Version 17.5

This commit is contained in:
Mediha Zukic
2017-05-17 12:25:25 +03:00
parent 56473639f3
commit 16ee526661
2000 changed files with 177858 additions and 0 deletions

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<doc>
<members>
<assembly>
<name>UnityEditor.UI</name>
</assembly>
<member name="T:UnityEditor.EventSystems.EventSystemEditor">
<summary>
<para>Custom Editor for the EventSystem Component.</para>
</summary>
</member>
<member name="M:UnityEditor.EventSystems.EventSystemEditor.HasPreviewGUI">
<summary>
<para>Can this component be previewed in its current state?</para>
</summary>
<returns>
<para>True if this component can be Previewed in its current state.</para>
</returns>
</member>
<member name="M:UnityEditor.EventSystems.EventSystemEditor.OnInspectorGUI">
<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="M:UnityEditor.EventSystems.EventSystemEditor.OnPreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
<summary>
<para>Custom preview for Image component.</para>
</summary>
<param name="rect">Rectangle in which to draw the preview.</param>
<param name="background">Background image.</param>
</member>
<member name="M:UnityEditor.EventSystems.EventSystemEditor.RequiresConstantRepaint">
<summary>
<para>Does this edit require to be repainted constantly in its current state?</para>
</summary>
</member>
<member name="T:UnityEditor.EventSystems.EventTriggerEditor">
<summary>
<para>Custom Editor for the EventTrigger Component.</para>
</summary>
</member>
<member name="M:UnityEditor.EventSystems.EventTriggerEditor.OnInspectorGUI">
<summary>
<para>Implement specific EventTrigger inspector GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.AnimationTriggersDrawer">
<summary>
<para>PropertyDrawer for AnimationTriggers.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.AspectRatioFitterEditor">
<summary>
<para>Custom Editor for the AspectRatioFitter component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.AspectRatioFitterEditor.OnInspectorGUI">
<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.ButtonEditor">
<summary>
<para>Custom Editor for the Button Component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.ButtonEditor.OnInspectorGUI">
<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.CanvasScalerEditor">
<summary>
<para>Custom Editor for the CanvasScaler component.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.ColorBlockDrawer">
<summary>
<para>PropertyDrawer for ColorBlock.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.ContentSizeFitterEditor">
<summary>
<para>Custom Editor for the ContentSizeFitter Component.
</para>
</summary>
</member>
<member name="M:UnityEditor.UI.ContentSizeFitterEditor.OnInspectorGUI">
<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.DropdownEditor">
<summary>
<para>Custom editor for the Dropdown component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.DropdownEditor.OnInspectorGUI">
<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.FontDataDrawer">
<summary>
<para>PropertyDrawer for FontData.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.FontDataDrawer.Init(UnityEditor.SerializedProperty)">
<summary>
<para>Initialize the serialized properties for the drawer.</para>
</summary>
<param name="property"></param>
</member>
<member name="T:UnityEditor.UI.GraphicEditor">
<summary>
<para>Extend this class to write your own graphic editor.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.GraphicEditor.AppearanceControlsGUI">
<summary>
<para>GUI related to the appearance of the graphic. Color and Material properties appear here.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.GraphicEditor.NativeSizeButtonGUI">
<summary>
<para>GUI for showing a button that sets the size of the RectTransform to the native size for this Graphic.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.GraphicEditor.OnDisable">
<summary>
<para>See MonoBehaviour.OnDisable.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.GraphicEditor.OnInspectorGUI">
<summary>
<para>Implement specific GraphicEditor inspector GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.GraphicEditor.RaycastControlsGUI">
<summary>
<para>GUI related to the Raycasting settings for the graphic.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.GraphicEditor.SetShowNativeSize(System.Boolean,System.Boolean)">
<summary>
<para>Set if the 'Set Native Size' button should be visible for this editor.</para>
</summary>
<param name="show"></param>
<param name="instant"></param>
</member>
<member name="T:UnityEditor.UI.GridLayoutGroupEditor">
<summary>
<para>Custom Editor for the GridLayout Component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.GridLayoutGroupEditor.OnInspectorGUI">
<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.HorizontalOrVerticalLayoutGroupEditor">
<summary>
<para>The Editor for the HorizontalOrVerticalLayoutGroup class.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.HorizontalOrVerticalLayoutGroupEditor.OnInspectorGUI">
<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.ImageEditor">
<summary>
<para>Custom Editor for the Image Component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.ImageEditor.GetInfoString">
<summary>
<para>A string cointaining the Image details to be used as a overlay on the component Preview.</para>
</summary>
<returns>
<para>The Image details.</para>
</returns>
</member>
<member name="M:UnityEditor.UI.ImageEditor.HasPreviewGUI">
<summary>
<para>Can this component be Previewed in its current state?</para>
</summary>
<returns>
<para>True if this component can be Previewed in its current state.</para>
</returns>
</member>
<member name="M:UnityEditor.UI.ImageEditor.OnDisable">
<summary>
<para>See MonoBehaviour.OnDisable.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.ImageEditor.OnInspectorGUI">
<summary>
<para>Implement specific ImageEditor inspector GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.ImageEditor.OnPreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
<summary>
<para>Custom preview for Image component.</para>
</summary>
<param name="rect">Rectangle in which to draw the preview.</param>
<param name="background">Background image.</param>
</member>
<member name="M:UnityEditor.UI.ImageEditor.SpriteGUI">
<summary>
<para>GUI for showing the Sprite property.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.ImageEditor.TypeGUI">
<summary>
<para>GUI for showing the image type and associated settings.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.InputFieldEditor">
<summary>
<para>Custom Editor for the InputField Component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.InputFieldEditor.OnInspectorGUI">
<summary>
<para>See: Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.LayoutElementEditor">
<summary>
<para>Editor for the LayoutElement component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.LayoutElementEditor.OnInspectorGUI">
<summary>
<para>See: Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.MaskEditor">
<summary>
<para>Custom Editor for the Mask component.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.NavigationDrawer">
<summary>
<para>PropertyDrawer for Navigation.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.RawImageEditor">
<summary>
<para>Custom editor for RawImage.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.RawImageEditor.GetInfoString">
<summary>
<para>A string cointaining the Image details to be used as a overlay on the component Preview.</para>
</summary>
<returns>
<para>The RawImage details.</para>
</returns>
</member>
<member name="M:UnityEditor.UI.RawImageEditor.HasPreviewGUI">
<summary>
<para>Can this component be Previewed in its current state?</para>
</summary>
<returns>
<para>True if this component can be Previewed in its current state.</para>
</returns>
</member>
<member name="M:UnityEditor.UI.RawImageEditor.OnInspectorGUI">
<summary>
<para>Implement specific RawImage inspector GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.RawImageEditor.OnPreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
<summary>
<para>Custom preview for Image component.</para>
</summary>
<param name="rect">Rectangle in which to draw the preview.</param>
<param name="background">Background image.</param>
</member>
<member name="T:UnityEditor.UI.RectMask2DEditor">
<summary>
<para>Custom editor for the RectMask2d component.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.ScrollbarEditor">
<summary>
<para>Custom Editor for the Scrollbar Component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.ScrollbarEditor.OnInspectorGUI">
<summary>
<para>See: Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.ScrollRectEditor">
<summary>
<para>Editor for the ScrollRect component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.ScrollRectEditor.OnDisable">
<summary>
<para>See MonoBehaviour.OnDisable.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.ScrollRectEditor.OnInspectorGUI">
<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.SelectableEditor">
<summary>
<para>Custom Editor for the Selectable Component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.SelectableEditor.OnDisable">
<summary>
<para>See MonoBehaviour.OnDisable.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.SelectableEditor.OnInspectorGUI">
<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.SelfControllerEditor">
<summary>
<para>Base class for custom editors that are for components that implement the SelfControllerEditor interface.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.SelfControllerEditor.OnInspectorGUI">
<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.SliderEditor">
<summary>
<para>Custom Editor for the Slider Component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.SliderEditor.OnInspectorGUI">
<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.SpriteStateDrawer">
<summary>
<para>PropertyDrawer for SpriteState.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.TextEditor">
<summary>
<para>Custom Editor for the Text Component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.TextEditor.OnInspectorGUI">
<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.ToggleEditor">
<summary>
<para>Custom Editor for the Toggle Component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.ToggleEditor.OnInspectorGUI">
<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
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<members>
<assembly>
<name>UnityEngine.Analytics</name>
</assembly>
<member name="P:UnityEngine.Analytics.AnalyticsTracker.eventName">
<summary>
<para>Name of the event.</para>
</summary>
</member>
<member name="M:UnityEngine.Analytics.AnalyticsTracker.TriggerEvent">
<summary>
<para>Trigger the instrumented event.</para>
</summary>
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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.HoloLens</name>
</assembly>
<member name="T:UnityEngine.Audio.AudioSpatializerMicrosoft">
<summary>
<para>This component enables control over properties attached to AudioSource components for spatial sound in Unity.</para>
</summary>
</member>
<member name="P:UnityEngine.Audio.AudioSpatializerMicrosoft.roomSize">
<summary>
<para>Describes room size to for audio effects.</para>
</summary>
</member>
<member name="T:UnityEngine.Audio.AudioSpatializerMicrosoft.RoomSize">
<summary>
<para>Describes room size to for audio effects.</para>
</summary>
</member>
<member name="T:UnityEngine.EventSystems.HoloLensInputModule">
<summary>
<para>A BaseInputModule designed for HoloLens input.</para>
</summary>
</member>
<member name="P:UnityEngine.EventSystems.HoloLensInputModule.normalizedNavigationToScreenOffsetScalar">
<summary>
<para>Defines the number of pixels of emulated mouse movement when a value of positive or negative 1 is reported by the device for a navigation gesture.</para>
</summary>
</member>
<member name="P:UnityEngine.EventSystems.HoloLensInputModule.timeToPressOnTap">
<summary>
<para>Controls the number of seconds that taps (emulated mouse clicks) will leave any tapped UI object in the Pressed state for better user feedback.</para>
</summary>
</member>
<member name="M:UnityEngine.EventSystems.HoloLensInputModule.ActivateModule">
<summary>
<para>See BaseInputModule.</para>
</summary>
</member>
<member name="M:UnityEngine.EventSystems.HoloLensInputModule.IsModuleSupported">
<summary>
<para>See BaseInputModule.</para>
</summary>
</member>
<member name="M:UnityEngine.EventSystems.HoloLensInputModule.ShouldActivateModule">
<summary>
<para>See BaseInputModule.</para>
</summary>
</member>
<member name="M:UnityEngine.EventSystems.HoloLensInputModule.UpdateModule">
<summary>
<para>See BaseInputModule.</para>
</summary>
</member>
<member name="T:UnityEngine.VR.WSA.SpatialMappingBase">
<summary>
<para>The base class for all spatial mapping components.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingBase.bakePhysics">
<summary>
<para>This property specifies whether or not collision data will be generated when computing the surface mesh's triangulation. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingBase.freezeUpdates">
<summary>
<para>Specifies if the component should listen and respond to spatial surface changes.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingBase.halfBoxExtents">
<summary>
<para>The half extents of the bounding box from its center.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingBase.lodType">
<summary>
<para>The level of detail that should be used when generating surface meshes.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingBase.numUpdatesBeforeRemoval">
<summary>
<para>The number of frames to keep a surface mesh alive for before destroying it after the system has determined that its real world counterpart has been removed.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingBase.secondsBetweenUpdates">
<summary>
<para>The time in seconds between system queries for changes in physical space.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingBase.sphereRadius">
<summary>
<para>The radius of the bounding sphere volume.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingBase.surfaceParent">
<summary>
<para>The GameObject that should be the parent of all the component's surface mesh game objects.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingBase.volumeType">
<summary>
<para>The surface observer volume to use when querying the system for changes in physical space.</para>
</summary>
</member>
<member name="T:UnityEngine.VR.WSA.SpatialMappingBase.LODType">
<summary>
<para>The number of triangles per cubic meter or level of detail that should be used when creating a surface mesh.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.WSA.SpatialMappingBase.LODType.High">
<summary>
<para>Generates surface meshes with the maximum amount of triangles.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.WSA.SpatialMappingBase.LODType.Low">
<summary>
<para>Generates surface meshes with as few triangles as possible.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.WSA.SpatialMappingBase.LODType.Medium">
<summary>
<para>Generates a medium quality surface mesh.</para>
</summary>
</member>
<member name="M:UnityEngine.VR.WSA.SpatialMappingBase.OnBeginSurfaceEviction(System.Boolean,UnityEngine.VR.WSA.SpatialMappingBase/Surface)">
<summary>
<para>This method is called when the system notifies the spatial mapping component that a surface has been removed.</para>
</summary>
<param name="shouldBeActiveWhileRemoved"></param>
<param name="surface"></param>
</member>
<member name="M:UnityEngine.VR.WSA.SpatialMappingBase.OnSurfaceDataReady(UnityEngine.VR.WSA.SpatialMappingBase,UnityEngine.VR.WSA.SurfaceData,System.Boolean,System.Single)">
<summary>
<para>This method will be called by the system when the surface data has been generated.</para>
</summary>
<param name="requester"></param>
<param name="bakedData"></param>
<param name="outputWritten"></param>
<param name="elapsedBakeTimeSeconds"></param>
</member>
<member name="T:UnityEngine.VR.WSA.SpatialMappingBase.VolumeType">
<summary>
<para>The surface observer volume type to use when querying the system for changes in physical space.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.WSA.SpatialMappingBase.VolumeType.AxisAlignedBox">
<summary>
<para>An axis aligned bounding box volume.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.WSA.SpatialMappingBase.VolumeType.Sphere">
<summary>
<para>A sphere bounding volume.</para>
</summary>
</member>
<member name="T:UnityEngine.VR.WSA.SpatialMappingCollider">
<summary>
<para>Creates and manages the GameObjects that represent spatial surfaces. A MeshFilter and MeshCollider will automatically be added to these game objects so that holograms can interact with physical surfaces.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingCollider.enableCollisions">
<summary>
<para>Enables/Disables MeshCollider components on all spatial surfaces associated with the SpatialMappingCollider component instance.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingCollider.layer">
<summary>
<para>Sets the layer on all spatial surfaces associated with the SpatialMappingCollider component instance.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingCollider.material">
<summary>
<para>Sets the PhysicMaterial on all spatial surfaces associated with the SpatialMappingCollider component instance.</para>
</summary>
</member>
<member name="T:UnityEngine.VR.WSA.SpatialMappingRenderer">
<summary>
<para>Creates and manages the GameObjects that represent spatial surfaces. A MeshFilter, MeshRenderer, and material will automatically be added to these GameObjects so that the spatial surface can be visualized.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingRenderer.occlusionMaterial">
<summary>
<para>A Material applied to all surface meshes to enable occlusion of holograms by real world objects.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingRenderer.renderState">
<summary>
<para>Controls which Material will be used when rendering a surface mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingRenderer.visualMaterial">
<summary>
<para>A material that can be used to visualize the spatial surface.</para>
</summary>
</member>
<member name="T:UnityEngine.VR.WSA.SpatialMappingRenderer.RenderState">
<summary>
<para>Specifies how to render the spatial surfaces associated with the SpatialMappingRenderer component instance.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.WSA.SpatialMappingRenderer.RenderState.None">
<summary>
<para>Disables all MeshRenderer components associated with the SpatialMappingRenderer component instance.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.WSA.SpatialMappingRenderer.RenderState.Occlusion">
<summary>
<para>Indicates that the Occlusion material should be used to render the surfaces.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.WSA.SpatialMappingRenderer.RenderState.Visualization">
<summary>
<para>Indicates that the Visualization material should be used to render the surfaces.</para>
</summary>
</member>
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<members>
<assembly>
<name>UnityEngine.TestRunner</name>
</assembly>
<member name="?:UnityEngine.TestTools.IMonoBehaviourTest">
<summary>
<para>A MonoBehaviour test needs to implement this interface.</para>
</summary>
</member>
<member name="P:UnityEngine.TestTools.IMonoBehaviourTest.IsTestFinished">
<summary>
<para>Indicates when the test is considered finished.</para>
</summary>
</member>
<member name="?:UnityEngine.TestTools.IPrebuildSetup">
<summary>
<para>Interface for the method that implements the prebuild step.</para>
</summary>
</member>
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<summary>
<para>Setup method that is automatically called before the test run.</para>
</summary>
</member>
<member name="T:UnityEngine.TestTools.LogAssert">
<summary>
<para>LogAssert allows you to expect Unity log messages that would normally cause the test to fail.</para>
</summary>
</member>
<member name="M:UnityEngine.TestTools.LogAssert.Expect(UnityEngine.LogType,System.String)">
<summary>
<para>Expect a log message of a specfic type. If an error, assertion or exception log is expected, the test will not fail. The test will fail if a log message is expected but does not appear.</para>
</summary>
<param name="type">Log type.</param>
<param name="message">Log message to expect.</param>
</member>
<member name="M:UnityEngine.TestTools.LogAssert.Expect(UnityEngine.LogType,System.Text.RegularExpressions.Regex)">
<summary>
<para>Expect a log message of a specfic type. If an error, assertion or exception log is expected, the test will not fail. The test will fail if a log message is expected but does not appear.</para>
</summary>
<param name="type">Log type.</param>
<param name="message">Log message to expect.</param>
</member>
<member name="M:UnityEngine.TestTools.LogAssert.NoUnexpectedReceived">
<summary>
<para>Triggers an assert if any logs have been received that were not expected. Returns without asserting if all logs received so far have been registered as expected.</para>
</summary>
</member>
<member name="T:UnityEngine.TestTools.MonoBehaviourTest`1">
<summary>
<para>Wrapper for running tests that are imlpemented as MonoBehaviours.</para>
</summary>
</member>
<member name="T:UnityEngine.TestTools.PrebuildSetupAttribute">
<summary>
<para>Allows to define a setup method for the test that will be invoked before the test run is started.</para>
</summary>
</member>
<member name="M:UnityEngine.TestTools.PrebuildSetupAttribute.#ctor(System.Type)">
<summary>
<para>Points to a class that imlpements TestTools.IPrebuildSetup. The method from TestTools.IPrebuildSetup will be executed before the test run is initiated.</para>
</summary>
<param name="setupClass">Type of the class implementing TestTools.IPrebuildSetup.</param>
</member>
<member name="T:UnityEngine.TestTools.TestPlatform">
<summary>
<para>Platforms the tests can run on.</para>
</summary>
</member>
<member name="T:UnityEngine.TestTools.UnityTestAttribute">
<summary>
<para>Special type of a unit test that allows to yield from test in order to skip frames when the test is running.</para>
</summary>
</member>
</members>
</doc>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
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<members>
<assembly>
<name>UnityEngine.VR</name>
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</doc>

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5.6.1f1:3.1.0.0
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C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/UnityEngine.TestRunner.dll
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/nunit.framework.dll
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/RuntimeEditor/UnityEngine.VR.dll
C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/Editor/UnityEditor.Advertisements.dll
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/Editor/UnityEditor.UI.dll
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/Editor/UnityEditor.Networking.dll
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/Editor/UnityEditor.TestRunner.dll
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TreeEditor/Editor/UnityEditor.TreeEditor.dll
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/Editor/UnityEditor.Analytics.dll
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/Editor/UnityEditor.HoloLens.dll
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityPurchasing/Editor/UnityEditor.Purchasing.dll
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/Editor/UnityEditor.VR.dll
C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.Graphs.dll
C:/Program Files/Unity/Editor/Data/PlaybackEngines/windowsstandalonesupport/UnityEditor.WindowsStandalone.Extensions.dll
C:/Program Files (x86)/Microsoft Visual Studio Tools for Unity/15.0/Editor/SyntaxTree.VisualStudio.Unity.Bridge.dll