<?xml version="1.0"?>
<doc>
    <assembly>
        <name>HOEditorUtils</name>
    </assembly>
    <members>
        <member name="T:Holoville.HOEditorUtils.HOFileUtils">
            <summary>
            Editor file utils.
            </summary>
        </member>
        <member name="M:Holoville.HOEditorUtils.HOFileUtils.FullPathToADBPath(System.String)">
            <summary>
            Converts the given full path to a path usable with AssetDatabase methods
            (relative to Unity's project folder, and with the correct Unity forward (/) slashes).
            </summary>
        </member>
        <member name="M:Holoville.HOEditorUtils.HOFileUtils.ADBPathToFullPath(System.String)">
            <summary>
            Converts the given project-relative path to a full path,
            with backward (\) slashes).
            </summary>
        </member>
        <member name="M:Holoville.HOEditorUtils.HOFileUtils.GUIDToExistingAssetPath(System.String)">
            <summary>
            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.
            </summary>
        </member>
        <member name="M:Holoville.HOEditorUtils.HOFileUtils.AssetExists(System.String)">
            <summary>
            Returns TRUE if the file/directory at the given path exists.
            </summary>
            <param name="adbPath">Path, relative to Unity's project folder</param>
            <returns></returns>
        </member>
        <member name="M:Holoville.HOEditorUtils.HOFileUtils.GetAssemblyADBPath(System.Object)">
            <summary>
            Returns the path (in AssetDatabase format: "/" slashes and no final slash)
            to the assembly that contains the given target.
            </summary>
            <param name="target">Target whose assembly path to return</param>
        </member>
        <member name="M:Holoville.HOEditorUtils.HOFileUtils.GetAssemblyADBPath(System.Reflection.Assembly)">
            <summary>
            Returns the path (in AssetDatabase format: "/" slashes and no final slash)
            of the given assembly.
            </summary>
            <param name="assembly">Assembly whose path to return</param>
        </member>
        <member name="M:Holoville.HOEditorUtils.HOFileUtils.GetAssemblyPath(System.Object)">
            <summary>
            Returns the full path ("//" slashes and no final slash)
            to the assembly that contains the given target.
            </summary>
            <param name="target">Target whose assembly path to return</param>
        </member>
        <member name="M:Holoville.HOEditorUtils.HOFileUtils.GetAssemblyPath(System.Reflection.Assembly)">
            <summary>
            Returns the full path ("//" slashes and no final slash) of the given assembly.
            </summary>
            <param name="assembly">Assembly whose path to return</param>
        </member>
        <member name="M:Holoville.HOEditorUtils.HOFileUtils.GenerateUniqueAssetPathFromSelection(System.String)">
            <summary>
            Returns a new unique asset path based on the given fileName and current selection,
            so that it can be used to create new assets in the project window.
            </summary>
            <param name="fileName">New name to apply, extension included 
            (the correct int will be added if that name already exist)</param>
        </member>
        <member name="M:Holoville.HOEditorUtils.HOFileUtils.RenameAsset(System.String,System.String)">
            <summary>
            Renames the given asset with the new name, while keeping it unique automatically
            by adding an eventual int suffix in case the new name already exists.
            </summary>
            <param name="assetADBPath"></param>
            <param name="newName">File name without extension</param>
            <returns></returns>
        </member>
        <member name="P:Holoville.HOEditorUtils.HOFileUtils.projectPath">
            <summary>
            Full path to project directory, with backwards (\) slashes and no final slash.
            </summary>
        </member>
        <member name="P:Holoville.HOEditorUtils.HOFileUtils.assetsPath">
            <summary>
            Full path to project's Assets directory, with backwards (\) slashes and no final slash.
            </summary>
        </member>
        <member name="T:Holoville.HOEditorUtils.HOSystemInfo">
            <summary>
            System infos.
            </summary>
        </member>
        <member name="P:Holoville.HOEditorUtils.HOSystemInfo.editorOS">
            <summary>
            Operating system where Unity Editor is currently running.
            </summary>
        </member>
        <member name="T:Holoville.HOEditorUtils.HOPrefabUtils">
            <summary>
            Various prefab utility methods.
            </summary>
        </member>
        <member name="M:Holoville.HOEditorUtils.HOPrefabUtils.BreakPrefabInstances(System.Collections.Generic.List{UnityEngine.GameObject})">
            <summary>
            Completely removes any prefab connection from the given prefab instances.
            Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&amp;viewfull=1#post726602)
            </summary>
        </member>
        <member name="M:Holoville.HOEditorUtils.HOPrefabUtils.BreakPrefabInstance(UnityEngine.GameObject)">
            <summary>
            Completely removes any prefab connection from the given prefab instance.
            Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&amp;viewfull=1#post726602)
            </summary>
        </member>
        <member name="T:Holoville.HOEditorUtils.HOTextureUtils">
            <summary>
            Various texture utils.
            </summary>
        </member>
        <member name="M:Holoville.HOEditorUtils.HOTextureUtils.SetImportSettings(UnityEngine.Texture,Holoville.HOEditorUtils.HOTextureUtils.TextureImportSettings)">
            <summary>
            Sets the import settings of the given texture to some default values,
            only if some of the settings doesn't already coincide.
            </summary>
            <param name="texture">Texture to set</param>
            <param name="importSettings">Import settings</param>
        </member>
        <member name="M:Holoville.HOEditorUtils.HOTextureUtils.SetImportSettings(System.String,Holoville.HOEditorUtils.HOTextureUtils.TextureImportSettings)">
            <summary>
            Sets the import settings of the given texture to some default values,
            only if some of the settings doesn't already coincide.
            </summary>
            <param name="textureADBPath">AssetDatabase path to the texture to set</param>
            <param name="importSettings">Import settings</param>
        </member>
        <member name="T:Holoville.HOEditorUtils.HOTextureUtils.TextureImportSettings">
            <summary>
            Various import settings to be used with the SetImportSettings method.
            </summary>
        </member>
        <member name="F:Holoville.HOEditorUtils.HOTextureUtils.TextureImportSettings.GUITexture">
            <summary>
            Sets this texture for use within a GUI texture.
            </summary>
        </member>
        <member name="F:Holoville.HOEditorUtils.HOTextureUtils.TextureImportSettings.WindowIcon">
            <summary>
            Sets texture for use with a custom EditorWindow title icon.
            </summary>
        </member>
        <member name="T:Holoville.HOEditorUtils.HOMenuItemFileCreator">
            <summary>
            Creates and manages an external file used to create a menu item that will open an editor window.
            Its main usage is to customize an editor window shortcut and dockability.
            </summary>
        </member>
        <member name="M:Holoville.HOEditorUtils.HOMenuItemFileCreator.CreateMenuItem``1(System.String,System.String,System.Boolean)">
            <summary>
            Generates a file which can be used to create a menu item (under the Window menu) 
            that will open an editor window of the given type.
            </summary>
            <typeparam name="T">Type of editor window to target</typeparam>
            <param name="directoryPath">Full path to the directory where the file will be created (without final slash)</param>
            <param name="name">Name of the menu item</param>
            <param name="isDockableWindow">If TRUE the window will be opened as dockable</param>
        </member>
        <member name="M:Holoville.HOEditorUtils.HOMenuItemFileCreator.CreateMenuItem``1(System.String,System.String,System.Boolean,System.Boolean,System.Boolean,System.String)">
            <summary>
            Generates a file which can be used to create a menu item (under the Window menu) 
            that will open an editor window of the given type, accessed via the set shortcut.
            </summary>
            <typeparam name="T">Type of editor window to target</typeparam>
            <param name="directoryPath">Full path to the directory where the file will be created (without final slash)</param>
            <param name="name">Name of the menu item</param>
            <param name="isDockableWindow">If TRUE the window will be opened as dockable</param>
            <param name="useCtrl">If TRUE CTRL/CMD key will be used when creating the shortcut</param>
            <param name="useShift">If TRUE SHIFT key will be used when creating the shortcut</param>
            <param name="letter">Letter to assign to the shortcut</param>
        </member>
        <member name="T:Holoville.HOEditorUtils.Enums.OS">
            <summary>
            Enumeration of operating systems
            </summary>
        </member>
        <member name="F:Holoville.HOEditorUtils.Enums.OS.Windows">
            <summary>
            Windows
            </summary>
        </member>
        <member name="F:Holoville.HOEditorUtils.Enums.OS.Mac">
            <summary>
            Mac
            </summary>
        </member>
        <member name="F:Holoville.HOEditorUtils.Enums.OS.Linux">
            <summary>
            Linux
            </summary>
        </member>
        <member name="F:Holoville.HOEditorUtils.Enums.OS.Android">
            <summary>
            Android
            </summary>
        </member>
        <member name="F:Holoville.HOEditorUtils.Enums.OS.iOS">
            <summary>
            iOS
            </summary>
        </member>
        <member name="T:Holoville.HOEditorUtils.HOPanelUtils">
            <summary>
            Utils for editor panels (of type <see cref="T:UnityEditor.Editor"/> or <see cref="T:UnityEditor.EditorWindow"/>).
            </summary>
        </member>
        <member name="M:Holoville.HOEditorUtils.HOPanelUtils.ConnectToSourceAsset``1(System.String,System.Boolean)">
            <summary>
            Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
            If the asset already exists at the given path, loads it and returns it.
            Otherwise, either returns NULL or automatically creates it before loading and returning it
            (depending on the given parameters).
            </summary>
            <typeparam name="T">Asset type</typeparam>
            <param name="adbFilePath">File path (relative to Unity's project folder)</param>
            <param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
        </member>
        <member name="M:Holoville.HOEditorUtils.HOPanelUtils.SetWindowTitle(UnityEditor.EditorWindow,UnityEngine.Texture)">
            <summary>
            Sets the icon of an editor window, without changing the title.
            </summary>
            <param name="editor">Reference to the editor panel whose icon to set</param>
            <param name="icon">Icon to apply</param>
        </member>
        <member name="M:Holoville.HOEditorUtils.HOPanelUtils.SetWindowTitle(UnityEditor.EditorWindow,UnityEngine.Texture,System.String)">
            <summary>
            Sets the icon and title of an editor window.
            </summary>
            <param name="editor">Reference to the editor panel whose icon to set</param>
            <param name="icon">Icon to apply</param>
            <param name="title">Title</param>
        </member>
    </members>
</doc>
