurableAIActionGroup()
    method ConfigurableAIActionGroup (line 43) | public ConfigurableAIActionGroup(ActionGroupType loopMode)
    method SetEmpty (line 79) | public void SetEmpty()
    method SyncActions (line 84) | public void SyncActions(IEnumerable<IAIAction> actions)
    method SyncActions (line 89) | public void SyncActions(GameObject source, bool findWeightSupplier)
    method Resync (line 94) | private void Resync()
    method Tick (line 138) | public ActionResult Tick(IAIController ai)
    method Reset (line 143) | public void Reset()
    method GetEnumerator (line 148) | public IEnumerator<IAIAction> GetEnumerator()
    method GetEnumerator (line 153) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    class ConfigAttribute (line 165) | [System.AttributeUsage(System.AttributeTargets.Field, AllowMultiple = ...
      method ConfigAttribute (line 171) | public ConfigAttribute(bool drawFlat)

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/Enums.cs
  type RepeatMode (line 12) | public enum RepeatMode
  type ActionGroupType (line 20) | public enum ActionGroupType
  type ParallelPassOptions (line 28) | [System.Flags()]

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/IAIAction.cs
  type IAIAction (line 8) | public interface IAIAction : IAINode
  class AIAction (line 19) | public abstract class AIAction : IAIAction
    method OnTick (line 36) | protected abstract ActionResult OnTick(IAIController ai);
    method OnReset (line 38) | protected virtual void OnReset()
    method Tick (line 72) | public ActionResult Tick(IAIController ai)
    method Reset (line 96) | public void Reset()

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/IAIActionGroup.cs
  type IAIActionGroup (line 10) | public interface IAIActionGroup : IAINode, IEnumerable<IAIAction>
  class AIActionGroup (line 17) | public abstract class AIActionGroup : AIAction, IAIAction, IAIActionGroup
    method SetActions (line 22) | public abstract void SetActions(IEnumerable<IAIAction> actions);
    method GetActions (line 30) | protected abstract IEnumerable<IAIAction> GetActions();
    method GetEnumerator (line 32) | public IEnumerator<IAIAction> GetEnumerator()
    method GetEnumerator (line 40) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    method CreateGroup (line 59) | public static AIActionGroup CreateGroup(ActionGroupType type, IEnumera...
    method SyncActions (line 76) | public static AIActionGroup SyncActions(ActionGroupType type, AIAction...
    method SyncActions (line 127) | public static AIActionGroup SyncActions(ActionGroupType type, AIAction...
    class NullAIActionGroup (line 202) | private class NullAIActionGroup : AIActionGroup
      method SetActions (line 207) | public override void SetActions(IEnumerable<IAIAction> actions)
      method GetActions (line 211) | protected override IEnumerable<IAIAction> GetActions()
      method OnTick (line 216) | protected override ActionResult OnTick(IAIController ai)

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/IAIActionWeightSupplier.cs
  type IAIActionWeightSupplier (line 8) | public interface IAIActionWeightSupplier
    method GetWeight (line 11) | float GetWeight(IAIAction action);
    method OnActionSuccess (line 13) | void OnActionSuccess(IAIAction action);
    method OnActionFailure (line 14) | void OnActionFailure(IAIAction action);

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/IAIEditorSyncActionsCallbackReceiver.cs
  type IAIEditorSyncActionsCallbackReceiver (line 8) | public interface IAIEditorSyncActionsCallbackReceiver
    method SyncActions (line 11) | void SyncActions();

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/IAITreeStateMachine.cs
  type IAITreeStateMachine (line 11) | public interface IAITreeStateMachine : IAIStateMachine, IAIAction
  class AITreeStateMachine (line 17) | public class AITreeStateMachine : AIAction, IAITreeStateMachine
    method AITreeStateMachine (line 31) | public AITreeStateMachine()
    method AITreeStateMachine (line 36) | public AITreeStateMachine(IAIStateMachine owner)
    method SetStateMachine (line 49) | public void SetStateMachine(IStateMachine<IAIState> machine)
    method OnStateChanged (line 72) | private void OnStateChanged(object sender, StateChangedEventArgs<IAISt...
    method OnTick (line 92) | protected override ActionResult OnTick(IAIController ai)
    method OnReset (line 104) | protected override void OnReset()
    method Contains (line 123) | public bool Contains(IAIState state)
    method ChangeState (line 129) | public IAIState ChangeState(IAIState state)
    method GetEnumerator (line 136) | public IEnumerator<IAIState> GetEnumerator()
    method GetEnumerator (line 142) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    method GetStates (line 147) | public void GetStates(ICollection<IAIState> coll)
    method Foreach (line 152) | public void Foreach(System.Action<IAIState> callback)

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/ParallelAction.cs
  class ParallelAction (line 13) | public class ParallelAction : AIActionGroup
    method ParallelAction (line 28) | public ParallelAction()
    method ParallelAction (line 33) | public ParallelAction(IEnumerable<IAIAction> actions)
    method SetActions (line 52) | public override void SetActions(IEnumerable<IAIAction> actions)
    method GetActions (line 72) | protected override IEnumerable<IAIAction> GetActions()
    method OnTick (line 77) | protected override ActionResult OnTick(IAIController ai)
    method OnReset (line 137) | protected override void OnReset()

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/RandomAction.cs
  class RandomAction (line 14) | public class RandomAction : AIActionGroup
    method RandomAction (line 28) | public RandomAction()
    method RandomAction (line 32) | public RandomAction(IEnumerable<IAIAction> actions)
    method SetActions (line 51) | public override void SetActions(IEnumerable<IAIAction> actions)
    method GetActions (line 67) | protected override IEnumerable<IAIAction> GetActions()
    method OnTick (line 72) | protected override ActionResult OnTick(IAIController ai)
    method OnReset (line 119) | protected override void OnReset()

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/SelectorAction.cs
  class SelectorAction (line 14) | public class SelectorAction : AIActionGroup
    method SelectorAction (line 26) | public SelectorAction()
    method SelectorAction (line 31) | public SelectorAction(IEnumerable<IAIAction> actions)
    method SetActions (line 41) | public override void SetActions(IEnumerable<IAIAction> actions)
    method GetActions (line 61) | protected override IEnumerable<IAIAction> GetActions()
    method OnTick (line 66) | protected override ActionResult OnTick(IAIController ai)
    method OnReset (line 121) | protected override void OnReset()

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/SequenceAction.cs
  class SequenceAction (line 14) | public class SequenceAction : AIActionGroup
    method SequenceAction (line 26) | public SequenceAction()
    method SequenceAction (line 30) | public SequenceAction(IEnumerable<IAIAction> actions)
    method SetActions (line 43) | public override void SetActions(IEnumerable<IAIAction> actions)
    method GetActions (line 59) | protected override IEnumerable<IAIAction> GetActions()
    method OnTick (line 64) | protected override ActionResult OnTick(IAIController ai)
    method OnReset (line 119) | protected override void OnReset()

FILE: SpacepuppyAIBehaviourTree/AI/BehaviourTree/TriggerableMechanismAsAIActionWrapper.cs
  class TriggerableMechanismAsAIActionWrapper (line 10) | public class TriggerableMechanismAsAIActionWrapper : IAIAction
    method TriggerableMechanismAsAIActionWrapper (line 23) | public TriggerableMechanismAsAIActionWrapper(ITriggerableMechanism mec...
    method Reset (line 78) | public void Reset()
    method Tick (line 83) | public ActionResult Tick(IAIController ai)

FILE: SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/AITreeControllerInspector.cs
  class AITreeControllerInspector (line 11) | [CustomEditor(typeof(AITreeController), true)]
    method RequiresConstantRepaint (line 15) | public override bool RequiresConstantRepaint()

FILE: SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/AITreeDebugWindow.cs
  class AITreeDebugWindow (line 14) | public class AITreeDebugWindow : EditorWindow
    method OpenWindow (line 24) | [MenuItem(MENU_NAME, priority = MENU_PRIORITY)]
    method OnEnable (line 61) | private void OnEnable()
    method OnGUI (line 72) | private void OnGUI()
    method OnSelectionChange (line 127) | private void OnSelectionChange()
    method OnFocus (line 132) | private void OnFocus()
    method UpdateAIFromSelection (line 141) | private void UpdateAIFromSelection()
    method SyncActions (line 156) | private void SyncActions()
    method CleanCurrentState (line 169) | private void CleanCurrentState()
    method DrawNode (line 200) | private void DrawNode(IAINode node)
    method DrawPopup (line 285) | private void DrawPopup(IAINode node)
    method GetNodeHash (line 296) | private static int GetNodeHash(IAINode node)
    class AITreeExpandedLookupTable (line 313) | private class AITreeExpandedLookupTable
      method AITreeExpandedLookupTable (line 325) | public AITreeExpandedLookupTable(AITreeController controller)
      method AITreeExpandedLookupTable (line 330) | public AITreeExpandedLookupTable(int id)
      method GetIsAlive (line 364) | public bool GetIsAlive()
      method Clean (line 369) | public void Clean()

FILE: SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/Components/AIActionWeightsComponentInspector.cs
  class AIActionWeightsComponentInspector (line 19) | [CustomEditor(typeof(AIActionWeightsComponent), true)]
    method OnEnable (line 36) | protected override void OnEnable()
    method OnSPInspectorGUI (line 55) | protected override void OnSPInspectorGUI()
    method NormalizeActionAndWeightArrays (line 72) | private void NormalizeActionAndWeightArrays()
    method OnDrawHeader (line 121) | private void OnDrawHeader(Rect rect)
    method OnDrawElement (line 126) | private void OnDrawElement(Rect rect, int index, bool isActive, bool i...

FILE: SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/Components/AIStateMachineComponentInspector.cs
  class AIStateMachineComponentInspector (line 15) | [CustomEditor(typeof(AIStateMachineComponent), true)]
    method OnSPInspectorGUI (line 21) | protected override void OnSPInspectorGUI()
    method RequiresConstantRepaint (line 62) | public override bool RequiresConstantRepaint()

FILE: SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/Components/GameObjectConfigurableAIActionGroupPropertyDrawer.cs
  class GameObjectConfigurableAIActionGroupPropertyDrawer (line 14) | [CustomPropertyDrawer(typeof(GameObjectConfigurableAIActionGroup), true)]
    method GetPropertyHeight (line 19) | public override float GetPropertyHeight(SerializedProperty property, G...
    method OnGUI (line 30) | public override void OnGUI(Rect position, SerializedProperty property,...

FILE: SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/Components/ListAIStatesPropertyDrawer.cs
  class ListAIStatesPropertyDrawer (line 14) | [CustomPropertyDrawer(typeof(ListAIStatesAttribute))]
    method OnGUI (line 18) | public override void OnGUI(Rect position, SerializedProperty property,...

FILE: SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/Components/a_ChangeAIStateInspector.cs
  class a_ChangeAIStateInspector (line 16) | [CustomEditor(typeof(a_ChangeAIState), true)]
    method OnSPInspectorGUI (line 25) | protected override void OnSPInspectorGUI()

FILE: SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/Components/a_IfCurrentStateIsInspector.cs
  class a_IfCurrentStateIsInspector (line 15) | public class a_IfCurrentStateIsInspector : SPEditor

FILE: SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/Components/a_SenseInspector.cs
  class a_SenseInspector (line 14) | [CustomEditor(typeof(a_Sense), true)]
    method OnSPInspectorGUI (line 24) | protected override void OnSPInspectorGUI()

FILE: SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/ConfigurableAIActionGroupPropertyDrawer.cs
  class ConfigurableAIActionGroupPropertyDrawer (line 12) | [CustomPropertyDrawer(typeof(ConfigurableAIActionGroup), true)]
    method Init (line 26) | protected void Init()
    method GetPropertyHeight (line 37) | public override float GetPropertyHeight(SerializedProperty property, G...
    method OnGUI (line 74) | public override void OnGUI(Rect position, SerializedProperty property,...
    method DrawPrimaryPortionOfInspector (line 99) | protected Rect DrawPrimaryPortionOfInspector(Rect position, Serialized...

FILE: SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/ParallelPassOptionsPropertyDrawer.cs
  class ParallelPassOptionsPropertyDrawer (line 12) | [CustomPropertyDrawer(typeof(ParallelPassOptions))]
    method GetPropertyHeight (line 17) | public override float GetPropertyHeight(SerializedProperty property, G...
    method OnGUI (line 22) | public override void OnGUI(Rect position, SerializedProperty property,...

FILE: SpacepuppyAIEditor/AI/AIControllerInspector.cs
  class AIControllerInspector (line 19) | [CustomEditor(typeof(AIController), true)]
    method OnSPInspectorGUI (line 26) | protected override void OnSPInspectorGUI()
    method RequiresConstantRepaint (line 89) | public override bool RequiresConstantRepaint()

FILE: SpacepuppyAIEditor/AI/AISubControllerInspector.cs
  class AISubControllerInspector (line 19) | [CustomEditor(typeof(AISubController), true)]
    method OnSPInspectorGUI (line 26) | protected override void OnSPInspectorGUI()
    method RequiresConstantRepaint (line 87) | public override bool RequiresConstantRepaint()

FILE: SpacepuppyAIEditor/AI/AIVariableNamePropertyDrawer.cs
  class AIVariableNamePropertyDrawer (line 13) | [CustomPropertyDrawer(typeof(AIVariableNameAttribute))]
    method OnGUI (line 20) | public override void OnGUI(Rect position, SerializedProperty property,...

FILE: SpacepuppyAIEditor/AI/IAIStateHierarchyDrawer.cs
  class IAIStateHierarchyDrawer (line 11) | [CustomHierarchyDrawer(typeof(IAIState))]
    method OnHierarchyGUI (line 19) | public override void OnHierarchyGUI(Rect selectionRect)

FILE: SpacepuppyAIEditor/AI/Sensors/Audible/AudibleAspectInspector.cs
  class AudibleAspectInspector (line 14) | [InitializeOnLoad]
    method DrawGizmoForMyScript (line 60) | [DrawGizmo(GizmoType.Selected | GizmoType.InSelectionHierarchy | Gizmo...

FILE: SpacepuppyAIEditor/AI/Sensors/Audible/AudibleSensorInspector.cs
  class AudibleSensorInspector (line 14) | [InitializeOnLoad]
    method DrawGizmoForMyScript (line 62) | [DrawGizmo(GizmoType.Selected | GizmoType.InSelectionHierarchy | Gizmo...

FILE: SpacepuppyAIEditor/AI/Sensors/SensorRenderUtil.cs
  class SensorRenderUtil (line 7) | internal static class SensorRenderUtil

FILE: SpacepuppyAIEditor/AI/Sensors/Visual/RightCylindricalVisualSensorInspector.cs
  class RightCylindricalVisualSensorInspector (line 13) | [CustomEditor(typeof(RightCylindricalVisualSensor))]
    method OnSPInspectorGUI (line 19) | protected override void OnSPInspectorGUI()
    method OnSceneGUI (line 35) | void OnSceneGUI()
    method DrawCap (line 187) | private void DrawCap(Matrix4x4 globalMat, Color color, Vector3 center,...

FILE: SpacepuppyAIEditor/AI/Sensors/Visual/SphericalVisionVisualSensorInspector.cs
  class SphericalVisualSensorInspector (line 13) | [CustomEditor(typeof(SphericalVisualSensor))]
    method OnSPInspectorGUI (line 19) | protected override void OnSPInspectorGUI()
    method OnSceneGUI (line 35) | void OnSceneGUI()

FILE: SpacepuppyAIEditor/AI/Sensors/Visual/TunnelVisionVisualSensorInspector.cs
  class TunnelVisionVisualSensorInspector (line 13) | [CustomEditor(typeof(TunnelVisionVisualSensor))]
    method OnSceneGUI (line 23) | void OnSceneGUI()

FILE: SpacepuppyAIEditor/AI/Sensors/Visual/VisualAspectInspector.cs
  class VisualAspectInspector (line 14) | [InitializeOnLoad]
    method VisualAspectInspector (line 19) | static VisualAspectInspector()
    method OnGlobalSceneGUI (line 24) | private static void OnGlobalSceneGUI(SceneView view)
    method DrawIcon (line 43) | private static void DrawIcon(VisualAspect targ)
    method DrawSphereGizmo (line 68) | [DrawGizmo(GizmoType.Selected | GizmoType.InSelectionHierarchy | Gizmo...

FILE: SpacepuppyAIEditor/AI/Sensors/Visual/VisualSensorInspector.cs
  class VisualSensorInspector (line 13) | [CustomEditor(typeof(RightCylindricalVisualSensor), true)]
    method OnSPInspectorGUI (line 21) | protected override void OnSPInspectorGUI()

FILE: SpacepuppyAnim/Anim/AnimEventScheduler.cs
  class AnimEventScheduler (line 9) | public class AnimEventScheduler : System.IDisposable, IUpdateable
    method AnimEventScheduler (line 25) | public AnimEventScheduler(ISPAnim state)
    method Clear (line 41) | public void Clear()
    method Schedule (line 70) | public void Schedule(System.Action<ISPAnim> callback)
    method Schedule (line 81) | public void Schedule(System.Action<ISPAnim> callback, float timeout, I...
    method ContainsWaitHandles (line 112) | private bool ContainsWaitHandles()
    method CloseOutAllEventCallbacks (line 118) | private void CloseOutAllEventCallbacks()
    method Update (line 150) | void IUpdateable.Update()
    method Dispose (line 220) | public void Dispose()
    class CallbackInfo (line 239) | private class CallbackInfo
    method TestAnimComplete (line 247) | public static bool TestAnimComplete(ISPAnim anim)

FILE: SpacepuppyAnim/Anim/AnimPrimitives.cs
  type SelectorThresholdStyle (line 15) | public enum SelectorThresholdStyle
  type SelectorIndexStyle (line 21) | public enum SelectorIndexStyle

FILE: SpacepuppyAnim/Anim/AnimPropertyAttributes.cs
  class AnimLayerAttribute (line 7) | public class AnimLayerAttribute : PropertyAttribute

FILE: SpacepuppyAnim/Anim/AnimSettings.cs
  type AnimSettingsMask (line 9) | [System.Flags]
  type AnimSettings (line 20) | [System.Serializable]
    method Apply (line 37) | public void Apply(SPAnim anim)
    method Apply (line 47) | public void Apply(AnimationState anim)
    method Apply (line 60) | public void Apply(ISPAnim anim)
    method Apply (line 75) | public void Apply(SPAnim anim, AnimSettingsMask mask)
    method Apply (line 85) | public void Apply(AnimationState anim, AnimSettingsMask mask)
    method Apply (line 98) | public void Apply(ISPAnim anim, AnimSettingsMask mask)
    method From (line 126) | public static AnimSettings From(SPAnim anim)
    method From (line 139) | public static AnimSettings From(AnimationState anim)
    method Intersect (line 151) | public static AnimSettings Intersect(AnimSettings settings, AnimSettin...

FILE: SpacepuppyAnim/Anim/AnimUtil.cs
  type AnimatorType (line 9) | public enum AnimatorType
  class AnimUtil (line 19) | public static class AnimUtil
    method GetAnimatorType (line 24) | public static AnimatorType GetAnimatorType(System.Type tp)
    method GetAnimatorType (line 42) | public static AnimatorType GetAnimatorType(object obj)
    method ClearAnimations (line 67) | public static void ClearAnimations(Animation anim)
    method Stop (line 79) | public static void Stop(this Animation animation, int layer)
    method Play (line 101) | public static void Play(this ISPAnim anim, float speed, QueueMode queu...
    method Play (line 108) | public static void Play(this ISPAnim anim, float speed, float startTim...
    method CrossFade (line 116) | public static void CrossFade(this ISPAnim anim, float speed, float fad...
    method CrossFade (line 123) | public static void CrossFade(this ISPAnim anim, float speed, float fad...
    method TrySchedule (line 135) | public static bool TrySchedule(object animtoken, System.Action<object>...
    method Schedule (line 173) | public static void Schedule(this ISPAnim anim, System.Action<ISPAnim> ...
    method Wait (line 180) | public static IRadicalYieldInstruction Wait(this ISPAnim anim, SPTimeP...
    method Wait (line 199) | public static IRadicalYieldInstruction Wait(this ISPAnim anim, SPTimeP...
    method ScheduleLegacy (line 219) | public static System.Collections.IEnumerator ScheduleLegacy(this Anima...
    method ScheduleLegacyForInvokeHandle (line 231) | private static System.Collections.IEnumerator ScheduleLegacyForInvokeH...

FILE: SpacepuppyAnim/Anim/Blend/AnimationBlendGraph.cs
  class AnimationBlendGraph (line 7) | public class AnimationBlendGraph : ISPAnim
    method Play (line 124) | public void Play(QueueMode queueMode = QueueMode.PlayNow, PlayMode pla...
    method CrossFade (line 129) | public void CrossFade(float fadeLength, QueueMode queueMode = QueueMod...
    method Stop (line 134) | public void Stop()
    method Schedule (line 139) | public void Schedule(System.Action<ISPAnim> callback)
    method Schedule (line 145) | public void Schedule(System.Action<ISPAnim> callback, float timeout, I...
    method Tick (line 160) | bool IRadicalYieldInstruction.Tick(out object yieldObject)
    method OnComplete (line 166) | void IRadicalWaitHandle.OnComplete(System.Action<IRadicalWaitHandle> c...
    method Dispose (line 189) | public void Dispose()

FILE: SpacepuppyAnim/Anim/Blend/IndexedAnimationSelector.cs
  class IndexedAnimationSelector (line 15) | public class IndexedAnimationSelector : ICollection<ISPAnim>, ISPAnim
    method IndexedAnimationSelector (line 37) | public IndexedAnimationSelector(SPAnimationController controller, int ...
    method IndexedAnimationSelector (line 44) | public IndexedAnimationSelector(SPAnimationController controller, Sele...
    method GetAnimAtIndex (line 107) | public ISPAnim GetAnimAtIndex(int index)
    method PlayAnimationAtCurrentPosition (line 112) | private void PlayAnimationAtCurrentPosition(QueueMode queueMode = Queu...
    method Play (line 262) | public void Play(QueueMode queueMode = QueueMode.PlayNow, PlayMode pla...
    method CrossFade (line 267) | public void CrossFade(float fadeLength, QueueMode queueMode = QueueMod...
    method Stop (line 272) | public void Stop()
    method Schedule (line 281) | public void Schedule(System.Action<ISPAnim> callback)
    method Schedule (line 287) | public void Schedule(System.Action<ISPAnim> callback, float timeout, I...
    method Tick (line 302) | bool IRadicalYieldInstruction.Tick(out object yieldObject)
    method OnComplete (line 308) | void IRadicalWaitHandle.OnComplete(System.Action<IRadicalWaitHandle> c...
    method Add (line 325) | public void Add(ISPAnim item)
    method Contains (line 331) | public bool Contains(ISPAnim state)
    method Remove (line 336) | public bool Remove(ISPAnim state)
    method Clear (line 349) | public void Clear()
    method CopyTo (line 355) | public void CopyTo(ISPAnim[] array, int arrayIndex)
    method GetEnumerator (line 370) | public IEnumerator<ISPAnim> GetEnumerator()
    method GetEnumerator (line 375) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    method Dispose (line 399) | public void Dispose()

FILE: SpacepuppyAnim/Anim/Blend/LinearAnimationBlend.cs
  class LinearAnimationBlend (line 15) | public class LinearAnimationBlend : ICollection<LinearAnimationBlend.Sta...
    method LinearAnimationBlend (line 36) | public LinearAnimationBlend(SPAnimationController controller, int laye...
    method Add (line 67) | public StateData Add(ISPAnim state, float pos)
    method PlayAnimationAtCurrentPosition (line 80) | private void PlayAnimationAtCurrentPosition(QueueMode queueMode = Queu...
    method Play (line 215) | public void Play(QueueMode queueMode = QueueMode.PlayNow, PlayMode pla...
    method CrossFade (line 220) | public void CrossFade(float fadeLength, QueueMode queueMode = QueueMod...
    method Stop (line 225) | public void Stop()
    method Schedule (line 239) | public void Schedule(System.Action<ISPAnim> callback)
    method Schedule (line 245) | public void Schedule(System.Action<ISPAnim> callback, float timeout, I...
    method Tick (line 260) | bool IRadicalYieldInstruction.Tick(out object yieldObject)
    method OnComplete (line 266) | void IRadicalWaitHandle.OnComplete(System.Action<IRadicalWaitHandle> c...
    method Add (line 283) | void ICollection<StateData>.Add(StateData item)
    method Contains (line 288) | public bool Contains(StateData state)
    method Remove (line 293) | public bool Remove(StateData state)
    method Clear (line 306) | public void Clear()
    method CopyTo (line 313) | public void CopyTo(StateData[] array, int arrayIndex)
    method GetEnumerator (line 328) | public IEnumerator<StateData> GetEnumerator()
    method GetEnumerator (line 333) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    method Dispose (line 357) | public void Dispose()
    method SortSubStates (line 370) | private static int SortSubStates(StateData a, StateData b)
    class StateData (line 381) | public class StateData
      method StateData (line 388) | internal StateData(LinearAnimationBlend owner, ISPAnim anim, float pos)
      method Purge (line 420) | internal void Purge()

FILE: SpacepuppyAnim/Anim/Blend/LinearAnimationSelector.cs
  class LinearAnimationSelector (line 15) | public class LinearAnimationSelector : ICollection<LinearAnimationSelect...
    method LinearAnimationSelector (line 39) | public LinearAnimationSelector(SPAnimationController controller, int l...
    method LinearAnimationSelector (line 46) | public LinearAnimationSelector(SPAnimationController controller, Selec...
    method Add (line 89) | public StateData Add(ISPAnim state, float threshold, float fadeLength ...
    method QueuePositionChange (line 106) | public void QueuePositionChange(float pos, PlayMode playMode = PlayMod...
    method QueuePositionScheduledCallback (line 125) | private void QueuePositionScheduledCallback(ISPAnim state)
    method GetAnimationAtPosition (line 143) | public ISPAnim GetAnimationAtPosition(float pos)
    method GetAnimationDataAtPosition (line 150) | private StateData GetAnimationDataAtPosition(float pos)
    method PlayAnimationAtCurrentPosition (line 181) | private void PlayAnimationAtCurrentPosition(QueueMode queueMode = Queu...
    method Play (line 314) | public void Play(QueueMode queueMode = QueueMode.PlayNow, PlayMode pla...
    method CrossFade (line 319) | public void CrossFade(float fadeLength, QueueMode queueMode = QueueMod...
    method Stop (line 324) | public void Stop()
    method Schedule (line 333) | public void Schedule(System.Action<ISPAnim> callback)
    method Schedule (line 339) | public void Schedule(System.Action<ISPAnim> callback, float timeout, I...
    method Tick (line 354) | bool IRadicalYieldInstruction.Tick(out object yieldObject)
    method OnComplete (line 360) | void IRadicalWaitHandle.OnComplete(System.Action<IRadicalWaitHandle> c...
    method Add (line 377) | void ICollection<StateData>.Add(StateData item)
    method Contains (line 382) | public bool Contains(StateData state)
    method Remove (line 387) | public bool Remove(StateData state)
    method Clear (line 400) | public void Clear()
    method CopyTo (line 407) | public void CopyTo(StateData[] array, int arrayIndex)
    method GetEnumerator (line 422) | public IEnumerator<StateData> GetEnumerator()
    method GetEnumerator (line 427) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    method Dispose (line 451) | public void Dispose()
    method SortSubStates (line 465) | private static int SortSubStates(StateData a, StateData b)
    class StateData (line 476) | public class StateData
      method StateData (line 484) | internal StateData(LinearAnimationSelector owner, ISPAnim anim, floa...
      method Purge (line 525) | internal void Purge()
    type QueueData (line 532) | private struct QueueData
      method QueueData (line 537) | public QueueData(float pos, PlayMode mode)

FILE: SpacepuppyAnim/Anim/Blend/StaticFrameAnimation.cs
  class StaticFrameAnimation (line 14) | public class StaticFrameAnimation : ISPAnim
    method StaticFrameAnimation (line 26) | public StaticFrameAnimation(SPAnim state)
    method StaticFrameAnimation (line 31) | public StaticFrameAnimation(SPAnim state, float scale)
    method Play (line 116) | public void Play(QueueMode queueMode = QueueMode.PlayNow, PlayMode pla...
    method CrossFade (line 123) | public void CrossFade(float fadeLength, QueueMode queueMode = QueueMod...
    method Stop (line 130) | public void Stop()
    method Schedule (line 135) | public void Schedule(System.Action<ISPAnim> callback)
    method Schedule (line 140) | public void Schedule(System.Action<ISPAnim> callback, float timeout, I...
    method Tick (line 194) | bool IRadicalYieldInstruction.Tick(out object yieldObject)
    method OnComplete (line 200) | void IRadicalWaitHandle.OnComplete(System.Action<IRadicalWaitHandle> c...
    method Dispose (line 225) | public void Dispose()

FILE: SpacepuppyAnim/Anim/Exceptions.cs
  class UnknownStateException (line 8) | public class UnknownStateException : System.ArgumentException
    method UnknownStateException (line 19) | public UnknownStateException(string stateName) :
  class AnimationInvalidAccessException (line 35) | public class AnimationInvalidAccessException : System.InvalidOperationEx...
    method AnimationInvalidAccessException (line 38) | public AnimationInvalidAccessException()

FILE: SpacepuppyAnim/Anim/IAnimControllerMask.cs
  type IAnimControllerMask (line 9) | public interface IAnimControllerMask
    method CanPlay (line 12) | bool CanPlay(IAnimatable anim);
    method CanPlay (line 13) | bool CanPlay(AnimationClip clip, AnimSettings settings);
  class SPAnimControllerLayerMask (line 17) | [CreateAssetMenu(fileName = "SPAnimControllerLayerMask", menuName = "Spa...
    method SetData (line 49) | public void SetData(string layers)
    method InitData (line 55) | private void InitData()
    method TestLayer (line 100) | private bool TestLayer(int layer)
    method CanPlay (line 116) | public bool CanPlay(IAnimatable anim)
    method CanPlay (line 122) | public bool CanPlay(AnimationClip clip, AnimSettings settings)
    type Range (line 131) | private struct Range
  class AnimControllerMaskSerializedRef (line 141) | [System.Serializable]

FILE: SpacepuppyAnim/Anim/IKSolver.cs
  class IKSolver (line 6) | public class IKSolver
    method CalculateIK (line 10) | public static void CalculateIK(Transform upperArm, Transform foreArm, ...
    method CalculateIK (line 50) | public static void CalculateIK(Transform upperArm, Transform foreArm, ...

FILE: SpacepuppyAnim/Anim/ISPAnim.cs
  type IAnimatable (line 9) | public interface IAnimatable
  type ISPAnim (line 20) | public interface ISPAnim : IAnimatable, IRadicalWaitHandle, ISPDisposable
    method Play (line 33) | void Play(QueueMode queueMode = QueueMode.PlayNow, PlayMode playMode =...
    method CrossFade (line 34) | void CrossFade(float fadeLength, QueueMode queueMode = QueueMode.PlayN...
    method Stop (line 35) | void Stop();
    method Schedule (line 41) | void Schedule(System.Action<ISPAnim> callback);
    method Schedule (line 49) | void Schedule(System.Action<ISPAnim> callback, float timeout, ITimeSup...

FILE: SpacepuppyAnim/Anim/ISPAnimationMask.cs
  type ISPAnimationMask (line 9) | public interface ISPAnimationMask
    method Apply (line 12) | void Apply(SPAnimationController controller, AnimationState state);
    method Redact (line 13) | void Redact(SPAnimationController controller, AnimationState state);
  class SPAnimationMaskAsset (line 17) | [CreateAssetMenu(fileName = "SPAnimMask", menuName = "Spacepuppy/SPAnim ...
    method Apply (line 51) | public void Apply(SPAnimationController controller, AnimationState state)
    method Redact (line 63) | public void Redact(SPAnimationController controller, AnimationState st...
    method GetTransforms (line 75) | public IEnumerable<Transform> GetTransforms(SPAnimationController cont...
    method Find (line 88) | public MaskEntry Find(string path)
    method Add (line 98) | public void Add(string path, bool recurse)
    method Remove (line 107) | public void Remove(string path)
    method Add (line 128) | public void Add(MaskEntry entry)
    method Remove (line 135) | public bool Remove(MaskEntry entry)
    method Clear (line 140) | public void Clear()
    method Contains (line 145) | public bool Contains(MaskEntry entry)
    method CopyTo (line 150) | public void CopyTo(MaskEntry[] array, int arrayIndex)
    method GetEnumerator (line 159) | public List<MaskEntry>.Enumerator GetEnumerator()
    method GetEnumerator (line 164) | IEnumerator<MaskEntry> IEnumerable<MaskEntry>.GetEnumerator()
    method GetEnumerator (line 169) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    type MaskEntry (line 178) | [System.Serializable]
    type Mask (line 191) | internal struct Mask
  class SPAnimMaskSerializedRef (line 201) | [System.Serializable]

FILE: SpacepuppyAnim/Anim/ISPAnimationSource.cs
  type ISPAnimationSource (line 12) | public interface ISPAnimationSource
    method GetAnim (line 21) | ISPAnim GetAnim(string name);

FILE: SpacepuppyAnim/Anim/ISPAnimator.cs
  type ISPAnimator (line 12) | public interface ISPAnimator
    method Configure (line 18) | void Configure(SPAnimationController controller);
  class SPAnimatorComponent (line 28) | public abstract class SPAnimatorComponent : SPComponent, ISPAnimator //,...
    method Start (line 44) | protected override void Start()
    method Init (line 55) | protected abstract void Init(SPAnimationController controller);
    method Configure (line 74) | public void Configure(SPAnimationController controller)
  class SPAnimatorMethodAttribute (line 84) | public class SPAnimatorMethodAttribute : System.Attribute

FILE: SpacepuppyAnim/Anim/ISPAnimatorState.cs
  type ISPAnimatorState (line 8) | public interface ISPAnimatorState : IComponent
    method Activate (line 13) | void Activate();
    method Deactivate (line 14) | void Deactivate();
    method UpdateState (line 15) | void UpdateState();
  class SPAnimatorState (line 20) | public abstract class SPAnimatorState : SPNotifyingComponent, ISPAnimato...
    method Awake (line 34) | protected override void Awake()
    method Activate (line 56) | protected virtual void Activate()
    method Activate (line 60) | void ISPAnimatorState.Activate()
    method Deactivate (line 66) | protected virtual void Deactivate()
    method Deactivate (line 69) | void ISPAnimatorState.Deactivate()
    method UpdateState (line 75) | protected virtual void UpdateState()
    method UpdateState (line 79) | void ISPAnimatorState.UpdateState()

FILE: SpacepuppyAnim/Anim/IScriptableAnimationClip.cs
  type IScriptableAnimationClip (line 13) | public interface IScriptableAnimationClip : IAnimatable
    method CreateState (line 16) | ISPAnim CreateState(SPAnimationController controller);
  type IScriptableAnimationCallback (line 20) | public interface IScriptableAnimationCallback : IDisposable
    method Tick (line 24) | bool Tick(bool layerIsObscured);
  class ScriptableAnimState (line 29) | public abstract class ScriptableAnimState : ISPAnim, ISPDisposable
    method ScriptableAnimState (line 41) | public ScriptableAnimState(SPAnimationController controller)
    method CrossFade (line 62) | public abstract void CrossFade(float fadeLength, QueueMode queueMode =...
    method Play (line 63) | public abstract void Play(QueueMode queueMode = QueueMode.PlayNow, Pla...
    method Stop (line 64) | public abstract void Stop();
    method Schedule (line 95) | public void Schedule(System.Action<ISPAnim> callback)
    method Schedule (line 101) | public void Schedule(System.Action<ISPAnim> callback, float timeout, I...
    method Tick (line 116) | bool IRadicalYieldInstruction.Tick(out object yieldObject)
    method OnComplete (line 122) | void IRadicalWaitHandle.OnComplete(System.Action<IRadicalWaitHandle> c...
    method Dispose (line 154) | public virtual void Dispose()

FILE: SpacepuppyAnim/Anim/Legacy/SPLegacyAnimation.cs
  class SPLegacyAnimation (line 18) | [System.Obsolete("Use SPAnimationController instead!")]
    method CreateAnimatableState (line 36) | public ISPAnim CreateAnimatableState(string name)
    method PlayDirectly (line 45) | [System.Obsolete("Doesn't support latest SPAnimationMask")]
    method QueueDirectly (line 55) | [System.Obsolete("Doesn't support latest SPAnimationMask")]
    method CrossFadeDirectly (line 71) | [System.Obsolete("Doesn't support latest SPAnimationMask")]
    method QueueCrossFadeDirectly (line 81) | [System.Obsolete("Doesn't support latest SPAnimationMask")]
    method Stop (line 97) | public new void Stop(string name)
    method StopAll (line 106) | public new void StopAll()
    method StopLayer (line 112) | public void StopLayer(int layer)
    method IsPlaying (line 122) | public bool IsPlaying(string name)
    method AddEvent (line 131) | public void AddEvent(string anim, float time, AnimationEventCallback c...

FILE: SpacepuppyAnim/Anim/MaskCollection.cs
  class MaskCollection (line 8) | [System.Obsolete("Use SPAnimationMask Intead")]
    method MaskCollection (line 26) | public MaskCollection()
    method SetState (line 31) | internal void SetState(AnimationState state)
    method Add (line 41) | public void Add(Transform t, bool recursive)
    method Remove (line 46) | public bool Remove(Transform t)
    method IndexOfTransform (line 58) | internal int IndexOfTransform(Transform t)
    method RemoveAt (line 67) | internal void RemoveAt(int index)
    method AddRange (line 75) | public void AddRange(IEnumerable<TransformMask> coll)
    method AddRange (line 84) | public void AddRange(MaskCollection coll)
    method Copy (line 93) | public void Copy(IEnumerable<TransformMask> coll)
    method Copy (line 103) | public void Copy(MaskCollection coll)
    method Apply (line 113) | public void Apply(AnimationState state)
    method SilentClear (line 123) | private void SilentClear()
    method Add (line 139) | public void Add(TransformMask item)
    method Clear (line 155) | public void Clear()
    method Contains (line 168) | public bool Contains(TransformMask item)
    method CopyTo (line 173) | public void CopyTo(TransformMask[] array, int arrayIndex)
    method Remove (line 188) | public bool Remove(TransformMask item)
    method GetEnumerator (line 203) | public IEnumerator<TransformMask> GetEnumerator()
    method GetEnumerator (line 208) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...

FILE: SpacepuppyAnim/Anim/PropertyAttributes.cs
  class AnimTimePeriodAttribute (line 10) | [System.AttributeUsage(System.AttributeTargets.Field, AllowMultiple = fa...

FILE: SpacepuppyAnim/Anim/SPAnim.cs
  class SPAnim (line 10) | public class SPAnim : ISPAnim, IRadicalWaitHandle, System.ICloneable
    method SPAnim (line 35) | private SPAnim()
    method PlayReverse (line 199) | public void PlayReverse(PlayMode playMode = PlayMode.StopSameLayer)
    method Queue (line 215) | public SPAnim Queue(QueueMode queueMode = QueueMode.CompleteOthers, Pl...
    method QueueCrossFade (line 224) | public SPAnim QueueCrossFade(float fadeLength, QueueMode queueMode = Q...
    method QueueInReverse (line 233) | public SPAnim QueueInReverse(QueueMode queueMode = QueueMode.CompleteO...
    method Play (line 273) | public void Play(QueueMode queueMode = QueueMode.PlayNow, PlayMode pla...
    method CrossFade (line 290) | public void CrossFade(float fadeLength, QueueMode queueMode = QueueMod...
    method Stop (line 307) | public void Stop()
    method Schedule (line 318) | public void Schedule(System.Action<ISPAnim> callback)
    method Schedule (line 324) | public void Schedule(System.Action<ISPAnim> callback, float timeout, I...
    method Tick (line 339) | bool IRadicalYieldInstruction.Tick(out object yieldObject)
    method OnComplete (line 345) | void IRadicalWaitHandle.OnComplete(System.Action<IRadicalWaitHandle> c...
    method RegisterTimeScaleChangedEvent (line 362) | private void RegisterTimeScaleChangedEvent()
    method UnregisterTimeScaleChangedEvent (line 370) | private void UnregisterTimeScaleChangedEvent()
    method OnTimeScaleChanged (line 378) | private void OnTimeScaleChanged(object sender, System.EventArgs e)
    method Clone (line 394) | public SPAnim Clone()
    method Clone (line 407) | object System.ICloneable.Clone()
    method Dispose (line 431) | public void Dispose()
    method Create (line 458) | public static SPAnim Create(Animation anim, string clipId)
    method Create (line 467) | public static SPAnim Create(SPAnimationController anim, string clipId)
    class NullSPAnim (line 492) | private sealed class NullSPAnim : ISPAnim, IRadicalWaitHandle
      method Play (line 556) | public void Play(QueueMode queueMode = QueueMode.PlayNow, PlayMode p...
      method Play (line 560) | public void Play(float speed, QueueMode queueMode = QueueMode.PlayNo...
      method CrossFade (line 564) | public void CrossFade(float fadeLength, QueueMode queueMode = QueueM...
      method CrossFade (line 568) | public void CrossFade(float speed, float fadeLength, QueueMode queue...
      method Stop (line 572) | public void Stop()
      method Schedule (line 576) | public void Schedule(System.Action<ISPAnim> callback)
      method Schedule (line 580) | public void Schedule(System.Action<ISPAnim> callback, float timeout,...
      method OnComplete (line 597) | public void OnComplete(Action<IRadicalWaitHandle> callback)
      method Tick (line 602) | public bool Tick(out object yieldObject)
      method Dispose (line 633) | void System.IDisposable.Dispose()

FILE: SpacepuppyAnim/Anim/SPAnimClip.cs
  class SPAnimClip (line 30) | [System.Serializable()]
    method SPAnimClip (line 91) | private SPAnimClip()
    method SPAnimClip (line 100) | public SPAnimClip(string name)
    method SPAnimClip (line 110) | public SPAnimClip(string name, AnimationClip clip)
    method SPAnimClip (line 120) | public SPAnimClip(string name, AnimationClip clip, ITimeSupplier timeS...
    method Init (line 130) | public void Init(SPAnimationController controller, string uniqueHash =...
    method SetAnimState (line 149) | internal void SetAnimState(SPAnimationController controller, string id...
    method CreateAnimatableState (line 384) | public ISPAnim CreateAnimatableState()
    method PlayDirectly (line 422) | public void PlayDirectly(PlayMode mode = PlayMode.StopSameLayer)
    method Play (line 454) | public ISPAnim Play(QueueMode queueMode = QueueMode.PlayNow, PlayMode ...
    method Play (line 461) | public ISPAnim Play(float speed, QueueMode queueMode = QueueMode.PlayN...
    method CrossFadeDirectly (line 468) | public void CrossFadeDirectly(float fadeLength, PlayMode mode = PlayMo...
    method CrossFade (line 500) | public ISPAnim CrossFade(float fadeLength, QueueMode queueMode = Queue...
    method CrossFade (line 507) | public ISPAnim CrossFade(float speed, float fadeLength, QueueMode queu...
    method Rewind (line 514) | public void Rewind()
    method Stop (line 527) | public void Stop()
    method AddEvent (line 543) | public void AddEvent(float time, AnimationEventCallback callback, obje...
    method Dispose (line 568) | public void Dispose()
    class ConfigAttribute (line 584) | public class ConfigAttribute : System.Attribute
      method ConfigAttribute (line 589) | public ConfigAttribute(bool hideDetailRegion)
      method ConfigAttribute (line 595) | public ConfigAttribute(params string[] visibleProps)
    class ReadOnlyNameAttribute (line 602) | public class ReadOnlyNameAttribute : System.Attribute
      method ReadOnlyNameAttribute (line 606) | public ReadOnlyNameAttribute(string name)
    method IsValid (line 618) | public static bool IsValid(SPAnimClip clip)
    method IsValidAndInitialized (line 623) | public static bool IsValidAndInitialized(SPAnimClip clip)

FILE: SpacepuppyAnim/Anim/SPAnimClipCollection.cs
  class SPAnimClipCollection (line 14) | [System.Serializable()]
    method SPAnimClipCollection (line 34) | protected internal SPAnimClipCollection()
    method InitMasterCollection (line 86) | internal void InitMasterCollection(SPAnimationController controller)
    method SyncMasterAnims (line 97) | internal void SyncMasterAnims()
    method Init (line 122) | public void Init(SPAnimationController controller, string uniqueHash =...
    method AddToMasterList (line 136) | internal void AddToMasterList(string id, SPAnimClip clip)
    method AddToMasterList (line 149) | private void AddToMasterList(string id, SPAnimClip clip, bool isSelfIn...
    method Play (line 187) | public ISPAnim Play(string clipId, QueueMode queueMode = QueueMode.Pla...
    method CrossFade (line 197) | public ISPAnim CrossFade(string clipId, float fadeLength, QueueMode qu...
    method Add (line 208) | public SPAnimClip Add(string name, AnimationClip clip)
    method ToArray (line 231) | public SPAnimClip[] ToArray()
    method ContainsKey (line 236) | public bool ContainsKey(string name)
    method Add (line 246) | public void Add(SPAnimClip clip)
    method Clear (line 268) | public void Clear()
    method Contains (line 277) | public bool Contains(SPAnimClip item)
    method CopyTo (line 282) | public void CopyTo(SPAnimClip[] array, int arrayIndex)
    method Remove (line 297) | public bool Remove(SPAnimClip item)
    method GetEnumerator (line 309) | public Enumerator GetEnumerator()
    method GetEnumerator (line 314) | IEnumerator<SPAnimClip> IEnumerable<SPAnimClip>.GetEnumerator()
    method GetEnumerator (line 319) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    method Dispose (line 328) | public void Dispose()
    method OnAfterDeserialize (line 344) | void ISerializationCallbackReceiver.OnAfterDeserialize()
    method OnBeforeSerialize (line 353) | void ISerializationCallbackReceiver.OnBeforeSerialize()
    type Enumerator (line 364) | public struct Enumerator : IEnumerator<SPAnimClip>
      method Enumerator (line 370) | public Enumerator(SPAnimClipCollection coll)
      method MoveNext (line 387) | public bool MoveNext()
      method Reset (line 392) | void System.Collections.IEnumerator.Reset()
      method Dispose (line 397) | public void Dispose()
    class ConfigAttribute (line 403) | public class ConfigAttribute : System.Attribute
    class StaticCollectionAttribute (line 411) | public class StaticCollectionAttribute : System.Attribute
      method StaticCollectionAttribute (line 416) | public StaticCollectionAttribute(params string[] names)

FILE: SpacepuppyAnim/Anim/SPAnimationController.cs
  class SPAnimationController (line 23) | [DisallowMultipleComponent()]
    method Awake (line 63) | protected override void Awake()
    method Start (line 77) | protected override void Start()
    method Init (line 90) | private void Init()
    method Play (line 146) | public ISPAnim Play(string clipId, QueueMode queueMode = QueueMode.Pla...
    method CrossFade (line 159) | public ISPAnim CrossFade(string clipId, float fadeLength, QueueMode qu...
    method Play (line 172) | public ISPAnim Play(IScriptableAnimationClip clip, PlayMode mode = Pla...
    method Stop (line 184) | public void Stop(string id)
    method Stop (line 192) | public void Stop(int layer)
    method StopAll (line 197) | public void StopAll()
    method PlayAuxiliary (line 213) | public ISPAnim PlayAuxiliary(SPAnimClip clip, QueueMode queueMode = Qu...
    method CrossFadeAuxiliary (line 244) | public ISPAnim CrossFadeAuxiliary(SPAnimClip clip, float fadeLength, Q...
    method PlayAuxiliary (line 275) | public SPAnim PlayAuxiliary(AnimationClip clip, AnimSettings settings,...
    method CrossFadeAuxiliary (line 289) | public SPAnim CrossFadeAuxiliary(AnimationClip clip, AnimSettings sett...
    method PlayAuxiliaryDirectly (line 305) | public string PlayAuxiliaryDirectly(SPAnimClip clip, PlayMode playMode...
    method CrossFadeAuxiliaryDirectly (line 333) | public string CrossFadeAuxiliaryDirectly(SPAnimClip clip, float fadeLe...
    method PlayAuxiliaryDirectly (line 361) | public string PlayAuxiliaryDirectly(AnimationClip clip, AnimSettings s...
    method CrossFadeAuxiliaryDirectly (line 375) | public string CrossFadeAuxiliaryDirectly(AnimationClip clip, AnimSetti...
    method PlayInternal (line 392) | internal void PlayInternal(string clipId, PlayMode mode, int layer)
    method CrossFadeInternal (line 411) | internal void CrossFadeInternal(string clipId, float fadeLength, PlayM...
    method PlayQueuedInternal (line 431) | internal AnimationState PlayQueuedInternal(string clipId, QueueMode qu...
    method CrossFadeQueuedInternal (line 474) | internal AnimationState CrossFadeQueuedInternal(string clipId, float f...
    method StopInternal (line 496) | internal void StopInternal(int layer, PlayMode mode)
    method AddAuxiliaryClip (line 512) | private string AddAuxiliaryClip(AnimationClip clip, string auxId)
    method CreateAnimationEvent (line 530) | internal void CreateAnimationEvent(AnimationClip clip, float time, Ani...
    method SPAnimationEventHook33417 (line 545) | private void SPAnimationEventHook33417(string id)
    method GetAnim (line 566) | public virtual ISPAnim GetAnim(string name)
    class AnimationCallbackData (line 580) | private class AnimationCallbackData
      method AnimationCallbackData (line 585) | public AnimationCallbackData(AnimationEventCallback callback, object...
    type InUpdateInfo (line 592) | private struct InUpdateInfo
      method InUpdateInfo (line 597) | public InUpdateInfo(AnimEventScheduler s, bool add)
    method StartScriptableAnim (line 618) | public void StartScriptableAnim(IScriptableAnimationCallback state, Pl...
    method EnableScriptableAnim (line 638) | public void EnableScriptableAnim(IScriptableAnimationCallback state)
    method StopScriptableAnim (line 654) | public void StopScriptableAnim(IScriptableAnimationCallback state, boo...
    class ScriptableAnimCollection (line 664) | private class ScriptableAnimCollection : IUpdateable, IEnumerable<IScr...
      method ScriptableAnimCollection (line 673) | public ScriptableAnimCollection(SPAnimationController controller)
      method Add (line 683) | public void Add(IScriptableAnimationCallback wrapper)
      method Remove (line 697) | public void Remove(IScriptableAnimationCallback callback, bool dispose)
      method Remove (line 717) | public void Remove(int layer, bool dispose)
      method Clear (line 742) | public void Clear(bool dispose)
      method Update (line 777) | public void Update()
      method GetEnumerator (line 815) | public HashSet<IScriptableAnimationCallback>.Enumerator GetEnumerator()
      method GetEnumerator (line 820) | IEnumerator<IScriptableAnimationCallback> IEnumerable<IScriptableAni...
      method GetEnumerator (line 825) | IEnumerator IEnumerable.GetEnumerator()

FILE: SpacepuppyAnim/Anim/SPAnimatorStateMachine.cs
  class SPAnimatorStateMachine (line 10) | public class SPAnimatorStateMachine : SPAnimationController, ISPAnimatio...
    method Awake (line 22) | protected override void Awake()
    method Stop (line 42) | public new void Stop(string name)
    method StopAll (line 47) | public new void StopAll()
    method IsPlaying (line 52) | public bool IsPlaying(string name)
    method OnStateChanged (line 58) | private void OnStateChanged(object sender, StateChangedEventArgs<ISPAn...
    method Update (line 64) | protected virtual void Update()
    method GetAnim (line 73) | public override ISPAnim GetAnim(string name)

FILE: SpacepuppyAnim/Anim/TransformMask.cs
  type TransformMask (line 8) | [System.Obsolete("Use SPAnimationMask Intead")]
    method TransformMask (line 24) | public TransformMask(Transform t, bool recursive)

FILE: SpacepuppyAnim/Anim/i_PlayAnimation.cs
  class i_PlayAnimation (line 14) | public class i_PlayAnimation : TriggerableMechanism, IObservableTrigger,...
    type PlayByMode (line 19) | public enum PlayByMode
    method PlayClip (line 70) | private object PlayClip(SPAnimationController controller, UnityEngine....
    method PlayClip (line 93) | private object PlayClip(Animation controller, AnimationClip clip)
    method TryPlay (line 113) | private object TryPlay(object controller)
    method ResolveTargetAnimator (line 186) | private object ResolveTargetAnimator(object arg)
    method Trigger (line 219) | public override bool Trigger(object sender, object arg)
    method Trigger (line 244) | public bool Trigger(object sender, object arg, BlockingTriggerYieldIns...
    method GetTriggers (line 276) | Trigger[] IObservableTrigger.GetTriggers()
    method OnAfterDeserialize (line 285) | void ISerializationCallbackReceiver.OnAfterDeserialize()
    method OnBeforeSerialize (line 294) | void ISerializationCallbackReceiver.OnBeforeSerialize()
    method IsAcceptibleAnimator (line 307) | public static bool IsAcceptibleAnimator(object obj)

FILE: SpacepuppyAnim/Anim/i_PlaySPAnimation.cs
  class i_PlaySPAnimation (line 15) | [System.Obsolete("Use i_PlayAnimation instead!")]
    method Trigger (line 120) | public override bool Trigger(object sender, object arg)
    method Trigger (line 147) | public bool Trigger(object sender, object arg, BlockingTriggerYieldIns...
    method GetTriggers (line 184) | Trigger[] IObservableTrigger.GetTriggers()

FILE: SpacepuppyAnim/Anim/i_StopAnimation.cs
  class i_StopAnimation (line 14) | public class i_StopAnimation : TriggerableMechanism
    type StopMode (line 17) | public enum StopMode
    method ResolveTargetAnimator (line 68) | private object ResolveTargetAnimator(object arg)
    method Trigger (line 125) | public override bool Trigger(object sender, object arg)
    method IsAcceptibleAnimator (line 182) | public static bool IsAcceptibleAnimator(object obj)

FILE: SpacepuppyAnim/Mecanim/MecanimSpeedScaler.cs
  class MecanimSpeedScaler (line 9) | public class MecanimSpeedScaler : SPComponent
    method OnStartOrEnable (line 26) | protected override void OnStartOrEnable()
    method OnDisable (line 36) | protected override void OnDisable()
    method OnTimeScaleChanged (line 48) | private void OnTimeScaleChanged(object sender, System.EventArgs e)

FILE: SpacepuppyAnimEditor/Anim/AnimLayerPropertyDrawer.cs
  class AnimLayerPropertyDrawer (line 12) | [CustomPropertyDrawer(typeof(AnimLayerAttribute))]
    method OnGUI (line 18) | public override void OnGUI(Rect position, SerializedProperty property,...
    method GetCurrentIndex (line 64) | private int GetCurrentIndex(AnimLayerInformation[] infos, int currentL...
    method AnimLayerPropertyDrawer (line 82) | static AnimLayerPropertyDrawer()
    method SyncLayerData (line 87) | public static void SyncLayerData()

FILE: SpacepuppyAnimEditor/Anim/AnimTimePeriodPropertyDrawer.cs
  class AnimTimePeriodPropertyDrawer (line 14) | [CustomPropertyDrawer(typeof(AnimTimePeriodAttribute))]
    method OnGUI (line 18) | public override void OnGUI(Rect position, SerializedProperty property,...

FILE: SpacepuppyAnimEditor/Anim/IAnimLayerInformationSupplier.cs
  type AnimLayerInformation (line 9) | public struct AnimLayerInformation
    method AnimLayerInformation (line 14) | public AnimLayerInformation(string name, int layer)
  class AnimLayerInformationSupplierConfigAttribute (line 21) | [System.AttributeUsage(AttributeTargets.Class, AllowMultiple=false, Inhe...
    method AnimLayerInformationSupplierConfigAttribute (line 27) | public AnimLayerInformationSupplierConfigAttribute(int priority)
  type IAnimLayerInformationSupplier (line 34) | public interface IAnimLayerInformationSupplier
    method GetLayers (line 37) | AnimLayerInformation[] GetLayers();

FILE: SpacepuppyAnimEditor/Anim/Legacy/SPLegacyAnimationInspector.cs
  class SPLegacyAnimationInspector (line 14) | [System.Obsolete()]

FILE: SpacepuppyAnimEditor/Anim/MaskCollectionPropertyDrawer.cs
  class MaskCollectionPropertyDrawer (line 17) | [System.Obsolete("MaskCollection is obsolete, so is its inspector.")]
    method Init (line 34) | private void Init(SerializedProperty property, GUIContent label)
    method GetPropertyHeight (line 46) | public override float GetPropertyHeight(SerializedProperty property, G...
    method OnGUI (line 56) | public override void OnGUI(Rect position, SerializedProperty property,...
    method _maskList_DrawHeader (line 73) | private void _maskList_DrawHeader(Rect area)
    method _maskList_DrawElement (line 81) | private void _maskList_DrawElement(Rect area, int index, bool isActive...

FILE: SpacepuppyAnimEditor/Anim/SPAnimClipCollectionPropertyDrawer.cs
  class SPAnimClipCollectionPropertyDrawer (line 14) | [CustomPropertyDrawer(typeof(SPAnimClipCollection), true)]
    method Init (line 44) | private void Init(SerializedProperty property, GUIContent label, bool ...
    method GetDetailHeight (line 123) | private float GetDetailHeight()
    method GetPropertyHeight (line 148) | public override float GetPropertyHeight(SerializedProperty property, G...
    method OnGUI (line 168) | public override void OnGUI(Rect position, SerializedProperty property,...
    method _animList_DrawHeader (line 226) | private void _animList_DrawHeader(Rect area)
    method _animList_DrawElement (line 231) | private void _animList_DrawElement(Rect area, int index, bool isActive...
    method _animList_OnAdded (line 240) | private void _animList_OnAdded(ReorderableList lst)

FILE: SpacepuppyAnimEditor/Anim/SPAnimClipPropertyDrawer.cs
  class SPAnimClipPropertyDrawer (line 16) | [CustomPropertyDrawer(typeof(SPAnimClip))]
    method Init (line 37) | private void Init(SerializedProperty property, bool searchForAttribs)
    method GetDetailHeight (line 64) | public float GetDetailHeight(SerializedProperty property)
    method GetDetailHeight (line 71) | private float GetDetailHeight()
    method GetPropertyHeight (line 92) | public override float GetPropertyHeight(SerializedProperty property, G...
    method OnGUI (line 106) | public override void OnGUI(Rect position, SerializedProperty property,...
    method DrawClip (line 135) | public void DrawClip(Rect area, SerializedProperty property, GUIConten...
    method DrawDetails (line 201) | public void DrawDetails(Rect position, SerializedProperty property)

FILE: SpacepuppyAnimEditor/Anim/SPAnimationControllerInspector.cs
  class SPAnimationControllerInspector (line 13) | [CustomEditor(typeof(SPAnimationController), true)]
    method OnSPInspectorGUI (line 29) | protected override void OnSPInspectorGUI()
    method DrawPlayAnimPopup (line 42) | private void DrawPlayAnimPopup()
    method DrawSPAnimationControllerProps (line 58) | protected void DrawSPAnimationControllerProps()
    method FindRenderer (line 96) | private static SkinnedMeshRenderer FindRenderer(GameObject targ)

FILE: SpacepuppyAnimEditor/Anim/SPAnimationMaskAssetInspector.cs
  class SPAnimationMaskAssetInspector (line 15) | [CustomEditor(typeof(SPAnimationMaskAsset), true)]
    method OnEnable (line 31) | protected override void OnEnable()
    method OnSPInspectorGUI (line 44) | protected override void OnSPInspectorGUI()
    method _lstDrawer_DrawHeader (line 87) | private void _lstDrawer_DrawHeader(Rect area)
    method _lstDrawer_DrawElement (line 92) | private void _lstDrawer_DrawElement(Rect area, int index, bool isActiv...
    method DrawTree (line 114) | private void DrawTree(Transform avatar)
    method DrawTreeRecurse (line 150) | private void DrawTreeRecurse(Transform root, Transform trans, bool par...
    method GetExpandedHierarchy (line 259) | private static List<Transform> GetExpandedHierarchy(Transform t)

FILE: SpacepuppyAnimEditor/Anim/i_PlayAnimationInspector.cs
  class i_PlayAnimationInspector (line 14) | [CustomEditor(typeof(i_PlayAnimation), true)]
    method OnSPInspectorGUI (line 42) | protected override void OnSPInspectorGUI()
    method DrawTargetAnimatorProperty (line 126) | private void DrawTargetAnimatorProperty()
    method DrawAnimSettings (line 164) | private void DrawAnimSettings()
    method DrawAnimIdSelector (line 210) | private void DrawAnimIdSelector(object animator)
    method DrawSPAnimatorFunctionPopup (line 235) | public static string DrawSPAnimatorFunctionPopup(Rect position, System...
    method GetAnimatorType (line 257) | private static AnimatorType GetAnimatorType(object obj, out System.Typ...
    method GetAnimationIds (line 277) | private static void GetAnimationIds(List<string> results, object anima...

FILE: SpacepuppyAnimEditor/Anim/i_PlaySPAnimationInspector.cs
  class i_PlaySPAnimationInspector (line 14) | [CustomEditor(typeof(i_PlaySPAnimation), true)]
    method OnSPInspectorGUI (line 24) | protected override void OnSPInspectorGUI()
    method RequiresConstantRepaint (line 50) | public override bool RequiresConstantRepaint()

FILE: SpacepuppyAnimEditor/Anim/i_StopAnimationInspector.cs
  class i_StopAnimationInspector (line 14) | [CustomEditor(typeof(i_StopAnimation), true)]
    method OnSPInspectorGUI (line 26) | protected override void OnSPInspectorGUI()
    method DrawTargetAnimatorProperty (line 55) | private void DrawTargetAnimatorProperty()

FILE: SpacepuppyBase/Async/AsyncOperationWrapper.cs
  class AsyncOperationWrapper (line 5) | public class AsyncOperationWrapper : IProgressingYieldInstruction
    method AsyncOperationWrapper (line 18) | public AsyncOperationWrapper(params AsyncOperation[] operations)
    method Tick (line 63) | bool IRadicalYieldInstruction.Tick(out object yieldObject)

FILE: SpacepuppyBase/Async/InvokePump.cs
  class InvokePump (line 11) | public class InvokePump : WaitHandle
    method InvokePump (line 28) | public InvokePump()
    method InvokePump (line 34) | public InvokePump(Thread ownerThread)
    method Invoke (line 61) | public void Invoke(Action action)
    method BeginInvoke (line 79) | public void BeginInvoke(Action action)
    method Update (line 94) | public void Update()
    method Close (line 121) | public override void Close()
    method Dispose (line 133) | protected override void Dispose(bool explicitDisposing)
    method WaitOne (line 145) | public override bool WaitOne()
    method WaitOne (line 152) | public override bool WaitOne(int millisecondsTimeout)
    method WaitOne (line 159) | public override bool WaitOne(int millisecondsTimeout, bool exitContext)
    method WaitOne (line 166) | public override bool WaitOne(TimeSpan timeout)
    method WaitOne (line 173) | public override bool WaitOne(TimeSpan timeout, bool exitContext)

FILE: SpacepuppyBase/Async/RadicalAsyncOperation.cs
  class RadicalAsyncOperation (line 5) | public abstract class RadicalAsyncOperation : IRadicalYieldInstruction
    method RadicalAsyncOperation (line 16) | public RadicalAsyncOperation()
    method Begin (line 28) | public void Begin()
    method AsyncCallback (line 33) | private void AsyncCallback(object state)
    method DoAsyncWork (line 38) | protected abstract void DoAsyncWork();
    method SetSignal (line 40) | protected void SetSignal()
    method Tick (line 45) | protected virtual bool Tick(out object yieldObject)
    method Tick (line 60) | bool IRadicalYieldInstruction.Tick(out object yieldObject)
    method QueueUserWorkItem (line 75) | public static RadicalAsyncOperation QueueUserWorkItem(System.Threading...
    class SimpleAsyncAction (line 84) | private class SimpleAsyncAction : RadicalAsyncOperation
      method DoAsyncWork (line 90) | protected override void DoAsyncWork()

FILE: SpacepuppyBase/Async/RadicalTask.cs
  class RadicalTask (line 15) | public sealed class RadicalTask : IRadicalYieldInstruction
    type OperationState (line 18) | public enum OperationState
    method RadicalTask (line 37) | public RadicalTask(RadicalCoroutine routine)
    method Init (line 58) | private void Init(RadicalCoroutine routine)
    method Clear (line 65) | private void Clear()
    method AsyncWorkerCallback (line 73) | private void AsyncWorkerCallback(object state)
    method Tick (line 131) | bool IRadicalYieldInstruction.Tick(out object yieldObject)
    method Create (line 181) | public static RadicalTask Create(RadicalCoroutine routine)

FILE: SpacepuppyBase/Async/SPThreadPool.cs
  class SPThreadPool (line 25) | public static class SPThreadPool
    method SPThreadPool (line 30) | static SPThreadPool()
    method Resize (line 43) | public static void Resize(int maxThreads)
    method QueueUserWorkItem (line 109) | public static bool QueueUserWorkItem(WaitCallback callback)
    method QueueUserWorkItem (line 114) | public static bool QueueUserWorkItem(WaitCallback callback, bool cance...
    method QueueUserWorkItem (line 119) | public static bool QueueUserWorkItem(WaitCallback callback, object state)
    method QueueUserWorkItem (line 124) | public static bool QueueUserWorkItem(WaitCallback callback, object sta...
    method GetMaxThreadCount (line 129) | public static int GetMaxThreadCount()
    method GetAvailableThreadCount (line 134) | public static int GetAvailableThreadCount()
    method GetQueueLength (line 142) | public static int GetQueueLength()
    method EnqueueTask (line 164) | private static bool EnqueueTask(WaitCallback callback, object state, b...
    method PurgeThreads (line 187) | private static void PurgeThreads()
    method PurgeCancellableTasks (line 218) | private static void PurgeCancellableTasks()
    method MultiThreadedTaskCallback (line 251) | private static void MultiThreadedTaskCallback(object data)
    type TaskInfo (line 288) | private struct TaskInfo
      method TaskInfo (line 294) | public TaskInfo(WaitCallback callback, object state, bool cancellable)
    class ThreadState (line 302) | private class ThreadState

FILE: SpacepuppyBase/Attributes.cs
  class RequireNotificationReceiverAttribute (line 9) | [System.AttributeUsage(System.AttributeTargets.Class, Inherited = false,...
  class SPRemoteCallAttribute (line 25) | [System.AttributeUsage(System.AttributeTargets.Method)]
    method CallMethod (line 30) | public static object CallMethod(GameObject target, string methodName, ...

FILE: SpacepuppyBase/Audio/AudioGroup.cs
  class AudioGroup (line 9) | [DisallowMultipleComponent()]
    method Awake (line 51) | protected override void Awake()
    method Start (line 59) | protected override void Start()
    method OnDestroy (line 69) | protected override void OnDestroy()
    method SetGloballyPaused (line 117) | internal void SetGloballyPaused(bool paused)
    method TryAdd (line 124) | public bool TryAdd(AudioSource item)
    method Add_Imp (line 136) | private void Add_Imp(AudioSource item)
    method Pause (line 173) | public void Pause()
    method UnPause (line 189) | public void UnPause()
    method PlayAll (line 201) | public void PlayAll()
    method Add (line 223) | public void Add(AudioSource item)
    method Clear (line 235) | public void Clear()
    method Contains (line 245) | public bool Contains(AudioSource item)
    method CopyTo (line 250) | public void CopyTo(AudioSource[] array, int arrayIndex)
    method Remove (line 255) | public bool Remove(AudioSource item)
    method GetEnumerator (line 274) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    method GetEnumerator (line 279) | public IEnumerator<AudioSource> GetEnumerator()
    class AudioGroupPool (line 288) | public class AudioGroupPool : com.spacepuppy.Collections.MultitonPool<...
      method IsManaged (line 290) | public bool IsManaged(AudioSource src)

FILE: SpacepuppyBase/Audio/AudioManager.cs
  type IAudioManager (line 9) | public interface IAudioManager : IService
  class AudioManager (line 25) | [RequireComponent(typeof(AudioSource))]
    method OnValidAwake (line 43) | protected override void OnValidAwake()
  class AudioManager_Old (line 88) | [System.Obsolete]
    class GlobalAudioSourceGroup (line 126) | private class GlobalAudioSourceGroup : IAudioGroup
      method GlobalAudioSourceGroup (line 129) | internal GlobalAudioSourceGroup()
      method Pause (line 153) | public void Pause()
      method UnPause (line 158) | public void UnPause()
      method PlayAll (line 163) | public void PlayAll()
      method Contains (line 171) | public bool Contains(AudioSource src)
      method GetEnumerator (line 176) | public IEnumerator<AudioSource> GetEnumerator()
      method GetEnumerator (line 181) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnu...
    class UnmanagedAudioSourceGroup (line 193) | private class UnmanagedAudioSourceGroup : IEnumerable<AudioSource>
      method UnmanagedAudioSourceGroup (line 196) | internal UnmanagedAudioSourceGroup()
      method GetEnumerator (line 203) | public IEnumerator<AudioSource> GetEnumerator()
      method GetEnumerator (line 216) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnu...

FILE: SpacepuppyBase/Audio/IAudioGroup.cs
  type IAudioGroup (line 7) | public interface IAudioGroup : IEnumerable<AudioSource>
    method Pause (line 13) | void Pause();
    method UnPause (line 14) | void UnPause();
    method PlayAll (line 15) | void PlayAll();
    method Contains (line 16) | bool Contains(AudioSource src);

FILE: SpacepuppyBase/Audio/i_PlayAmbientAudio.cs
  class i_PlayAmbientAudio (line 10) | public class i_PlayAmbientAudio : AutoTriggerableMechanism
    method OnAudioComplete (line 58) | private void OnAudioComplete()
    method Trigger (line 76) | public override bool Trigger(object sender, object arg)

FILE: SpacepuppyBase/AudioSettings.cs
  type AudioSettingsMask (line 6) | [System.Flags]
  type AudioSettings (line 14) | [System.Serializable]
    method Apply (line 29) | public void Apply(AudioSource src)
    method Apply (line 36) | public void Apply(AudioSource src, AudioSettingsMask mask)
    method From (line 54) | public static AudioSettings From(AudioSource src)

FILE: SpacepuppyBase/AutoNotificationManager.cs
  class AutoNotificationManager (line 6) | internal class AutoNotificationManager
    method AutoNotificationManager (line 12) | public AutoNotificationManager(MonoBehaviour behaviour)
    method Init (line 20) | private void Init()
    method OnNotification (line 41) | public void OnNotification(object sender, Notification n)
    method LoadLookupTable (line 59) | private static void LoadLookupTable()
    method GetMethodInfos (line 86) | private static System.Reflection.MethodInfo[] GetMethodInfos(System.Ty...
    method TypeHasAutoHandlers (line 94) | public static bool TypeHasAutoHandlers(System.Type tp)

FILE: SpacepuppyBase/Cameras/CameraCategory.cs
  type CameraCategory (line 8) | public enum CameraCategory
  type CameraCategoryMask (line 15) | [System.Flags]

FILE: SpacepuppyBase/Cameras/CameraManager.cs
  class CameraPool (line 13) | public static class CameraPool
    method Register (line 56) | public static void Register(ICamera cam)
    method Unregister (line 72) | public static void Unregister(ICamera cam)
    method Group (line 95) | public static IEnumerable<ICamera> Group(string tag)
    method FindAllCameraControllers (line 105) | public static ICamera[] FindAllCameraControllers(System.Func<ICamera, ...
    method FindAllCameraControllers (line 114) | public static void FindAllCameraControllers(System.Collections.Generic...
    method FindCameraController (line 149) | public static ICamera FindCameraController(System.Func<ICamera, bool> ...
    method FindCameraController (line 160) | public static ICamera FindCameraController(Camera cam)
    method FindTaggedMainCamera (line 171) | public static ICamera FindTaggedMainCamera()
    method GetEnumerator (line 195) | public static Enumerator GetEnumerator()
    type Enumerator (line 204) | public struct Enumerator : IEnumerator<ICamera>
      method Enumerator (line 215) | internal Enumerator(HashSet<ICamera> set)
      method MoveNext (line 240) | public bool MoveNext()
      method Reset (line 245) | void IEnumerator.Reset()
      method Dispose (line 250) | public void Dispose()
  type ICameraManager (line 263) | public interface ICameraManager : IService
  class CameraManager (line 270) | public class CameraManager : ServiceComponent<ICameraManager>, ICameraMa...
    method OnValidAwake (line 282) | protected override void OnValidAwake()
    method OnDestroy (line 296) | protected override void OnDestroy()
    method OnSceneWasLoaded (line 305) | private void OnSceneWasLoaded(Scene sc, LoadSceneMode mode)
    method ForceSyncTaggedMainCamera (line 317) | public void ForceSyncTaggedMainCamera()
    method MainNeedsSyncing (line 323) | private bool MainNeedsSyncing()
    method AnyNonUnityCamerasContains (line 331) | private bool AnyNonUnityCamerasContains(Camera c)
    method OnRegistered (line 345) | private void OnRegistered(object sender, CameraRegistrationEvent e)
    method OnUnregistered (line 353) | private void OnUnregistered(object sender, CameraRegistrationEvent e)

FILE: SpacepuppyBase/Cameras/CameraNode.cs
  class CameraNode (line 10) | public class CameraNode : SPComponent, IStateModifier
    method CopyTo (line 32) | void IStateModifier.CopyTo(object targ)
    method LerpTo (line 37) | void IStateModifier.LerpTo(object targ, float t)
    method Modify (line 42) | void IStateModifier.Modify(object targ)
    method ModifyWith (line 50) | void IStateModifier.ModifyWith(object targ, object source)

FILE: SpacepuppyBase/Cameras/CameraToken.cs
  type CameraToken (line 9) | [System.Serializable()]
    method Apply (line 34) | public void Apply(Camera camera)
    method FromCamera (line 53) | public static CameraToken FromCamera(Camera camera)

FILE: SpacepuppyBase/Cameras/Events.cs
  class CameraRegistrationEvent (line 12) | public class CameraRegistrationEvent : System.EventArgs
    method CameraRegistrationEvent (line 23) | public CameraRegistrationEvent(ICamera camera)
    method GetTemp (line 43) | public static CameraRegistrationEvent GetTemp(ICamera cam)
    method Release (line 58) | public static void Release(CameraRegistrationEvent ev)

FILE: SpacepuppyBase/Cameras/ICamera.cs
  type ICamera (line 7) | public interface ICamera : IGameObjectSource
    method Contains (line 25) | bool Contains(Camera cam);
  type IMultiCamera (line 29) | public interface IMultiCamera : ICamera, IEnumerable<Camera>

FILE: SpacepuppyBase/Cameras/LegacyRender/IPostProcessingEffect.cs
  type IPostProcessingEffect (line 8) | public interface IPostProcessingEffect
    method RenderImage (line 13) | void RenderImage(ICamera camera, RenderTexture source, RenderTexture d...

FILE: SpacepuppyBase/Cameras/LegacyRender/PostProcessingManager.cs
  type IPostProcessingManager (line 13) | public interface IPostProcessingManager : IService
    method ApplyGlobalPostProcessing (line 25) | bool ApplyGlobalPostProcessing(ICamera camera, RenderTexture source, R...
  class PostProcessingManager (line 29) | public class PostProcessingManager : ServiceComponent<IPostProcessingMan...
    method OnValidAwake (line 47) | protected override void OnValidAwake()
    method OnDestroy (line 71) | protected override void OnDestroy()
    method EffectsListChanged (line 86) | private void EffectsListChanged()
    method ApplyGlobalPostProcessing (line 120) | public bool ApplyGlobalPostProcessing(ICamera camera, RenderTexture so...
    class GlobalEffectsList (line 185) | private class GlobalEffectsList : IList<IPostProcessingEffect>
      method GlobalEffectsList (line 196) | public GlobalEffectsList(PostProcessingManager owner)
      method Add (line 231) | public void Add(IPostProcessingEffect item)
      method Insert (line 241) | public void Insert(int index, IPostProcessingEffect item)
      method Remove (line 251) | public bool Remove(IPostProcessingEffect item)
      method RemoveAt (line 268) | public void RemoveAt(int index)
      method Clear (line 277) | public void Clear()
      method Contains (line 285) | public bool Contains(IPostProcessingEffect item)
      method CopyTo (line 290) | public void CopyTo(IPostProcessingEffect[] array, int arrayIndex)
      method IndexOf (line 303) | public int IndexOf(IPostProcessingEffect item)
      method GetEnumerator (line 311) | public IEnumerator<IPostProcessingEffect> GetEnumerator()
      method GetEnumerator (line 319) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnu...
    class GlobalEffectCamera (line 328) | private class GlobalEffectCamera : MonoBehaviour, ICamera
      method Awake (line 340) | private void Awake()
      method Init (line 348) | public void Init(PostProcessingManager manager)
      method OnEnable (line 353) | private void OnEnable()
      method OnRenderImage (line 362) | private void OnRenderImage(RenderTexture source, RenderTexture desti...
      method Contains (line 395) | bool ICamera.Contains(Camera cam)

FILE: SpacepuppyBase/Cameras/Movement/CameraMovementController.cs
  class CameraMovementController (line 15) | public class CameraMovementController : SPComponent
    method Awake (line 55) | protected override void Awake()
    method Start (line 70) | protected override void Start()
    method OnStartOrEnable (line 83) | protected override void OnStartOrEnable()
    method OnEnable (line 90) | protected override void OnEnable()
    method OnDisable (line 98) | protected override void OnDisable()
    method SnapToTarget (line 142) | public void SnapToTarget()
    method UpdateRoutine (line 155) | private System.Collections.IEnumerator UpdateRoutine()
    method OnStateChanged_Internal (line 188) | private void OnStateChanged_Internal(object sender, StateChangedEventA...
    method OnStateChanged (line 203) | protected virtual void OnStateChanged(StateChangedEventArgs<ICameraMov...

FILE: SpacepuppyBase/Cameras/Movement/ICameraMovementControllerState.cs
  type ICameraMovementControllerState (line 8) | public interface ICameraMovementControllerState
    method Activate (line 15) | void Activate(CameraMovementController controller);
    method Deactivate (line 20) | void Deactivate();
    method OnPaused (line 25) | void OnPaused();
    method OnResumed (line 30) | void OnResumed();
    method UpdateMovement (line 35) | void UpdateMovement();
    method SnapToTarget (line 40) | void SnapToTarget();

FILE: SpacepuppyBase/Cameras/MultiCameraController.cs
  class MultiCameraController (line 18) | public class MultiCameraController : SPComponent, IMultiCamera
    method Awake (line 38) | protected override void Awake()
    method Start (line 48) | protected override void Start()
    method OnDestroy (line 58) | protected override void OnDestroy()
    method OnStateChanged (line 92) | private void OnStateChanged(object sender, StateChangedEventArgs<Camer...
    method Contains (line 143) | public bool Contains(Camera cam)
    method GetEnumerator (line 152) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    method GetEnumerator (line 157) | public IEnumerator<Camera> GetEnumerator()

FILE: SpacepuppyBase/Cameras/Transition/CameraFade.cs
  class CameraFade (line 10) | public abstract class CameraFade : SPComponent
    method CameraFade (line 17) | static CameraFade()
    method GetActiveFades (line 24) | public static CameraFade[] GetActiveFades()
    method FadeInActiveFades (line 29) | public static void FadeInActiveFades(float dur, EaseStyle ease = EaseS...
    method FadeOut (line 81) | public void FadeOut(float dur, EaseStyle ease = EaseStyle.LinearEaseOut)
    method FadeIn (line 106) | public void FadeIn(float dur, EaseStyle ease = EaseStyle.LinearEaseIn,...
    method OnTweenStep (line 124) | private void OnTweenStep(Tweener twn, float dt, float t)
    method OnFadeOutComplete (line 136) | private void OnFadeOutComplete(object sender, System.EventArgs e)
    method OnFadeInComplete (line 142) | private void OnFadeInComplete(object sender, System.EventArgs e)
    method UpdateFade (line 150) | protected abstract void UpdateFade(float percentage);

FILE: SpacepuppyBase/Cameras/Transition/ColorAlphaCameraFade.cs
  class ColorAlphaCameraFade (line 9) | public class ColorAlphaCameraFade : CameraFade
    method UpdateFade (line 43) | protected override void UpdateFade(float percentage)
    method OnGUI (line 48) | void OnGUI()
    method Create (line 63) | public static ColorAlphaCameraFade Create(Color c, int drawDepth = 0, ...
    method StartFade (line 74) | public static ColorAlphaCameraFade StartFade(float dur, Color c, int d...

FILE: SpacepuppyBase/Cameras/UnityCamera.cs
  class UnityCamera (line 8) | [RequireComponentInEntity(typeof(Camera))]
    method Awake (line 26) | protected override void Awake()
    method OnDestroy (line 47) | protected override void OnDestroy()
    method Contains (line 75) | public bool Contains(Camera cam)

FILE: SpacepuppyBase/CancellableNotification.cs
  class CancellableNotification (line 9) | public abstract class CancellableNotification : Notification
    method CancellableNotification (line 20) | public CancellableNotification()
    method CancellableNotification (line 25) | public CancellableNotification(bool cancelFlagDefault)
    method Reset (line 40) | public void Reset()

FILE: SpacepuppyBase/Collections/BiDictionary.cs
  class BiDictionary (line 8) | public class BiDictionary<TFirst, TSecond> : IDictionary<TFirst, TSecond...
    method BiDictionary (line 15) | public BiDictionary()
    method GetEnumerator (line 90) | public IEnumerator<KeyValuePair<TFirst, TSecond>> GetEnumerator()
    method GetEnumerator (line 95) | IEnumerator IEnumerable.GetEnumerator()
    method GetEnumerator (line 100) | IDictionaryEnumerator IDictionary.GetEnumerator()
    method Add (line 105) | public void Add(TFirst key, TSecond value)
    method Add (line 111) | void IDictionary.Add(object key, object value)
    method Add (line 117) | public void Add(KeyValuePair<TFirst, TSecond> item)
    method ContainsKey (line 123) | public bool ContainsKey(TFirst key)
    method Contains (line 128) | public bool Contains(KeyValuePair<TFirst, TSecond> item)
    method TryGetValue (line 133) | public bool TryGetValue(TFirst key, out TSecond value)
    method Remove (line 138) | public bool Remove(TFirst key)
    method Remove (line 151) | void IDictionary.Remove(object key)
    method Remove (line 161) | public bool Remove(KeyValuePair<TFirst, TSecond> item)
    method Contains (line 166) | public bool Contains(object key)
    method Clear (line 171) | public void Clear()
    method CopyTo (line 177) | public void CopyTo(KeyValuePair<TFirst, TSecond>[] array, int arrayIndex)
    method CopyTo (line 182) | void ICollection.CopyTo(Array array, int index)
    class ReverseDictionary (line 187) | private class ReverseDictionary : IDictionary<TSecond, TFirst>, IDicti...
      method ReverseDictionary (line 191) | public ReverseDictionary(BiDictionary<TFirst, TSecond> owner)
      method GetEnumerator (line 261) | public IEnumerator<KeyValuePair<TSecond, TFirst>> GetEnumerator()
      method GetEnumerator (line 266) | IEnumerator IEnumerable.GetEnumerator()
      method GetEnumerator (line 271) | IDictionaryEnumerator IDictionary.GetEnumerator()
      method Add (line 276) | public void Add(TSecond key, TFirst value)
      method Add (line 282) | void IDictionary.Add(object key, object value)
      method Add (line 288) | public void Add(KeyValuePair<TSecond, TFirst> item)
      method ContainsKey (line 294) | public bool ContainsKey(TSecond key)
      method Contains (line 299) | public bool Contains(KeyValuePair<TSecond, TFirst> item)
      method TryGetValue (line 304) | public bool TryGetValue(TSecond key, out TFirst value)
      method Remove (line 309) | public bool Remove(TSecond key)
      method Remove (line 322) | void IDictionary.Remove(object key)
      method Remove (line 332) | public bool Remove(KeyValuePair<TSecond, TFirst> item)
      method Contains (line 337) | public bool Contains(object key)
      method Clear (line 342) | public void Clear()
      method CopyTo (line 348) | public void CopyTo(KeyValuePair<TSecond, TFirst>[] array, int arrayI...
      method CopyTo (line 353) | void ICollection.CopyTo(Array array, int index)
  class KeyValuePairExts (line 360) | internal static class KeyValuePairExts
    method Reverse (line 362) | public static KeyValuePair<TValue, TKey> Reverse<TKey, TValue>(this Ke...

FILE: SpacepuppyBase/Collections/BinaryHeap.cs
  class BinaryHeap (line 8) | public class BinaryHeap<T> : ICollection<T>
    method BinaryHeap (line 23) | public BinaryHeap()
    method BinaryHeap (line 30) | public BinaryHeap(int capacity)
    method BinaryHeap (line 36) | public BinaryHeap(IEnumerable<T> e)
    method BinaryHeap (line 42) | public BinaryHeap(IComparer<T> comparer)
    method BinaryHeap (line 49) | public BinaryHeap(int capacity, IComparer<T> comparer)
    method BinaryHeap (line 56) | public BinaryHeap(IEnumerable<T> e, IComparer<T> comparer)
    method Add (line 109) | public void Add(T item)
    method Peek (line 122) | public T Peek()
    method Pop (line 128) | public T Pop()
    method IndexOf (line 139) | public int IndexOf(T item)
    method RemoveAt (line 147) | public void RemoveAt(int index)
    method Update (line 163) | public void Update(T item)
    method Update (line 173) | public void Update(int index)
    method BubbleUp (line 193) | private void BubbleUp(int i)
    method BubbleDown (line 206) | private void BubbleDown(int i)
    method Swap (line 218) | private void Swap(int i, int j)
    method GetDominantRelative (line 225) | private int GetDominantRelative(int i)
    method GetParent (line 237) | private static int GetParent(int i)
    method GetLeftChild (line 242) | private static int GetLeftChild(int i)
    method GetRightChild (line 247) | private static int GetRightChild(int i)
    method Add (line 256) | void ICollection<T>.Add(T item)
    method Clear (line 261) | public void Clear()
    method Contains (line 267) | public bool Contains(T item)
    method CopyTo (line 274) | public void CopyTo(T[] array, int arrayIndex)
    method Remove (line 279) | public bool Remove(T item)
    method GetEnumerator (line 297) | public Enumerator GetEnumerator()
    method GetEnumerator (line 302) | IEnumerator<T> IEnumerable<T>.GetEnumerator()
    method GetEnumerator (line 307) | IEnumerator IEnumerable.GetEnumerator()
    type Enumerator (line 312) | public struct Enumerator : IEnumerator<T>
      method Enumerator (line 318) | public Enumerator(BinaryHeap<T> heap)
      method MoveNext (line 344) | public bool MoveNext()
      method Dispose (line 353) | public void Dispose()
      method Reset (line 359) | void IEnumerator.Reset()

FILE: SpacepuppyBase/Collections/CircularQueue.cs
  class CircularQueue (line 12) | public class CircularQueue<T> : IEnumerable<T>, ICollection<T>
    method CircularQueue (line 29) | public CircularQueue(int size)
    method CircularQueue (line 39) | public CircularQueue(int size, IEqualityComparer<T> comparer)
    method Enqueue (line 61) | public void Enqueue(T value)
    method Dequeue (line 74) | public T Dequeue()
    method Peek (line 87) | public T Peek()
    method PopLast (line 94) | public T PopLast()
    method PeekLast (line 107) | public T PeekLast()
    method Resize (line 115) | public void Resize(int size)
    method Clear (line 147) | public void Clear()
    method GetEnumerator (line 163) | public Enumerator GetEnumerator()
    method GetEnumerator (line 168) | IEnumerator<T> IEnumerable<T>.GetEnumerator()
    method GetEnumerator (line 173) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    method Add (line 182) | void ICollection<T>.Add(T item)
    method Contains (line 187) | public bool Contains(T item)
    method CopyTo (line 199) | void ICollection<T>.CopyTo(T[] array, int arrayIndex)
    method Remove (line 214) | bool ICollection<T>.Remove(T item)
    type Enumerator (line 223) | public struct Enumerator : IEnumerator<T>
      method Enumerator (line 237) | public Enumerator(CircularQueue<T> que)
      method MoveNext (line 259) | public bool MoveNext()
      method Reset (line 272) | public void Reset()
      method Dispose (line 279) | public void Dispose()

FILE: SpacepuppyBase/Collections/ComponentCollection.cs
  class ComponentCollection (line 11) | public class ComponentCollection<TBase> : IEnumerable<TBase>
    method OnComponentAdded (line 21) | protected virtual void OnComponentAdded(TBase comp)
    method OnComponentRemoved (line 26) | protected virtual void OnComponentRemoved(TBase comp)
    method ComponentCollection (line 41) | public ComponentCollection()
    method Add (line 56) | public void Add<T>(T comp) where T : class, TBase
    method Add (line 73) | public T Add<T>() where T : class, TBase
    method Add (line 101) | public TBase Add(System.Type tp)
    method Contains (line 130) | public bool Contains(TBase comp)
    method Has (line 135) | public bool Has<T>(bool allowIndirectHit = false) where T : class, TBase
    method Has (line 154) | public bool Has(System.Type tp, bool allowIndirectHit = false)
    method Get (line 173) | public T Get<T>(bool allowIndirectHit = false) where T : class, TBase
    method Get (line 192) | public TBase Get(System.Type tp, bool allowIndirectHit = false)
    method Remove (line 211) | public bool Remove<T>() where T : class, TBase
    method Remove (line 229) | public bool Remove(System.Type tp)
    method Remove (line 247) | public bool Remove(TBase comp)
    method GetEnumeratorDirect (line 276) | protected Dictionary<System.Type, TBase>.ValueCollection.Enumerator Ge...
    method GetEnumerator (line 281) | public IEnumerator<TBase> GetEnumerator()
    method GetEnumerator (line 286) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...

FILE: SpacepuppyBase/Collections/CooldownPool.cs
  class CooldownPool (line 13) | public class CooldownPool<T> : IEnumerable<CooldownPool<T>.CooldownInfo>...
    method CooldownPool (line 25) | public CooldownPool()
    method Add (line 53) | public void Add(T obj, float duration)
    method Contains (line 66) | public bool Contains(T obj)
    method Update (line 71) | public void Update()
    method Clear (line 99) | public void Clear()
    method GetEnumerator (line 108) | public Enumerator GetEnumerator()
    method GetEnumerator (line 113) | IEnumerator<CooldownPool<T>.CooldownInfo> IEnumerable<CooldownInfo>.Ge...
    method GetEnumerator (line 118) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    type CooldownInfo (line 127) | public struct CooldownInfo
      method CooldownInfo (line 133) | public CooldownInfo(T obj, float startTime, float dur)
    type Enumerator (line 154) | public struct Enumerator : IEnumerator<CooldownInfo>
      method Enumerator (line 159) | public Enumerator(CooldownPool<T> pool)
      method Dispose (line 181) | public void Dispose()
      method MoveNext (line 186) | public bool MoveNext()
      method Reset (line 191) | void System.Collections.IEnumerator.Reset()

FILE: SpacepuppyBase/Collections/CovariantCollections.cs
  class CovariantCollection (line 9) | public class CovariantCollection<TInner, TOuter> : ICollection<TOuter> w...
    method CovariantCollection (line 20) | public CovariantCollection(ICollection<TInner> coll)
    method Add (line 36) | public void Add(TOuter item)
    method Clear (line 43) | public void Clear()
    method Contains (line 48) | public bool Contains(TOuter item)
    method CopyTo (line 55) | public void CopyTo(TOuter[] array, int arrayIndex)
    method Remove (line 67) | public bool Remove(TOuter item)
    method GetEnumerator (line 74) | public IEnumerator<TOuter> GetEnumerator()
    method GetEnumerator (line 79) | IEnumerator IEnumerable.GetEnumerator()
    method Sync (line 88) | public static CovariantCollection<TInner, TOuter> Sync(ref CovariantCo...
  class CovariantList (line 100) | public class CovariantList<TInner, TOuter> : IList<TOuter> where TInner ...
    method CovariantList (line 111) | public CovariantList(IList<TInner> coll)
    method Add (line 137) | public void Add(TOuter item)
    method Clear (line 144) | public void Clear()
    method Contains (line 149) | public bool Contains(TOuter item)
    method CopyTo (line 156) | public void CopyTo(TOuter[] array, int arrayIndex)
    method IndexOf (line 168) | public int IndexOf(TOuter item)
    method Insert (line 175) | public void Insert(int index, TOuter item)
    method Remove (line 180) | public bool Remove(TOuter item)
    method RemoveAt (line 187) | public void RemoveAt(int index)
    method GetEnumerator (line 192) | public IEnumerator<TOuter> GetEnumerator()
    method GetEnumerator (line 197) | IEnumerator IEnumerable.GetEnumerator()
    method Sync (line 204) | public static CovariantList<TInner, TOuter> Sync(ref CovariantList<TIn...

FILE: SpacepuppyBase/Collections/Deque.cs
  class Deque (line 53) | [DebuggerDisplay("Count = {Count}, Capacity = {Capacity}")]
    method Deque (line 83) | public Deque(int capacity)
    method Deque (line 94) | public Deque(IEnumerable<T> collection)
    method Deque (line 111) | public Deque()
    method Insert (line 161) | public void Insert(int index, T item)
    method RemoveAt (line 177) | public void RemoveAt(int index)
    method IndexOf (line 188) | public int IndexOf(T item)
    method Add (line 209) | void ICollection<T>.Add(T item)
    method Contains (line 221) | bool ICollection<T>.Contains(T item)
    method CopyTo (line 242) | void ICollection<T>.CopyTo(T[] array, int arrayIndex)
    method Remove (line 265) | public bool Remove(T item)
    method GetEnumerator (line 279) | public Enumerator GetEnumerator()
    method GetEnumerator (line 290) | IEnumerator<T> IEnumerable<T>.GetEnumerator()
    method GetEnumerator (line 301) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    type Enumerator (line 306) | public struct Enumerator : IEnumerator<T>
      method Enumerator (line 312) | public Enumerator(Deque<T> coll)
      method MoveNext (line 336) | public bool MoveNext()
      method Reset (line 345) | void IEnumerator.Reset()
      method Dispose (line 350) | public void Dispose()
    method ObjectIsT (line 367) | private bool ObjectIsT(object item)
    method Add (line 388) | int System.Collections.IList.Add(object value)
    method Contains (line 396) | bool System.Collections.IList.Contains(object value)
    method IndexOf (line 403) | int System.Collections.IList.IndexOf(object value)
    method Insert (line 410) | void System.Collections.IList.Insert(int index, object value)
    method Remove (line 427) | void System.Collections.IList.Remove(object value)
    method CopyTo (line 449) | void System.Collections.ICollection.CopyTo(Array array, int index)
    method CheckNewIndexArgument (line 488) | private static void CheckNewIndexArgument(int sourceLength, int index)
    method CheckExistingIndexArgument (line 502) | private static void CheckExistingIndexArgument(int sourceLength, int i...
    method CheckRangeArguments (line 518) | private static void CheckRangeArguments(int sourceLength, int offset, ...
    method Push (line 625) | public void Push(T value)
    method Shift (line 635) | public void Shift(T value)
    method InsertRange (line 647) | public void InsertRange(int index, IEnumerable<T> collection)
    method RemoveRange (line 673) | public void RemoveRange(int offset, int count)
    method Pop (line 690) | public T Pop()
    method PeekPop (line 698) | public T PeekPop()
    method Unshift (line 711) | public T Unshift()
    method PeekUnshift (line 719) | public T PeekUnshift()
    method Clear (line 730) | public void Clear()
    method DequeIndexToBufferIndex (line 745) | private int DequeIndexToBufferIndex(int index)
    method DoGetItem (line 755) | private T DoGetItem(int index)
    method DoSetItem (line 765) | private void DoSetItem(int index, T item)
    method DoInsert (line 775) | private void DoInsert(int index, T item)
    method DoRemoveAt (line 797) | private void DoRemoveAt(int index)
    method PostIncrement (line 818) | private int PostIncrement(int value)
    method PreDecrement (line 831) | private int PreDecrement(int value)
    method DoAddToBack (line 843) | private void DoAddToBack(T value)
    method DoAddToFront (line 853) | private void DoAddToFront(T value)
    method DoRemoveFromBack (line 863) | private T DoRemoveFromBack()
    method DoRemoveFromFront (line 874) | private T DoRemoveFromFront()
    method DoInsertRange (line 889) | private void DoInsertRange(int index, IEnumerable<T> collection, int c...
    method DoRemoveRange (line 935) | private void DoRemoveRange(int index, int collectionCount)
    method EnsureCapacityForOneElement (line 982) | private void EnsureCapacityForOneElement()
    class DebugView (line 994) | [DebuggerNonUserCode]
      method DebugView (line 999) | public DebugView(Deque<T> deque)

FILE: SpacepuppyBase/Collections/EventForwardingPool.cs
  class EventForwardingPool (line 9) | public class EventForwardingPool<T, TEvent> : ICollection<T> where TEven...
    method EventForwardingPool (line 22) | public EventForwardingPool(TEvent handler, string eventName)
    method EventForwardingPool (line 40) | public EventForwardingPool(TEvent handler, string eventName, BindingFl...
    method EventForwardingPool (line 58) | public EventForwardingPool(TEvent handler, EventInfo info)
    method Add (line 73) | public void Add(T item)
    method Clear (line 82) | public void Clear()
    method Contains (line 92) | public bool Contains(T item)
    method CopyTo (line 97) | public void CopyTo(T[] array, int arrayIndex)
    method Remove (line 112) | public bool Remove(T item)
    method GetEnumerator (line 123) | public System.Collections.IEnumerator GetEnumerator()
    method GetEnumerator (line 128) | IEnumerator<T> IEnumerable<T>.GetEnumerator()

FILE: SpacepuppyBase/Collections/GameObjectCollection.cs
  class GameObjectCollection (line 9) | public class GameObjectCollection : IEnumerable<GameObject>
    method GameObjectCollection (line 21) | public GameObjectCollection()
    method GameObjectCollection (line 25) | public GameObjectCollection(IEnumerable<GameObject> roots)
    method GetAll (line 61) | public IEnumerable<GameObject> GetAll()
    method Unload (line 66) | public void Unload()
    method Unload (line 75) | public void Unload(float t)
    method Find (line 84) | public GameObject Find(string spath, bool bIgnoreCase = false)
    method Search (line 118) | public GameObject Search(string spath, bool bIgnoreCase = false)
    method FindByName (line 152) | public GameObject FindByName(string sname, bool bIgnoreCase = false)
    method FindWithTag (line 175) | public IEnumerable<GameObject> FindWithTag(string tag)
    method FindOnLayer (line 189) | public IEnumerable<GameObject> FindOnLayer(int layerMask)
    method GetEnumerator (line 207) | public IEnumerator<GameObject> GetEnumerator()
    method GetEnumerator (line 212) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...

FILE: SpacepuppyBase/Collections/ICachePool.cs
  type ICachePool (line 5) | public interface ICachePool<T> where T : class
    method GetInstance (line 8) | T GetInstance();
    method Release (line 10) | void Release(T obj);

FILE: SpacepuppyBase/Collections/IForeachEnumerator.cs
  type IForeachEnumerator (line 8) | public interface IForeachEnumerator<T>
    method Foreach (line 11) | void Foreach(System.Action<T> callback);

FILE: SpacepuppyBase/Collections/IIndexedEnumerable.cs
  type IIndexedEnumerable (line 9) | public interface IIndexedEnumerable<T> : IEnumerable<T>
    method Contains (line 15) | bool Contains(T item);
    method CopyTo (line 16) | void CopyTo(T[] array, int startIndex);
    method IndexOf (line 17) | int IndexOf(T item);
  class ReadOnlyList (line 21) | public class ReadOnlyList<T> : IIndexedEnumerable<T>, IList<T>
    method ReadOnlyList (line 32) | public ReadOnlyList(IList<T> lst)
    method Contains (line 46) | public bool Contains(T item)
    method CopyTo (line 51) | public void CopyTo(T[] array, int startIndex)
    method IndexOf (line 56) | public int IndexOf(T item)
    method GetEnumerator (line 61) | public IEnumerator<T> GetEnumerator()
    method GetEnumerator (line 66) | IEnumerator IEnumerable.GetEnumerator()
    method Add (line 83) | void ICollection<T>.Add(T item)
    method Clear (line 88) | void ICollection<T>.Clear()
    method Insert (line 93) | void IList<T>.Insert(int index, T item)
    method Remove (line 98) | bool ICollection<T>.Remove(T item)
    method RemoveAt (line 103) | void IList<T>.RemoveAt(int index)
    method Validate (line 112) | public static ReadOnlyList<T> Validate(ref ReadOnlyList<T> pointer, IL...
  class ReadOnlyMemberList (line 123) | public class ReadOnlyMemberList<TOwner, TMember> : IIndexedEnumerable<TM...
    method ReadOnlyMemberList (line 135) | public ReadOnlyMemberList(IList<TOwner> lst, System.Func<TOwner, TMemb...
    method Contains (line 151) | public bool Contains(TMember item)
    method CopyTo (line 161) | public void CopyTo(TMember[] array, int startIndex)
    method IndexOf (line 170) | public int IndexOf(TMember item)
    method GetEnumerator (line 182) | public IEnumerator<TMember> GetEnumerator()
    method GetEnumerator (line 187) | IEnumerator IEnumerable.GetEnumerator()
    method Add (line 207) | void ICollection<TMember>.Add(TMember item)
    method Clear (line 212) | void ICollection<TMember>.Clear()
    method Insert (line 217) | void IList<TMember>.Insert(int index, TMember item)
    method Remove (line 222) | bool ICollection<TMember>.Remove(TMember item)
    method RemoveAt (line 227) | void IList<TMember>.RemoveAt(int index)
    method Validate (line 236) | public static ReadOnlyMemberList<TOwner, TMember> Validate(ref ReadOnl...

FILE: SpacepuppyBase/Collections/LightEnumerator.cs
  type LightEnumerator (line 10) | public struct LightEnumerator : IEnumerator
    method LightEnumerator (line 19) | public LightEnumerator(IEnumerable e)
    method Dispose (line 47) | public void Dispose()
    method MoveNext (line 54) | public bool MoveNext()
    method Reset (line 89) | void IEnumerator.Reset()
    method Create (line 98) | public static LightEnumerator Create(IEnumerable e)
    method Create (line 103) | public static LightEnumerator<T> Create<T>(IEnumerable<T> e)
    method LightEnumerator (line 119) | public LightEnumerator(IEnumerable<T> e)
    method Dispose (line 155) | public void Dispose()
    method MoveNext (line 162) | public bool MoveNext()
    method Reset (line 197) | void IEnumerator.Reset()
  type LightEnumerator (line 110) | public struct LightEnumerator<T> : IEnumerator<T>
    method LightEnumerator (line 19) | public LightEnumerator(IEnumerable e)
    method Dispose (line 47) | public void Dispose()
    method MoveNext (line 54) | public bool MoveNext()
    method Reset (line 89) | void IEnumerator.Reset()
    method Create (line 98) | public static LightEnumerator Create(IEnumerable e)
    method Create (line 103) | public static LightEnumerator<T> Create<T>(IEnumerable<T> e)
    method LightEnumerator (line 119) | public LightEnumerator(IEnumerable<T> e)
    method Dispose (line 155) | public void Dispose()
    method MoveNext (line 162) | public bool MoveNext()
    method Reset (line 197) | void IEnumerator.Reset()

FILE: SpacepuppyBase/Collections/ListDictionary.cs
  class ListDictionary (line 6) | public class ListDictionary<TKey, TValue> : IDictionary<TKey, IList<TVal...
    method ListDictionary (line 19) | public ListDictionary()
    method ListDictionary (line 26) | public ListDictionary(Func<IList<TValue>> listConstructor)
    method DefaultListConstructor (line 33) | private static IList<TValue> DefaultListConstructor()
    method AddKey (line 96) | public void AddKey(TKey key)
    method Add (line 104) | public void Add(TKey key, TValue value)
    method ContainsKey (line 118) | public bool ContainsKey(TKey key)
    method Clear (line 123) | public void Clear()
    method Remove (line 128) | public bool Remove(TKey key)
    method Remove (line 133) | public bool Remove(TKey key, TValue value)
    method Purge (line 142) | public void Purge()
    method Purge (line 165) | public bool Purge(TKey key)
    method GetValues (line 174) | public IEnumerable<TValue> GetValues()
    method GetValues (line 185) | public IEnumerable<TValue> GetValues(TKey key)
    method Add (line 201) | void IDictionary<TKey, IList<TValue>>.Add(TKey key, IList<TValue> value)
    method ContainsKey (line 206) | bool IDictionary<TKey, IList<TValue>>.ContainsKey(TKey key)
    method Remove (line 216) | bool IDictionary<TKey, IList<TValue>>.Remove(TKey key)
    method TryGetValue (line 221) | bool IDictionary<TKey, IList<TValue>>.TryGetValue(TKey key, out IList<...
    method Add (line 247) | void ICollection<KeyValuePair<TKey, IList<TValue>>>.Add(KeyValuePair<T...
    method Clear (line 252) | void ICollection<KeyValuePair<TKey, IList<TValue>>>.Clear()
    method Contains (line 257) | bool ICollection<KeyValuePair<TKey, IList<TValue>>>.Contains(KeyValueP...
    method CopyTo (line 267) | void ICollection<KeyValuePair<TKey, IList<TValue>>>.CopyTo(KeyValuePai...
    method Remove (line 282) | bool ICollection<KeyValuePair<TKey, IList<TValue>>>.Remove(KeyValuePai...
    method GetEnumerator (line 291) | public IEnumerator<KeyValuePair<TKey, IList<TValue>>> GetEnumerator()
    method GetEnumerator (line 296) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    class ListCollection (line 305) | public class ListCollection : ICollection<IList<TValue>>
      method ListCollection (line 310) | internal ListCollection(ListDictionary<TKey, TValue> listDict)
      method TryGetList (line 331) | public bool TryGetList(TKey key, out IList<TValue> lst)
      method Add (line 338) | void ICollection<IList<TValue>>.Add(IList<TValue> item)
      method Clear (line 343) | void ICollection<IList<TValue>>.Clear()
      method Contains (line 348) | public bool Contains(IList<TValue> item)
      method CopyTo (line 358) | public void CopyTo(IList<TValue>[] array, int arrayIndex)
      method Remove (line 373) | bool ICollection<IList<TValue>>.Remove(IList<TValue> item)
      method GetEnumerator (line 384) | public IEnumerator<IList<TValue>> GetEnumerator()
      method GetEnumerator (line 389) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnu...

FILE: SpacepuppyBase/Collections/MultitonPool.cs
  type IMultitonPool (line 12) | public interface IMultitonPool<T> : IEnumerable<T> where T : class
    method AddReference (line 17) | void AddReference(T obj);
    method RemoveReference (line 18) | bool RemoveReference(T obj);
    method Contains (line 19) | bool Contains(T obj);
    method Find (line 21) | T Find(System.Func<T, bool> predicate);
    method FindAll (line 23) | T[] FindAll(System.Func<T, bool> predicate);
    method FindAll (line 24) | int FindAll(ICollection<T> coll, System.Func<T, bool> predicate);
    method FindAll (line 25) | int FindAll<TSub>(ICollection<TSub> coll, System.Func<TSub, bool> pred...
    method Enumerate (line 32) | IEnumerable<TSub> Enumerate<TSub>() where TSub : class, T;
  class MultitonPool (line 36) | public class MultitonPool<T> : IMultitonPool<T> where T : class
    method MultitonPool (line 49) | public MultitonPool()
    method MultitonPool (line 54) | public MultitonPool(IEqualityComparer<T> comparer)
    method AddReference (line 83) | public virtual void AddReference(T obj)
    method RemoveReference (line 97) | public virtual bool RemoveReference(T obj)
    method Contains (line 119) | public bool Contains(T obj)
    method Find (line 124) | public T Find(System.Func<T, bool> predicate)
    method Find (line 157) | public TSub Find<TSub>(System.Func<TSub, bool> predicate) where TSub :...
    method FindAll (line 190) | public T[] FindAll(System.Func<T, bool> predicate)
    method FindAll (line 230) | public TSub[] FindAll<TSub>(System.Func<TSub, bool> predicate) where T...
    method FindAll (line 253) | public int FindAll(ICollection<T> coll, System.Func<T, bool> predicate)
    method FindAll (line 295) | public int FindAll<TSub>(ICollection<TSub> coll, System.Func<TSub, boo...
    method Enumerate (line 341) | public IEnumerable<TSub> Enumerate<TSub>() where TSub : class, T
    method GetEnumerator (line 354) | public Enumerator GetEnumerator()
    method GetEnumerator (line 359) | IEnumerator IEnumerable.GetEnumerator()
    method GetEnumerator (line 364) | IEnumerator<T> IEnumerable<T>.GetEnumerator()
    type Enumerator (line 373) | public struct Enumerator : IEnumerator<T>
      method Enumerator (line 384) | public Enumerator(MultitonPool<T> multi)
      method Dispose (line 408) | public void Dispose()
      method MoveNext (line 413) | public bool MoveNext()
      method Reset (line 418) | void IEnumerator.Reset()
  class UniqueToEntityMultitonPool (line 428) | public class UniqueToEntityMultitonPool<T> : MultitonPool<T> where T : c...
    method UniqueToEntityMultitonPool (line 433) | public UniqueToEntityMultitonPool() : base()
    method UniqueToEntityMultitonPool (line 437) | public UniqueToEntityMultitonPool(IEqualityComparer<T> comparer) : bas...
    method IsSource (line 445) | public bool IsSource(object obj)
    method GetFromSource (line 450) | public T GetFromSource(object obj)
    method GetFromSource (line 464) | public bool GetFromSource(object obj, out T comp)
    method IsSource (line 473) | public bool IsSource<TSub>(object obj) where TSub : class, T
    method GetFromSource (line 480) | public TSub GetFromSource<TSub>(object obj) where TSub : class, T
    method GetFromSource (line 494) | public bool GetFromSource<TSub>(object obj, out TSub comp) where TSub ...

FILE: SpacepuppyBase/Collections/NotificationPool.cs
  class NotificationPool (line 8) | public class NotificationPool : ICollection<INotificationDispatcher>
    method NotificationPool (line 27) | public NotificationPool()
    method RegisterNotificationType (line 36) | public void RegisterNotificationType<T>() where T : Notification
    method RegisterNotificationType (line 49) | public void RegisterNotificationType(System.Type notificationType)
    method UnRegisterNotification (line 62) | public void UnRegisterNotification<T>() where T : Notification
    method UnRegisterNotification (line 75) | public void UnRegisterNotification(System.Type notificationType)
    method ContainsNotificationType (line 88) | public bool ContainsNotificationType<T>() where T : Notification
    method ContainsNotificationType (line 93) | public bool ContainsNotificationType(System.Type notificationType)
    method Add (line 99) | public void Add(GameObject go)
    method Contains (line 107) | public bool Contains(GameObject go)
    method Remove (line 124) | public void Remove(GameObject go)
    method HandleGenericNotification (line 143) | private void HandleGenericNotification(object sender, Notification n)
    method Add (line 162) | public void Add(INotificationDispatcher item)
    method Clear (line 175) | public void Clear()
    method Contains (line 190) | public bool Contains(INotificationDispatcher item)
    method CopyTo (line 195) | public void CopyTo(INotificationDispatcher[] array, int arrayIndex)
    method Remove (line 200) | public bool Remove(INotificationDispatcher item)
    method GetEnumerator (line 217) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    method GetEnumerator (line 222) | public IEnumerator<INotificationDispatcher> GetEnumerator()

FILE: SpacepuppyBase/Collections/ObjectCachePool.cs
  class ObjectCachePool (line 13) | public class ObjectCachePool<T> : ICachePool<T> where T : class
    method ObjectCachePool (line 29) | public ObjectCachePool(int cacheSize)
    method ObjectCachePool (line 37) | public ObjectCachePool(int cacheSize, Func<T> constructorDelegate)
    method ObjectCachePool (line 45) | public ObjectCachePool(int cacheSize, Func<T> constructorDelegate, Act...
    method ObjectCachePool (line 54) | public ObjectCachePool(int cacheSize, Func<T> constructorDelegate, Act...
    method SimpleConstructor (line 64) | private T SimpleConstructor()
    method TryGetInstance (line 97) | public bool TryGetInstance(out T result)
    method GetInstance (line 119) | public T GetInstance()
    method Release (line 141) | public bool Release(T obj)
    method Release (line 160) | void ICachePool<T>.Release(T obj)
    method IsTreatedAsInactive (line 165) | public bool IsTreatedAsInactive(T obj)

FILE: SpacepuppyBase/Collections/ObjectInstanceIDEqualityComparer.cs
  class ObjectInstanceIDEqualityComparer (line 11) | public class ObjectInstanceIDEqualityComparer<T> : EqualityComparer<T> w...
    method Equals (line 22) | public override bool Equals(T x, T y)
    method GetHashCode (line 27) | public override int GetHashCode(T obj)

FILE: SpacepuppyBase/Collections/ObjectReferenceEqualityComparer.cs
  class ObjectReferenceEqualityComparer (line 12) | public class ObjectReferenceEqualityComparer<T> : EqualityComparer<T> wh...
    method Equals (line 23) | public override bool Equals(T x, T y)
    method GetHashCode (line 28) | public override int GetHashCode(T obj)

FILE: SpacepuppyBase/Collections/OrderedDelegate.cs
  class OrderedDelegate (line 7) | public class OrderedDelegate : IEnumerable<OrderedDelegate.DelegateEntry>
    method OrderedDelegate (line 19) | public OrderedDelegate()
    method OrderedDelegate (line 24) | public OrderedDelegate(Delegate del)
    method OrderedDelegate (line 29) | public OrderedDelegate(Delegate del, int precedence)
    method GetDelegate (line 65) | protected Delegate GetDelegate()
    method DynamicInvoke (line 79) | public void DynamicInvoke(params object[] args)
    method Add (line 85) | public void Add(Delegate del)
    method Add (line 94) | public void Add(Delegate del, float precedence, object tag = null)
    method Contains (line 103) | public bool Contains(Delegate del)
    method Clear (line 108) | public void Clear()
    method Remove (line 114) | public bool Remove(Delegate del)
    method FindIndexOf (line 131) | private int FindIndexOf(Delegate del)
    method FindInsertLocationOfPrecedence (line 140) | private int FindInsertLocationOfPrecedence(float precedence)
    method GetEnumerator (line 156) | public IEnumerator<OrderedDelegate.DelegateEntry> GetEnumerator()
    method GetEnumerator (line 161) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    type DelegateEntry (line 200) | public struct DelegateEntry
      method DelegateEntry (line 206) | public DelegateEntry(Delegate del, float prec, object tag)
    method OrderedDelegate (line 223) | public OrderedDelegate()
    method OrderedDelegate (line 231) | public OrderedDelegate(T del)
    method OrderedDelegate (line 237) | public OrderedDelegate(T del, int precedence)
    method Add (line 259) | public void Add(T del)
    method Add (line 264) | public void Add(T del, float precedence, object tag = null)
    method Remove (line 269) | public bool Remove(T del)
  class OrderedDelegate (line 218) | public class OrderedDelegate<T> : OrderedDelegate where T : class
    method OrderedDelegate (line 19) | public OrderedDelegate()
    method OrderedDelegate (line 24) | public OrderedDelegate(Delegate del)
    method OrderedDelegate (line 29) | public OrderedDelegate(Delegate del, int precedence)
    method GetDelegate (line 65) | protected Delegate GetDelegate()
    method DynamicInvoke (line 79) | public void DynamicInvoke(params object[] args)
    method Add (line 85) | public void Add(Delegate del)
    method Add (line 94) | public void Add(Delegate del, float precedence, object tag = null)
    method Contains (line 103) | public bool Contains(Delegate del)
    method Clear (line 108) | public void Clear()
    method Remove (line 114) | public bool Remove(Delegate del)
    method FindIndexOf (line 131) | private int FindIndexOf(Delegate del)
    method FindInsertLocationOfPrecedence (line 140) | private int FindInsertLocationOfPrecedence(float precedence)
    method GetEnumerator (line 156) | public IEnumerator<OrderedDelegate.DelegateEntry> GetEnumerator()
    method GetEnumerator (line 161) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    type DelegateEntry (line 200) | public struct DelegateEntry
      method DelegateEntry (line 206) | public DelegateEntry(Delegate del, float prec, object tag)
    method OrderedDelegate (line 223) | public OrderedDelegate()
    method OrderedDelegate (line 231) | public OrderedDelegate(T del)
    method OrderedDelegate (line 237) | public OrderedDelegate(T del, int precedence)
    method Add (line 259) | public void Add(T del)
    method Add (line 264) | public void Add(T del, float precedence, object tag = null)
    method Remove (line 269) | public bool Remove(T del)

FILE: SpacepuppyBase/Collections/PointOctree.cs
  class PointOctree (line 8) | public class PointOctree<T> where T : class
    method PointOctree (line 29) | public PointOctree(System.Func<T, Vector3> getPosFunc)
    method PointOctree (line 39) | public PointOctree(System.Func<T, Vector3> getPosFunc, IEqualityCompar...
    method PointOctree (line 49) | public PointOctree(float minSize, System.Func<T, Vector3> getPosFunc)
    method PointOctree (line 59) | public PointOctree(float minSize, System.Func<T, Vector3> getPosFunc, ...
    method Add (line 82) | public void Add(T obj)
    method Contains (line 99) | public bool Contains(T obj)
    method Remove (line 104) | public bool Remove(T obj)
    method Resync (line 121) | public void Resync()
    method Grow (line 138) | private void Grow(Vector3 direction)
    method Shrink (line 173) | private void Shrink()
    method GetNearby (line 179) | public T[] GetNearby(Vector3 position, float maxDistance)
    method GetNearby (line 188) | public int GetNearby(ICollection<T> coll, Vector3 position, float maxD...
    method GetNearby (line 193) | public T[] GetNearby(Ray ray, float maxDistance)
    method GetNearby (line 202) | public int GetNearby(ICollection<T> coll, Ray ray, float maxDistance)
    method DrawAllBounds (line 216) | public void DrawAllBounds()
    method DrawAllObjects (line 226) | public void DrawAllObjects()
    method GetRootPosIndex (line 242) | static int GetRootPosIndex(int xDir, int yDir, int zDir)
    class Octant (line 255) | private class Octant
      method Octant (line 273) | public Octant(PointOctree<T> owner, float side, Vector3 cent)
      method Add (line 284) | public bool Add(T obj, Vector3 pos)
      method Contains (line 294) | public bool Contains(T obj)
      method Remove (line 312) | public bool Remove(T obj)
      method ShrinkIfPossible (line 347) | public Octant ShrinkIfPossible(float minLength)
      method GetNearby (line 412) | public int GetNearby(ICollection<T> coll, ref Vector3 position, ref ...
      method GetNearby (line 447) | public int GetNearby(ICollection<T> coll, ref Ray ray, ref float max...
      method GetAll (line 481) | public int GetAll(ICollection<T> coll)
      method SetValues (line 507) | void SetValues(float side, Vector3 cent)
      method SubAdd (line 517) | private void SubAdd(T obj, Vector3 pos)
      method Split (line 556) | private void Split()
      method BestFitChild (line 572) | private int BestFitChild(Vector3 pos)
      method ShouldMerge (line 577) | private bool ShouldMerge()
      method Merge (line 596) | private void Merge()
      method HasAnyObjects (line 613) | private bool HasAnyObjects()
      method GetChildCenter (line 629) | private Vector3 GetChildCenter(int i)
      method GetChildBounds (line 657) | private Bounds GetChildBounds(int i)
      method DrawAllBounds (line 689) | public void DrawAllBounds(float depth = 0)
      method DrawAllObjects (line 709) | public void DrawAllObjects()

FILE: SpacepuppyBase/Collections/PrimeHelper.cs
  class PrimeHelper (line 6) | public static class PrimeHelper
    method IsPrime (line 84) | public static bool IsPrime(int i)
    method GetPrime (line 99) | public static int GetPrime(int min)
    method ExpandPrime (line 119) | public static int ExpandPrime(int oldSize)
    method GetMinPrime (line 128) | public static int GetMinPrime()

FILE: SpacepuppyBase/Collections/ReusableStringReader.cs
  class ReusableStringReader (line 6) | public class ReusableStringReader : System.IO.TextReader
    method ReusableStringReader (line 19) | public ReusableStringReader()
    method ReusableStringReader (line 24) | public ReusableStringReader(string s)
    method Reset (line 37) | public void Reset(string str)
    method CheckObjectDisposedException (line 44) | private void CheckObjectDisposedException()
    method Close (line 54) | public override void Close()
    method Dispose (line 59) | protected override void Dispose(bool disposing)
    method Peek (line 64) | public override int Peek()
    method Read (line 72) | public override int Read()
    method Read (line 80) | public override int Read(char[] buffer, int index, int count)
    method ReadLine (line 95) | public override string ReadLine()
    method ReadToEnd (line 124) | public override string ReadToEnd()

FILE: SpacepuppyBase/Collections/SamplingCharEnumerator.cs
  class SamplingCharEnumerator (line 13) | public class SamplingCharEnumerator : IEnumerator<char>, ICloneable
    method SamplingCharEnumerator (line 28) | public SamplingCharEnumerator()
    method SamplingCharEnumerator (line 34) | public SamplingCharEnumerator(string str)
    method Reset (line 75) | public void Reset(string str)
    method Peek (line 85) | public char Peek()
    method Peek (line 95) | public char Peek(int dist)
    method PeekPrevious (line 104) | public char PeekPrevious()
    method PeekPrevious (line 109) | public char PeekPrevious(int dist)
    method MoveNext (line 119) | public bool MoveNext(int dist)
    method MovePrevious (line 141) | public bool MovePrevious()
    method MovePrevious (line 146) | public bool MovePrevious(int dist)
    method StartCapture (line 154) | public void StartCapture()
    method EndCapture (line 162) | public string EndCapture()
    method CaptureCompare (line 186) | public int CaptureCompare(string str, bool ignoreCase)
    method CaptureEquals (line 210) | public bool CaptureEquals(string str, bool ignoreCase)
    method Clone (line 240) | public object Clone()
    method MoveNext (line 245) | public bool MoveNext()
    method Dispose (line 261) | public void Dispose()
    method Reset (line 268) | public void Reset()

FILE: SpacepuppyBase/Collections/SamplingStack.cs
  class SamplingStack (line 12) | public class SamplingStack<T> : IEnumerable<T>, ICollection<T>
    method SamplingStack (line 26) | public SamplingStack(int size)
    method Push (line 46) | public void Push(T value)
    method Pop (line 58) | public T Pop()
    method TryPop (line 70) | public bool TryPop(out T result)
    method Shift (line 86) | public T Shift()
    method TryShift (line 99) | public bool TryShift(out T result)
    method Peek (line 116) | public T Peek()
    method Peek (line 123) | public IEnumerable<T> Peek(int cnt)
    method PeekShift (line 134) | public T PeekShift()
    method Resize (line 144) | public void Resize(int size)
    method Clear (line 169) | public void Clear()
    method GetEnumerator (line 184) | public Enumerator GetEnumerator()
    method GetEnumerator (line 189) | IEnumerator<T> IEnumerable<T>.GetEnumerator()
    method GetEnumerator (line 194) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    method Add (line 203) | void ICollection<T>.Add(T item)
    method Contains (line 208) | public bool Contains(T item)
    method CopyTo (line 213) | void ICollection<T>.CopyTo(T[] array, int arrayIndex)
    method Remove (line 228) | bool ICollection<T>.Remove(T item)
    type Enumerator (line 237) | public struct Enumerator : IEnumerator<T>
      method Enumerator (line 246) | internal Enumerator(SamplingStack<T> stack)
      method MoveNext (line 272) | public bool MoveNext()
      method Dispose (line 285) | public void Dispose()
      method Reset (line 293) | public void Reset()

FILE: SpacepuppyBase/Collections/SerializableDictionaryBase.cs
  class DrawableDictionary (line 7) | public abstract class DrawableDictionary
  class SerializableDictionaryBase (line 12) | [System.Serializable()]
    method SerializableDictionaryBase (line 27) | public SerializableDictionaryBase()
    method SerializableDictionaryBase (line 32) | public SerializableDictionaryBase(IEqualityComparer<TKey> comparer)
    method Add (line 55) | public void Add(TKey key, TValue value)
    method ContainsKey (line 61) | public bool ContainsKey(TKey key)
    method Remove (line 76) | public bool Remove(TKey key)
    method TryGetValue (line 82) | public bool TryGetValue(TKey key, out TValue value)
    method Clear (line 115) | public void Clear()
    method Add (line 120) | void ICollection<KeyValuePair<TKey, TValue>>.Add(KeyValuePair<TKey, TV...
    method Contains (line 126) | bool ICollection<KeyValuePair<TKey, TValue>>.Contains(KeyValuePair<TKe...
    method CopyTo (line 132) | void ICollection<KeyValuePair<TKey, TValue>>.CopyTo(KeyValuePair<TKey,...
    method Remove (line 138) | bool ICollection<KeyValuePair<TKey, TValue>>.Remove(KeyValuePair<TKey,...
    method GetEnumerator (line 149) | public Dictionary<TKey, TValue>.Enumerator GetEnumerator()
    method GetEnumerator (line 155) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    method GetEnumerator (line 161) | IEnumerator<KeyValuePair<TKey, TValue>> IEnumerable<KeyValuePair<TKey,...
    method OnAfterDeserialize (line 176) | void UnityEngine.ISerializationCallbackReceiver.OnAfterDeserialize()
    method OnBeforeSerialize (line 195) | void UnityEngine.ISerializationCallbackReceiver.OnBeforeSerialize()

FILE: SpacepuppyBase/Collections/StateFlagStack.cs
  class StateFlagStack (line 20) | public class StateFlagStack : IEnumerable<object>
    method StateFlagStack (line 33) | public StateFlagStack()
    method StateFlagStack (line 38) | public StateFlagStack(IEqualityComparer<object> tokenComparer)
    method Begin (line 61) | public void Begin(object token)
    method End (line 78) | public void End(object token)
    method Clear (line 90) | public void Clear()
    method GetEnumerator (line 105) | public IEnumerator<object> GetEnumerator()
    method GetEnumerator (line 110) | IEnumerator IEnumerable.GetEnumerator()

FILE: SpacepuppyBase/Collections/TempCollection.cs
  type ITempCollection (line 7) | public interface ITempCollection<T> : ICollection<T>, IDisposable
  class TempCollection (line 24) | public static class TempCollection
    method GetCollection (line 36) | public static ITempCollection<T> GetCollection<T>()
    method GetCollection (line 48) | public static ITempCollection<T> GetCollection<T>(IEnumerable<T> e)
    method GetList (line 58) | public static TempList<T> GetList<T>()
    method GetList (line 63) | public static TempList<T> GetList<T>(IEnumerable<T> e)
    method GetList (line 68) | public static TempList<T> GetList<T>(int count)
    method GetSet (line 73) | public static TempHashSet<T> GetSet<T>()
    method GetSet (line 78) | public static TempHashSet<T> GetSet<T>(IEnumerable<T> e)
    method GetDict (line 83) | public static TempDictionary<TKey, TValue> GetDict<TKey, TValue>()
    method GetDict (line 88) | public static TempDictionary<TKey, TValue> GetDict<TKey, TValue>(IDict...

FILE: SpacepuppyBase/Collections/TempDictionary.cs
  class TempDictionary (line 7) | public class TempDictionary<TKey, TValue> : Dictionary<TKey, TValue>, IT...
    method TempDictionary (line 23) | public TempDictionary()
    method TempDictionary (line 32) | public TempDictionary(IDictionary<TKey, TValue> dict)
    method Dispose (line 45) | public void Dispose()
    method GetDict (line 55) | public static TempDictionary<TKey, TValue> GetDict()
    method GetDict (line 60) | public static TempDictionary<TKey, TValue> GetDict(IDictionary<TKey, T...

FILE: SpacepuppyBase/Collections/TempHashSet.cs
  class TempHashSet (line 8) | public class TempHashSet<T> : HashSet<T>, ITempCollection<T>
    method TempHashSet (line 24) | public TempHashSet()
    method TempHashSet (line 33) | public TempHashSet(IEnumerable<T> e)
    method Dispose (line 46) | public void Dispose()
    method GetSet (line 56) | public static TempHashSet<T> GetSet()
    method GetSet (line 61) | public static TempHashSet<T> GetSet(IEnumerable<T> e)

FILE: SpacepuppyBase/Collections/TempList.cs
  class TempList (line 7) | public class TempList<T> : List<T>, ITempCollection<T>
    method TempList (line 23) | public TempList()
    method TempList (line 32) | public TempList(IEnumerable<T> e)
    method TempList (line 41) | public TempList(int count)
    method Dispose (line 54) | public void Dispose()
    method GetList (line 75) | public static TempList<T> GetList()
    method GetList (line 80) | public static TempList<T> GetList(IEnumerable<T> e)
    method GetList (line 99) | public static TempList<T> GetList(int count)

FILE: SpacepuppyBase/Collections/TrackablObjectCachePool.cs
  class TrackablObjectCachePool (line 6) | public class TrackablObjectCachePool<T> : ICachePool<T> where T : class
    method TrackablObjectCachePool (line 21) | public TrackablObjectCachePool(int cacheSize)
    method TrackablObjectCachePool (line 27) | public TrackablObjectCachePool(int cacheSize, Func<T> constructorDeleg...
    method TrackablObjectCachePool (line 33) | public TrackablObjectCachePool(int cacheSize, Func<T> constructorDeleg...
    method SimpleConstructor (line 40) | private T SimpleConstructor()
    method GetInstance (line 57) | public T GetInstance()
    method Release (line 76) | public void Release(T obj)
    method IsActive (line 93) | public bool IsActive(T obj)
    method Manages (line 98) | public bool Manages(T obj)

FILE: SpacepuppyBase/Collections/UniqueHashSet.cs
  class UniqueHashSet (line 12) | public class UniqueHashSet<T> : ICollection<T>
    method UniqueHashSet (line 36) | public UniqueHashSet()
    method UniqueHashSet (line 42) | public UniqueHashSet(IEqualityComparer<T> comparer)
    method UniqueHashSet (line 48) | public UniqueHashSet(IEnumerable<T> collection)
    method UniqueHashSet (line 53) | public UniqueHashSet(IEnumerable<T> collection, IEqualityComparer<T> c...
    method Add (line 82) | public bool Add(T item)
    method TrimExcess (line 106) | public void TrimExcess()
    method GetValue (line 111) | public T GetValue(int hash)
    method TryGetValue (line 118) | public bool TryGetValue(int hash, out T result)
    method ContainsHashCode (line 141) | public bool ContainsHashCode(int hash)
    method Init (line 153) | private void Init(int size)
    method InitArrays (line 173) | private void InitArrays(int size)
    method SlotsContainsAt (line 178) | private bool SlotsContainsAt(int index, int hash, T item)
    method GetLinkHashCode (line 190) | private int GetLinkHashCode(int index)
    method Resize (line 195) | private void Resize()
    method Add (line 238) | void ICollection<T>.Add(T item)
    method Contains (line 243) | public bool Contains(T item)
    method Remove (line 249) | public bool Remove(T item)
    method Clear (line 284) | public void Clear()
    method CopyTo (line 295) | public void CopyTo(T[] array, int index)
    method CopyTo (line 300) | public void CopyTo(T[] array, int index, int count)
    method GetEnumerator (line 318) | public Enumerator GetEnumerator()
    method GetEnumerator (line 323) | IEnumerator<T> IEnumerable<T>.GetEnumerator()
    method GetEnumerator (line 328) | IEnumerator IEnumerable.GetEnumerator()
    type Link (line 337) | private struct Link
    type Enumerator (line 343) | public struct Enumerator : IEnumerator<T>
      method Enumerator (line 351) | internal Enumerator(UniqueHashSet<T> coll)
      method Dispose (line 376) | public void Dispose()
      method MoveNext (line 381) | public bool MoveNext()
      method Reset (line 399) | void IEnumerator.Reset()
      method CheckState (line 406) | private void CheckState()

FILE: SpacepuppyBase/Collections/UniqueList.cs
  class UniqueList (line 8) | public class UniqueList<T> : IList<T>, System.Collections.IList
    method UniqueList (line 22) | public UniqueList()
    method UniqueList (line 27) | public UniqueList(int capacity)
    method UniqueList (line 32) | public UniqueList(IEnumerable<T> collection)
    method UniqueList (line 37) | public UniqueList(IEqualityComparer<T> comparer)
    method UniqueList (line 43) | public UniqueList(int capacity, IEqualityComparer<T> comparer)
    method UniqueList (line 49) | public UniqueList(IEnumerable<T> collection, IEqualityComparer<T> comp...
    method ToArray (line 76) | public T[] ToArray()
    method AddRange (line 84) | public void AddRange(IEnumerable<T> collection)
    method Clean (line 95) | public void Clean()
    method RemoveAll (line 110) | public void RemoveAll(Predicate<T> func)
    method IndexOf (line 133) | public int IndexOf(T item)
    method Insert (line 142) | public void Insert(int index, T item)
    method RemoveAt (line 154) | public void RemoveAt(int index)
    method Add (line 192) | public void Add(T item)
    method Clear (line 206) | public void Clear()
    method Contains (line 211) | public bool Contains(T item)
    method CopyTo (line 220) | public void CopyTo(T[] array, int arrayIndex)
    method Remove (line 225) | public bool Remove(T item)
    method GetEnumerator (line 238) | public IEnumerator<T> GetEnumerator()
    method GetEnumerator (line 243) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    method Add (line 253) | int System.Collections.IList.Add(object value)
    method Clear (line 261) | void System.Collections.IList.Clear()
    method Contains (line 266) | bool System.Collections.IList.Contains(object value)
    method IndexOf (line 273) | int System.Collections.IList.IndexOf(object value)
    method Insert (line 280) | void System.Collections.IList.Insert(int index, object value)
    method Remove (line 297) | void System.Collections.IList.Remove(object value)
    method RemoveAt (line 304) | void System.Collections.IList.RemoveAt(int index)
    method CopyTo (line 327) | void System.Collections.ICollection.CopyTo(Array array, int index)

FILE: SpacepuppyBase/Collections/WeakInternalTypes.cs
  class WeakReference (line 7) | internal class WeakReference<T> : WeakReference where T : class
    method Create (line 9) | public static WeakReference<T> Create(T target)
    method WeakReference (line 16) | protected WeakReference(T target)
  class WeakNullReference (line 28) | internal class WeakNullReference<T> : WeakReference<T> where T : class
    method WeakNullReference (line 32) | private WeakNullReference()
  class WeakKeyReference (line 47) | internal class WeakKeyReference<T> : WeakReference<T> where T : class
    method WeakKeyReference (line 51) | public WeakKeyReference(T key, WeakKeyComparer<T> comparer)
  class WeakKeyComparer (line 58) | internal class WeakKeyComparer<T> : IEqualityComparer<object> where T : ...
    method WeakKeyComparer (line 62) | internal WeakKeyComparer(IEqualityComparer<T> comparer = null)
    method GetHashCode (line 71) | public int GetHashCode(object obj)
    method Equals (line 101) | bool IEqualityComparer<object>.Equals(object x, object y)
    method GetTarget (line 117) | private static T GetTarget(object obj, out bool outIsDead)
  class WeakReferenceComparer (line 137) | internal class WeakReferenceComparer : IEqualityComparer<object>
    method WeakReferenceComparer (line 142) | internal WeakReferenceComparer(System.Collections.IEqualityComparer co...
    method GetHashCode (line 151) | public int GetHashCode(object obj)
    method Equals (line 180) | bool IEqualityComparer<object>.Equals(object x, object y)
    method GetTarget (line 196) | private static object GetTarget(object obj, out bool outIsDead)

FILE: SpacepuppyBase/Collections/WeakKeyDictionary.cs
  class WeakKeyDictionary (line 6) | public class WeakKeyDictionary<TKey, TValue> : IDictionary<TKey, TValue>...
    method WeakKeyDictionary (line 20) | public WeakKeyDictionary()
    method WeakKeyDictionary (line 26) | public WeakKeyDictionary(int capacity)
    method WeakKeyDictionary (line 32) | public WeakKeyDictionary(IEqualityComparer<TKey> comparer)
    method WeakKeyDictionary (line 38) | public WeakKeyDictionary(int capacity, IEqualityComparer<TKey> comparer)
    method Clean (line 50) | public void Clean()
    method Add (line 110) | public void Add(TKey key, TValue value)
    method ContainsKey (line 117) | public bool ContainsKey(TKey key)
    method Remove (line 122) | public bool Remove(TKey key)
    method TryGetValue (line 127) | public bool TryGetValue(TKey key, out TValue value)
    method GetEnumerator (line 132) | public IEnumerator<KeyValuePair<TKey, TValue>> GetEnumerator()
    method GetEnumerator (line 144) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    method Clear (line 163) | public void Clear()
    method Add (line 168) | void ICollection<KeyValuePair<TKey, TValue>>.Add(KeyValuePair<TKey, TV...
    method Contains (line 173) | bool ICollection<KeyValuePair<TKey, TValue>>.Contains(KeyValuePair<TKe...
    method CopyTo (line 187) | void ICollection<KeyValuePair<TKey, TValue>>.CopyTo(KeyValuePair<TKey,...
    method Remove (line 204) | bool ICollection<KeyValuePair<TKey, TValue>>.Remove(KeyValuePair<TKey,...
    class KeyCollection (line 213) | private class KeyCollection : ICollection<TKey>
      method KeyCollection (line 217) | public KeyCollection(WeakKeyDictionary<TKey, TValue> dict)
      method Add (line 224) | public void Add(TKey item)
      method Clear (line 229) | public void Clear()
      method Contains (line 234) | public bool Contains(TKey item)
      method CopyTo (line 239) | public void CopyTo(TKey[] array, int arrayIndex)
      method Remove (line 263) | public bool Remove(TKey item)
      method GetEnumerator (line 268) | public IEnumerator<TKey> GetEnumerator()
      method GetEnumerator (line 276) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnu...
    class ValueCollection (line 285) | private class ValueCollection : ICollection<TValue>
      method ValueCollection (line 290) | public ValueCollection(WeakKeyDictionary<TKey, TValue> dict)
      method Add (line 297) | public void Add(TValue item)
      method Clear (line 302) | public void Clear()
      method Contains (line 307) | public bool Contains(TValue item)
      method CopyTo (line 316) | public void CopyTo(TValue[] array, int arrayIndex)
      method Remove (line 339) | public bool Remove(TValue item)
      method GetEnumerator (line 344) | public IEnumerator<TValue> GetEnumerator()
      method GetEnumerator (line 352) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnu...

FILE: SpacepuppyBase/Collections/WeakList.cs
  class WeakList (line 11) | public class WeakList<T> : IList<T>
    method WeakList (line 23) | public WeakList()
    method WeakList (line 29) | public WeakList(int capacity)
    method WeakList (line 35) | public WeakList(IEnumerable<T> collection)
    method WeakList (line 43) | public WeakList(bool trackResurrection)
    method WeakList (line 49) | public WeakList(int capacity, bool trackResurrection)
    method WeakList (line 55) | public WeakList(IEnumerable<T> collection, bool trackResurrection)
    method ToArray (line 76) | public T[] ToArray()
    method AddRange (line 89) | public void AddRange(IEnumerable<T> collection)
    method Clean (line 100) | public bool Clean()
    method IsAlive (line 114) | public bool IsAlive(int index)
    method TrackResurrection (line 119) | public bool TrackResurrection(int index)
    method IndexOf (line 129) | public int IndexOf(T item)
    method Insert (line 139) | public void Insert(int index, T item)
    method RemoveAt (line 144) | public void RemoveAt(int index)
    method Add (line 168) | public void Add(T item)
    method Clear (line 173) | public void Clear()
    method Contains (line 178) | public bool Contains(T item)
    method CopyTo (line 188) | public void CopyTo(T[] array, int arrayIndex)
    method Remove (line 212) | public bool Remove(T item)
    method GetEnumerator (line 230) | public IEnumerator<T> GetEnumerator()
    method GetEnumerator (line 249) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...

FILE: SpacepuppyBase/Collections/WeakValueDictionary.cs
  class WeakValueDictionary (line 6) | public class WeakValueDictionary<TKey, TValue> : IDictionary<TKey, TValu...
    method WeakValueDictionary (line 19) | public WeakValueDictionary()
    method WeakValueDictionary (line 25) | public WeakValueDictionary(int capacity)
    method WeakValueDictionary (line 31) | public WeakValueDictionary(IEqualityComparer<TKey> comparer)
    method WeakValueDictionary (line 37) | public WeakValueDictionary(int capacity, IEqualityComparer<TKey> compa...
    method Clean (line 48) | public void Clean()
    method Add (line 114) | public void Add(TKey key, TValue value)
    method ContainsKey (line 120) | public bool ContainsKey(TKey key)
    method Remove (line 125) | public bool Remove(TKey key)
    method TryGetValue (line 130) | public bool TryGetValue(TKey key, out TValue value)
    method GetEnumerator (line 153) | public IEnumerator<KeyValuePair<TKey, TValue>> GetEnumerator()
    method GetEnumerator (line 164) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnume...
    method Clear (line 183) | public void Clear()
    method Add (line 188) | void ICollection<KeyValuePair<TKey, TValue>>.Add(KeyValuePair<TKey, TV...
    method Contains (line 193) | bool ICollection<KeyValuePair<TKey, TValue>>.Contains(KeyValuePair<TKe...
    method CopyTo (line 205) | void ICollection<KeyValuePair<TKey, TValue>>.CopyTo(KeyValuePair<TKey,...
    method Remove (line 221) | bool ICollection<KeyValuePair<TKey, TValue>>.Remove(KeyValuePair<TKey,...
    class KeyCollection (line 234) | private class KeyCollection : ICollection<TKey>
      method KeyCollection (line 238) | public KeyCollection(WeakValueDictionary<TKey, TValue> dict)
      method Add (line 245) | public void Add(TKey item)
      method Clear (line 250) | public void Clear()
      method Contains (line 255) | public bool Contains(TKey item)
      method CopyTo (line 260) | public void CopyTo(TKey[] array, int arrayIndex)
      method Remove (line 283) | public bool Remove(TKey item)
      method GetEnumerator (line 288) | public IEnumerator<TKey> GetEnumerator()
      method GetEnumerator (line 296) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnu...
    class ValueCollection (line 305) | private class ValueCollection : ICollection<TValue>
      method ValueCollection (line 310) | public ValueCollection(WeakValueDictionary<TKey, TValue> dict)
      method Add (line 317) | public void Add(TValue item)
      method Clear (line 322) | public void Clear()
      method Contains (line 327) | public bool Contains(TValue item)
      method CopyTo (line 336) | public void CopyTo(TValue[] array, int arrayIndex)
      method Remove (line 359) | public bool Remove(TValue item)
      method GetEnumerator (line 364) | public IEnumerator<TValue> GetEnumerator()
      method GetEnumerator (line 372) | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnu...

FILE: SpacepuppyBase/CollisionExclusion.cs
  class CollisionExclusion (line 14) | public class CollisionExclusion : System.IDisposable
    method CollisionExclusion (line 27) | public CollisionExclusion(Collider a, Collider b)
    method CollisionExclusion (line 36) | public CollisionExclusion(IIgnorableCollision a, IIgnorableCollision b)
    method CollisionExclusion (line 45) | public CollisionExclusion(Collider a, IIgnorableCollision b)
    method CollisionExclusion (line 54) | public CollisionExclusion(IIgnorableCollision a, Collider b)
    method BeginExclusion (line 84) | public void BeginExclusion()
    method EndExclusion (line 103) | public void EndExclusion()
    method ForceEndExclusion (line 130) | public void ForceEndExclusion()
    method Dispose (line 149) | public void Dispose()
    method CollisionExclusion (line 160) | static CollisionExclusion()
    method CleanLinks (line 165) | public static void CleanLinks()
    method OnGlobalLevelWasLoaded (line 186) | private static void OnGlobalLevelWasLoaded(UnityEngine.SceneManagement...
    method PurgeWhenCan (line 191) | private static void PurgeWhenCan(IIgnorableCollision a, IIgnorableColl...
    type PairToken (line 223) | private struct PairToken
      method PairToken (line 228) | public PairToken(IIgnorableCollision a, IIgnorableCollision b)
    class PairTokenComparer (line 244) | private class PairTokenComparer : IEqualityComparer<PairToken>
      method Equals (line 247) | public bool Equals(PairToken x, PairToken y)
      method GetHashCode (line 260) | public int GetHashCode(PairToken obj)
  class ColliderExclusion (line 274) | public class ColliderExclusion : System.IDisposable
    method ColliderExclusion (line 287) | public ColliderExclusion(Collider a, Collider b)
    method BeginExclusion (line 314) | public void BeginExclusion()
    method EndExclusion (line 333) | public void EndExclusion()
    method Dispose (line 364) | public void Dispose()
    method ColliderExclusion (line 375) | static ColliderExclusion()
    method CleanLinks (line 380) | public static void CleanLinks()
    method OnGlobalLevelWasLoaded (line 401) | private static void OnGlobalLevelWasLoaded(UnityEngine.SceneManagement...
    method PurgeWhenCan (line 406) | private static void PurgeWhenCan(Collider a, Collider b)
    type PairToken (line 438) | private struct PairToken
      method PairToken (line 443) | public PairToken(Collider a, Collider b)
    class PairTokenComparer (line 459) | private class PairTokenComparer : IEqualityComparer<PairToken>
      method Equals (line 462) | public bool Equals(PairToken x, PairToken y)
      method GetHashCode (line 480) | public int GetHashCode(PairToken obj)

FILE: SpacepuppyBase/ColorHSV.cs
  type ColorHSV (line 9) | public struct ColorHSV : System.IEquatable<ColorHSV>
    method ColorHSV (line 23) | public ColorHSV(float h, float s, float v)
    method ColorHSV (line 31) | public ColorHSV(float h, float s, float v, float a)
    method ColorHSV (line 39) | public ColorHSV(Color c)
    method Normalize (line 92) | public void Normalize()
    method ToString (line 101) | public override string ToString()
    method Equals (line 110) | public override bool Equals(object obj)
    method Equals (line 130) | public bool Equals(ColorHSV b)
    method GetHashCode (line 135) | public override int GetHashCode()
    method Normalize (line 262) | public static ColorHSV Normalize(ColorHSV c)
    method ToColor (line 268) | public static Color ToColor(ColorHSV hsv)
    method Lerp (line 324) | public static ColorHSV Lerp(ColorHSV start, ColorHSV end, float t)
    method Slerp (line 333) | public static ColorHSV Slerp(ColorHSV start, ColorHSV end, float t)
    method InverseSlerp (line 382) | public static float InverseSlerp(ColorHSV current, ColorHSV start, Col...

FILE: SpacepuppyBase/CompoundStateLedger.cs
  class CompoundStateLedger (line 17) | public class CompoundStateLedger : SPComponent
    method OnDestroy (line 29) | protected override void OnDestroy()
    method TryGetLedger (line 46) | public TargetLedger TryGetLedger(Component target, string memberName)
    method GetLedger (line 62) | public static TargetLedger GetLedger(Component target, string memberName)
    type Token (line 82) | private struct Token
      method Token (line 87) | public Token(Component targ, string member)
    class TargetLedger (line 95) | public class TargetLedger : System.IDisposable
      method TargetLedger (line 113) | private TargetLedger()
      method ApplyModifier (line 136) | public void ApplyModifier(object token, double value)
      method RemoveModifier (line 142) | public bool RemoveModifier(object token)
      method Clear (line 155) | public void Clear()
      method ForceApplyBalance (line 165) | public void ForceApplyBalance()
      method ResetTargetToBaseValue (line 170) | public void ResetTargetToBaseValue()
      method ReinitBaseValue (line 178) | public void ReinitBaseValue()
      method TallyBalance (line 187) | private void TallyBalance()
      method Dispose (line 207) | public void Dispose()
      method Create (line 231) | internal static TargetLedger Create(CompoundStateLedger owner, Compo...

FILE: SpacepuppyBase/CompoundTrigger.cs
  type ICompoundTriggerEnterResponder (line 12) | public interface ICompoundTriggerEnterResponder
    method OnCompoundTriggerEnter (line 14) | void OnCompoundTriggerEnter(Collider other);
  type ICompoundTriggerExitResponder (line 17) | public interface ICompoundTriggerExitResponder
    method OnCompoundTriggerExit (line 19) | void OnCompoundTriggerExit(Collider other);
  class CompoundTrigger (line 22) | public class CompoundTrigger : SPComponent
    method Start (line 36) | protected override void Start()
    method OnDisable (line 43) | protected override void OnDisable()
    method SyncTriggers (line 63) | public void SyncTriggers()
    method GetActiveColliders (line 111) | public Collider[] GetActiveColliders()
    method GetActiveColliders (line 116) | public int GetActiveColliders(ICollection<Collider> output)
    method PurgeActiveState (line 134) | protected void PurgeActiveState()
    method SignalTriggerEnter (line 144) | private void SignalTriggerEnter(CompoundTriggerMember member, Collider...
    method SignalTriggerExit (line 152) | private void SignalTriggerExit(CompoundTriggerMember member, Collider ...
    method OnCompoundTriggerEnter (line 166) | protected virtual void OnCompoundTriggerEnter(Collider other)
    method OnCompoundTriggerExit (line 172) | protected virtual void OnCompoundTriggerExit(Collider other)
    class CompoundTriggerMember (line 183) | private class CompoundTriggerMember : MonoBehaviour
      method Init (line 208) | internal void Init(CompoundTrigger owner, Collider collider)
      method OnTriggerEnter (line 215) | private void OnTriggerEnter(Collider other)
      method OnTriggerExit (line 223) | private void OnTriggerExit(Collider other)

FILE: SpacepuppyBase/ConfigurableForce.cs
  class ConfigurableForce (line 9) | [System.Serializable()]
    type ForceDirection (line 13) | public enum ForceDirection
    method ConfigurableForce (line 33) | public ConfigurableForce()
    method ConfigurableForce (line 37) | public ConfigurableForce(float strength)
    method ConfigurableForce (line 42) | public ConfigurableForce(float strength, ForceMode mode, ForceDirectio...
    method GetForce (line 63) | public Vector3 GetForce(Trans forceOrigin, Trans forceTarget)
    method GetForce (line 77) | public Vector3 GetForce(Transform forceOrigin, Transform forceTarget)
    method ApplyForce (line 91) | public void ApplyForce(Trans forceOrigin, Rigidbody body)
    method ApplyForce (line 97) | public void ApplyForce(Transform forceOrigin, Rigidbody body)
    method ApplyForce (line 103) | public void ApplyForce(Transform forceOrigin, IForceReceiver body)
    method GetDirection (line 113) | public static Vector3 GetDirection(ForceDirection dir, Transform force...
    method GetDirection (line 127) | public static Vector3 GetDirection(ForceDirection dir, Trans forceOrig...
    method GetDirection (line 141) | public static Vector2 GetDirection(IPlanarSurface surface, ForceDirect...
    method GetDirection (line 156) | public static Vector2 GetDirection(IPlanarSurface surface, ForceDirect...

FILE: SpacepuppyBase/CustomTimeSupplier.cs
  class CustomTimeSupplier (line 20) | public class CustomTimeSupplier : ICustomTimeSupplier, IScalableTimeSupp...
    method GetTicksSafe (line 26) | private static long GetTicksSafe(double value)
    method CustomTimeSupplier (line 63) | internal CustomTimeSupplier(string id)
    method Destroy (line 137) | public bool Destroy()
    method SyncTimeScale (line 150) | private void SyncTimeScale()
    method Reset (line 172) | public void Reset()
    method Reset (line 179) | public void Reset(double startTime)
    method AdjustTime (line 195) | public void AdjustTime(double value)
    method SetScale (line 274) | public void SetScale(string id, float scale)
    method GetScale (line 280) | public float GetScale(string id)
    method RemoveScale (line 293) | public bool RemoveScale(string id)
    method HasScale (line 306) | public bool HasScale(string id)
    method Update (line 311) | void ICustomTimeSupplier.Update(bool isFixed)
    method Dispose (line 331) | void System.IDisposable.Dispose()

FILE: SpacepuppyBase/Delegates.cs
  class ActionHelper (line 4) | public static class ActionHelper
    method Null (line 6) | public static System.Action Null()
    method Null (line 10) | public static System.Action<T> Null<T>()
    method Null (line 14) | public static System.Action<T1, T2> Null<T1, T2>()
    method Null (line 18) | public static System.Action<T1, T2, T3> Null<T1, T2, T3>()
    method Null (line 22) | public static System.Action<T1, T2, T3, T4> Null<T1, T2, T3, T4>()
    method Null (line 26) | public static Action<T1, T2, T3, T4, T5> Null<T1, T2, T3, T4, T5>()

FILE: SpacepuppyBase/Dynamic/Accessors/BasicMemberAccessor.cs
  class BasicMemberAccessor (line 5) | public class BasicMemberAccessor : IMemberAccessor
    method BasicMemberAccessor (line 16) | public BasicMemberAccessor(MemberInfo info)
    method Get (line 25) | public object Get(object target)
    method Set (line 39) | public void Set(object target, object value)

FILE: SpacepuppyBase/Dynamic/Accessors/DynamicMemberAccessor.cs
  class DynamicMemberAccessor (line 9) | public class DynamicMemberAccessor : IMemberAccessor
    method DynamicMemberAccessor (line 20) | public DynamicMemberAccessor(string memberName)
    method Get (line 29) | public object Get(object target)
    method Set (line 34) | public void Set(object target, object value)

FILE: SpacepuppyBase/Dynamic/Accessors/FastTransformMemberAccessor.cs
  class FastTransformMemberAccessor (line 8) | internal class FastTransformMemberAccessor : IMemberAccessor
    method FastTransformMemberAccessor (line 21) | private FastTransformMemberAccessor()
    method SetPosition (line 30) | private void SetPosition(Transform targ, object value)
    method GetPosition (line 35) | private object GetPosition(Transform targ)
    method SetLocalPosition (line 40) | private void SetLocalPosition(Transform targ, object value)
    method GetLocalPosition (line 45) | private object GetLocalPosition(Transform targ)
    method SetLocalScale (line 50) | private void SetLocalScale(Transform targ, object value)
    method GetLocalScale (line 55) | private object GetLocalScale(Transform targ)
    method SetEulerAngles (line 60) | private void SetEulerAngles(Transform targ, object value)
    method GetEulerAngles (line 66) | private object GetEulerAngles(Transform targ)
    method SetLocalEulerAngles (line 71) | private void SetLocalEulerAngles(Transform targ, object value)
    method GetLocalEulerAngles (line 77) | private object GetLocalEulerAngles(Transform targ)
    method SetRotation (line 82) | private void SetRotation(Transform targ, object value)
    method GetRotation (line 88) | private object GetRotation(Transform targ)
    method SetLocalRotation (line 93) | private void SetLocalRotation(Transform targ, object value)
    method GetLocalRotation (line 99) | private object GetLocalRotation(Transform targ)
    method Get (line 108) | public object Get(object target)
    method Set (line 113) | public void Set(object target, object value)
    method Create (line 125) | public static FastTransformMemberAccessor Create(MemberInfo info, bool...

FILE: SpacepuppyBase/Dynamic/Accessors/FieldAccessor.cs
  class FieldAccessor (line 17) | internal class FieldAccessor : MemberAccessor
    method FieldAccessor (line 22) | internal FieldAccessor(FieldInfo fieldInfo)
    method _EmitSetter (line 68) | protected override void _EmitSetter(TypeBuilder myType)
    method _EmitGetter (line 132) | protected override void _EmitGetter(TypeBuilder myType)

FILE: SpacepuppyBase/Dynamic/Accessors/IMemberAccessor.cs
  type IMemberAccessor (line 13) | public interface IMemberAccessor
    method Get (line 22) | object Get(object target);
    method Set (line 31) | void Set(object target, object value);

FILE: SpacepuppyBase/Dynamic/Accessors/MemberAccessor.cs
  class ChainingAccessor (line 15) | internal sealed class ChainingAccessor : IMemberAccessor
    method ChainingAccessor (line 25) | internal ChainingAccessor(IMemberAccessor impl, IMemberAccessor chain)
    method Get (line 31) | public object Get(object target)
    method Set (line 36) | public void Set(object target, object value)
  class MemberAccessor (line 46) | internal abstract class MemberAccessor : IMemberAccessor
    method MemberAccessor (line 54) | protected MemberAccessor(MemberInfo member)
    method MemberAccessor (line 67) | static MemberAccessor()
    method Get (line 89) | public object Get(object target)
    method Set (line 110) | public void Set(object target, object value)
    method EnsureInit (line 167) | void EnsureInit()
    method EmitAssembly (line 187) | Assembly EmitAssembly()
    method _EmitGetter (line 227) | protected abstract void _EmitGetter(TypeBuilder type);
    method _EmitSetter (line 228) | protected abstract void _EmitSetter(TypeBuilder type);

FILE: SpacepuppyBase/Dynamic/Accessors/MemberAccessorException.cs
  class MemberAccessorException (line 14) | public class MemberAccessorException : Exception
    method MemberAccessorException (line 16) | internal MemberAccessorException(string message)

FILE: SpacepuppyBase/Dynamic/Accessors/MemberAccessorPool.cs
  class MemberAccessorPool (line 9) | public static class MemberAccessorPool
    method MemberAccessorPool (line 12) | static MemberAccessorPool()
    method GetAccessor (line 40) | public static IMemberAccessor GetAccessor(MemberInfo memberInfo)
    method GetAccessor (line 45) | public static IMemberAccessor GetAccessor(MemberInfo memberInfo, bool ...
    method GetAccessor (line 92) | public static IMemberAccessor GetAccessor(Type objectType, string memb...
    method GetAccessor (line 137) | public static IMemberAccessor GetAccessor(Type objectType, string memb...
    method GetDynamicAccessor (line 143) | public static IMemberAccessor GetDynamicAccessor(object target, string...
    class MemberInfoEqualityComparer (line 171) | private class MemberInfoEqualityComparer : IEqualityComparer<MemberInfo>
      method Equals (line 173) | public bool Equals(MemberInfo x, MemberInfo y)
      method GetHashCode (line 184) | public int GetHashCode(MemberInfo obj)

FILE: SpacepuppyBase/Dynamic/Accessors/PropertyAccessor.cs
  class PropertyAccessor (line 17) | internal class PropertyAccessor : MemberAccessor
    method PropertyAccessor (line 22) | internal PropertyAccessor(PropertyInfo info)
    method _EmitSetter (line 68) | protected override void _EmitSetter(TypeBuilder myType)
    method _EmitGetter (line 133) | protected override void _EmitGetter(TypeBuilder myType)

FILE: SpacepuppyBase/Dynamic/DoubleEvaluator.cs
  class DoubleEvaluator (line 84) | public class DoubleEvaluator
    method Eval (line 92) | public static double Eval(string command, object x)
    method EvalStatement (line 120) | public double EvalStatement(string command, object x)
    method EvalStatement (line 143) | public double EvalStatement(System.IO.TextReader command, object x)
    method EvalStatement (line 164) | private double EvalStatement()
    method EvalNextValue (line 287) | private double EvalNextValue()
    method EvalNumber (line 325) | private double EvalNumber()
    method EvalVariable (line 376) | private double EvalVariable()
    method EvalFunc (line 547) | private double EvalFunc()
    method EvalParams (line 654) | private double EvalParams(out bool reachedEndOfParams, bool ignoreNece...
    method TrySum (line 800) | public static object TrySum(object a, object b)
    method TryDifference (line 840) | public static object TryDifference(object a, object b)
    method TryToggle (line 880) | public static object TryToggle(object value)
    method TryLerp (line 911) | public static object TryLerp(object a, object b, float t)
    method WillArithmeticallyCompute (line 951) | public static bool WillArithmeticallyCompute(System.Type tp)
    method IsArithmeticSymbol (line 962) | private static bool IsArithmeticSymbol(char c)
    method IsValidWordPrefix (line 978) | private static bool IsValidWordPrefix(char c)

FILE: SpacepuppyBase/Dynamic/DynamicMethodInfo.cs
  class DynamicMethodInfo (line 9) | public class DynamicMethodInfo : MethodInfo, IDynamicMemberInfo
    method DynamicMethodInfo (line 22) | public DynamicMethodInfo(string name, Type declaringType)
    method DynamicMethodInfo (line 29) | public DynamicMethodInfo(string name, Type declaringType, Type returnT...
    method GetBaseDefinition (line 60) | public override MethodInfo GetBaseDefinition()
    method GetMethodImplementationFlags (line 78) | public override MethodImplAttributes GetMethodImplementationFlags()
    method GetParameters (line 83) | public override ParameterInfo[] GetParameters()
    method Invoke (line 88) | public override object Invoke(object obj, BindingFlags invokeAttr, Bin...
    method GetCustomAttributes (line 102) | public override object[] GetCustomAttributes(Type attributeType, bool ...
    method GetCustomAttributes (line 107) | public override object[] GetCustomAttributes(bool inherit)
    method IsDefined (line 112) | public override bool IsDefined(Type attributeType, bool inherit)
    class DynamicCustomAttributeProvider (line 122) | private class DynamicCustomAttributeProvider : ICustomAttributeProvider
      method GetCustomAttributes (line 127) | public object[] GetCustomAttributes(Type attributeType, bool inherit)
      method GetCustomAttributes (line 132) | public object[] GetCustomAttributes(bool inherit)
      method IsDefined (line 137) | public bool IsDefined(Type attributeType, bool inherit)

FILE: SpacepuppyBase/Dynamic/DynamicObjectAccessor.cs
  class DynamicObjectAccessor (line 8) | class DynamicObjectAccessor

FILE: SpacepuppyBase/Dynamic/DynamicParameterInfo.cs
  type DynamicParameterInfo (line 6) | public struct DynamicParameterInfo
    method DynamicParameterInfo (line 12) | public DynamicParameterInfo(MemberInfo member, string parameterName, T...
    method DynamicParameterInfo (line 19) | public DynamicParameterInfo(ParameterInfo info)

FILE: SpacepuppyBase/Dynamic/DynamicPropertyInfo.cs
  class DynamicPropertyInfo (line 9) | public class DynamicPropertyInfo : PropertyInfo, IDynamicMemberInfo
    method DynamicPropertyInfo (line 22) | public DynamicPropertyInfo(string name, Type declaringType)
    method DynamicPropertyInfo (line 29) | public DynamicPropertyInfo(string name, Type declaringType, Type prope...
    method GetValue (line 77) | public override object GetValue(object obj, System.Reflection.BindingF...
    method SetValue (line 89) | public override void SetValue(object obj, object value, System.Reflect...
    method GetAccessors (line 97) | public override MethodInfo[] GetAccessors(bool nonPublic)
    method GetGetMethod (line 102) | public override MethodInfo GetGetMethod(bool nonPublic)
    method GetIndexParameters (line 107) | public override ParameterInfo[] GetIndexParameters()
    method GetSetMethod (line 112) | public override System.Reflection.MethodInfo GetSetMethod(bool nonPublic)
    method GetCustomAttributes (line 117) | public override object[] GetCustomAttributes(Type attributeType, bool ...
    method GetCustomAttributes (line 122) | public override object[] GetCustomAttributes(bool inherit)
    method IsDefined (line 127) | public override bool IsDefined(Type attributeType, bool inherit)

FILE: SpacepuppyBase/Dynamic/DynamicTweenExtension.cs
  class DynamicTweenExtension (line 11) | public static class DynamicTweenExtension
    method TweenWithToken (line 14) | public static TweenHash TweenWithToken(this TweenHash hash, TweenHash....
    method TweenToToken (line 74) | public static TweenHash TweenToToken(this TweenHash hash, com.spacepup...

FILE: SpacepuppyBase/Dynamic/Evaluator.cs
  class Evaluator (line 98) | public class Evaluator
    method EvalValue (line 107) | public static object EvalValue(string command, object x)
    method EvalNumber (line 120) | public static float EvalNumber(string command, object x)
    method EvalVector2 (line 154) | public static UnityEngine.Vector2 EvalVector2(string command, object x)
    method EvalVector3 (line 188) | public static UnityEngine.Vector3 EvalVector3(string command, object x)
    method EvalVector4 (line 222) | public static Vector4 EvalVector4(string command, object x)
    method EvalQuaternion (line 256) | public static Quaternion EvalQuaternion(string command, object x)
    method EvalColor (line 290) | public static UnityEngine.Color EvalColor(string command, object x)
    method EvalBool (line 324) | public static bool EvalBool(string command, object x)
    method EvalRect (line 358) | public static UnityEngine.Rect EvalRect(string command, object x)
    method EvalString (line 392) | public static string EvalString(string command, object x)
    method EvalStatement (line 441) | public object EvalStatement(string command, object x)
    method EvalStatement (line 467) | public object EvalStatement(System.IO.TextReader command, object x)
    method EvalStatement (line 497) | private bool EvalStatement(VariantReference state, bool requireClosing...
    method EvalNextValue (line 669) | private void EvalNextValue(VariantReference state)
    method EvalNumber (line 721) | private double EvalNumber()
    method EvalVariable (line 772) | private void EvalVariable(VariantReference state)
    method EvalFunc (line 1055) | private void EvalFunc(VariantReference state)
    method EvalString (line 1365) | private void EvalString(VariantReference state)
    method IsArithmeticSymbol (line 1409) | private static bool IsArithmeticSymbol(char c)
    method IsValidWordPrefix (line 1425) | private static bool IsValidWordPrefix(char c)
    method DoNegate (line 1433) | private static void DoNegate(VariantReference value)
    method DoSum (line 1473) | private static void DoSum(VariantReference left, VariantReference right)
    method DoMinus (line 1522) | private static void DoMinus(VariantReference left, VariantReference ri...
    method DoProductInterlerp (line 1565) | private static void DoProductInterlerp(VariantReference left, double r...
    method DoProduct (line 1612) | private static void DoProduct(VariantReference left, VariantReference ...
    method DoDivide (line 1709) | private static void DoDivide(VariantReference left, VariantReference r...
    method TryEquals (line 1798) | private static bool TryEquals(VariantReference left, VariantReference ...
    method TrySum (line 1848) | public static object TrySum(object a, object b)
    method TryDifference (line 1888) | public static object TryDifference(object a, object b)
    method TryToggle (line 1928) | public static object TryToggle(object value)
    method TryLerp (line 1959) | public static object TryLerp(object a, object b, float t)
    method WillArithmeticallyCompute (line 2001) | public static bool WillArithmeticallyCompute(System.Type tp)

FILE: SpacepuppyBase/Dynamic/IDynamic.cs
  type IDynamic (line 12) | public interface IDynamic
    method SetValue (line 16) | bool SetValue(string sMemberName, object value, params object[] index);
    method GetValue (line 17) | object GetValue(string sMemberName, params object[] args);
    method TryGetValue (line 18) | bool TryGetValue(string sMemberName, out object result, params object[...
    method InvokeMethod (line 19) | object InvokeMethod(string sMemberName, params object[] args);
    method HasMember (line 21) | bool HasMember(string sMemberName, bool includeNonPublic);
    method GetMemberNames (line 22) | IEnumerable<string> GetMemberNames(bool includeNonPublic);
    method GetMembers (line 23) | IEnumerable<MemberInfo> GetMembers(bool includeNonPublic);
    method GetMember (line 24) | MemberInfo GetMember(string sMemberName, bool includeNonPublic);
  type DynamicMemberAccess (line 28) | [
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  {
    "path": "SpacepuppyAI/AI/Sensors/Audible/SirenToken.cs",
    "chars": 1477,
    "preview": "using System;\nusing System.Collections.Generic;\nusing System.Linq;\n\nnamespace com.spacepuppy.AI.Sensors.Audible\n{\n\n    "
  },
  {
    "path": "SpacepuppyAI/AI/Sensors/Collision/ColliderAspect.cs",
    "chars": 1334,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Utils;\r\n\r\nnamespace c"
  },
  {
    "path": "SpacepuppyAI/AI/Sensors/Collision/ColliderSensor.cs",
    "chars": 10882,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\n\r\nusing UnityEngine;\r\nusing System.Collections.Generic"
  },
  {
    "path": "SpacepuppyAI/AI/Sensors/Collision/RaycastSensor.cs",
    "chars": 10017,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Utils;\r\n\r\nnamespace c"
  },
  {
    "path": "SpacepuppyAI/AI/Sensors/CompositeSensor.cs",
    "chars": 11834,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\nusing UnityEngine;\r\nusing System.Collections.Generic;\r"
  },
  {
    "path": "SpacepuppyAI/AI/Sensors/IAspect.cs",
    "chars": 815,
    "preview": "using System;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\nusing System.Text;\r\n\r\nnamespace com.spacepuppy.AI"
  },
  {
    "path": "SpacepuppyAI/AI/Sensors/Sensor.cs",
    "chars": 3972,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Utils;\r\n\r\nnamespace c"
  },
  {
    "path": "SpacepuppyAI/AI/Sensors/SensorCollection.cs",
    "chars": 4429,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Utils;\r\n\r\nnamespace c"
  },
  {
    "path": "SpacepuppyAI/AI/Sensors/SensorUtil.cs",
    "chars": 6810,
    "preview": "using UnityEngine;\nusing System.Collections.Generic;\nusing System.Linq;\n\nusing com.spacepuppy.Collections;\nusing com.sp"
  },
  {
    "path": "SpacepuppyAI/AI/Sensors/Visual/OmnispectiveSensor.cs",
    "chars": 2521,
    "preview": "using UnityEngine;\r\nusing UnityEngine.Serialization;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing co"
  },
  {
    "path": "SpacepuppyAI/AI/Sensors/Visual/RightCylindricalVisualSensor.cs",
    "chars": 5408,
    "preview": "using UnityEngine;\r\nusing UnityEngine.Serialization;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing co"
  },
  {
    "path": "SpacepuppyAI/AI/Sensors/Visual/SphericalVisualSensor.cs",
    "chars": 4618,
    "preview": "using UnityEngine;\r\nusing UnityEngine.Serialization;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing co"
  },
  {
    "path": "SpacepuppyAI/AI/Sensors/Visual/TunnelVisionVisualSensor.cs",
    "chars": 3649,
    "preview": "using UnityEngine;\r\nusing UnityEngine.Serialization;\r\nusing System.Collections;\r\n\r\nusing com.spacepuppy.Geom;\r\nusing co"
  },
  {
    "path": "SpacepuppyAI/AI/Sensors/Visual/VisualAspect.cs",
    "chars": 6170,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Collections;\r\n\r\nnames"
  },
  {
    "path": "SpacepuppyAI/AI/Sensors/Visual/VisualSensor.cs",
    "chars": 8811,
    "preview": "using UnityEngine;\r\nusing UnityEngine.Serialization;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing co"
  },
  {
    "path": "SpacepuppyAI/AI/SimpleAIStateComponent.cs",
    "chars": 2711,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\n\r\nusing UnityEngine;\r\nusing System.Collections.Generic"
  },
  {
    "path": "SpacepuppyAI/Properties/AssemblyInfo.cs",
    "chars": 1433,
    "preview": "using System.Reflection;\r\nusing System.Runtime.CompilerServices;\r\nusing System.Runtime.InteropServices;\r\n\r\n// General I"
  },
  {
    "path": "SpacepuppyAI/SpacepuppyAI.csproj",
    "chars": 5096,
    "preview": "<?xml version=\"1.0\" encoding=\"utf-8\"?>\r\n<Project ToolsVersion=\"12.0\" DefaultTargets=\"Build\" xmlns=\"http://schemas.micro"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/AINodeUtil.cs",
    "chars": 1126,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nnamespace com.spacepuppy.AI.BehaviourTree\r"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/AITreeController.cs",
    "chars": 3228,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\n\r\nusing UnityEngine;\r\nusing System.Collections.Generic"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/AIActionComponent.cs",
    "chars": 3878,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nnamespace com.spacepuppy.AI.BehaviourTree."
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/AIActionLoopStateComponent.cs",
    "chars": 1819,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.StateMachine;\r\n\r\nname"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/AIActionWeightsComponent.cs",
    "chars": 1925,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\n\r\nusing UnityEngine;\r\nusing System.Collections.Generic"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/AIStateComponent.cs",
    "chars": 3301,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\n\r\nusing UnityEngine;\r\nusing System.Collections.Generic"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/AIStateMachineComponent.cs",
    "chars": 4461,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.StateMachine;\r\nusing "
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/AITrapActionComponent.cs",
    "chars": 5431,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\nusing UnityEngine;\r\nusing System.Collections.Generic;\r"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/GameObjectConfigurableAIActionGroup.cs",
    "chars": 1401,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Scenario;\r\nusing com."
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/PropertyDrawerAttributes.cs",
    "chars": 235,
    "preview": "using System;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\nusing System.Text;\r\n\r\nnamespace com.spacepuppy.AI"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_ActionGroup.cs",
    "chars": 2607,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\n\r\nusing UnityEngine;\r\nusing System.Collections.Generic"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_ChangeAIState.cs",
    "chars": 2310,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\n\r\nusing UnityEngine;\r\nusing System.Collections.Generic"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_IfCurrentStateIs.cs",
    "chars": 934,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\n\r\nusing UnityEngine;\r\nusing System.Collections.Generic"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_NullAction.cs",
    "chars": 619,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Scenario;\r\nusing com."
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_RandomSuccess.cs",
    "chars": 695,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Utils;\r\n\r\nnamespace c"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_Sense.cs",
    "chars": 4420,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\n\r\nusing UnityEngine;\r\nusing System.Collections.Generic"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_SenseExit.cs",
    "chars": 2266,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\n\r\nusing UnityEngine;\r\nusing System.Collections.Generic"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_SetVariable.cs",
    "chars": 812,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\n\r\nusing UnityEngine;\r\nusing System.Collections.Generic"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_Trigger.cs",
    "chars": 613,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Scenario;\r\n\r\nnamespac"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/Components/a_WaitTimer.cs",
    "chars": 1709,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Utils;\r\n\r\nnamespace c"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/ConfigurableAIActionGroup.cs",
    "chars": 4816,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Utils;\r\n\r\nnamespace c"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/Enums.cs",
    "chars": 1021,
    "preview": "using System;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\nusing System.Text;\r\n\r\nnamespace com.spacepuppy.AI"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/IAIAction.cs",
    "chars": 2494,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nnamespace com.spacepuppy.AI.BehaviourTree\r"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/IAIActionGroup.cs",
    "chars": 8249,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Utils;\r\n\r\nnamespace c"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/IAIActionWeightSupplier.cs",
    "chars": 355,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\nusing System.Text;\r\n\r\nnamespace com.spacepup"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/IAIEditorSyncActionsCallbackReceiver.cs",
    "chars": 248,
    "preview": "using System;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\nusing System.Text;\r\n\r\nnamespace com.spacepuppy.AI"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/IAITreeStateMachine.cs",
    "chars": 4022,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.StateMachine;\r\nusing "
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/ParallelAction.cs",
    "chars": 4166,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Utils;\r\n\r\nnamespace c"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/RandomAction.cs",
    "chars": 3536,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.StateMachine;\r\nusing "
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/SelectorAction.cs",
    "chars": 3420,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Utils;\r\nusing System;"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/SequenceAction.cs",
    "chars": 3418,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.StateMachine;\r\nusing "
  },
  {
    "path": "SpacepuppyAIBehaviourTree/AI/BehaviourTree/TriggerableMechanismAsAIActionWrapper.cs",
    "chars": 3399,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Scenario;\r\n\r\nnamespac"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/Properties/AssemblyInfo.cs",
    "chars": 1459,
    "preview": "using System.Reflection;\r\nusing System.Runtime.CompilerServices;\r\nusing System.Runtime.InteropServices;\r\n\r\n// General I"
  },
  {
    "path": "SpacepuppyAIBehaviourTree/SpacepuppyAIBehaviourTree.csproj",
    "chars": 5475,
    "preview": "<?xml version=\"1.0\" encoding=\"utf-8\"?>\r\n<Project ToolsVersion=\"14.0\" DefaultTargets=\"Build\" xmlns=\"http://schemas.micro"
  },
  {
    "path": "SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/AITreeControllerInspector.cs",
    "chars": 445,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.A"
  },
  {
    "path": "SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/AITreeDebugWindow.cs",
    "chars": 11139,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.A"
  },
  {
    "path": "SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/Components/AIActionWeightsComponentInspector.cs",
    "chars": 7452,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy;\r"
  },
  {
    "path": "SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/Components/AIStateMachineComponentInspector.cs",
    "chars": 2511,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy;\r"
  },
  {
    "path": "SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/Components/GameObjectConfigurableAIActionGroupPropertyDrawer.cs",
    "chars": 1803,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.A"
  },
  {
    "path": "SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/Components/ListAIStatesPropertyDrawer.cs",
    "chars": 2119,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.A"
  },
  {
    "path": "SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/Components/a_ChangeAIStateInspector.cs",
    "chars": 2201,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy;\r"
  },
  {
    "path": "SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/Components/a_IfCurrentStateIsInspector.cs",
    "chars": 438,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy;\r"
  },
  {
    "path": "SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/Components/a_SenseInspector.cs",
    "chars": 3226,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy;\r"
  },
  {
    "path": "SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/ConfigurableAIActionGroupPropertyDrawer.cs",
    "chars": 6282,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.A"
  },
  {
    "path": "SpacepuppyAIBehaviourTreeEditor/AI/BehaviourTree/ParallelPassOptionsPropertyDrawer.cs",
    "chars": 2273,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.A"
  },
  {
    "path": "SpacepuppyAIBehaviourTreeEditor/Properties/AssemblyInfo.cs",
    "chars": 1471,
    "preview": "using System.Reflection;\r\nusing System.Runtime.CompilerServices;\r\nusing System.Runtime.InteropServices;\r\n\r\n// General I"
  },
  {
    "path": "SpacepuppyAIBehaviourTreeEditor/SpacepuppyAIBehaviourTreeEditor.csproj",
    "chars": 4797,
    "preview": "<?xml version=\"1.0\" encoding=\"utf-8\"?>\r\n<Project ToolsVersion=\"14.0\" DefaultTargets=\"Build\" xmlns=\"http://schemas.micro"
  },
  {
    "path": "SpacepuppyAIEditor/AI/AIControllerInspector.cs",
    "chars": 3716,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy;\r"
  },
  {
    "path": "SpacepuppyAIEditor/AI/AISubControllerInspector.cs",
    "chars": 3601,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy;\r"
  },
  {
    "path": "SpacepuppyAIEditor/AI/AIVariableNamePropertyDrawer.cs",
    "chars": 2885,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy;\r"
  },
  {
    "path": "SpacepuppyAIEditor/AI/IAIStateHierarchyDrawer.cs",
    "chars": 897,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\n\r\nusing com.spacepuppy;\r\nusing com.spacepuppy.AI;\r\nusing com.spacepuppy.Utils;\r"
  },
  {
    "path": "SpacepuppyAIEditor/AI/Sensors/Audible/AudibleAspectInspector.cs",
    "chars": 2232,
    "preview": "using UnityEngine;\nusing UnityEditor;\nusing System.Collections.Generic;\nusing System.Linq;\n\nusing com.spacepuppy.AI.Sen"
  },
  {
    "path": "SpacepuppyAIEditor/AI/Sensors/Audible/AudibleSensorInspector.cs",
    "chars": 2258,
    "preview": "using UnityEngine;\nusing UnityEditor;\nusing System.Collections.Generic;\nusing System.Linq;\n\nusing com.spacepuppy.AI.Sen"
  },
  {
    "path": "SpacepuppyAIEditor/AI/Sensors/SensorRenderUtil.cs",
    "chars": 2357,
    "preview": "using UnityEngine;\nusing UnityEditor;\n\nnamespace com.spacepuppyeditor.AI.Sensors\n{\n\n    internal static class SensorRen"
  },
  {
    "path": "SpacepuppyAIEditor/AI/Sensors/Visual/RightCylindricalVisualSensorInspector.cs",
    "chars": 9095,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.A"
  },
  {
    "path": "SpacepuppyAIEditor/AI/Sensors/Visual/SphericalVisionVisualSensorInspector.cs",
    "chars": 6481,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.A"
  },
  {
    "path": "SpacepuppyAIEditor/AI/Sensors/Visual/TunnelVisionVisualSensorInspector.cs",
    "chars": 3195,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.A"
  },
  {
    "path": "SpacepuppyAIEditor/AI/Sensors/Visual/VisualAspectInspector.cs",
    "chars": 2779,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.A"
  },
  {
    "path": "SpacepuppyAIEditor/AI/Sensors/Visual/VisualSensorInspector.cs",
    "chars": 885,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.A"
  },
  {
    "path": "SpacepuppyAIEditor/Properties/AssemblyInfo.cs",
    "chars": 1445,
    "preview": "using System.Reflection;\r\nusing System.Runtime.CompilerServices;\r\nusing System.Runtime.InteropServices;\r\n\r\n// General I"
  },
  {
    "path": "SpacepuppyAIEditor/Shaders/VisualAspectShader.shader",
    "chars": 1164,
    "preview": "Shader \"SPEditor/VisualAspectShader\"\r\n{\r\n    SubShader\r\n    {\r\n\t\tBlend SrcAlpha OneMinusSrcAlpha\r\n\t\tZTest Off\r\n\t\tZWrite"
  },
  {
    "path": "SpacepuppyAIEditor/Shaders/VisualAspectShader.shader.meta",
    "chars": 111,
    "preview": "fileFormatVersion: 2\nguid: 2ebf07ea708244e4f8588d9b32abfbbb\nShaderImporter:\n  defaultTextures: []\n  userData: \n"
  },
  {
    "path": "SpacepuppyAIEditor/Shaders/VisualSensorArcShader.shader",
    "chars": 1499,
    "preview": "Shader \"SPEditor/VisualSensorArcShader\"\r\n{\r\n    SubShader\r\n    {\r\n\t\tBlend SrcAlpha OneMinusSrcAlpha\r\n\t\tPass\r\n\t\t{\r\n\t\t\tCG"
  },
  {
    "path": "SpacepuppyAIEditor/Shaders/VisualSensorArcShader.shader.meta",
    "chars": 111,
    "preview": "fileFormatVersion: 2\nguid: 168a36d19fe1a4f43acab1e8045678b5\nShaderImporter:\n  defaultTextures: []\n  userData: \n"
  },
  {
    "path": "SpacepuppyAIEditor/Shaders/VisualSensorLineShader.shader",
    "chars": 498,
    "preview": "Shader \"SPEditor/VisualSensorLineShader\"\r\n{\r\n    SubShader\r\n    {\r\n\t\tBlend SrcAlpha OneMinusSrcAlpha\r\n\t\tPass\r\n\t\t{\r\n\t\t\tC"
  },
  {
    "path": "SpacepuppyAIEditor/Shaders/VisualSensorLineShader.shader.meta",
    "chars": 111,
    "preview": "fileFormatVersion: 2\nguid: ee588280453a76b4eabd4518ada346fb\nShaderImporter:\n  defaultTextures: []\n  userData: \n"
  },
  {
    "path": "SpacepuppyAIEditor/SpacepuppyAIEditor.csproj",
    "chars": 5335,
    "preview": "<?xml version=\"1.0\" encoding=\"utf-8\"?>\r\n<Project ToolsVersion=\"12.0\" DefaultTargets=\"Build\" xmlns=\"http://schemas.micro"
  },
  {
    "path": "SpacepuppyAnim/Anim/AnimEventScheduler.cs",
    "chars": 9067,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Collections;\r\n\r\nnames"
  },
  {
    "path": "SpacepuppyAnim/Anim/AnimPrimitives.cs",
    "chars": 777,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nnamespace com.spacepuppy.Anim\r\n{\r\n\r\n    //"
  },
  {
    "path": "SpacepuppyAnim/Anim/AnimPropertyAttributes.cs",
    "chars": 188,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nnamespace com.spacepuppy.Anim\r\n{\r\n    publ"
  },
  {
    "path": "SpacepuppyAnim/Anim/AnimSettings.cs",
    "chars": 5784,
    "preview": "using UnityEngine;\r\n\r\nusing com.spacepuppy.Collections;\r\nusing com.spacepuppy.Utils;\r\n\r\nnamespace com.spacepuppy.Anim\r\n"
  },
  {
    "path": "SpacepuppyAnim/Anim/AnimUtil.cs",
    "chars": 9027,
    "preview": "using UnityEngine;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Utils;\r\n\r\nnamespace com.spacepuppy.Anim\r\n{\r\n\r\n    public"
  },
  {
    "path": "SpacepuppyAnim/Anim/Blend/AnimationBlendGraph.cs",
    "chars": 4834,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nnamespace com.spacepuppy.Anim.Blend\r\n{\r\n  "
  },
  {
    "path": "SpacepuppyAnim/Anim/Blend/IndexedAnimationSelector.cs",
    "chars": 11137,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Utils;\r\n\r\nnamespace c"
  },
  {
    "path": "SpacepuppyAnim/Anim/Blend/LinearAnimationBlend.cs",
    "chars": 11611,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Utils;\r\n\r\nnamespace c"
  },
  {
    "path": "SpacepuppyAnim/Anim/Blend/LinearAnimationSelector.cs",
    "chars": 15539,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Utils;\r\n\r\nnamespace c"
  },
  {
    "path": "SpacepuppyAnim/Anim/Blend/StaticFrameAnimation.cs",
    "chars": 5459,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Utils;\r\n\r\nnamespace c"
  },
  {
    "path": "SpacepuppyAnim/Anim/Exceptions.cs",
    "chars": 907,
    "preview": "using System;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nnamespace com.spacepuppy.Anim\r\n{\r\n\r\n    public "
  },
  {
    "path": "SpacepuppyAnim/Anim/IAnimControllerMask.cs",
    "chars": 3816,
    "preview": "using UnityEngine;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text;\n\nnamespace com.spacepuppy.An"
  },
  {
    "path": "SpacepuppyAnim/Anim/IKSolver.cs",
    "chars": 4094,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\n\r\nnamespace com.spacepuppy.Anim\r\n{\r\n    public class IKSolver\r\n "
  },
  {
    "path": "SpacepuppyAnim/Anim/ISPAnim.cs",
    "chars": 1781,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\nusing System.Text;\r\n\r\nnamespace com.spacepup"
  },
  {
    "path": "SpacepuppyAnim/Anim/ISPAnimationMask.cs",
    "chars": 4741,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\nusing UnityEngine;\nusing System.Collections.Generic;\nus"
  },
  {
    "path": "SpacepuppyAnim/Anim/ISPAnimationSource.cs",
    "chars": 761,
    "preview": "using System;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\nusing System.Text;\r\n\r\nnamespace com.spacepuppy.An"
  },
  {
    "path": "SpacepuppyAnim/Anim/ISPAnimator.cs",
    "chars": 2273,
    "preview": "using System;\r\nusing UnityEngine;\r\n\r\nnamespace com.spacepuppy.Anim\r\n{\r\n\r\n    /// <summary>\r\n    /// A specialized anima"
  },
  {
    "path": "SpacepuppyAnim/Anim/ISPAnimatorState.cs",
    "chars": 1730,
    "preview": "using System;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\nusing System.Text;\r\n\r\nnamespace com.spacepuppy.An"
  },
  {
    "path": "SpacepuppyAnim/Anim/IScriptableAnimationClip.cs",
    "chars": 4599,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System;\r\n\r\nnamespace com.spacepuppy.Anim\r\n{\r\n\r\n\r\n    /// <"
  },
  {
    "path": "SpacepuppyAnim/Anim/Legacy/SPLegacyAnimation.cs",
    "chars": 5432,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\nusing UnityEngine;\r\n\r\nnamespace com.spacepuppy.Anim.Le"
  },
  {
    "path": "SpacepuppyAnim/Anim/MaskCollection.cs",
    "chars": 6004,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nnamespace com.spacepuppy.Anim\r\n{\r\n\r\n    [S"
  },
  {
    "path": "SpacepuppyAnim/Anim/PropertyAttributes.cs",
    "chars": 315,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy;\r\n\r\nnamespace com.spa"
  },
  {
    "path": "SpacepuppyAnim/Anim/SPAnim.cs",
    "chars": 18448,
    "preview": "using UnityEngine;\r\n\r\nusing com.spacepuppy.Collections;\r\nusing com.spacepuppy.Utils;\r\nusing System;\r\n\r\nnamespace com.sp"
  },
  {
    "path": "SpacepuppyAnim/Anim/SPAnimClip.cs",
    "chars": 22157,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Utils;\r\n\r\nnamespace c"
  },
  {
    "path": "SpacepuppyAnim/Anim/SPAnimClipCollection.cs",
    "chars": 13376,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\n\r\nusing UnityEngine;\r\nusing System.Collections.Generic"
  },
  {
    "path": "SpacepuppyAnim/Anim/SPAnimationController.cs",
    "chars": 29996,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Collections;\r\nusing c"
  },
  {
    "path": "SpacepuppyAnim/Anim/SPAnimatorStateMachine.cs",
    "chars": 2115,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.StateMachine;\r\nusing "
  },
  {
    "path": "SpacepuppyAnim/Anim/TransformMask.cs",
    "chars": 633,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nnamespace com.spacepuppy.Anim\r\n{\r\n\r\n    [S"
  },
  {
    "path": "SpacepuppyAnim/Anim/i_PlayAnimation.cs",
    "chars": 11835,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\nusing UnityEngine;\r\nusing UnityEngine.Serialization;\r\n"
  },
  {
    "path": "SpacepuppyAnim/Anim/i_PlaySPAnimation.cs",
    "chars": 6697,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\n\r\nusing UnityEngine;\r\nusing UnityEngine.Serialization;"
  },
  {
    "path": "SpacepuppyAnim/Anim/i_StopAnimation.cs",
    "chars": 5348,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\n\r\nusing UnityEngine;\r\nusing UnityEngine.Serialization;"
  },
  {
    "path": "SpacepuppyAnim/Mecanim/MecanimSpeedScaler.cs",
    "chars": 1680,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\n\r\nusing UnityEngine;\r\nusing System.Collections.Generic"
  },
  {
    "path": "SpacepuppyAnim/Properties/AssemblyInfo.cs",
    "chars": 1437,
    "preview": "using System.Reflection;\r\nusing System.Runtime.CompilerServices;\r\nusing System.Runtime.InteropServices;\r\n\r\n// General I"
  },
  {
    "path": "SpacepuppyAnim/SpacepuppyAnim.csproj",
    "chars": 4978,
    "preview": "<?xml version=\"1.0\" encoding=\"utf-8\"?>\r\n<Project ToolsVersion=\"12.0\" DefaultTargets=\"Build\" xmlns=\"http://schemas.micro"
  },
  {
    "path": "SpacepuppyAnimEditor/Anim/AnimLayerPropertyDrawer.cs",
    "chars": 3921,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.A"
  },
  {
    "path": "SpacepuppyAnimEditor/Anim/AnimTimePeriodPropertyDrawer.cs",
    "chars": 2124,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy;\r"
  },
  {
    "path": "SpacepuppyAnimEditor/Anim/IAnimLayerInformationSupplier.cs",
    "chars": 884,
    "preview": "using System;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\nusing System.Text;\r\n\r\nnamespace com.spacepuppyedi"
  },
  {
    "path": "SpacepuppyAnimEditor/Anim/Legacy/SPLegacyAnimationInspector.cs",
    "chars": 990,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing UnityEditorInternal;\r\nusing System.Collections.Generic;\r\nusing System.Lin"
  },
  {
    "path": "SpacepuppyAnimEditor/Anim/MaskCollectionPropertyDrawer.cs",
    "chars": 3937,
    "preview": "#pragma warning disable 0618 // ignore obsolete warning\r\nusing UnityEngine;\r\nusing UnityEditor;\r\nusing UnityEditorInter"
  },
  {
    "path": "SpacepuppyAnimEditor/Anim/SPAnimClipCollectionPropertyDrawer.cs",
    "chars": 22357,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing UnityEditorInternal;\r\nusing System.Collections.Generic;\r\nusing System.Lin"
  },
  {
    "path": "SpacepuppyAnimEditor/Anim/SPAnimClipPropertyDrawer.cs",
    "chars": 27966,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.A"
  },
  {
    "path": "SpacepuppyAnimEditor/Anim/SPAnimationControllerInspector.cs",
    "chars": 4316,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing UnityEditorInternal;\r\nusing System.Collections.Generic;\r\nusing System.Lin"
  },
  {
    "path": "SpacepuppyAnimEditor/Anim/SPAnimationMaskAssetInspector.cs",
    "chars": 10425,
    "preview": "using UnityEngine;\nusing UnityEditor;\nusing UnityEditorInternal;\nusing System.Collections.Generic;\nusing System.Linq;\n\n"
  },
  {
    "path": "SpacepuppyAnimEditor/Anim/i_PlayAnimationInspector.cs",
    "chars": 12762,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy;\r"
  },
  {
    "path": "SpacepuppyAnimEditor/Anim/i_PlaySPAnimationInspector.cs",
    "chars": 1811,
    "preview": "#pragma warning disable 0618 // ignore obsolete since this is the editor for said obsolete type\r\nusing UnityEngine;\r\nus"
  },
  {
    "path": "SpacepuppyAnimEditor/Anim/i_StopAnimationInspector.cs",
    "chars": 3079,
    "preview": "using UnityEngine;\r\nusing UnityEditor;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy;\r"
  },
  {
    "path": "SpacepuppyAnimEditor/Properties/AssemblyInfo.cs",
    "chars": 1449,
    "preview": "using System.Reflection;\r\nusing System.Runtime.CompilerServices;\r\nusing System.Runtime.InteropServices;\r\n\r\n// General I"
  },
  {
    "path": "SpacepuppyAnimEditor/SpacepuppyAnimEditor.csproj",
    "chars": 4512,
    "preview": "<?xml version=\"1.0\" encoding=\"utf-8\"?>\r\n<Project ToolsVersion=\"12.0\" DefaultTargets=\"Build\" xmlns=\"http://schemas.micro"
  },
  {
    "path": "SpacepuppyBase/Async/AsyncOperationWrapper.cs",
    "chars": 2307,
    "preview": "using UnityEngine;\r\n\r\nnamespace com.spacepuppy.Async\r\n{\r\n    public class AsyncOperationWrapper : IProgressingYieldInst"
  },
  {
    "path": "SpacepuppyBase/Async/InvokePump.cs",
    "chars": 7145,
    "preview": "using System;\r\nusing System.Collections.Generic;\r\nusing System.Threading;\r\n\r\nnamespace com.spacepuppy.Async\r\n{\r\n\r\n    /"
  },
  {
    "path": "SpacepuppyBase/Async/RadicalAsyncOperation.cs",
    "chars": 2240,
    "preview": "\r\nnamespace com.spacepuppy.Async\r\n{\r\n\r\n    public abstract class RadicalAsyncOperation : IRadicalYieldInstruction\r\n    "
  },
  {
    "path": "SpacepuppyBase/Async/RadicalTask.cs",
    "chars": 5461,
    "preview": "using System;\r\n\r\nnamespace com.spacepuppy.Async\r\n{\r\n\r\n    /// <summary>\r\n    /// Facilitates the multi-threading featur"
  },
  {
    "path": "SpacepuppyBase/Async/SPThreadPool.cs",
    "chars": 22107,
    "preview": "using System;\r\nusing System.Collections.Generic;\r\nusing System.Threading;\r\n\r\nnamespace com.spacepuppy.Async\r\n{\r\n\r\n    /"
  },
  {
    "path": "SpacepuppyBase/Attributes.cs",
    "chars": 2471,
    "preview": "using UnityEngine;\r\nusing System.Reflection;\r\n\r\nnamespace com.spacepuppy\r\n{\r\n\r\n    #region Notification Attributes\r\n\r\n "
  },
  {
    "path": "SpacepuppyBase/Audio/AudioGroup.cs",
    "chars": 8344,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\n\r\nusing com.spacepuppy.Utils;\r\n\r\nnamespace com.spacepuppy.Audio\r"
  },
  {
    "path": "SpacepuppyBase/Audio/AudioManager.cs",
    "chars": 6137,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\n\r\nusing com.spacepuppy.Utils;\r\n\r\nnamespace com.spacepuppy.Audio\r"
  },
  {
    "path": "SpacepuppyBase/Audio/IAudioGroup.cs",
    "chars": 361,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\n\r\nnamespace com.spacepuppy.Audio\r\n{\r\n\r\n    public interface IAud"
  },
  {
    "path": "SpacepuppyBase/Audio/i_PlayAmbientAudio.cs",
    "chars": 4328,
    "preview": "#pragma warning disable 0649 // variable declared but not used.\r\n\r\nusing UnityEngine;\r\nusing com.spacepuppy.Scenario;\r\n"
  },
  {
    "path": "SpacepuppyBase/AudioSettings.cs",
    "chars": 1420,
    "preview": "using UnityEngine;\n\nnamespace com.spacepuppy\n{\n\n    [System.Flags]\n    public enum AudioSettingsMask\n    {\n        Clip"
  },
  {
    "path": "SpacepuppyBase/AutoNotificationManager.cs",
    "chars": 3937,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\n\r\nnamespace com.spacepuppy\r\n{\r\n    internal class AutoNotificati"
  },
  {
    "path": "SpacepuppyBase/Cameras/CameraCategory.cs",
    "chars": 384,
    "preview": "using System;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\nusing System.Text;\r\n\r\nnamespace com.spacepuppy.Ca"
  },
  {
    "path": "SpacepuppyBase/Cameras/CameraManager.cs",
    "chars": 18216,
    "preview": "using UnityEngine;\r\nusing UnityEngine.SceneManagement;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing "
  },
  {
    "path": "SpacepuppyBase/Cameras/CameraNode.cs",
    "chars": 1449,
    "preview": "using UnityEngine;\r\n\r\nusing com.spacepuppy.Dynamic;\r\nusing com.spacepuppy.Geom;\r\nusing com.spacepuppy.Utils;\r\nusing Sys"
  },
  {
    "path": "SpacepuppyBase/Cameras/CameraToken.cs",
    "chars": 2586,
    "preview": "using UnityEngine;\r\n\r\nnamespace com.spacepuppy.Cameras\r\n{\r\n\r\n    /// <summary>\r\n    /// Stores the state of a Camera.\r\n"
  },
  {
    "path": "SpacepuppyBase/Cameras/Events.cs",
    "chars": 1505,
    "preview": "using System;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\nusing System.Text;\r\n\r\nnamespace com.spacepuppy.Ca"
  },
  {
    "path": "SpacepuppyBase/Cameras/ICamera.cs",
    "chars": 882,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nnamespace com.spacepuppy.Cameras\r\n{\r\n    p"
  },
  {
    "path": "SpacepuppyBase/Cameras/LegacyRender/GlobalPostProcessorHook.cs",
    "chars": 2989,
    "preview": "using UnityEngine;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nusing com.spacepuppy.Utils;\r\n\r\nnamespace c"
  }
]

// ... and 858 more files (download for full content)

About this extraction

This page contains the full source code of the lordofduct/spacepuppy-unity-framework GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 1058 files (11.4 MB), approximately 3.0M tokens, and a symbol index with 10068 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.

Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.

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