I_Jemin

Complete Network Chatting Projects

Showing 169 changed files with 243 additions and 1709 deletions
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......
......@@ -6,125 +6,129 @@ using System.Net;
public class Chat : MonoBehaviour
{
public TransportTCP m_transport;
public ChatText commentTextPrefab;
public Transform commentHolder;
public string m_hostAddress {get; set;}
private const int m_port = 50763;
private bool m_isServer = false;
// Use this for initialization
void Start()
{
IPHostEntry hostEntry = Dns.GetHostEntry(Dns.GetHostName());
System.Net.IPAddress hostAddress = hostEntry.AddressList[0];
Debug.Log(hostEntry.HostName);
m_hostAddress = "127.0.0.1";
m_transport.onStateChanged += OnEventHandling;
}
IEnumerator UpdateChatting()
{
while(true)
{
byte[] buffer = new byte[1400];
int recvSize = m_transport.Receive(ref buffer, buffer.Length);
if (recvSize > 0) {
string message = System.Text.Encoding.UTF8.GetString(buffer);
Debug.Log("Recv data:" + message );
AddComment(message);
}
yield return null;
}
}
void Send(string message)
{
message = "[" + DateTime.Now.ToString("HH:mm:ss") + "] " + message;
byte[] buffer = System.Text.Encoding.UTF8.GetBytes(message);
m_transport.Send(buffer, buffer.Length);
AddComment(message);
}
void AddComment(string message)
{
var newComment = Instantiate(commentTextPrefab,commentHolder);
newComment.SetUp(message);
}
void OnApplicationQuit() {
if (m_transport != null) {
if(m_isServer)
{
m_transport.StopServer();
}
else
{
m_transport.Disconnect();
}
}
}
public void OnEventHandling(NetEventState state)
{
switch (state.type) {
case NetEventType.Connect:
AddComment("접속");
break;
case NetEventType.Disconnect:
AddComment("접속 종료");
break;
}
}
public void CreateRoom()
{
m_transport.StartServer(m_port, 1);
m_isServer = true;
}
public void JoinChatRoom()
{
bool ret = m_transport.Connect(m_hostAddress, m_port);
if (ret) {
StartCoroutine("UpdateChatting");
}
else {
Debug.LogError("Failed");
}
}
public void Leave()
{
if (m_isServer == true) {
m_transport.StopServer();
}
else {
m_transport.Disconnect();
}
StopCoroutine("UpdateChatting");
}
public TransportTCP m_transport;
public ChatText commentTextPrefab;
public Transform commentHolder;
public string m_hostAddress = "127.0.0.1";
public int m_port = 50763;
private bool m_isServer = false;
// Use this for initialization
void Start()
{
m_transport.onStateChanged += OnEventHandling;
}
IEnumerator UpdateChatting()
{
while (true)
{
byte[] buffer = new byte[1400];
int recvSize = m_transport.Receive(ref buffer, buffer.Length);
if (recvSize > 0)
{
string message = System.Text.Encoding.UTF8.GetString(buffer);
Debug.Log("Recv data:" + message);
AddComment(message);
}
yield return null;
}
}
public void Send(string message)
{
message = "[" + DateTime.Now.ToString("HH:mm:ss") + "] " + message;
byte[] buffer = System.Text.Encoding.UTF8.GetBytes(message);
m_transport.Send(buffer, buffer.Length);
AddComment(message);
}
void AddComment(string message)
{
var newComment = Instantiate(commentTextPrefab, commentHolder);
newComment.SetUp(message);
}
void OnApplicationQuit()
{
if (m_transport != null)
{
if (m_isServer)
{
m_transport.StopServer();
}
else
{
m_transport.Disconnect();
}
}
}
public void OnEventHandling(NetEventState state)
{
switch (state.type)
{
case NetEventType.Connect:
AddComment("접속");
Debug.Log("접속");
break;
case NetEventType.Disconnect:
Debug.Log("접속 종료");
AddComment("접속 종료");
break;
}
}
public void CreateRoom()
{
m_transport.StartServer(m_port, 1);
m_isServer = true;
StartCoroutine("UpdateChatting");
}
public void JoinChatRoom()
{
bool ret = m_transport.Connect(m_hostAddress, m_port);
if (ret)
{
StartCoroutine("UpdateChatting");
}
else
{
Debug.LogError("Failed");
}
}
public void Leave()
{
if (m_isServer == true)
{
m_transport.StopServer();
}
else
{
m_transport.Disconnect();
}
StopCoroutine("UpdateChatting");
}
}
......
......@@ -11,7 +11,7 @@ public class MessageInputField : MonoBehaviour {
void Update () {
if(Input.GetKeyDown(KeyCode.Return) && !string.IsNullOrEmpty(inputField.text))
{
chat.SendMessage(inputField.text);
chat.Send(inputField.text);
inputField.text = string.Empty;
}
}
......
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<key>CFBundleGetInfoString</key>
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<key>CFBundleIdentifier</key>
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This file defines some of the browsers that Microsoft's implementation provides in
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It is not derived from any file distributed with Microsoft's implementation. Since
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browser capabilities. Then, if and only if the application contains App_Browser/*.browser
files and we are using .NET 2.0 or higher, we supplement the capabilities with the
information in those files and the files in this directory. The primary goal of this file
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This file defines some of the browsers that Microsoft's implementation provides in
<windir>\Microsoft.NET\Framework\<ver>\CONFIG\Browsers\*.browser
It is not derived from any file distributed with Microsoft's implementation. Since
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This file defines some of the browsers that Microsoft's implementation provides in
<windir>\Microsoft.NET\Framework\<ver>\CONFIG\Browsers\*.browser
It is not derived from any file distributed with Microsoft's implementation. Since
we can't distribute MS's browser files, we use browscap.ini to determine
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files and we are using .NET 2.0 or higher, we supplement the capabilities with the
information in those files and the files in this directory. The primary goal of this file
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This diff could not be displayed because it is too large.
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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.ARModule</name>
</assembly>
<member name="T:UnityEngine.XR.ARBackgroundRenderer">
<summary>
<para>Class used to override a camera's default background rendering path to instead render a given Texture and/or Material. This will typically be used with images from the color camera for rendering the AR background on mobile devices.</para>
</summary>
</member>
<member name="P:UnityEngine.XR.ARBackgroundRenderer.backgroundMaterial">
<summary>
<para>The Material used for AR rendering.</para>
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</member>
<member name="?:UnityEngine.XR.ARBackgroundRenderer.backgroundRendererChanged(System.Action)">
<summary>
<para>Called when any of the public properties of this class have been changed.</para>
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</member>
<member name="P:UnityEngine.XR.ARBackgroundRenderer.backgroundTexture">
<summary>
<para>An optional Texture used for AR rendering. If this property is not set then the texture set in XR.ARBackgroundRenderer._backgroundMaterial as "_MainTex" is used.</para>
</summary>
</member>
<member name="P:UnityEngine.XR.ARBackgroundRenderer.camera">
<summary>
<para>An optional Camera whose background rendering will be overridden by this class. If this property is not set then the main Camera in the scene is used.</para>
</summary>
</member>
<member name="P:UnityEngine.XR.ARBackgroundRenderer.mode">
<summary>
<para>When set to XR.ARRenderMode.StandardBackground (default) the camera is not overridden to display the background image. Setting this property to XR.ARRenderMode.MaterialAsBackground will render the texture specified by XR.ARBackgroundRenderer._backgroundMaterial and or XR.ARBackgroundRenderer._backgroundTexture as the background.</para>
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</member>
<member name="M:UnityEngine.XR.ARBackgroundRenderer.DisableARBackgroundRendering">
<summary>
<para>Disables AR background rendering. This method is called internally but can be overridden by users who wish to subclass XR.ARBackgroundRenderer to customize handling of AR background rendering.</para>
</summary>
</member>
<member name="T:UnityEngine.XR.ARRenderMode">
<summary>
<para>Enumeration describing the AR rendering mode used with XR.ARBackgroundRenderer.</para>
</summary>
</member>
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<summary>
<para>The material associated with XR.ARBackgroundRenderer is being rendered as the background.</para>
</summary>
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<para>The standard background is rendered. (Skybox, Solid Color, etc.)</para>
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<assembly>
<name>UnityEngine.AccessibilityModule</name>
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<member name="T:UnityEngine.Accessibility.VisionUtility">
<summary>
<para>A class containing methods to assist with accessibility for users with different vision capabilities.</para>
</summary>
</member>
<member name="M:UnityEngine.Accessibility.VisionUtility.GetColorBlindSafePalette(UnityEngine.Color[],System.Single,System.Single)">
<summary>
<para>Gets a palette of colors that should be distinguishable for normal vision, deuteranopia, protanopia, and tritanopia.</para>
</summary>
<param name="palette">An array of colors to populate with a palette.</param>
<param name="minimumLuminance">Minimum allowable perceived luminance from 0 to 1. A value of 0.2 or greater is recommended for dark backgrounds.</param>
<param name="maximumLuminance">Maximum allowable perceived luminance from 0 to 1. A value of 0.8 or less is recommended for light backgrounds.</param>
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<para>The number of unambiguous colors in the palette.</para>
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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.ClothModule</name>
</assembly>
<member name="T:UnityEngine.Cloth">
<summary>
<para>The Cloth class provides an interface to cloth simulation physics.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.bendingStiffness">
<summary>
<para>Bending stiffness of the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.capsuleColliders">
<summary>
<para>An array of CapsuleColliders which this Cloth instance should collide with.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.clothSolverFrequency">
<summary>
<para>Number of cloth solver iterations per second.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.coefficients">
<summary>
<para>The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.collisionMassScale">
<summary>
<para>How much to increase mass of colliding particles.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.damping">
<summary>
<para>Damp cloth motion.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.enableContinuousCollision">
<summary>
<para>Enable continuous collision to improve collision stability.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.enabled">
<summary>
<para>Is this cloth enabled?</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.externalAcceleration">
<summary>
<para>A constant, external acceleration applied to the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.friction">
<summary>
<para>The friction of the cloth when colliding with the character.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.normals">
<summary>
<para>The current normals of the cloth object.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.randomAcceleration">
<summary>
<para>A random, external acceleration applied to the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.selfCollisionDistance">
<summary>
<para>Minimum distance at which two cloth particles repel each other (default: 0.0).</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.selfCollisionStiffness">
<summary>
<para>Self-collision stiffness defines how strong the separating impulse should be for colliding particles.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.sleepThreshold">
<summary>
<para>Cloth's sleep threshold.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.sphereColliders">
<summary>
<para>An array of ClothSphereColliderPairs which this Cloth instance should collide with.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.stiffnessFrequency">
<summary>
<para>Sets the stiffness frequency parameter.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.stretchingStiffness">
<summary>
<para>Stretching stiffness of the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.useGravity">
<summary>
<para>Should gravity affect the cloth simulation?</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.useTethers">
<summary>
<para>Use Tether Anchors.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.useVirtualParticles">
<summary>
<para>Add one virtual particle per triangle to improve collision stability.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.vertices">
<summary>
<para>The current vertex positions of the cloth object.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.worldAccelerationScale">
<summary>
<para>How much world-space acceleration of the character will affect cloth vertices.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.worldVelocityScale">
<summary>
<para>How much world-space movement of the character will affect cloth vertices.</para>
</summary>
</member>
<member name="M:UnityEngine.Cloth.ClearTransformMotion">
<summary>
<para>Clear the pending transform changes from affecting the cloth simulation.</para>
</summary>
</member>
<member name="M:UnityEngine.Cloth.GetSelfAndInterCollisionIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
<summary>
<para>Get list of particles to be used for self and inter collision.</para>
</summary>
<param name="indices">List to be populated with cloth particle indices that are used for self and/or inter collision.</param>
</member>
<member name="M:UnityEngine.Cloth.GetVirtualParticleIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
<summary>
<para>Get list of indices to be used when generating virtual particles.</para>
</summary>
<param name="indices">List to be populated with virtual particle indices.</param>
</member>
<member name="M:UnityEngine.Cloth.GetVirtualParticleWeights(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)">
<summary>
<para>Get weights to be used when generating virtual particles for cloth.</para>
</summary>
<param name="weights">List to populate with virtual particle weights.</param>
</member>
<member name="M:UnityEngine.Cloth.SetEnabledFading(System.Boolean,System.Single)">
<summary>
<para>Fade the cloth simulation in or out.</para>
</summary>
<param name="enabled">Fading enabled or not.</param>
<param name="interpolationTime"></param>
</member>
<member name="M:UnityEngine.Cloth.SetSelfAndInterCollisionIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
<summary>
<para>This allows you to set the cloth indices used for self and inter collision.</para>
</summary>
<param name="indices">List of cloth particles indices to use for cloth self and/or inter collision.</param>
</member>
<member name="M:UnityEngine.Cloth.SetVirtualParticleIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
<summary>
<para>Set indices to use when generating virtual particles.</para>
</summary>
<param name="indices">List of cloth particle indices to use when generating virtual particles.</param>
</member>
<member name="M:UnityEngine.Cloth.SetVirtualParticleWeights(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)">
<summary>
<para>Sets weights to be used when generating virtual particles for cloth.</para>
</summary>
<param name="weights">List of weights to be used when setting virutal particles for cloth.</param>
</member>
<member name="T:UnityEngine.ClothSkinningCoefficient">
<summary>
<para>The ClothSkinningCoefficient struct is used to set up how a Cloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to.</para>
</summary>
</member>
<member name="F:UnityEngine.ClothSkinningCoefficient.collisionSphereDistance">
<summary>
<para>Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.</para>
</summary>
</member>
<member name="F:UnityEngine.ClothSkinningCoefficient.maxDistance">
<summary>
<para>Distance a vertex is allowed to travel from the skinned mesh vertex position.</para>
</summary>
</member>
<member name="T:UnityEngine.ClothSphereColliderPair">
<summary>
<para>A pair of SphereColliders used to define shapes for Cloth objects to collide against.</para>
</summary>
</member>
<member name="P:UnityEngine.ClothSphereColliderPair.first">
<summary>
<para>The first SphereCollider of a ClothSphereColliderPair.</para>
</summary>
</member>
<member name="P:UnityEngine.ClothSphereColliderPair.second">
<summary>
<para>The second SphereCollider of a ClothSphereColliderPair.</para>
</summary>
</member>
<member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider)">
<summary>
<para>Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.</para>
</summary>
<param name="a">The first SphereCollider of a ClothSphereColliderPair.</param>
<param name="b">The second SphereCollider of a ClothSphereColliderPair.</param>
</member>
<member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider,UnityEngine.SphereCollider)">
<summary>
<para>Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.</para>
</summary>
<param name="a">The first SphereCollider of a ClothSphereColliderPair.</param>
<param name="b">The second SphereCollider of a ClothSphereColliderPair.</param>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.ClusterInputModule</name>
</assembly>
<member name="T:UnityEngine.ClusterInput">
<summary>
<para>Interface for reading and writing inputs in a Unity Cluster.</para>
</summary>
</member>
<member name="M:UnityEngine.ClusterInput.AddInput(System.String,System.String,System.String,System.Int32,UnityEngine.ClusterInputType)">
<summary>
<para>Add a new VRPN input entry.</para>
</summary>
<param name="name">Name of the input entry. This has to be unique.</param>
<param name="deviceName">Device name registered to VRPN server.</param>
<param name="serverUrl">URL to the vrpn server.</param>
<param name="index">Index of the Input entry, refer to vrpn.cfg if unsure.</param>
<param name="type">Type of the input.</param>
<returns>
<para>True if the operation succeed.</para>
</returns>
</member>
<member name="M:UnityEngine.ClusterInput.CheckConnectionToServer(System.String)">
<summary>
<para>Check the connection status of the device to the VRPN server it connected to.</para>
</summary>
<param name="name">Name of the input entry.</param>
</member>
<member name="M:UnityEngine.ClusterInput.EditInput(System.String,System.String,System.String,System.Int32,UnityEngine.ClusterInputType)">
<summary>
<para>Edit an input entry which added via ClusterInput.AddInput.</para>
</summary>
<param name="name">Name of the input entry. This has to be unique.</param>
<param name="deviceName">Device name registered to VRPN server.</param>
<param name="serverUrl">URL to the vrpn server.</param>
<param name="index">Index of the Input entry, refer to vrpn.cfg if unsure.</param>
<param name="type">Type of the ClusterInputType as follow.</param>
</member>
<member name="M:UnityEngine.ClusterInput.GetAxis(System.String)">
<summary>
<para>Returns the axis value as a continous float.</para>
</summary>
<param name="name">Name of input to poll.c.</param>
</member>
<member name="M:UnityEngine.ClusterInput.GetButton(System.String)">
<summary>
<para>Returns the binary value of a button.</para>
</summary>
<param name="name">Name of input to poll.</param>
</member>
<member name="M:UnityEngine.ClusterInput.GetTrackerPosition(System.String)">
<summary>
<para>Return the position of a tracker as a Vector3.</para>
</summary>
<param name="name">Name of input to poll.</param>
</member>
<member name="M:UnityEngine.ClusterInput.GetTrackerRotation(System.String)">
<summary>
<para>Returns the rotation of a tracker as a Quaternion.</para>
</summary>
<param name="name">Name of input to poll.</param>
</member>
<member name="M:UnityEngine.ClusterInput.SetAxis(System.String,System.Single)">
<summary>
<para>Sets the axis value for this input. Only works for input typed Custom.</para>
</summary>
<param name="name">Name of input to modify.</param>
<param name="value">Value to set.</param>
</member>
<member name="M:UnityEngine.ClusterInput.SetButton(System.String,System.Boolean)">
<summary>
<para>Sets the button value for this input. Only works for input typed Custom.</para>
</summary>
<param name="name">Name of input to modify.</param>
<param name="value">Value to set.</param>
</member>
<member name="M:UnityEngine.ClusterInput.SetTrackerPosition(System.String,UnityEngine.Vector3)">
<summary>
<para>Sets the tracker position for this input. Only works for input typed Custom.</para>
</summary>
<param name="name">Name of input to modify.</param>
<param name="value">Value to set.</param>
</member>
<member name="M:UnityEngine.ClusterInput.SetTrackerRotation(System.String,UnityEngine.Quaternion)">
<summary>
<para>Sets the tracker rotation for this input. Only works for input typed Custom.</para>
</summary>
<param name="name">Name of input to modify.</param>
<param name="value">Value to set.</param>
</member>
<member name="T:UnityEngine.ClusterInputType">
<summary>
<para>Values to determine the type of input value to be expect from one entry of ClusterInput.</para>
</summary>
</member>
<member name="F:UnityEngine.ClusterInputType.Axis">
<summary>
<para>Device is an analog axis that provides continuous value represented by a float.</para>
</summary>
</member>
<member name="F:UnityEngine.ClusterInputType.Button">
<summary>
<para>Device that return a binary result of pressed or not pressed.</para>
</summary>
</member>
<member name="F:UnityEngine.ClusterInputType.CustomProvidedInput">
<summary>
<para>A user customized input.</para>
</summary>
</member>
<member name="F:UnityEngine.ClusterInputType.Tracker">
<summary>
<para>Device that provide position and orientation values.</para>
</summary>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.ClusterRendererModule</name>
</assembly>
<member name="T:UnityEngine.ClusterNetwork">
<summary>
<para>A helper class that contains static method to inquire status of Unity Cluster.</para>
</summary>
</member>
<member name="P:UnityEngine.ClusterNetwork.isDisconnected">
<summary>
<para>Check whether the current instance is disconnected from the cluster network.</para>
</summary>
</member>
<member name="P:UnityEngine.ClusterNetwork.isMasterOfCluster">
<summary>
<para>Check whether the current instance is a master node in the cluster network.</para>
</summary>
</member>
<member name="P:UnityEngine.ClusterNetwork.nodeIndex">
<summary>
<para>To acquire or set the node index of the current machine from the cluster network.</para>
</summary>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.CrashReportingModule</name>
</assembly>
<member name="T:UnityEngine.CrashReportHandler.CrashReportHandler">
<summary>
<para>Engine API for CrashReporting Service.</para>
</summary>
</member>
<member name="P:UnityEngine.CrashReportHandler.CrashReportHandler.enableCaptureExceptions">
<summary>
<para>This Boolean field will cause CrashReportHandler to capture exceptions when set to true. By default enable capture exceptions is true.</para>
</summary>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.DirectorModule</name>
</assembly>
<member name="T:UnityEngine.Playables.DirectorWrapMode">
<summary>
<para>Wrap mode for Playables.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DirectorWrapMode.Hold">
<summary>
<para>Hold the last frame when the playable time reaches it's duration.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DirectorWrapMode.Loop">
<summary>
<para>Loop back to zero time and continue playing.</para>
</summary>
</member>
<member name="F:UnityEngine.Playables.DirectorWrapMode.None">
<summary>
<para>Do not keep playing when the time reaches the duration.</para>
</summary>
</member>
<member name="T:UnityEngine.Playables.PlayableDirector">
<summary>
<para>Instantiates a PlayableAsset and controls playback of Playable objects.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.duration">
<summary>
<para>The duration of the Playable in seconds.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.extrapolationMode">
<summary>
<para>Controls how the time is incremented when it goes beyond the duration of the playable.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.initialTime">
<summary>
<para>The time at which the Playable should start when first played.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.playableAsset">
<summary>
<para>The PlayableAsset that is used to instantiate a playable for playback.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.playableGraph">
<summary>
<para>The PlayableGraph created by the PlayableDirector.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.playOnAwake">
<summary>
<para>Whether the playable asset will start playing back as soon as the component awakes.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.state">
<summary>
<para>The current playing state of the component. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.time">
<summary>
<para>The component's current time. This value is incremented according to the PlayableDirector.timeUpdateMode when it is playing. You can also change this value manually.</para>
</summary>
</member>
<member name="P:UnityEngine.Playables.PlayableDirector.timeUpdateMode">
<summary>
<para>Controls how time is incremented when playing back.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.ClearReferenceValue(UnityEngine.PropertyName)">
<summary>
<para>Clears an exposed reference value.</para>
</summary>
<param name="id">Identifier of the ExposedReference.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.DeferredEvaluate">
<summary>
<para>Tells the PlayableDirector to evaluate it's PlayableGraph on the next update.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Evaluate">
<summary>
<para>Evaluates the currently playing Playable at the current time.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.GetGenericBinding(UnityEngine.Object)">
<summary>
<para>Returns a binding to a reference object.</para>
</summary>
<param name="key">The object that acts as a key.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.GetReferenceValue(UnityEngine.PropertyName,System.Boolean&amp;)">
<summary>
<para>Retreives an ExposedReference binding.</para>
</summary>
<param name="id">Identifier of the ExposedReference.</param>
<param name="idValid">Whether the reference was found.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Pause">
<summary>
<para>Pauses playback of the currently running playable.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Play(UnityEngine.Playables.PlayableAsset,UnityEngine.Playables.DirectorWrapMode)">
<summary>
<para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para>
</summary>
<param name="asset">An asset to instantiate a playable from.</param>
<param name="mode">What to do when the time passes the duration of the playable.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Play(UnityEngine.Playables.PlayableAsset)">
<summary>
<para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para>
</summary>
<param name="asset">An asset to instantiate a playable from.</param>
<param name="mode">What to do when the time passes the duration of the playable.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Play">
<summary>
<para>Instatiates a Playable using the provided PlayableAsset and starts playback.</para>
</summary>
<param name="asset">An asset to instantiate a playable from.</param>
<param name="mode">What to do when the time passes the duration of the playable.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.RebuildGraph">
<summary>
<para>Discards the existing PlayableGraph and creates a new instance.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Resume">
<summary>
<para>Resume playing a paused playable.</para>
</summary>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.SetGenericBinding(UnityEngine.Object,UnityEngine.Object)">
<summary>
<para>Sets the binding of a reference object from a PlayableBinding.</para>
</summary>
<param name="key">The source object in the PlayableBinding.</param>
<param name="value">The object to bind to the key.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.SetReferenceValue(UnityEngine.PropertyName,UnityEngine.Object)">
<summary>
<para>Sets an ExposedReference value.</para>
</summary>
<param name="id">Identifier of the ExposedReference.</param>
<param name="value">The object to bind to set the reference value to.</param>
</member>
<member name="M:UnityEngine.Playables.PlayableDirector.Stop">
<summary>
<para>Stops playback of the current Playable and destroys the corresponding graph.</para>
</summary>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.GridModule</name>
</assembly>
<member name="T:UnityEngine.Grid">
<summary>
<para>Grid is the base class for plotting a layout of uniformly spaced points and lines.</para>
</summary>
</member>
<member name="P:UnityEngine.Grid.cellGap">
<summary>
<para>The size of the gap between each cell in the Grid.</para>
</summary>
</member>
<member name="P:UnityEngine.Grid.cellLayout">
<summary>
<para>The layout of the cells in the Grid.</para>
</summary>
</member>
<member name="P:UnityEngine.Grid.cellSize">
<summary>
<para>The size of each cell in the Grid.</para>
</summary>
</member>
<member name="P:UnityEngine.Grid.cellSwizzle">
<summary>
<para>The cell swizzle for the Grid.</para>
</summary>
</member>
<member name="M:UnityEngine.Grid.GetCellCenterLocal(UnityEngine.Vector3Int)">
<summary>
<para>Get the logical center coordinate of a grid cell in local space.</para>
</summary>
<param name="position">Grid cell position.</param>
<returns>
<para>Center of the cell transformed into local space coordinates.</para>
</returns>
</member>
<member name="M:UnityEngine.Grid.GetCellCenterWorld(UnityEngine.Vector3Int)">
<summary>
<para>Get the logical center coordinate of a grid cell in world space.</para>
</summary>
<param name="position">Grid cell position.</param>
<returns>
<para>Center of the cell transformed into world space coordinates.</para>
</returns>
</member>
<member name="M:UnityEngine.Grid.InverseSwizzle(UnityEngine.GridLayout/CellSwizzle,UnityEngine.Vector3)">
<summary>
<para>Does the inverse swizzle of the given position for given swizzle order.</para>
</summary>
<param name="swizzle">Determines the rearrangement order for the inverse swizzle.</param>
<param name="position">Position to inverse swizzle.</param>
<returns>
<para>The inversed swizzled position.</para>
</returns>
</member>
<member name="M:UnityEngine.Grid.Swizzle(UnityEngine.GridLayout/CellSwizzle,UnityEngine.Vector3)">
<summary>
<para>Swizzles the given position with the given swizzle order.</para>
</summary>
<param name="swizzle">Determines the rearrangement order for the swizzle.</param>
<param name="position">Position to swizzle.</param>
<returns>
<para>The swizzled position.</para>
</returns>
</member>
<member name="T:UnityEngine.GridLayout">
<summary>
<para>An abstract class that defines a grid layout.</para>
</summary>
</member>
<member name="P:UnityEngine.GridLayout.cellGap">
<summary>
<para>The size of the gap between each cell in the layout.</para>
</summary>
</member>
<member name="P:UnityEngine.GridLayout.cellLayout">
<summary>
<para>The layout of the cells.</para>
</summary>
</member>
<member name="P:UnityEngine.GridLayout.cellSize">
<summary>
<para>The size of each cell in the layout.</para>
</summary>
</member>
<member name="P:UnityEngine.GridLayout.cellSwizzle">
<summary>
<para>The cell swizzle for the layout.</para>
</summary>
</member>
<member name="T:UnityEngine.GridLayout.CellLayout">
<summary>
<para>The layout of the GridLayout.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellLayout.Rectangle">
<summary>
<para>Rectangular layout for cells in the GridLayout.</para>
</summary>
</member>
<member name="T:UnityEngine.GridLayout.CellSwizzle">
<summary>
<para>Swizzles cell positions to other positions.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellSwizzle.XYZ">
<summary>
<para>Keeps the cell positions at XYZ.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellSwizzle.XZY">
<summary>
<para>Swizzles the cell positions from XYZ to XZY.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellSwizzle.YXZ">
<summary>
<para>Swizzles the cell positions from XYZ to YXZ.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellSwizzle.YZX">
<summary>
<para>Swizzles the cell positions from XYZ to YZX.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellSwizzle.ZXY">
<summary>
<para>Swizzles the cell positions from XYZ to ZXY.</para>
</summary>
</member>
<member name="F:UnityEngine.GridLayout.CellSwizzle.ZYX">
<summary>
<para>Swizzles the cell positions from XYZ to ZYX.</para>
</summary>
</member>
<member name="M:UnityEngine.GridLayout.CellToLocal(UnityEngine.Vector3Int)">
<summary>
<para>Converts a cell position to local position space.</para>
</summary>
<param name="cellPosition">Cell position to convert.</param>
<returns>
<para>Local position of the cell position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.CellToLocalInterpolated(UnityEngine.Vector3)">
<summary>
<para>Converts an interpolated cell position in floats to local position space.</para>
</summary>
<param name="cellPosition">Interpolated cell position to convert.</param>
<returns>
<para>Local position of the cell position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.CellToWorld(UnityEngine.Vector3Int)">
<summary>
<para>Converts a cell position to world position space.</para>
</summary>
<param name="cellPosition">Cell position to convert.</param>
<returns>
<para>World position of the cell position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.GetBoundsLocal(UnityEngine.Vector3Int)">
<summary>
<para>Returns the local bounds for a cell at the location.</para>
</summary>
<param name="localPosition">Location of the cell.</param>
<param name="cellPosition"></param>
<returns>
<para>Local bounds of cell at the position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.GetLayoutCellCenter">
<summary>
<para>Get the default center coordinate of a cell for the set layout of the Grid.</para>
</summary>
<returns>
<para>Cell Center coordinate.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.LocalToCell(UnityEngine.Vector3)">
<summary>
<para>Converts a local position to cell position.</para>
</summary>
<param name="localPosition">Local Position to convert.</param>
<returns>
<para>Cell position of the local position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.LocalToCellInterpolated(UnityEngine.Vector3)">
<summary>
<para>Converts a local position to cell position.</para>
</summary>
<param name="localPosition">Local Position to convert.</param>
<returns>
<para>Interpolated cell position of the local position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.LocalToWorld(UnityEngine.Vector3)">
<summary>
<para>Converts a local position to world position.</para>
</summary>
<param name="localPosition">Local Position to convert.</param>
<returns>
<para>World position of the local position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.WorldToCell(UnityEngine.Vector3)">
<summary>
<para>Converts a world position to cell position.</para>
</summary>
<param name="worldPosition">World Position to convert.</param>
<returns>
<para>Cell position of the world position.</para>
</returns>
</member>
<member name="M:UnityEngine.GridLayout.WorldToLocal(UnityEngine.Vector3)">
<summary>
<para>Converts a world position to local position.</para>
</summary>
<param name="worldPosition">World Position to convert.</param>
<returns>
<para>Local position of the world position.</para>
</returns>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.ImageConversionModule</name>
</assembly>
<member name="T:UnityEngine.ImageConversion">
<summary>
<para>Class with utility methods and extension methods to deal with converting image data from or to PNG and JPEG formats.</para>
</summary>
</member>
<member name="M:UnityEngine.ImageConversion.EncodeToEXR(UnityEngine.Texture2D,UnityEngine.Texture2D/EXRFlags)">
<summary>
<para>Encodes this texture into the EXR format.</para>
</summary>
<param name="tex">The texture to convert.</param>
<param name="flags">Flags used to control compression and the output format.</param>
</member>
<member name="M:UnityEngine.ImageConversion.EncodeToJPG(UnityEngine.Texture2D,System.Int32)">
<summary>
<para>Encodes this texture into JPG format.</para>
</summary>
<param name="tex">Text texture to convert.</param>
<param name="quality">JPG quality to encode with, 1..100 (default 75).</param>
</member>
<member name="M:UnityEngine.ImageConversion.EncodeToJPG(UnityEngine.Texture2D)">
<summary>
<para>Encodes this texture into JPG format.</para>
</summary>
<param name="tex">Text texture to convert.</param>
<param name="quality">JPG quality to encode with, 1..100 (default 75).</param>
</member>
<member name="M:UnityEngine.ImageConversion.EncodeToPNG(UnityEngine.Texture2D)">
<summary>
<para>Encodes this texture into PNG format.</para>
</summary>
<param name="tex">The texture to convert.</param>
</member>
<member name="M:UnityEngine.ImageConversion.LoadImage(UnityEngine.Texture2D,System.Byte[],System.Boolean)">
<summary>
<para>Loads PNG/JPG image byte array into a texture.</para>
</summary>
<param name="data">The byte array containing the image data to load.</param>
<param name="markNonReadable">Set to false by default, pass true to optionally mark the texture as non-readable.</param>
<param name="tex">The texture to load the image into.</param>
<returns>
<para>Returns true if the data can be loaded, false otherwise.</para>
</returns>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.InputModule</name>
</assembly>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.JSONSerializeModule</name>
</assembly>
<member name="T:UnityEngine.JsonUtility">
<summary>
<para>Utility functions for working with JSON data.</para>
</summary>
</member>
<member name="M:UnityEngine.JsonUtility.FromJson(System.String)">
<summary>
<para>Create an object from its JSON representation.</para>
</summary>
<param name="json">The JSON representation of the object.</param>
<returns>
<para>An instance of the object.</para>
</returns>
</member>
<member name="M:UnityEngine.JsonUtility.FromJson(System.String,System.Type)">
<summary>
<para>Create an object from its JSON representation.</para>
</summary>
<param name="json">The JSON representation of the object.</param>
<param name="type">The type of object represented by the Json.</param>
<returns>
<para>An instance of the object.</para>
</returns>
</member>
<member name="M:UnityEngine.JsonUtility.FromJsonOverwrite(System.String,System.Object)">
<summary>
<para>Overwrite data in an object by reading from its JSON representation.</para>
</summary>
<param name="json">The JSON representation of the object.</param>
<param name="objectToOverwrite">The object that should be overwritten.</param>
</member>
<member name="M:UnityEngine.JsonUtility.ToJson(System.Object)">
<summary>
<para>Generate a JSON representation of the public fields of an object.</para>
</summary>
<param name="obj">The object to convert to JSON form.</param>
<param name="prettyPrint">If true, format the output for readability. If false, format the output for minimum size. Default is false.</param>
<returns>
<para>The object's data in JSON format.</para>
</returns>
</member>
<member name="M:UnityEngine.JsonUtility.ToJson(System.Object,System.Boolean)">
<summary>
<para>Generate a JSON representation of the public fields of an object.</para>
</summary>
<param name="obj">The object to convert to JSON form.</param>
<param name="prettyPrint">If true, format the output for readability. If false, format the output for minimum size. Default is false.</param>
<returns>
<para>The object's data in JSON format.</para>
</returns>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.PerformanceReportingModule</name>
</assembly>
<member name="T:UnityEngine.Analytics.PerformanceReporting">
<summary>
<para>Unity Performace provides insight into your game performace.</para>
</summary>
</member>
<member name="P:UnityEngine.Analytics.PerformanceReporting.enabled">
<summary>
<para>Controls whether the Performance Reporting service is enabled at runtime.</para>
</summary>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.ScreenCaptureModule</name>
</assembly>
<member name="T:UnityEngine.ScreenCapture">
<summary>
<para>Functionality to take Screenshots.</para>
</summary>
</member>
<member name="M:UnityEngine.ScreenCapture.CaptureScreenshot(System.String,System.Int32)">
<summary>
<para>Captures a screenshot at path filename as a PNG file.</para>
</summary>
<param name="filename">Pathname to save the screenshot file to.</param>
<param name="superSize">Factor by which to increase resolution.</param>
</member>
<member name="M:UnityEngine.ScreenCapture.CaptureScreenshotAsTexture(System.Int32)">
<summary>
<para>Captures a screenshot of the game view into a Texture2D object.</para>
</summary>
<param name="superSize">Factor by which to increase resolution.</param>
</member>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.SharedInternalsModule</name>
</assembly>
</members>
</doc>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.SpriteMaskModule</name>
</assembly>
<member name="T:UnityEngine.SpriteMask">
<summary>
<para>A component for masking Sprites and Particles.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.alphaCutoff">
<summary>
<para>The minimum alpha value used by the mask to select the area of influence defined over the mask's sprite.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.backSortingLayerID">
<summary>
<para>Unique ID of the sorting layer defining the end of the custom range.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.backSortingOrder">
<summary>
<para>Order within the back sorting layer defining the end of the custom range.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.frontSortingLayerID">
<summary>
<para>Unique ID of the sorting layer defining the start of the custom range.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.frontSortingOrder">
<summary>
<para>Order within the front sorting layer defining the start of the custom range.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.isCustomRangeActive">
<summary>
<para>Mask sprites from front to back sorting values only.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteMask.sprite">
<summary>
<para>The Sprite used to define the mask.</para>
</summary>
</member>
</members>
</doc>