Add Bolt Library (Ludiq Folder)

master
Noah Eckert 2022-03-22 10:45:06 +01:00
parent fe77bbd702
commit 1a065bfedb
356 changed files with 417097 additions and 0 deletions

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<?xml version="1.0"?>
<doc>
<assembly>
<name>Bolt.Core.Editor</name>
</assembly>
<members>
<member name="P:Bolt.BoltCoreConfiguration.dimInactiveNodes">
<summary>
Whether inactive graph nodes should be dimmed.
</summary>
</member>
<member name="P:Bolt.BoltCoreConfiguration.dimIncompatibleNodes">
<summary>
Whether incompatible graph nodes should be dimmed.
</summary>
</member>
<member name="P:Bolt.BoltCoreConfiguration.showVariablesHelp">
<summary>
Whether the header help panel should be shown in the variables window.
</summary>
</member>
<member name="P:Bolt.BoltCoreConfiguration.createSceneVariables">
<summary>
Whether the scene variables object should be created automatically.
</summary>
</member>
</members>
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<?xml version="1.0"?>
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<members>
<member name="F:Bolt.VariableKind.Flow">
<summary>
Temporary variables local to the execution flow.
</summary>
</member>
<member name="F:Bolt.VariableKind.Graph">
<summary>
Variables local to the current graph.
</summary>
</member>
<member name="F:Bolt.VariableKind.Object">
<summary>
Variables shared across the current game object.
</summary>
</member>
<member name="F:Bolt.VariableKind.Scene">
<summary>
Variables shared across the current scene.
</summary>
</member>
<member name="F:Bolt.VariableKind.Application">
<summary>
Variables shared across scenes.
These will be reset when the application quits.
</summary>
</member>
<member name="F:Bolt.VariableKind.Saved">
<summary>
Variables that persist even after the application quits.
Unity object references are not supported.
</summary>
</member>
<member name="T:Bolt.VariablesSaver">
<summary>
Listens to the OnApplicationQuit on OnApplicationPause
hooks to trigger the serialization of saved variables into PlayerPrefs.
</summary>
</member>
</members>
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<summary>
(Experimental) Whether the unit database should be incrementally updated
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</summary>
</member>
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<summary>
Whether predictive debugging should warn about null value inputs.
Note that in some cases, this setting may report false positives.
</summary>
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<summary>
Whether predictive debugging should warn about missing components.
Note that in some cases, this setting may report false positives.
</summary>
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<summary>
Whether values should be shown on flow graph connections.
</summary>
</member>
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<summary>
Whether predictable values should be shown on flow graph connections.
</summary>
</member>
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<summary>
Whether labels should be hidden on ports when the value can be deduced from the context.
Disabling will make units more explicit but less compact.
</summary>
</member>
<member name="P:Bolt.BoltFlowConfiguration.animateControlConnections">
<summary>
Whether active control connections should show a droplet animation.
</summary>
</member>
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<summary>
Whether active value connections should show a droplet animation.
</summary>
</member>
<member name="P:Bolt.BoltFlowConfiguration.skipContextMenu">
<summary>
When active, right-clicking a flow graph will skip the context menu
and instantly open the fuzzy finder. To open the context menu, hold shift.
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<?xml version="1.0"?>
<doc>
<assembly>
<name>Bolt.State.Editor</name>
</assembly>
<members>
<member name="P:Bolt.BoltStateConfiguration.statesReveal">
<summary>
Determines under which condition events should be shown in state nodes.
</summary>
</member>
<member name="P:Bolt.BoltStateConfiguration.transitionsReveal">
<summary>
Determines under which condition event names should be shown in state transition.
</summary>
</member>
<member name="P:Bolt.BoltStateConfiguration.transitionsEndArrow">
<summary>
Whether state transitions should show an arrow at their destination state. This can appear confusing when there are
multiple transitions.
</summary>
</member>
<member name="P:Bolt.BoltStateConfiguration.animateTransitions">
<summary>
Whether traversed transitions should show a droplet animation.
</summary>
</member>
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<?xml version="1.0"?>
<doc>
<assembly>
<name>Bolt.State.Runtime</name>
</assembly>
<members>
<member name="T:Bolt.AnyState">
<summary>
A special state that can trigger transitions to other states,
no matter which state is currently active. This state cannot receive
transitions.
</summary>
</member>
<member name="T:Bolt.OnEnterState">
<summary>
Called in flow graphs nested in state graphs when the parent state node is entered.
</summary>
</member>
<member name="T:Bolt.OnExitState">
<summary>
Called in flow graphs nested in state graphs before the parent state node is exited.
</summary>
</member>
<member name="P:Bolt.StateUnit.start">
<summary>
The entry point to start the state graph.
</summary>
</member>
<member name="P:Bolt.StateUnit.stop">
<summary>
The entry point to stop the state graph.
</summary>
</member>
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<summary>
The action to execute after the state graph has been started.
</summary>
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<summary>
The action to execute after the state graph has been stopped.
</summary>
</member>
<member name="T:Bolt.TriggerStateTransition">
<summary>
Triggers the transition in the parent state graph.
</summary>
</member>
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<summary>
The moment at which the parent state transition should be triggered.
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<?xml version="1.0"?>
<doc>
<assembly>
<name>Ludiq.Graphs.Editor</name>
</assembly>
<members>
<member name="F:Ludiq.AlignOperation.AlignLeftEdges">
<summary>
Align the left edges of the selected elements.
</summary>
</member>
<member name="F:Ludiq.AlignOperation.AlignCenters">
<summary>
Align the horizontal centers of the selected elements.
</summary>
</member>
<member name="F:Ludiq.AlignOperation.AlignRightEdges">
<summary>
Align the right edges of the selected elements.
</summary>
</member>
<member name="F:Ludiq.AlignOperation.AlignTopEdges">
<summary>
Align the top edges of the selected elements.
</summary>
</member>
<member name="F:Ludiq.AlignOperation.AlignMiddles">
<summary>
Align the vertical middles of the selected elements.
</summary>
</member>
<member name="F:Ludiq.AlignOperation.AlignBottomEdges">
<summary>
Align the bottom edges of the selected elements.
</summary>
</member>
<member name="T:Ludiq.WidgetList`1">
<summary>
A list of widgets that can be safely iterated over even if the collection changes during iteration.
</summary>
</member>
<member name="F:Ludiq.DistributeOperation.DistributeLeftEdges">
<summary>
Distribute the selected elements so that the left edges
are at equal distance of one another.
</summary>
</member>
<member name="F:Ludiq.DistributeOperation.DistributeCenters">
<summary>
Distribute the selected elements so that the horizontal centers
are at equal distance of one another.
</summary>
</member>
<member name="F:Ludiq.DistributeOperation.DistributeRightEdges">
<summary>
Distribute the selected elements so that the right edges
are at equal distance of one another.
</summary>
</member>
<member name="F:Ludiq.DistributeOperation.DistributeHorizontalGaps">
<summary>
Distribute the selected elements so that the horizontal gaps
are all of equal size.
</summary>
</member>
<member name="F:Ludiq.DistributeOperation.DistributeTopEdges">
<summary>
Distribute the selected elements so that the top edges
are at equal distance of one another.
</summary>
</member>
<member name="F:Ludiq.DistributeOperation.DistributeMiddles">
<summary>
Distribute the selected elements so that the vertical middles
are at equal distance of one another.
</summary>
</member>
<member name="F:Ludiq.DistributeOperation.DistributeBottomEdges">
<summary>
Distribute the selected elements so that the bottom edges
are at equal distance of one another.
</summary>
</member>
<member name="F:Ludiq.DistributeOperation.DistributeVerticalGaps">
<summary>
Distribute the selected elements so that the vertical gaps
are all of equal size.
</summary>
</member>
<member name="P:Ludiq.LudiqGraphsConfiguration.showGrid">
<summary>
Whether the graph window should show the background grid.
</summary>
</member>
<member name="P:Ludiq.LudiqGraphsConfiguration.snapToGrid">
<summary>
Whether graph elements should snap to grid.
</summary>
</member>
<member name="P:Ludiq.LudiqGraphsConfiguration.graphSidebarThreshold">
<summary>
The window size at which the graph window should start displaying a sidebar.
</summary>
</member>
<member name="P:Ludiq.LudiqGraphsConfiguration.panSpeed">
<summary>
The speed at which the mouse scroll pans the graph.
</summary>
</member>
<member name="P:Ludiq.LudiqGraphsConfiguration.dragPanSpeed">
<summary>
The speed at which dragged elements pan the graph when at the edge.
</summary>
</member>
<member name="P:Ludiq.LudiqGraphsConfiguration.zoomSpeed">
<summary>
The speed at which the mouse wheel zooms the graph.
</summary>
</member>
<member name="P:Ludiq.LudiqGraphsConfiguration.overviewSmoothing">
<summary>
The duration for graph overview. Set to zero to disable smoothing.
</summary>
</member>
<member name="P:Ludiq.LudiqGraphsConfiguration.carryChildren">
<summary>
Whether children of graph elements should be dragged alongside their parent.
</summary>
</member>
<member name="P:Ludiq.LudiqGraphsConfiguration.disablePlaymodeTint">
<summary>
Whether the playmode tint should be removed in the graph window.
</summary>
</member>
<member name="P:Ludiq.LudiqGraphsConfiguration.debug">
<summary>
Whether additional helpers should be shown in graphs for debugging.
</summary>
</member>
<member name="P:Ludiq.LudiqGraphsConfiguration.controlScheme">
<summary>
The control scheme to use for pan and zoom.
Unity: pan with [MMB], zoom with [Ctrl + Scroll Wheel].
Unreal: pan with [MMB] or [Alt + LMB], zoom with [Scroll Wheel].
</summary>
</member>
<member name="P:Ludiq.LudiqGraphsConfiguration.clearGraphSelection">
<summary>
Whether the graph window and inspector should be cleared when
the selection does not provide a graph. When disabled,
the last graph will stay selected.
</summary>
</member>
</members>
</doc>

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