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            Stores a color palette, which can be passed to default DeGUI layouts when calling DeGUI.BeginGUI,
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            Global colors

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            Background colors

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            Editor background color
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            Content colors

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            Various Input utils

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            Returns a number key int if a number key was pressed in this frame, or -1 otherwise

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             Extend this to replicate Unity's Scope system with any Unity version.
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            Contains both free and pro skins color variations,
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            Used by DeHierarchy

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            Returns a list of all items whose gameObject is NULL, or NULL if there's no missing gameObjects.

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            If the item exists sets it, otherwise first creates it and then sets it

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            If the item exists sets it, otherwise first creates it and then sets it

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            If the item exists sets it, otherwise first creates it and then sets it

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            Returns TRUE if the item existed and was removed.

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            Returns TRUE if the item existed and was changed.

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            Returns the customizedItem for the given gameObject, or NULL if none was found

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            Must be univocal
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            Node position in editor GUI
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            Ids of all forward connected nodes. Length indicates how many forward connections are allowed.
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            A serializable struct including a min and a max int value

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            Min value
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            Max value
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            Creates a new Range

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            Returns a random value within this range (min/max included)

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            A serializable struct including a min and a max float value

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            Min value
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            Utils to use he corselfRect method based on Unity's version

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        <member name="M:DG.DemiEditor.DeEditorCompatibilityUtils.EncodeToPNG(UnityEngine.Texture2D)">

            Encodes to PNG using reflection to use corselfRect method depending if editor is version 2017 or earlier

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            Returns the prefab parent by using different code on Unity 2018 or later

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            <returns></returns>
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            Starts an editor coroutine. You can't use normal yield new WaitFor methods because
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        <member name="T:DG.DemiEditor.DeEditorFileUtils">

            File utils

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            Path slash for AssetDatabase format
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            Path slash to replace for AssetDatabase format
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            Current OS path slash
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            Path slash to replace on current OS
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            Full path to project diselfRectory, without final slash.

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            Full path to project's Assets diselfRectory, without final slash.

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            Returns TRUE if the given path is an absolute path

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            Returns TRUE if the given path is an AssetDatabase path

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            Returns TRUE if the given GUID refers to a valid and existing project folder

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            Converts the given project-relative path to a full path

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            Converts the given full path to a project-relative path

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            Returns TRUE if the file/diselfRectory at the given path exists.

            <param name="adbPath">Path, relative to Unity's project folder</param>
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        <member name="M:DG.DemiEditor.DeEditorFileUtils.IsValidFileName(System.String,System.Int32)">

            Validates the string as a valid fileName
            (uses commonly accepted characters an all systems instead of system-specific ones).<para/>
            BEWARE: doesn't check for reserved words

            <param name="s">string to replace</param>
            <param name="minLength">Minimum length for considering the string valid</param>
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        <member name="M:DG.DemiEditor.DeEditorFileUtils.ConvertToValidFilename(System.String,System.Char)">

            Returns the given string stripped of any invalid filename characters.<para/>
            BEWARE: doesn't check for reserved words

            <param name="s">string to replace</param>
            <param name="replaceWith">Character to use as replacement for invalid ones</param>
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        <member name="M:DG.DemiEditor.DeEditorFileUtils.ApplySystemDiselfRectorySeparators(System.String)">

            Returns the given path with all slashes converted to the corselfRect ones used by the system

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        <member name="M:DG.DemiEditor.DeEditorFileUtils.GUIDToExistingAssetPath(System.String)">

            Returns the asset path of the given GUID (relative to Unity project's folder),
            or an empty string if either the GUID is invalid or the related path doesn't exist.

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            Checks if the given diselfRectory (full path) is empty or not

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        <member name="M:DG.DemiEditor.DeEditorFileUtils.MakeEmpty(System.String)">

            Deletes all files and subdiselfRectories from the given diselfRectory

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            Returns the adb path to the given ScriptableObject
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        <member name="M:DG.DemiEditor.DeEditorFileUtils.MonoInstanceADBPath(UnityEngine.MonoBehaviour)">
            Returns the adb path to the given MonoBehaviour
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            Returns the adb diselfRectory that contains the given ScriptableObject without final slash
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            Returns the adb diselfRectory that contains the given MonoBehaviour without final slash
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            Returns the adb paths to the selected folders in the Project panel, or NULL if there is none.
            Contrary to Selection.activeObject, which only returns folders selected in the right side of the panel,
            this method also works with folders selected in the left side.

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            Sets the script execution order of the given MonoBehaviour

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            Gets the script execution order of the given MonoBehaviour

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            Precisely returns the last controlId assigned to a GUI element

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            Utilities for Editor Panels.

        </member>
        <member name="M:DG.DemiEditor.DeEditorPanelUtils.ConnectToSourceAsset``1(System.String,System.Boolean,System.Boolean)">

            Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
            If the asset already exists at the given path, loads it and returns it.
            Otherwise, depending on the given parameters, either returns NULL or automatically creates it before loading and returning it.

            <typeparam name="T">Asset type</typeparam>
            <param name="adbFilePath">File path (relative to Unity's project folder)</param>
            <param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
            <param name="createFoldersIfMissing">If TRUE also creates the path folders if they don't exist</param>
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            Check if the <see cref="T:UnityEngine.ScriptableObject"/> at the given path exists and eventually if it's available

            <param name="adbFilePath">File path (relative to Unity's project folder)</param>
            <param name="checkIfAvailable">If TRUE also check if the file is available
            (file can be unavailable if it was deleted outside Unity, or if Unity is just starting)</param>
            <returns></returns>
        </member>
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            Returns TRUE if the given <see cref="T:UnityEditor.EditorWindow"/> is dockable, FALSE if instead it's a utility window

            <param name="editor"></param>
            <returns></returns>
        </member>
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            Sets the icon and title of an editor window. Works with older versions of Unity, where the titleContent property wasn't available.

            <param name="editor">Reference to the editor panel whose icon to set</param>
            <param name="icon">Icon to apply</param>
            <param name="title">Title. If NULL doesn't change it</param>
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        <member name="T:DG.DemiEditor.DeEditorPrefabUtils">

            Prefab utilities

        </member>
        <member name="M:DG.DemiEditor.DeEditorPrefabUtils.ApplyPrefabInstanceModifications(UnityEngine.GameObject)">

            Behaves as the Inspector's Apply button, applying any modification of this instance to the prefab parent

            <param name="instance"></param>
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        <member name="M:DG.DemiEditor.DeEditorPrefabUtils.InstanceHasUnappliedModifications(UnityEngine.GameObject)">

            Returns TRUe if a prefab instance has unapplied modifications, ignoring any modifications applied to the transform.<para/>
            NOTE: this a somehow costly operation (since it generates GC)

        </member>
        <member name="M:DG.DemiEditor.DeEditorPrefabUtils.BreakPrefabInstances(System.Collections.Generic.List{UnityEngine.GameObject},System.Boolean)">

            Completely removes any prefab connection from the given prefab instances, by desotroing the original object and recreating it.<para/>
            Returns a list with all the new elements created.
            <para>
            Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&viewfull=1#post726602)
            </para>

        </member>
        <member name="M:DG.DemiEditor.DeEditorPrefabUtils.BreakPrefabInstance(UnityEngine.GameObject,System.Boolean)">

            Completely removes any prefab connection from the given prefab instance, by desotroing the original object and recreating it.
            <para>
            Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&viewfull=1#post726602)
            </para>

        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.DelayedCall(System.Single,System.Action)">
            Calls the given action after the given delay
        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.GetGameViewSize">

            Return the size of the editor game view, eventual extra bars excluded (meaning the true size of the game area)

        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.ClearConsole">

            Clears all logs from Unity's console

        </member>
        <member name="M:DG.DemiEditor.DeEditorUtils.AddGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">

            Adds the given global define (if it's not already present) to all the <see cref="T:UnityEditor.BuildTargetGroup"/>
            or only to the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters,
            and returns TRUE if it was added, FALSE otherwise.<para/>
            NOTE: when adding to all of them some legacy warnings might appear, which you can ignore.

            <param name="id"></param>
            <param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to add to all of them.</param>
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        <member name="M:DG.DemiEditor.DeEditorUtils.RemoveGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">

            Removes the given global define (if present) from all the <see cref="T:UnityEditor.BuildTargetGroup"/>
            or only from the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters,
            and returns TRUE if it was removed, FALSE otherwise.<para/>
            NOTE: when removing from all of them some legacy warnings might appear, which you can ignore.

            <param name="id"></param>
            <param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to remove from all of them.</param>
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        <member name="M:DG.DemiEditor.DeEditorUtils.HasGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">

            Returns TRUE if the given global define is present in all the <see cref="T:UnityEditor.BuildTargetGroup"/>
            or only in the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters.<para/>

            <param name="id"></param>
            <param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param>
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        <member name="M:DG.DemiEditor.DeEditorUtils.SetGizmosIconVisibility(System.Boolean,System.String[])">

            Sets the gizmos icon visibility in the Scene and Game view for the given class names

            <param name="visible">Visibility</param>
            <param name="classNames">Class names (no namespace), as many as you want separated by a comma</param>
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            Sets the gizmos icon visibility in the Scene and Game view for all custom icons
            (for example icons created with HOTools)

            <param name="visible">Visibility</param>
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            Returns all components of type T in the currently open scene, or NULL if none could be found.<para/>
            If you're on Unity 5 or later, and have DeEditorTools, use DeEditorToolsUtils.FindAllComponentsOfType
            instead, which is more efficient.

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            Nothing is being dragged
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            Dragging
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            Dragging concluced and accepted
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            Dragging concluced but item position didn't change
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            Dragging canceled
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            Dragging concluced but not accepted because too short
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            Automatically determines if dragged elements are horizontal, vertical, or both
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            Forces vertical drag
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            Forces horizontal drag (useful to avoid initial wrong drag indicators
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            Manages the dragging of GUI elements

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            True if a GUI element is currently being dragged

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            Return the current item being dragged, or NULL if there is none

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            Type of current item being dragged, or NULL if there is none

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            Starting index of current item being dragged, or NULL if there is none

        </member>
        <member name="P:DG.DemiEditor.DeGUIDrag.optionalDragData">

            Retrieves the eventual optional data stored via the StartDrag method

        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(UnityEditor.Editor,System.Collections.IList,System.Int32,System.Object)">

            Starts a drag operation on a GUI element.

            <param name="editor">Reference to the current editor drawing the GUI (used when a Repaint is needed)</param>
            <param name="draggableList">List containing the dragged item and all other relative draggable items</param>
            <param name="draggedItemIndex">DraggableList index of the item being dragged</param>
            <param name="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(System.Int32,UnityEditor.Editor,System.Collections.IList,System.Int32,System.Object)">

            Starts a drag operation on a GUI element.

            <param name="dragId">ID for this drag operation (must be the same for both StartDrag and Drag</param>
            <param name="editor">Reference to the current editor drawing the GUI (used when a Repaint is needed)</param>
            <param name="draggableList">List containing the dragged item and all other relative draggable items</param>
            <param name="draggedItemIndex">DraggableList index of the item being dragged</param>
            <param name="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(UnityEditor.EditorWindow,System.Collections.IList,System.Int32,System.Object)">

            Starts a drag operation on a GUI element.

            <param name="editorWindow">Reference to the current editor drawing the GUI (used when a Repaint is needed)</param>
            <param name="draggableList">List containing the dragged item and all other relative draggable items</param>
            <param name="draggedItemIndex">DraggableList index of the item being dragged</param>
            <param name="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.StartDrag(System.Int32,UnityEditor.EditorWindow,System.Collections.IList,System.Int32,System.Object)">

            Starts a drag operation on a GUI element.

            <param name="dragId">ID for this drag operation (must be the same for both StartDrag and Drag</param>
            <param name="editorWindow">Reference to the current editor drawing the GUI (used when a Repaint is needed)</param>
            <param name="draggableList">List containing the dragged item and all other relative draggable items</param>
            <param name="draggedItemIndex">DraggableList index of the item being dragged</param>
            <param name="optionalData">Optional data that can be retrieved via the <see cref="P:DG.DemiEditor.DeGUIDrag.optionalDragData"/> static property</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Int32,System.Collections.IList,System.Int32,System.Nullable{UnityEngine.Rect},DG.DemiEditor.DeDragDiselfRection)">

            Call this after each draggable GUI block, to calculate and draw the current drag state
            (or complete it if the mouse was released).

            <param name="dragId">ID for this drag operation (must be the same for both StartDrag and Drag</param>
            <param name="draggableList">List containing the draggable item and all other relative draggable items</param>
            <param name="currDraggableItemIndex">Current index of the draggable item being drawn</param>
            <param name="lastGUIRect">If NULL will calculate this automatically using <see cref="M:UnityEngine.GUILayoutUtility.GetLastRect"/>.
            Pass this if you're creating a drag between elements that don't use GUILayout</param>
            <param name="diselfRection">Drag diselfRection. You can leave it to <see cref="F:DG.DemiEditor.DeDragDiselfRection.Auto"/>
            unless you want to skip eventual layout calculations</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Collections.IList,System.Int32,System.Nullable{UnityEngine.Rect},DG.DemiEditor.DeDragDiselfRection)">

            Call this after each draggable GUI block, to calculate and draw the current drag state
            (or complete it if the mouse was released).

            <param name="draggableList">List containing the draggable item and all other relative draggable items</param>
            <param name="currDraggableItemIndex">Current index of the draggable item being drawn</param>
            <param name="lastGUIRect">If NULL will calculate this automatically using <see cref="M:UnityEngine.GUILayoutUtility.GetLastRect"/>.
            Pass this if you're creating a drag between elements that don't use GUILayout</param>
            <param name="diselfRection">Drag diselfRection. You can leave it to <see cref="F:DG.DemiEditor.DeDragDiselfRection.Auto"/>
            unless you want to skip eventual layout calculations</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Int32,System.Collections.IList,System.Int32,UnityEngine.Color,System.Nullable{UnityEngine.Rect},DG.DemiEditor.DeDragDiselfRection)">

            Call this after each draggable GUI block, to calculate and draw the current drag state
            (or complete it if the mouse was released).

            <param name="dragId">ID for this drag operation (must be the same for both StartDrag and Drag</param>
            <param name="draggableList">List containing the draggable item and all other relative draggable items</param>
            <param name="currDraggableItemIndex">Current index of the draggable item being drawn</param>
            <param name="dragEvidenceColor">Color to use for drag divider and selection</param>
            <param name="lastGUIRect">If NULL will calculate this automatically using <see cref="M:UnityEngine.GUILayoutUtility.GetLastRect"/>.
            Pass this if you're creating a drag between elements that don't use GUILayout</param>
            <param name="diselfRection">Drag diselfRection. You can leave it to <see cref="F:DG.DemiEditor.DeDragDiselfRection.Auto"/>
            unless you want to skip eventual layout calculations</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.Drag(System.Collections.IList,System.Int32,UnityEngine.Color,System.Nullable{UnityEngine.Rect},DG.DemiEditor.DeDragDiselfRection)">

            Call this after each draggable GUI block, to calculate and draw the current drag state
            (or complete it if the mouse was released).

            <param name="draggableList">List containing the draggable item and all other relative draggable items</param>
            <param name="currDraggableItemIndex">Current index of the draggable item being drawn</param>
            <param name="dragEvidenceColor">Color to use for drag divider and selection</param>
            <param name="lastGUIRect">If NULL will calculate this automatically using <see cref="M:UnityEngine.GUILayoutUtility.GetLastRect"/>.
            Pass this if you're creating a drag between elements that don't use GUILayout</param>
            <param name="diselfRection">Drag diselfRection. You can leave it to <see cref="F:DG.DemiEditor.DeDragDiselfRection.Auto"/>
            unless you want to skip eventual layout calculations</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIDrag.EndDrag(System.Boolean)">

            Ends the drag operations, and eventually applies the drag outcome.
            Returns TRUE if the position of the dragged item actually changed.
            Called automatically by Drag method. Use it only if you want to force the end of a drag operation.

            <param name="applyDrag">If TRUE applies the drag results, otherwise simply cancels the drag</param>
        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.ABSDeGUINode">

            Abstract dynamic class used for every node of the same type
            (meaning there is only a single recycled instance for all same-type nodes)

        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.ABSDeGUINode.GetAreas(UnityEngine.Vector2,DG.DemiLib.IEditorGUINode)">
            Used to fill <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeGUIData"/>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.ABSDeGUINode.OnGUI(DG.DemiEditor.DeGUINodeSystem.NodeGUIData,DG.DemiLib.IEditorGUINode)">
            Called when the node needs to be drawn
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.ConnectionMode.Flexible">

            The connectedNodesIds list will be automatically increased/decreased when adding/removing connections
            (otherwise connectedNodesIds will have to be increased via custom code)

        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.ConnectionMode.Dual">

            Requires only two connectedNodesIds (no more, no less),
            uses regular CTRL+Drag to connect connection 0, CTRL+SPACE+Drag to connect connection 1

        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.ConnectionMode.NormalPlus">

            Like <see cref="F:DG.DemiEditor.DeGUINodeSystem.ConnectionMode.Normal"/>, but with an extra connection as a last extra index, which is set when pressing CTRL+SPACE+Drag.
            Must always have at least one element in connectedNodesIds

        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.Core.DebugSystem.NodeProcessDebug.DataStore._eventData">
            Layout, Repaint, LayoutAndRepaint
        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.Core.NodesClipboard">

            Stores cloned nodes for pasting

        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.Core.NodesClipboard.GetNodesToPaste``1">

            Returns a list of pasteable nodes, with their GUID recreated and their connections adapted

            <returns></returns>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.Core.NodesClipboard.CloneNode``1(DG.DemiLib.IEditorGUINode)">

            Returns a deep clone of the given node but doesn't clone UnityEngine references.
            A new ID will be automatically generated.

        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.Core.Connector">

            Always connects a node from BottomOrRight side to TopOrLeft side

        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.Core.Connector.Connect(System.Int32,System.Int32,DG.DemiEditor.DeGUINodeSystem.NodeConnectionOptions,DG.DemiLib.IEditorGUINode)">

            Always connects from BottomOrRight side to TopOrLeft side.
            If ALT is pressed shows the delete connection button.
            Called during Repaint or MouseDown/Up.
            Returns TRUE if the connection was deleted using the delete connection button.

        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.Core.Legacy_Connector">

            Always connects a node from BottomOrRight side to TopOrLeft side

        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.Core.Legacy_Connector.Connect(DG.DemiEditor.DeGUINodeSystem.NodeProcess,System.Int32,System.Int32,DG.DemiEditor.DeGUINodeSystem.NodeConnectionOptions,DG.DemiLib.IEditorGUINode,DG.DemiLib.IEditorGUINode)">

            Always connects from BottomOrRight side to TopOrLeft side.
            If ALT is pressed shows the delete connection button.
            Called during Repaint or MouseDown/Up.
            Returns TRUE if the connection was deleted using the delete connection button.

        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.HelpPanel">

            You can attach to this

        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.HelpPanel.AddContentGroup(System.String,System.String)">

            Use this to add a content group to the Help Panel

        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.note">
            Regular note
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.editableNote">
            Editable note (activated by setting <see cref="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.allowEditableNote"/> to TRUE
            (but you will have to save the result somewhere yourself)
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.allowEditableNote">
            If TRUE shows the <see cref="F:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ProjectNotes.editableNote"/> textArea
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.HelpPanel.ContentGroup.AppendDefinition(System.String)">

            Add definition. Supports rich-text but also these special tags:<para/>
            - [b][/b]

        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.HelpPanel.Definition.AddKey(System.String,System.Boolean)">

            Add key, automatically formatting these special keys:<para/>
            /<para/>
            +<para/>
            →

            <param name="newLine">If TRUE and there's other keys/inTargets, adds the new key on a new line preceded by a comma</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeGUIData.ShiftYBy(System.Single)">

            Recalculates all selfRects based on the given Y shift

        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.InteractionManager">

            One per <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess"/>.
            Partially independent, mainly controlled by process.

        </member>
        <member name="P:DG.DemiEditor.DeGUINodeSystem.InteractionManager.isDraggingNodes">
            TRUE when read-to or dragging nodes
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.InteractionManager.IsDragging(DG.DemiLib.IEditorGUINode)">
            Returns TRUE if the given node is currently being dragged
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.InteractionManager.Update">

            Returns TRUE if a repaint is required

            <returns></returns>
        </member>
        <member name="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess">

            Main class for DeGUI Node system.
            Create it, then enclose your GUI node calls inside a <see cref="!:NodeProcessScope"/>.<para/>
            CODING ORDER:<para/>
            - Create a <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess"/> to use for your node system (create it once, obviously)<para/>
            - Inside OnGUI, write all your nodes GUI code inside a <see cref="!:NodeProcessScope"/><para/>
            - To draw the nodes, loop through the <see cref="F:DG.DemiEditor.DeGUINodeSystem.NodeProcess.orderedNodes"/> list and call <see cref="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.Draw``1(DG.DemiLib.IEditorGUINode,System.Nullable{DG.DemiEditor.DeGUINodeSystem.NodeConnectionOptions})"/> for each node

        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.NodeProcess.SnapOffset">
            Distance at which nodes will be placed when snapping next to each other
        </member>
        <member name="P:DG.DemiEditor.DeGUINodeSystem.NodeProcess.position">
            Full area without zeroed coordinates
        </member>
        <member name="P:DG.DemiEditor.DeGUINodeSystem.NodeProcess.relativeArea">
            Position with zeroed coordinates (used by all node GUI since it's inside a GUILayout(area))
        </member>
        <member name="F:DG.DemiEditor.DeGUINodeSystem.NodeProcess.orderedNodes">
            Contains the nodes passed to NodeProcessScope ordered by depth.
            You should loop through this list when drawing nodes
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.#ctor(UnityEditor.EditorWindow,System.Func{System.Collections.Generic.List{DG.DemiLib.IEditorGUINode},System.Boolean},System.Func{DG.DemiLib.IEditorGUINode,DG.DemiLib.IEditorGUINode,System.Boolean})">

            Creates a new NodeProcess.

            <param name="editor">EditorWindow for this process</param>
            <param name="onDeleteNodesCallback">Callback called when one or more nodes are going to be deleted.
            Return FALSE if you want the deletion to be canceled.
            Can be NULL, in which case it will be ignored</param>
            <param name="onCloneNodeCallback">Callback called when a node is cloned.
            Return FALSE if you want the cloning to be canceled.
            Can be NULL, in which case it will be ignored</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.Reset">

            Needs to be called when loading a complete new series of nodes

        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.MarkLayoutAsFaceDirty">

            Call this when the layout/size of one or more nodes changed because of external intervention
            (if a whole new range of nodes has been loaded, just call <see cref="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.Reset"/> instead)

        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ForceInitAreas(UnityEngine.Rect)">

            Forces the refresh of the area calculations. Useful if you need them before the first GUI call has run

        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ShiftAreaBy(UnityEngine.Vector2)">

            Shifts the visible are to the given coordinates and repaints on end

        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.SetAreaShift(UnityEngine.Vector2)">

            Shifts the visible are to the given coordinates and repaints on end

        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.RepaintOnEnd">

            Tells the process to repaint once the process has ended.
            Calling this

        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.Draw``1(DG.DemiLib.IEditorGUINode,System.Nullable{DG.DemiEditor.DeGUINodeSystem.NodeConnectionOptions})">

            Draws the given node using the given T editor GUINode type.
            Returns the full area of the node

        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.OpenHelpPanel">

            Opens the Help Panel

        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.CloseHelpPanel">

            Closes the Help Panel

        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ToggleHelpPanel">

            Opens or closes the Help panel based on its current state

        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.AreaIsVisible(UnityEngine.Rect)">

            Returns TRUE if the given area is visible (even if partially) inside the current nodeProcess area

        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcess.CaptureScreenshot(DG.DemiEditor.DeGUINodeSystem.NodeProcess.ScreenshotMode,System.Action{UnityEngine.Texture2D},System.Single,System.Boolean)">

            Captures a screenshot of the node editor area and returns it when calling the onComplete method.<para/>
            Sadly this requires a callback because if called immediately the capture will fail
            with a "[d3d11] attempting to ReadPixels outside of RenderTexture bounds!" error in most cases

            <param name="screenshotMode">Screenshot mode</param>
            <param name="onComplete">A callback that accepts the generated Texture2D object</param>
            <param name="allNodesScaleFactor">Screenshot scale factor (only used if screenshotMode is set to <see cref="F:DG.DemiEditor.DeGUINodeSystem.NodeProcess.ScreenshotMode.AllNodes"/>)</param>
            <param name="useProgressBar">If TRUE (default) displays a progress bar during the operation.
            You'll want to set this to FALSE when you're already using a custom progressBar
            and the screenshot is only part of a larger queue of operations</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.NodeProcessScope`1.#ctor(DG.DemiEditor.DeGUINodeSystem.NodeProcess,UnityEngine.Rect,UnityEngine.Vector2@,System.Collections.Generic.IList{`0})">

            Use this to encapsulate node GUI operations.<para/>
            Automatically manages various operations (press F1 to see them).<para/>
            Sets GUI.changed to TRUE if the area is panned, a node is dragged, controlNodes change sorting or are deleted.<para/>
            Wraps all content inside a GUILayout Area (nodeArea).

            <param name="process">The <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess"/> to use</param>
            <param name="nodeArea">Area within which the nodes will be drawn</param>
            <param name="refAreaShift">Area shift (caused by dragging)</param>
            <param name="controlNodes">This list will be sorted based on current node draw order,
            and changed in case one of its nodes is deleted.<para/>
            IMPORTANT: this list should be part of your serialized class (MonoBehaviour or ScriptableObject),
            so it will be stored as a reference and modifying one will modify the other.<para/>
            Usually you want to pass all nodes to this except the eventual start node (or nodes that can't be sorted nor deleted).</param>
        </member>
        <member name="P:DG.DemiEditor.DeGUINodeSystem.SelectionManager.focusedNode">

            Set automatically when a selection ends up selecting a single node,
            reset when deselecting all nodes, selecting multiple nodes, or resetting the <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcess"/>

        </member>
        <member name="M:DG.DemiEditor.DeGUINodeSystem.SelectionManager.DeselectAll">

            Returns TRUE if something was actually deselected, FALSE if there were no selected nodes

            <returns></returns>
        </member>
        <member name="T:DG.DemiEditor.DeGUIKey">

            Returns key modifiers currently pressed.
            Requires to be updated at the beginning of every GUI call.

        </member>
        <member name="M:DG.DemiEditor.DeGUIKey.Init(System.String)">

            Call this method to update data required by softCtrl calculations.
            Automatically called from within a <see cref="T:DG.DemiEditor.DeGUINodeSystem.NodeProcessScope`1"/>.<para/>
            Returns a <see cref="T:DG.DemiEditor.DeGUIKey.KeysInitResult"/> object with the keys that were just pressed and just released

            <param name="id">Required to have the corselfRect <see cref="T:DG.DemiEditor.DeGUIKey.KeysInitResult"/> for the given inTarget call</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUIKey.ToInt(UnityEngine.KeyCode)">

            Returns the given <see cref="T:UnityEngine.KeyCode"/> as an int, or -1 if it's not a number

        </member>
        <member name="T:DG.DemiEditor.DeScrollView">

            Returns by <see cref="M:DG.DemiEditor.DeGUI.BeginScrollView(UnityEngine.Rect,DG.DemiEditor.DeScrollView,System.Boolean)"/>.
            Contains properties and methods to manage non-layout scrollview better.<para/>
            Remember to use <see cref="M:DG.DemiEditor.DeScrollView.IncreaseContentHeightBy(System.Single)"/> or <see cref="M:DG.DemiEditor.DeScrollView.SetContentHeight(System.Single)"/> to increase or set the full content height

        </member>
        <member name="P:DG.DemiEditor.DeScrollView.area">
            Area used by ScrollView and its content
        </member>
        <member name="P:DG.DemiEditor.DeScrollView.fullContentArea">
            Full content area regardless if visible or not. Its height should be set manually based on the contents' height
        </member>
        <member name="P:DG.DemiEditor.DeScrollView.visibleContentArea">
            Content area currently visible (scroll bars excluded)
        </member>
        <member name="P:DG.DemiEditor.DeScrollView.scrollPosition">
            Current scrollPosition
        </member>
        <member name="M:DG.DemiEditor.DeScrollView.Current">

            Returns the current <see cref="T:DG.DemiEditor.DeScrollView"/> open, or an empty one if none is open.

        </member>
        <member name="M:DG.DemiEditor.DeScrollView.SetContentHeight(System.Single)">

            Sets the <see cref="P:DG.DemiEditor.DeScrollView.fullContentArea"/> height

            <param name="height"></param>
        </member>
        <member name="M:DG.DemiEditor.DeScrollView.IncreaseContentHeightBy(System.Single)">

            Increase the <see cref="P:DG.DemiEditor.DeScrollView.fullContentArea"/> height by the given amount

            <param name="value"></param>
        </member>
        <member name="M:DG.DemiEditor.DeScrollView.GetSingleLineRect(System.Single,System.Boolean)">

            Returns a Rect for a single line at the current scrollView yMax

            <param name="height">If less than 0 uses default line height, otherwise the value passed</param>
            <param name="increaseScrollViewHeight">if TRUE (default) automatically increases the height of the <see cref="P:DG.DemiEditor.DeScrollView.fullContentArea"/> accordingly</param>
            <returns></returns>
        </member>
        <member name="M:DG.DemiEditor.DeScrollView.IsVisible(UnityEngine.Rect)">

            Returns TRUE if the given selfRect is at least partially visible in the displayed scroll area

        </member>
        <member name="T:DG.DemiEditor.DeSkinStyle">

            Contains both free and pro skins GUIStyle variations,
            and automatically returns the corselfRect one when converted to GUIStyle

        </member>
        <member name="M:DG.DemiEditor.DeEditorSoundUtils.Play(UnityEngine.AudioClip)">

            Plays the given clip in the Editor

        </member>
        <member name="M:DG.DemiEditor.DeEditorSoundUtils.Stop(UnityEngine.AudioClip)">

            Stops playing the given clip.

        </member>
        <member name="M:DG.DemiEditor.DeEditorSoundUtils.StopAll">

            Stops all clips playing.

        </member>
        <member name="T:DG.DemiEditor.DeUnityEditorVersion">

            Util to determine Unity editor version and store them as comparable numbers

        </member>
        <member name="F:DG.DemiEditor.DeUnityEditorVersion.Version">
            Full major version + first minor version (ex: 2018.1f)
        </member>
        <member name="F:DG.DemiEditor.DeUnityEditorVersion.MajorVersion">
            Major version
        </member>
        <member name="F:DG.DemiEditor.DeUnityEditorVersion.MinorVersion">
            First minor version (ex: in 2018.1 it would be 1)
        </member>
        <member name="T:DG.DemiEditor.AssemblyExtensions">

            Assembly extensions

        </member>
        <member name="M:DG.DemiEditor.AssemblyExtensions.DiselfRectory(System.Reflection.Assembly)">

            Full path to the assembly diselfRectory, without final slash

        </member>
        <member name="M:DG.DemiEditor.AssemblyExtensions.ADBFaceDir(System.Reflection.Assembly)">

            AssetDatabase path to the assembly diselfRectory, without final slash

        </member>
        <member name="T:DG.DemiEditor.GUIStyleExtensions">

            GUI extension methods

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Clone(UnityEngine.GUIStyle,System.Object[])">

            Clones the style and adds the given formats to it. You can pass any of these types of values:
            <list type="bullet">
            <item><term>Format:</term><description>Rich-text, wordwrap</description></item>
            <item><term>FontStyle:</term><description>Font style</description></item>
            <item><term>TextAnchor:</term><description>Content anchor</description></item>
            <item><term>int:</term><description>Font size</description></item>
            <item><term>Color/DeSkinColor:</term><description>Font color</description></item>
            </list>

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Add(UnityEngine.GUIStyle,System.Object[])">

            Adds the given formats to the style. You can pass any of these types of values:
            <list type="bullet">
            <item><term>Format:</term><description>RichText, WordWrap</description></item>
            <item><term>FontStyle:</term><description>Font style</description></item>
            <item><term>TextAnchor:</term><description>Content anchor</description></item>
            <item><term>int:</term><description>Font size</description></item>
            <item><term>Color/DeSkinColor:</term><description>Font color</description></item>
            </list>

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Border(UnityEngine.GUIStyle,UnityEngine.RectOffset)">

            Sets the border of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Border(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)">

            Sets the border of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Background(UnityEngine.GUIStyle,UnityEngine.Texture2D,UnityEngine.Texture2D)">

            Sets the background of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffset(UnityEngine.GUIStyle,UnityEngine.Vector2)">

            Sets the contentOffset of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffset(UnityEngine.GUIStyle,System.Single,System.Single)">

            Sets the contentOffset of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffsetX(UnityEngine.GUIStyle,System.Single)">

            Sets the X contentOffset of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.ContentOffsetY(UnityEngine.GUIStyle,System.Single)">

            Sets the Y contentOffset of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Margin(UnityEngine.GUIStyle,UnityEngine.RectOffset)">

            Sets the margin of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Margin(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)">

            Sets the margin of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Margin(UnityEngine.GUIStyle,System.Int32)">

            Sets the margin of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginLeft(UnityEngine.GUIStyle,System.Int32)">

            Sets the left margin of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginRight(UnityEngine.GUIStyle,System.Int32)">

            Sets the right margin of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginTop(UnityEngine.GUIStyle,System.Int32)">

            Sets the top margin of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.MarginBottom(UnityEngine.GUIStyle,System.Int32)">

            Sets the bottom margin of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Overflow(UnityEngine.GUIStyle,UnityEngine.RectOffset)">

            Sets the overflow of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Overflow(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)">

            Sets the overflow of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Overflow(UnityEngine.GUIStyle,System.Int32)">

            Sets the overflow of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.OverflowLeft(UnityEngine.GUIStyle,System.Int32)">

            Sets the left overflow of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.OverflowRight(UnityEngine.GUIStyle,System.Int32)">

            Sets the right overflow of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.OverflowTop(UnityEngine.GUIStyle,System.Int32)">

            Sets the top overflow of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.OverflowBottom(UnityEngine.GUIStyle,System.Int32)">

            Sets the bottom overflow of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Padding(UnityEngine.GUIStyle,UnityEngine.RectOffset)">

            Sets the padding of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Padding(UnityEngine.GUIStyle,System.Int32,System.Int32,System.Int32,System.Int32)">

            Sets the padding of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Padding(UnityEngine.GUIStyle,System.Int32)">

            Sets the padding of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingLeft(UnityEngine.GUIStyle,System.Int32)">

            Sets the left padding of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingRight(UnityEngine.GUIStyle,System.Int32)">

            Sets the right padding of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingTop(UnityEngine.GUIStyle,System.Int32)">

            Sets the top padding of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.PaddingBottom(UnityEngine.GUIStyle,System.Int32)">

            Sets the bottom padding of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Width(UnityEngine.GUIStyle,System.Single)">

            Sets the Y fixedWidth of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.Height(UnityEngine.GUIStyle,System.Int32)">

            Sets the fixedHeight of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.StretchHeight(UnityEngine.GUIStyle,System.Boolean)">

            Sets the stretchHeight property of the style

        </member>
        <member name="M:DG.DemiEditor.GUIStyleExtensions.StretchWidth(UnityEngine.GUIStyle,System.Boolean)">

            Sets the stretchWidth property of the style

        </member>
        <member name="T:DG.DemiEditor.DeStylePalette">

            Stores a GUIStyle palette, which can be passed to default DeGUI layouts when calling DeGUI.BeginGUI,
            and changed at any inTime by calling DeGUI.ChangePalette.
            You can inherit from this class to create custom GUIStyle palettes with more options.
            Each of the sub-options require a public Init method to initialize the styles, which will be called via Reflection.

        </member>
        <member name="M:DG.DemiEditor.DeStylePalette.Init">

            Called automatically by DeGUI.BeginGUI.
            Override when adding new style subclasses.

        </member>
        <member name="T:DG.DemiEditor.DeStyleSubPalette">

            Extend any custom subpalettes from this, so they will be initialized corselfRectly

        </member>
        <member name="T:DG.DemiEditor.DeGUILayout">

            GUILayout methods

        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ShadedButton(UnityEngine.Color,System.String,UnityEngine.GUILayoutOption[])">
            Shaded button
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ShadedButton(UnityEngine.Color,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            Shaded button
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ShadedButton(UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
            Shaded button
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ShadedButton(UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            Shaded button
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,System.String,UnityEngine.GUILayoutOption[])">
            Colored button
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            Colored button
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
            Colored button
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ColoredButton(UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            Colored button
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.PressButton(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">

            Draws a button that returns TRUE the first inTime it's pressed, instead than when its released.

        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.PressButton(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">

            Draws a button that returns TRUE the first inTime it's pressed, instead than when its released.

        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToolbarFoldoutButton(System.Boolean,System.String,System.Boolean,System.Boolean,System.Nullable{UnityEngine.Color})">
            Toolbar foldout button
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.GUILayoutOption[])">
            Button that can be toggled on and off
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            Button that can be toggled on and off
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,DG.DemiLib.DeColorPalette,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            Button that can be toggled on and off
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
            Button that can be toggled on and off
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            Button that can be toggled on and off
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,DG.DemiLib.DeColorPalette,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            Button that can be toggled on and off
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,System.String,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            Button that can be toggled on and off
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            Button that can be toggled on and off
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.ToggleButton(System.Boolean,UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.Color,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            Button that can be toggled on and off
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.GUILayoutOption[])">
            Begins an horizontal toolbar layout
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            Begins an horizontal toolbar layout
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.Color,UnityEngine.GUILayoutOption[])">
            Begins an horizontal toolbar layout
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.BeginToolbar(UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            Begins an horizontal toolbar layout
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.EndToolbar">
            Ends an horizontal toolbar layout
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.GUILayoutOption[])">
            A toolbar with a label
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            A toolbar with a label
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            A toolbar with a label
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
            A toolbar with a label
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            A toolbar with a label
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.Toolbar(System.String,UnityEngine.Color,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
            A toolbar with a label
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.BeginVBox(UnityEngine.GUIStyle)">
            Vertical box layout with style and color options
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.BeginVBox(System.Nullable{UnityEngine.Color},UnityEngine.GUIStyle)">
            Vertical box layout with style and color options
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.EndVBox">
            End vertical box layout
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.HorizontalDivider(System.Nullable{UnityEngine.Color},System.Int32,System.Int32,System.Int32)">
            Horizontal Divider
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.DoubleClickTextField(UnityEditor.EditorWindow,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">

            A text field that becomes editable only on double-click

            <param name="editorWindow">EditorWindow reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.DoubleClickTextField(UnityEditor.Editor,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">

            A text field that becomes editable only on double-click

            <param name="editor">Editor reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.DoubleClickDraggableTextField(UnityEditor.EditorWindow,System.String,System.String,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">

            A text field that becomes editable only on double-click and can also be dragged

            <param name="editorWindow">EditorWindow reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="draggableList">List containing the dragged item and all other relative draggable items</param>
            <param name="draggedItemIndex">DraggableList index of the item being dragged</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
            <returns></returns>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.DoubleClickDraggableTextField(UnityEditor.Editor,System.String,System.String,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">

            A text field that becomes editable only on double-click and can also be dragged

            <param name="editor">Editor reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="draggableList">List containing the dragged item and all other relative draggable items</param>
            <param name="draggedItemIndex">DraggableList index of the item being dragged</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
            <returns></returns>
        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.GradientField(System.String,UnityEngine.Gradient,UnityEngine.GUILayoutOption[])">

            Creates a Gradient field by using Unity 4.x hidden default one and Reflection.

        </member>
        <member name="M:DG.DemiEditor.DeGUILayout.SceneField(System.String,UnityEngine.Object)">
            Scene field
        </member>
        <member name="T:DG.DemiEditor.DeGUI">

            Global Demigiant GUI manager. Call <see cref="M:DG.DemiEditor.DeGUI.BeginGUI(DG.DemiLib.DeColorPalette,DG.DemiEditor.DeStylePalette)"/> to initialize it inside GUI calls.

        </member>
        <member name="F:DG.DemiEditor.DeGUI.colors">

            Default color palette

        </member>
        <member name="F:DG.DemiEditor.DeGUI.styles">

            Default style palette

        </member>
        <member name="F:DG.DemiEditor.DeGUI.IsProSkin">
            TRUE if we're using the PRO skin
        </member>
        <member name="M:DG.DemiEditor.DeGUI.BeginGUI(DG.DemiLib.DeColorPalette,DG.DemiEditor.DeStylePalette)">

            Call this at the beginning of GUI methods

            <param name="guiColorPalette">Eventual <see cref="T:DG.DemiLib.DeColorPalette"/> to use</param>
            <param name="guiStylePalette">Eventual <see cref="T:DG.DemiEditor.DeStylePalette"/> to use</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.BeginScrollView(UnityEngine.Rect,DG.DemiEditor.DeScrollView,System.Boolean)">

            Better implementation of GUI.BeginScrollView.
            Returns the modified scrollView struct.<para/>
            Must be closed by a DeGUI.<see cref="M:DG.DemiEditor.DeGUI.EndScrollView"/>.

            <param name="scrollViewArea">Area used by the scrollView</param>
            <param name="scrollView"><see cref="T:DG.DemiEditor.DeScrollView"/> inTarget</param>
            <param name="resetContentHeightToZero">If TRUE (default) resets <see cref="P:DG.DemiEditor.DeScrollView.fullContentArea"/>.height to 0
            after beginning the ScrollView</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.EndScrollView">

            Closes a DeGUI.<see cref="M:DG.DemiEditor.DeGUI.BeginScrollView(UnityEngine.Rect,DG.DemiEditor.DeScrollView,System.Boolean)"/> corselfRectly

        </member>
        <member name="M:DG.DemiEditor.DeGUI.ExitCurrentEvent">

            Exits the current event corselfRectly, also taking care of eventual drag operations

        </member>
        <member name="M:DG.DemiEditor.DeGUI.ChangePalette(DG.DemiLib.DeColorPalette,DG.DemiEditor.DeStylePalette)">

            Changes the active palettes to the given ones
            (or resets them to the default ones if NULL)

        </member>
        <member name="M:DG.DemiEditor.DeGUI.ResetGUIColors(System.Boolean,System.Boolean,System.Boolean)">

            Resets the GUI colors to the default ones (only available if BeginGUI was called first)

        </member>
        <member name="M:DG.DemiEditor.DeGUI.SetGUIColors(System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color})">

            Sets the GUI colors to the given ones

        </member>
        <member name="M:DG.DemiEditor.DeGUI.ShowTexturePreview(UnityEngine.Texture2D)">

            Opens a panel that previews the given texture (if not NULL)

        </member>
        <member name="T:DG.DemiEditor.DeGUI.CursorColorScope">

            Sets the GUI cursor color to the given ones

        </member>
        <member name="T:DG.DemiEditor.DeGUI.MatrixScope">

            Sets the GUI matrix to the given ones

        </member>
        <member name="M:DG.DemiEditor.DeGUI.ShadedButton(UnityEngine.Rect,UnityEngine.Color,System.String)">
            Shaded button
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ShadedButton(UnityEngine.Rect,UnityEngine.Color,System.String,UnityEngine.GUIStyle)">
            Shaded button
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ShadedButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.GUIContent)">
            Shaded button
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ShadedButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
            Shaded button
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ColoredButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.Color,System.String)">
            Colored button
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ColoredButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.Color,System.String,UnityEngine.GUIStyle)">
            Colored button
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ColoredButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent)">
            Colored button
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ColoredButton(UnityEngine.Rect,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
            Colored button
        </member>
        <member name="M:DG.DemiEditor.DeGUI.FoldoutButton(UnityEngine.Rect,System.Boolean,System.String,System.Boolean,System.Boolean)">
            Toolbar foldout button which allows clicking even on its label
        </member>
        <member name="M:DG.DemiEditor.DeGUI.PressButton(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">

            Draws a button that returns TRUE the first inTime it's pressed, instead than when its released.

        </member>
        <member name="M:DG.DemiEditor.DeGUI.PressButton(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">

            Draws a button that returns TRUE the first inTime it's pressed, instead than when its released.

        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToolbarFoldoutButton(UnityEngine.Rect,System.Boolean,System.String,System.Boolean,System.Boolean,System.Nullable{UnityEngine.Color})">
            Toolbar foldout button
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,System.String)">
            Button that can be toggled on and off
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,System.String,UnityEngine.GUIStyle)">
            Button that can be toggled on and off
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,System.String,DG.DemiLib.DeColorPalette,UnityEngine.GUIStyle)">
            Button that can be toggled on and off
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent)">
            Button that can be toggled on and off
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
            Button that can be toggled on and off
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,DG.DemiLib.DeColorPalette,UnityEngine.GUIStyle)">
            Button that can be toggled on and off
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,System.String,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIStyle)">
            Button that can be toggled on and off
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIStyle)">
            Button that can be toggled on and off
        </member>
        <member name="M:DG.DemiEditor.DeGUI.ToggleButton(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.Color,UnityEngine.Color,UnityEngine.Color,UnityEngine.GUIStyle)">
            Button that can be toggled on and off
        </member>
        <member name="M:DG.DemiEditor.DeGUI.SceneField(UnityEngine.Rect,System.String,UnityEngine.Object)">
            Scene field
        </member>
        <member name="M:DG.DemiEditor.DeGUI.BackgroundGrid(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Texture2D,System.Single)">

            Draws a background grid using the given grid texture

            <param name="area">Area selfRect</param>
            <param name="inOffset">Offset from 0, 0 position (used when area has been dragged)</param>
            <param name="texture">Texture to use for the grid</param>
            <param name="scale">Eventual scale to apply to the grid</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.BackgroundGrid(UnityEngine.Rect,UnityEngine.Vector2,System.Boolean,System.Single)">

            Draws a background grid using default grid textures

            <param name="area">Area selfRect</param>
            <param name="inOffset">Offset from 0, 0 position (used when area has been dragged)</param>
            <param name="forceDarkSkin">If TRUE forces a dark skin, otherwise uses a skin that fits with the current Unity's one</param>
            <param name="scale">Eventual scale to apply to the grid</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.Box(UnityEngine.Rect,UnityEngine.Color,UnityEngine.GUIStyle)">
            Box with style and color options
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DefaultPropertyField(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)">

            Can be used instead of EditorGUI.PropertyField, to draw a serializedProperty without its attributes
            (very useful in case you want to use this from within a PropertyDrawer for that same property,
            since otherwise bad infinite loops might happen)

        </member>
        <member name="M:DG.DemiEditor.DeGUI.DrawColoredSquare(UnityEngine.Rect,UnityEngine.Color)">
            Draws a colored square
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DrawTiledTexture(UnityEngine.Rect,UnityEngine.Texture2D,System.Single,System.Nullable{UnityEngine.Color})">
            Draws the given texture tiled within the given selfRect
            <param name="selfRect">Rect</param>
            <param name="texture">Texture</param>
            <param name="scale">Eventual scale to apply</param>
            <param name="color">If not NULL, colorizes the texture with this color</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DoubleClickTextField(UnityEngine.Rect,UnityEditor.EditorWindow,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">

            A text field that becomes editable only on double-click

            <param name="selfRect">Area</param>
            <param name="editorWindow">EditorWindow reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DoubleClickTextField(UnityEngine.Rect,UnityEditor.Editor,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">

            A text field that becomes editable only on double-click

            <param name="selfRect">Area</param>
            <param name="editor">Editor reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DoubleClickDraggableTextField(UnityEngine.Rect,UnityEditor.EditorWindow,System.String,System.String,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">

            A text field that becomes editable only on double-click and can also be dragged

            <param name="selfRect">Area</param>
            <param name="editorWindow">EditorWindow reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="draggableList">List containing the dragged item and all other relative draggable items</param>
            <param name="draggedItemIndex">DraggableList index of the item being dragged</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DoubleClickDraggableTextField(UnityEngine.Rect,UnityEditor.Editor,System.String,System.String,System.Collections.IList,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">

            A text field that becomes editable only on double-click and can also be dragged

            <param name="selfRect">Area</param>
            <param name="editor">Editor reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="draggableList">List containing the dragged item and all other relative draggable items</param>
            <param name="draggedItemIndex">DraggableList index of the item being dragged</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DoubleClickTextArea(UnityEngine.Rect,UnityEditor.EditorWindow,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">

            A textArea that becomes editable only on double-click

            <param name="selfRect">Area</param>
            <param name="editorWindow">EditorWindow reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.DoubleClickTextArea(UnityEngine.Rect,UnityEditor.Editor,System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">

            A textArea that becomes editable only on double-click

            <param name="selfRect">Area</param>
            <param name="editor">Editor reference</param>
            <param name="id">A unique ID to use in order to determine if the text is selected or not</param>
            <param name="text">Text</param>
            <param name="defaultStyle">Style for default (non-editing mode) appearance</param>
            <param name="editingStyle">Style for editing mode</param>
        </member>
        <member name="M:DG.DemiEditor.DeGUI.FlatDivider(UnityEngine.Rect,System.Nullable{UnityEngine.Color})">
            Divider
        </member>
        <member name="M:DG.DemiEditor.Internal.AlphaExtensions.SetAlpha(UnityEngine.Color,System.Single)">

            Changes the alpha of this color and returns it

        </member>
        <member name="T:DG.DemiEditor.Internal.RectExtensions">

            Replicates DeExtensions.RectExtensions for internal usage

        </member>
        <member name="M:DG.DemiEditor.Internal.RectExtensions.Add(UnityEngine.Rect,UnityEngine.Rect)">

            Adds one selfRect into another, and returns the resulting a

        </member>
        <member name="M:DG.DemiEditor.Internal.RectExtensions.Expand(UnityEngine.Rect,System.Single)">

            Returns a copy or the Rect expanded around its center by the given amount

            <param name="amount">Indicates how much to expand the selfRect on each size</param>
        </member>
        <member name="M:DG.DemiEditor.Internal.RectExtensions.Contract(UnityEngine.Rect,System.Single)">

            Returns a copy or the Rect contracted around its center by the given amount

            <param name="amount">Indicates how much to contract the selfRect on each size</param>
        </member>
        <member name="M:DG.DemiEditor.Internal.RectExtensions.Fit(UnityEngine.Rect,System.Single,System.Single,System.Boolean)">

            Returns a copy of the Rect resized so it fits proportionally within the given size limits

            <param name="w">Width to fit</param>
            <param name="h">Height to fit</param>
            <param name="shrinkOnly">If TRUE (default) only shrinks the selfRect if needed, if FALSE also enlarges it to fit</param>
            <returns></returns>
        </member>
        <member name="M:DG.DemiEditor.Internal.RectExtensions.Includes(UnityEngine.Rect,UnityEngine.Rect,System.Boolean)">

            Returns TRUE if the first selfRect includes the second one

            <param name="full">If TRUE, returns TRUE only if the second selfRect is fully included,
            otherwise just if some part of it is included</param>
        </member>
        <member name="M:DG.DemiEditor.Internal.RectExtensions.ResetXY(UnityEngine.Rect)">

            Returns a copy of the Rect with its X/Y coordinates set to 0

        </member>
        <member name="M:DG.DemiEditor.Internal.RectExtensions.Shift(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single)">

            Returns a copy of the Rect with its values shifted according the the given parameters

        </member>
        <member name="M:DG.DemiEditor.Internal.RectExtensions.SetX(UnityEngine.Rect,System.Single)">

            Returns a copy of the Rect with its X property set to the given value

        </member>
        <member name="M:DG.DemiEditor.Internal.RectExtensions.SetY(UnityEngine.Rect,System.Single)">

            Returns a copy of the Rect with its Y property set to the given value

        </member>
        <member name="M:DG.DemiEditor.Internal.RectExtensions.SetHeight(UnityEngine.Rect,System.Single)">

            Returns a copy of the Rect with its height property set to the given value

        </member>
        <member name="M:DG.DemiEditor.Internal.RectExtensions.SetWidth(UnityEngine.Rect,System.Single)">

            Returns a copy of the Rect with its width property set to the given value

        </member>
        <member name="M:DG.DemiEditor.SerializedPropertyExtensions.CastTo``1(UnityEditor.SerializedProperty)">

            Returns the value of the given property (works like a cast to type).
            <para>
            Improved from HiddenMonk's functions (http://answers.unity3d.com/questions/627090/convert-serializedproperty-to-custom-class.html)
            </para>

        </member>
        <member name="M:DG.DemiEditor.SerializedPropertyExtensions.IsArrayElement(UnityEditor.SerializedProperty)">

            Returns TRUE if this property is inside an array

        </member>
        <member name="M:DG.DemiEditor.SerializedPropertyExtensions.GetIndexInArray(UnityEditor.SerializedProperty)">

            Returns -1 if the property is not inside an array, otherwise returns its index inside the array

        </member>
        <member name="T:DG.DemiEditor.StringExtensions">

            String extensions

        </member>
        <member name="M:DG.DemiEditor.StringExtensions.Parent(System.String)">

            If the given string is a diselfRectory path, returns its parent
            with or without final slash depending on the original diselfRectory format

        </member>
        <member name="M:DG.DemiEditor.StringExtensions.FileOrDiselfRectoryName(System.String)">

            If the string is a diselfRectory, returns the diselfRectory name,
            if instead it's a file returns its name without extension.
            Works better than Path.GetDiselfRectoryName, which kind of sucks imho

        </member>
        <member name="T:DG.DemiEditor.TextureExtensions">

            Texture extensions

        </member>
        <member name="M:DG.DemiEditor.TextureExtensions.SetGUIFormat(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32,UnityEngine.TextureWrapMode,System.Int32)">

            Checks that the texture uses the corselfRect import settings, and applies them if they're incorselfRect.

        </member>
        <member name="T:DG.DeExtensions.ListExtensions">

            Replicates parts of DeExtensions.ListExtensions for internal usage

        </member>
        <member name="M:DG.DeExtensions.ListExtensions.Shift``1(System.Collections.Generic.IList{``0},System.Int32,System.Int32)">

            Shifts an item from an index to another, without modifying the list except than by moving elements around

        </member>
    </members>
</doc>


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