EyE.Unity Namespace Reference

This namespace holds classes that extended or inherit from various Unity defined classes. The UnityEngine namespace is required to use this library.

Namespaces

namespace  DeltaDetector
 ExtensionUnity Classes that are specific to DeltaDetector.
 

Classes

class  CatDebug
 This static class allows the programmer to specify a CategoryIndex, each time a Debug Log used is taken.
Each category may be enabled or disabled individually. Disabled categories, will NOT display Debug Log messages.
 
class  CatDebugInstance
 Instanced Version of CatDebug. Create an new instance of this class when you want to log in a separate thread and use it's own prepend/append values.
 
class  CheckTransformChangedSinceLastCheckByObject
 Provides the ability to check if a transform has changed, as far a particular object is concerned. It returns true only if the transform has actually changed since the last time the provided object was used to check if had changed. Note: any scripts that specifically set a monitors transform's hasChanged flag to false, will render this class non-functional for that transform.
 
class  ColliderToGraphicsBoundsInterfaceAdapter
 The component will take the provided colliderRef and use it to implement and IGraphicsBounds interface. the colliderRef member is initialized with the first collider component found on the same GameObject as this component. It provides the ability to get a local bounds value, that optionally, encapsulates any IGraphicsBounds found as descendants in the scene hierarchy.
 
class  DebugCategoryRegistrar
 This class provides functionality to easily register categories for use by CatDebug.
It also provides functions that allow getting/setting the enabled state or name of a particular category, and automatically stores these values to disk using Unity's PlayerPrefs.
If registered previously, these categories, and their states, are loaded from storage for initialization.
 
class  DebugCategorySettings
 stores the state information regarding each category
 
class  DebugCategorySettingsPlayerPref
 Concrete Variant of the PlayerPrefOption template class used to store DebugCategorySettings objects. It overrides the Load, Save and SetToDefault functions of the base class, to save/load each member of the DebugCategorySettings object Every-time a new CatDebug category is registered, a new instance of this class is created, and if it doesn't already exist, is stored in PlayerPrefOptions. If the category IS found to exist in PlayerPrefOptions, it is assigned the categoryID in the stored in the found DebugCategorySettings.
 
class  EmbededXMLTooltip
 This class is sued to parse Visual Studio generated XML containing class documentation, and use this to lookup summary comments on class members, so they can be used as tool-tips at runtime. This class requires some very specific setup is done for it to function properly. It requires that an XML file containing the documentation be present, either in the asset folder, or embedded within a DLL. The name of the xml file name is either extracted from provided type's assembly name, or from a member in that type named "XMLTooltipFileNameHint" (which is accessed via reflection).
 
class  ExposeMemberAttribute
 This attribute class has no internal functionality. Rather, it's presence is checked for by the editor-only, EyE.EditorUnity.Tools.ExposedObjectProperties and EyE.EditorUnity.Tools.PropertyExposerFunctions classes which actually implement it.
 
class  ExposeMultiLineAttribute
 This attribute only does anything when applied to strings. It will ensure a multi-line control is used when exposing the string in the editor GUI.
 
class  ExposeRangeAttribAttribute
 This attribute affects exposed properties in the same way that the Unity attribute Range does. However, this attribute may be applied to properties, in addition to fields.
 
class  ExtractEmbededFiles
 Provides functions used to get images from, and extract files a .dll, into the unity Project folder. Upon invocation, the main function,RegisterFileForExtraction, will check to see if the files exist in the file system, and if not extracts then saves them to the project folder. Optionally, extracted files, may be passed through the ConvertTextureAssetToIcon function. This is done automatically when the ExtractionInfo.importTextureAsIcon for the file to extract is set to true.
 
class  MeshRendererToGraphicsInterfaceAdapter
 This class provides a way to access a MeshRenderer component, on the same GameObject, through all the various IGraphics interfaces.
 
class  PerCameraMeshAndMaterials
 Class that creates/updates and stores a separate mesh for rendering to each camera. Each camera is assigned a mesh to be drawn, and may have multiple materials assigned to this mesh.
This mesh is initially assigned by overriding GenerateMeshForCamera to return the appropriate mesh. So, to use this class, you will need to derive your own class from it, and override the function: GenerateMeshForCamera to provide the mesh to be drawn in the specified camera. UpdateMeshForCamera can be overridden to recompute the mesh, should the mesh need to be changed when the camera changes position/orientation.
 
class  SpriteRendererToGraphicsInterfaceAdapter
 This class provides a way to access a SpriteRenderer component, on the same GameObject, through all the various IGraphics interfaces.
 
struct  StoredFullTransform
 Simple data structure used to store a transform's data. Also provides functionality to read, write or compare data to a Transform, with a single line of code. Members two separate StoredTransform structures, one that hold local coordinate, one that hold world coordinates. When dealing with ACTUAL Transforms, all functions in this class will read BOTH world and local transforms, but only WRITE and COMPARE to one (which one, is selectable by parameter).
 
struct  StoredTransform
 Basically a simple data structure used to store a transform's data. Many operators provides functionality to read, write or compare this data to a unity Transform, (or other transformation storage classes provided with this module), using a single line of code. Additional operators allow the actual transformation of vectors using the stored data. Members are specified as localPosition,localRotation and localScale but they COULD in fact be storing world coordinates. They are no more than vectors and Quaternions, that can be used as transformation data.
It is only when dealing with ACTUAL Transforms, that this becomes important, and all such functions within have options to the Transform's local or world coordinates (except the implicit operator, which assume local).
 
class  TextMeshToViewableColorInterfaceAdapter
 This class provides a way to access a Unity TextMesh via some of the IGraphics interfaces: IGraphicsColorInterface and IGraphicsViewable
 
class  TransformChange
 this class can be used to make a standard Unity Transform work with the CheckTransformChangedSinceLastCheckByObject class, transparently.