<?xml version="1.0"?>
<doc>
    <assembly>
        <name>UniverseLib.Mono</name>
    </assembly>
    <members>
        <member name="T:UniverseLib.Config.ConfigManager">
            <summary>
            Contains properties used by UniverseLib to act as a "config", although it is not really a full config implementation. Changing 
            property values in this class has a direct and immediate effect on UniverseLib.
            </summary>
        </member>
        <member name="M:UniverseLib.Config.ConfigManager.LoadConfig(UniverseLib.Config.UniverseLibConfig)">
            <summary>
            Applies the values from the provided <paramref name="config"/> which are not null.
            </summary>
        </member>
        <member name="P:UniverseLib.Config.ConfigManager.Disable_EventSystem_Override">
            <summary>If true, disables UniverseLib from overriding the EventSystem from the game when a UniversalUI is in use.</summary>
        </member>
        <member name="P:UniverseLib.Config.ConfigManager.Force_Unlock_Mouse">
            <summary>If true, attempts to force-unlock the mouse (<see cref="T:UnityEngine.Cursor"/>) when a UniversalUI is in use.</summary>
        </member>
        <member name="P:UniverseLib.Config.ConfigManager.Unhollowed_Modules_Folder">
            <summary>For IL2CPP games, this should be the full path to a folder containing the Unhollowed assemblies.
            This property is only used during the intial startup process.</summary>
        </member>
        <member name="P:UniverseLib.Config.ConfigManager.Disable_Fallback_EventSystem_Search">
            <summary>If the game does not use an EventSystem and you do not expect there to be any other EventSystems, set this to true.</summary>
        </member>
        <member name="P:UniverseLib.Config.ConfigManager.Allow_UI_Selection_Outside_UIBase">
            <summary>If true, GameObjects which are not a child to a <see cref="T:UniverseLib.UI.UIBase"/> can be selected as the selected GameObject by the EventSystem.</summary>
        </member>
        <member name="F:UniverseLib.Config.UniverseLibConfig.Disable_EventSystem_Override">
            <summary>If true, disables UniverseLib from overriding the EventSystem from the game when a UniversalUI is in use.</summary>
        </member>
        <member name="F:UniverseLib.Config.UniverseLibConfig.Force_Unlock_Mouse">
            <summary>If true, attempts to force-unlock the mouse (<see cref="T:UnityEngine.Cursor"/>) when a UniversalUI is in use.</summary>
        </member>
        <member name="F:UniverseLib.Config.UniverseLibConfig.Unhollowed_Modules_Folder">
            <summary>For IL2CPP games, this should be the full path to a folder containing the Unhollowed assemblies.</summary>
        </member>
        <member name="F:UniverseLib.Config.UniverseLibConfig.Disable_Fallback_EventSystem_Search">
            <summary>If the game does not use an EventSystem and you do not expect there to be any other EventSystems, set this to true.</summary>
        </member>
        <member name="F:UniverseLib.Config.UniverseLibConfig.Allow_UI_Selection_Outside_UIBase">
            <summary>If true, GameObjects which are not a child to a <see cref="T:UniverseLib.UI.UIBase"/> can be selected as the selected GameObject by the EventSystem.</summary>
        </member>
        <member name="T:UniverseLib.Input.CursorUnlocker">
            <summary>
            Handles taking control of the mouse/cursor and EventSystem (depending on Config settings) when a UniversalUI is being used.
            </summary>
        </member>
        <member name="P:UniverseLib.Input.CursorUnlocker.ShouldUnlock">
            <summary>
            True if a UI is being displayed and <see cref="P:UniverseLib.Config.ConfigManager.Force_Unlock_Mouse"/> is true.
            </summary>
        </member>
        <member name="M:UniverseLib.Input.CursorUnlocker.UnlockCoroutine">
            <summary>
            Uses WaitForEndOfFrame in a Coroutine to aggressively set the Cursor state every frame.
            </summary>
        </member>
        <member name="M:UniverseLib.Input.CursorUnlocker.UpdateCursorControl">
            <summary>
            Checks current ShouldUnlock state and sets the Cursor and EventSystem as required.
            </summary>
        </member>
        <member name="P:UniverseLib.Input.EventSystemHelper.CurrentEventSystem">
            <summary>
            The value of "EventSystem.current", or "EventSystem.main" in some older games.
            </summary>
        </member>
        <member name="P:UniverseLib.Input.EventSystemHelper.UIInput">
            <summary>
            The current BaseInputModule being used for the UniverseLib UI.
            </summary>
        </member>
        <member name="M:UniverseLib.Input.EventSystemHelper.SetSelectedGameObject(UnityEngine.GameObject)">
            <summary>
            Helper to call EventSystem.SetSelectedGameObject and bypass UniverseLib's override patch.
            </summary>
        </member>
        <member name="M:UniverseLib.Input.EventSystemHelper.SetSelectionGuard(System.Boolean)">
            <summary>
            Helper to set the SelectionGuard property on the current EventSystem with safe API.
            </summary>
        </member>
        <member name="M:UniverseLib.Input.EventSystemHelper.EnableEventSystem">
            <summary>
            If the UniverseLib EventSystem is not enabled, this enables it and sets EventSystem.current to it, and stores the previous EventSystem.
            </summary>
        </member>
        <member name="M:UniverseLib.Input.EventSystemHelper.ReleaseEventSystem">
            <summary>
            If the UniverseLib EventSystem is enabled, this disables it and sets EventSystem.current to the previous EventSystem which was enabled.
            </summary>
        </member>
        <member name="T:UniverseLib.Input.IHandleInput">
            <summary>
            Interface for handling Unity Input API.
            </summary>
        </member>
        <member name="T:UniverseLib.Input.InputManager">
            <summary>
            A universal Input handler which works with both legacy Input and the new InputSystem.
            </summary>
        </member>
        <member name="P:UniverseLib.Input.InputManager.CurrentType">
            <summary>
            The current Input package which is being used by the game.
            </summary>
        </member>
        <member name="P:UniverseLib.Input.InputManager.MousePosition">
            <summary>
            The current user Cursor position, with (0,0) being the bottom-left of the game display window.
            </summary>
        </member>
        <member name="P:UniverseLib.Input.InputManager.MouseScrollDelta">
            <summary>
            The current mouse scroll delta from this frame. x is horizontal, y is vertical.
            </summary>
        </member>
        <member name="M:UniverseLib.Input.InputManager.GetKeyDown(UnityEngine.KeyCode)">
            <summary>
            Returns true if the provided KeyCode was pressed this frame. 
            Translates KeyCodes into Key if InputSystem is being used.
            </summary>
        </member>
        <member name="M:UniverseLib.Input.InputManager.GetKey(UnityEngine.KeyCode)">
            <summary>
            Returns true if the provided KeyCode is being held down (not necessarily just pressed). 
            Translates KeyCodes into Key if InputSystem is being used.
            </summary>
        </member>
        <member name="M:UniverseLib.Input.InputManager.GetKeyUp(UnityEngine.KeyCode)">
            <summary>
            Returns true if the provided KeyCode was released this frame.
            Translates KeyCodes into Key if InputSystem is being used.
            </summary>
        </member>
        <member name="M:UniverseLib.Input.InputManager.GetMouseButtonDown(System.Int32)">
            <summary>
            Returns true if the provided mouse button was pressed this frame.
            <br/>0 = left, 1 = right, 2 = middle, 3 = back, 4 = forward.
            </summary>
        </member>
        <member name="M:UniverseLib.Input.InputManager.GetMouseButton(System.Int32)">
            <summary>
            Returns true if the provided mouse button is being held down (not necessarily just pressed).
            <br/>0 = left, 1 = right, 2 = middle, 3 = back, 4 = forward.
            </summary>
        </member>
        <member name="M:UniverseLib.Input.InputManager.GetMouseButtonUp(System.Int32)">
            <summary>
            Returns true if the provided mouse button was released this frame. 
            <br/>0 = left, 1 = right, 2 = middle, 3 = back, 4 = forward.
            </summary>
        </member>
        <member name="M:UniverseLib.Input.InputManager.ResetInputAxes">
            <summary>
            Calls the equivalent method for the current <see cref="T:UniverseLib.Input.InputType"/> to reset the Input axes.
            </summary>
        </member>
        <member name="P:UniverseLib.Input.InputManager.Rebinding">
            <summary>
            Whether anything is currently using the Rebinding feature. If no UI is showing, this will return false.
            </summary>
        </member>
        <member name="P:UniverseLib.Input.InputManager.LastRebindKey">
            <summary>
            The last pressed Key during rebinding.
            </summary>
        </member>
        <member name="M:UniverseLib.Input.InputManager.BeginRebind(System.Action{UnityEngine.KeyCode},System.Action{System.Nullable{UnityEngine.KeyCode}})">
            <summary>
            Begins the Rebinding process, keys pressed will be recorded. Call <see cref="M:UniverseLib.Input.InputManager.EndRebind"/> to finish rebinding.
            </summary>
            <param name="onSelection">Will be invoked whenever any key is pressed, even if rebinding has not finished yet.</param>
            <param name="onFinished">Invoked when EndRebind is called.</param>
        </member>
        <member name="M:UniverseLib.Input.InputManager.EndRebind">
            <summary>
            Call this to finish Rebinding. The onFinished Action supplied to <see cref="M:UniverseLib.Input.InputManager.BeginRebind(System.Action{UnityEngine.KeyCode},System.Action{System.Nullable{UnityEngine.KeyCode}})"/> will be invoked if we are currently Rebinding.
            </summary>
        </member>
        <member name="M:UniverseLib.ReflectionExtensions.GetActualType(System.Object)">
            <summary>
            Get the true underlying Type of the provided object.
            </summary>
        </member>
        <member name="M:UniverseLib.ReflectionExtensions.TryCast(System.Object)">
            <summary>
            Attempt to cast the provided object to it's true underlying Type.
            </summary>
        </member>
        <member name="M:UniverseLib.ReflectionExtensions.TryCast(System.Object,System.Type)">
            <summary>
            Attempt to cast the provided object to the provided Type <paramref name="castTo"/>.
            </summary>
        </member>
        <member name="M:UniverseLib.ReflectionExtensions.TryCast``1(System.Object)">
            <summary>
            Attempt to cast the provided object to Type <typeparamref name="T"/>.
            </summary>
        </member>
        <member name="M:UniverseLib.ReflectionExtensions.ReferenceEqual(System.Object,System.Object)">
            <summary>
            Check if the two objects are reference-equal, including checking for UnityEngine.Object-equality and Il2CppSystem.Object-equality.
            </summary>
        </member>
        <member name="M:UniverseLib.ReflectionExtensions.ReflectionExToString(System.Exception,System.Boolean)">
            <summary>
            Helper to display a simple "{ExceptionType}: {Message}" of the exception, and optionally use the inner-most exception.
            </summary>
        </member>
        <member name="M:UniverseLib.ReflectionExtensions.GetInnerMostException(System.Exception)">
            <summary>
            Get the inner-most exception from the provided exception, if there are any. This is recursive.
            </summary>
            <param name="e"></param>
            <returns></returns>
        </member>
        <member name="T:UniverseLib.ReflectionUtility">
            <summary>
            Helper class for general Reflection API.
            </summary>
        </member>
        <member name="F:UniverseLib.ReflectionUtility.AllTypes">
            <summary>Key: Type.FullName, Value: Type</summary>
        </member>
        <member name="M:UniverseLib.ReflectionUtility.GetTypeNameArray">
            <summary>
            Returns an alphabetically-ordered array of all Type names in the AppDomain.
            </summary>
        </member>
        <member name="M:UniverseLib.ReflectionUtility.GetTypeByName(System.String)">
            <summary>
            Find a <see cref="T:System.Type"/> in the current AppDomain whose <see cref="P:System.Type.FullName"/> matches the provided <paramref name="fullName"/>.
            </summary>
            <param name="fullName">The <see cref="P:System.Type.FullName"/> you want to search for - case sensitive and full matches only.</param>
            <returns>The Type if found, otherwise null.</returns>
        </member>
        <member name="M:UniverseLib.ReflectionUtility.ProcessTypeInString(System.Type,System.String)">
            <summary>
            Sanitize <paramref name="theString"/> which contains the obfuscated name of the provided <paramref name="type"/>. Returns the sanitized string.
            </summary>
        </member>
        <member name="M:UniverseLib.ReflectionUtility.FindSingleton(System.String[],System.Type,System.Reflection.BindingFlags,System.Collections.Generic.List{System.Object})">
            <summary>
            Used by UnityExplorer's Singleton search. Checks all <paramref name="possibleNames"/> as field members (and properties in IL2CPP) for instances of the <paramref name="type"/>, 
            and populates the <paramref name="instances"/> list with non-null values.
            </summary>
        </member>
        <member name="M:UniverseLib.ReflectionUtility.TryExtractTypesFromException(System.Reflection.ReflectionTypeLoadException)">
            <summary>
            Attempts to extract loaded Types from a ReflectionTypeLoadException.
            </summary>
        </member>
        <member name="M:UniverseLib.ReflectionUtility.GetAllBaseTypes(System.Object)">
            <summary>
            Get all base types of the Type of the provided object, including itself.
            </summary>
        </member>
        <member name="M:UniverseLib.ReflectionUtility.GetAllBaseTypes(System.Type)">
            <summary>
            Get all base types of the provided Type, including itself.
            </summary>
        </member>
        <member name="M:UniverseLib.ReflectionUtility.GetImplementationsOf(System.Type,System.Action{System.Collections.Generic.HashSet{System.Type}},System.Boolean,System.Boolean,System.Boolean)">
            <summary>
            Get all implementations of the provided type (include itself, if not abstract) in the current AppDomain.
            Also works for generic parameters by analyzing the constraints.
            </summary>
            <param name="baseType">The base type, which can optionally be abstract / interface.</param>
            <returns>All implementations of the type in the current AppDomain.</returns>
        </member>
        <member name="M:UniverseLib.ReflectionUtility.IsEnumerable(System.Type)">
            <summary>
            Returns true if the provided type is an IEnumerable, including Il2Cpp IEnumerables.
            </summary>
        </member>
        <member name="M:UniverseLib.ReflectionUtility.TryGetEnumerator(System.Object,System.Collections.IEnumerator@)">
            <summary>
            Attempts to get the <see cref="T:System.Collections.IEnumerator"/> from the provided <see cref="T:System.Collections.IEnumerable"/> <paramref name="ienumerable"/>.
            </summary>
        </member>
        <member name="M:UniverseLib.ReflectionUtility.TryGetEntryType(System.Type,System.Type@)">
            <summary>
            Attempts to get the entry type (the Type of the entries) from the provided <paramref name="enumerableType"/>.
            </summary>
        </member>
        <member name="M:UniverseLib.ReflectionUtility.IsDictionary(System.Type)">
            <summary>
            Returns true if the provided type implements IDictionary, or Il2CPP IDictionary.
            </summary>
        </member>
        <member name="M:UniverseLib.ReflectionUtility.TryGetDictEnumerator(System.Object,System.Collections.Generic.IEnumerator{System.Collections.DictionaryEntry}@)">
            <summary>
            Try to get a DictionaryEnumerator for the provided IDictionary.
            </summary>
        </member>
        <member name="M:UniverseLib.ReflectionUtility.TryGetEntryTypes(System.Type,System.Type@,System.Type@)">
            <summary>
            Try to get the Type of Keys and Values in the provided dictionary type.
            </summary>
        </member>
        <member name="T:UniverseLib.RuntimeHelper">
            <summary>
            Class to help with some differences between Mono and Il2Cpp Runtimes.
            </summary>
        </member>
        <member name="M:UniverseLib.RuntimeHelper.StartCoroutine(System.Collections.IEnumerator)">
            <summary>
            Start any <see cref="T:System.Collections.IEnumerator"/> as a <see cref="T:UnityEngine.Coroutine"/>, handled by UniverseLib's <see cref="T:UnityEngine.MonoBehaviour"/> Instance.
            </summary>
        </member>
        <member name="M:UniverseLib.RuntimeHelper.StopCoroutine(UnityEngine.Coroutine)">
            <summary>
            Stop a <see cref="T:UnityEngine.Coroutine"/>, which needs to have been started with <see cref="M:UniverseLib.RuntimeHelper.StartCoroutine(System.Collections.IEnumerator)"/>.
            </summary>
            <param name="coroutine"></param>
        </member>
        <member name="M:UniverseLib.RuntimeHelper.AddComponent``1(UnityEngine.GameObject,System.Type)">
            <summary>
            Helper to add a component of Type <paramref name="type"/>, and return it as Type <typeparamref name="T"/> (provided <typeparamref name="T"/> is assignable from <paramref name="type"/>).
            </summary>
        </member>
        <member name="M:UniverseLib.RuntimeHelper.CreateScriptable(System.Type)">
            <summary>
            Helper to create an instance of the ScriptableObject of Type <paramref name="type"/>.
            </summary>
        </member>
        <member name="M:UniverseLib.RuntimeHelper.LayerToName(System.Int32)">
            <summary>
            Helper to invoke Unity's <see cref="M:UnityEngine.LayerMask.LayerToName(System.Int32)"/> method.
            </summary>
        </member>
        <member name="M:UniverseLib.RuntimeHelper.FindObjectsOfTypeAll``1">
            <summary>
            Helper to invoke Unity's <see cref="M:UnityEngine.Resources.FindObjectsOfTypeAll(System.Type)"/> method.
            </summary>
        </member>
        <member name="M:UniverseLib.RuntimeHelper.FindObjectsOfTypeAll(System.Type)">
            <summary>
            Helper to invoke Unity's <see cref="!:Resources.FindObjectsOfTypeAll&gt;"/> method.
            </summary>
        </member>
        <member name="M:UniverseLib.RuntimeHelper.GraphicRaycast(UnityEngine.UI.GraphicRaycaster,UnityEngine.EventSystems.PointerEventData,System.Collections.Generic.List{UnityEngine.EventSystems.RaycastResult})">
            <summary>
            Helper to invoke Unity's <see cref="M:UnityEngine.UI.GraphicRaycaster.Raycast(UnityEngine.EventSystems.PointerEventData,System.Collections.Generic.List{UnityEngine.EventSystems.RaycastResult})"/> method.
            </summary>
        </member>
        <member name="M:UniverseLib.RuntimeHelper.GetRootGameObjects(UnityEngine.SceneManagement.Scene)">
            <summary>
            Helper to invoke Unity's <see cref="M:UnityEngine.SceneManagement.Scene.GetRootGameObjects"/> method.
            </summary>
        </member>
        <member name="M:UniverseLib.RuntimeHelper.GetRootCount(UnityEngine.SceneManagement.Scene)">
            <summary>
            Helper to get the value of Unity's <see cref="P:UnityEngine.SceneManagement.Scene.rootCount"/> property.
            </summary>
        </member>
        <member name="M:UniverseLib.RuntimeHelper.SetColorBlockAuto(UnityEngine.UI.Selectable,UnityEngine.Color)">
            <summary>
            Automatically sets the base, highlighted and pressed values of the <paramref name="selectable"/>'s <see cref="T:UnityEngine.UI.ColorBlock"/>, 
            with <paramref name="baseColor"/> * 1.2f for the highlighted color and * 0.8f for the pressed color.
            </summary>
        </member>
        <member name="M:UniverseLib.RuntimeHelper.SetColorBlock(UnityEngine.UI.Selectable,UnityEngine.UI.ColorBlock)">
            <summary>
            Sets the <paramref name="colors"/> to the <paramref name="selectable"/>.
            </summary>
        </member>
        <member name="M:UniverseLib.RuntimeHelper.SetColorBlock(UnityEngine.UI.Selectable,System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color})">
            <summary>
            Sets the provided non-<see langword="null"/> colors to the <paramref name="selectable"/>.
            </summary>
        </member>
        <member name="T:UniverseLib.Runtime.AmbiguousMemberHandler`2">
            <summary>
            Handles getting/setting arbitrary field/property members which may have different names or member types in different Unity versions.
            </summary>
            <typeparam name="TClass">The containing Type for the member.</typeparam>
            <typeparam name="TValue">The Type of the value for the member.</typeparam>
        </member>
        <member name="M:UniverseLib.Runtime.AmbiguousMemberHandler`2.GetValue(System.Object)">
            <summary>
            Gets the value of an instance member from the provided instance.
            </summary>
            <param name="instance">The instance to get from.</param>
            <returns>The value from the member, if successful.</returns>
        </member>
        <member name="M:UniverseLib.Runtime.AmbiguousMemberHandler`2.GetValue">
            <summary>
            Gets the value of a static member.
            </summary>
            <returns>The value from the member, if successful.</returns>
        </member>
        <member name="M:UniverseLib.Runtime.AmbiguousMemberHandler`2.SetValue(System.Object,`1)">
            <summary>
            Sets the value of an instance member to the instance.
            </summary>
            <param name="instance">The instance to set to.</param>
            <param name="value">The value to set to the instance.</param>
        </member>
        <member name="M:UniverseLib.Runtime.AmbiguousMemberHandler`2.SetValue(`1)">
            <summary>
            Sets the value of a static member.
            </summary>
            <param name="value">The value to set to the instance.</param>
        </member>
        <member name="M:UniverseLib.Runtime.Mono.MonoProvider.Internal_StartCoroutine(System.Collections.IEnumerator)">
            <inheritdoc/>
        </member>
        <member name="M:UniverseLib.Runtime.Mono.MonoProvider.Internal_StopCoroutine(UnityEngine.Coroutine)">
            <inheritdoc/>
        </member>
        <member name="M:UniverseLib.Runtime.Mono.MonoProvider.Internal_AddComponent``1(UnityEngine.GameObject,System.Type)">
            <inheritdoc/>
        </member>
        <member name="M:UniverseLib.Runtime.Mono.MonoProvider.Internal_CreateScriptable(System.Type)">
            <inheritdoc/>
        </member>
        <member name="M:UniverseLib.Runtime.Mono.MonoProvider.Internal_GraphicRaycast(UnityEngine.UI.GraphicRaycaster,UnityEngine.EventSystems.PointerEventData,System.Collections.Generic.List{UnityEngine.EventSystems.RaycastResult})">
            <inheritdoc/>
        </member>
        <member name="M:UniverseLib.Runtime.Mono.MonoProvider.Internal_LayerToName(System.Int32)">
            <inheritdoc/>
        </member>
        <member name="M:UniverseLib.Runtime.Mono.MonoProvider.Internal_FindObjectsOfTypeAll(System.Type)">
            <inheritdoc/>
        </member>
        <member name="M:UniverseLib.Runtime.Mono.MonoProvider.Internal_GetRootGameObjects(UnityEngine.SceneManagement.Scene)">
            <inheritdoc/>
        </member>
        <member name="M:UniverseLib.Runtime.Mono.MonoProvider.Internal_GetRootCount(UnityEngine.SceneManagement.Scene)">
            <inheritdoc/>
        </member>
        <member name="M:UniverseLib.Runtime.Mono.MonoProvider.Internal_SetColorBlock(UnityEngine.UI.Selectable,UnityEngine.UI.ColorBlock)">
            <inheritdoc/>
        </member>
        <member name="M:UniverseLib.Runtime.Mono.MonoProvider.Internal_SetColorBlock(UnityEngine.UI.Selectable,System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color},System.Nullable{UnityEngine.Color})">
            <inheritdoc/>
        </member>
        <member name="T:UniverseLib.Runtime.TextureHelper">
            <summary>
            Helper class for working with <see cref="T:UnityEngine.Texture2D"/>s, including some runtime-specific helpers and some general utility.
            </summary>
        </member>
        <member name="P:UniverseLib.Runtime.TextureHelper.CanForceReadCubemaps">
            <summary>
            Returns true if it is possible to force-read non-readable Cubemaps in this game.
            </summary>
        </member>
        <member name="M:UniverseLib.Runtime.TextureHelper.EncodeToPNG(UnityEngine.Texture2D)">
            <summary>
            Helper for invoking Unity's <c>ImageConversion.EncodeToPNG</c> method.
            </summary>
        </member>
        <member name="M:UniverseLib.Runtime.TextureHelper.NewTexture2D(System.Int32,System.Int32)">
            <summary>
            Helper for creating a new <see cref="T:UnityEngine.Texture2D"/>.
            </summary>
        </member>
        <member name="M:UniverseLib.Runtime.TextureHelper.NewTexture2D(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean)">
            <summary>
            Helper for creating a new <see cref="T:UnityEngine.Texture2D"/>.
            </summary>
        </member>
        <member name="M:UniverseLib.Runtime.TextureHelper.Blit(UnityEngine.Texture,UnityEngine.RenderTexture)">
            <summary>
            Helper for calling Unity's <see cref="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.RenderTexture)"/> method.
            </summary>
        </member>
        <member name="M:UniverseLib.Runtime.TextureHelper.CreateSprite(UnityEngine.Texture2D)">
            <summary>
            Helper for creating a <see cref="T:UnityEngine.Sprite" /> from the provided <paramref name="texture"/>.
            </summary>
        </member>
        <member name="M:UniverseLib.Runtime.TextureHelper.CreateSprite(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2,System.Single,System.UInt32,UnityEngine.Vector4)">
            <summary>
            Helper for creating a <see cref="T:UnityEngine.Sprite" /> from the provided <paramref name="texture"/>.
            </summary>
        </member>
        <member name="M:UniverseLib.Runtime.TextureHelper.IsReadable(UnityEngine.Texture2D)">
            <summary>
            Helper for checking <c>Texture2D.isReadable</c>.
            </summary>
        </member>
        <member name="M:UniverseLib.Runtime.TextureHelper.IsReadable(UnityEngine.Cubemap)">
            <summary>
            Helper for checking <c>Cubemap.isReadable</c>.
            </summary>
        </member>
        <member name="M:UniverseLib.Runtime.TextureHelper.CopyTexture(UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32)">
            <summary>
            Copies the provided <paramref name="source"/> into a readable <see cref="T:UnityEngine.Texture2D"/>.
            <br/> Supports <see cref="T:UnityEngine.Texture2D"/> and individual <see cref="T:UnityEngine.Cubemap"/> faces.
            </summary>
            <param name="source">The original Texture to copy from.</param>
            <param name="dimensions">Optional dimensions to use from the original Texture. If set to default, uses the entire original.</param>
            <param name="cubemapFace">If copying a Cubemap, set this to the desired face index from 0 to 5.</param>
            <param name="dstX">Optional destination starting X value.</param>
            <param name="dstY">Optional destination starting Y value.</param>
            <returns>A new Texture2D, copied from the <paramref name="source"/>.</returns>
        </member>
        <member name="M:UniverseLib.Runtime.TextureHelper.CopyTexture(UnityEngine.Texture,UnityEngine.Texture2D,UnityEngine.Rect,System.Int32,System.Int32,System.Int32)">
            <summary>
            Copies the provided <paramref name="source"/> into the <paramref name="destination"/> Texture.
            <br/><br/>Supports <see cref="T:UnityEngine.Texture2D"/> and individual <see cref="T:UnityEngine.Cubemap"/> faces.
            </summary>
            <param name="source">The original Texture to copy from.</param>
            <param name="destination">The destination Texture to copy into.</param>
            <param name="dimensions">Optional dimensions to use from the original Texture. If set to default, uses the entire original.</param>
            <param name="cubemapFace">If copying a Cubemap, set this to the desired face index from 0 to 5.</param>
            <param name="dstX">Optional destination starting X value.</param>
            <param name="dstY">Optional destination starting Y value.</param>
            <returns>The <paramref name="destination"/> Texture, copied from the <paramref name="source"/>.</returns>
        </member>
        <member name="M:UniverseLib.Runtime.TextureHelper.UnwrapCubemap(UnityEngine.Cubemap)">
            <summary>
            Unwraps the Cubemap into a Texture2D, showing the the X faces on the left, Y in the middle and Z on the right,
            with positive faces on the top row and negative on the bottom.
            </summary>
        </member>
        <member name="M:UniverseLib.Runtime.TextureHelper.CopyToARGB32(UnityEngine.Texture2D,UnityEngine.Rect,System.Int32,System.Int32)">
            <summary>
            Converts the <paramref name="origTex"/> into a readable <see cref="F:UnityEngine.TextureFormat.ARGB32"/>-format <see cref="T:UnityEngine.Texture2D"/>.
            <br /><br />Supports non-readable Textures.
            </summary>
        </member>
        <member name="M:UniverseLib.Runtime.TextureHelper.SaveTextureAsPNG(UnityEngine.Texture2D,System.String,System.String)">
            <summary>
            Saves the provided <paramref name="tex"/> as a PNG file, into the provided <paramref name="dir"/> as "<paramref name="name"/>.png".
            <br /><br />To save a <see cref="T:UnityEngine.Cubemap"/>, use <see cref="M:UniverseLib.Runtime.TextureHelper.Copy(UnityEngine.Texture2D)"/> for each face, 
            using the <c>cubemapFace</c> parameter to select the face.
            </summary>
        </member>
        <member name="M:UniverseLib.Runtime.TextureHelper.SaveTextureAsPNG(UnityEngine.Texture2D,System.String)">
            <summary>
            Saves the provided <paramref name="texture"/> as a PNG file to the provided path.
            <br /><br />To save a <see cref="T:UnityEngine.Cubemap"/>, use <see cref="M:UniverseLib.Runtime.TextureHelper.Copy(UnityEngine.Texture2D)"/> for each face, 
            using the <c>cubemapFace</c> parameter to select the face, and save each resulting Texture2D.
            </summary>
        </member>
        <member name="T:UniverseLib.UI.Models.ButtonRef">
            <summary>
            A simple helper class to handle a button's OnClick more effectively, along with some helpers.
            </summary>
        </member>
        <member name="F:UniverseLib.UI.Models.ButtonRef.OnClick">
            <summary>
            Invoked when the Button is clicked.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Models.ButtonRef.Component">
            <summary>
            The actual Button component this object is a reference to.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Models.ButtonRef.ButtonText">
            <summary>
            The Text component on the button.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Models.ButtonRef.GameObject">
            <summary>
            The GameObject this Button is attached to.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Models.ButtonRef.Transform">
            <summary>
            The RectTransform for this Button.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Models.ButtonRef.Enabled">
            <summary>
            Helper for <c>Button.enabled</c>.
            </summary>
        </member>
        <member name="T:UniverseLib.UI.Models.InputFieldRef">
            <summary>
            A simple wrapper class for working with InputFields, with some helpers and performance improvements.
            </summary>
        </member>
        <member name="E:UniverseLib.UI.Models.InputFieldRef.OnValueChanged">
            <summary>
            Invoked at most once per frame, if the input was changed in the previous frame.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Models.InputFieldRef.Component">
            <summary>
            The actual InputField component which this object is a reference to.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Models.InputFieldRef.PlaceholderText">
            <summary>
            The placeholder Text component.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Models.InputFieldRef.UIRoot">
            <summary>
            The GameObject which the InputField is attached to.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Models.InputFieldRef.GameObject">
            <summary>
            The GameObject which the InputField is attached to.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Models.InputFieldRef.Transform">
            <summary>
            The RectTransform for this InputField.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Models.InputFieldRef.Text">
            <summary>
            The Text set to the InputField.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Models.InputFieldRef.TextGenerator">
            <summary>
            A reference to the InputField's cachedInputTextGenerator.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Models.InputFieldRef.ReachedMaxVerts">
            <summary>
            Returns true if the InputField's vertex count has reached the <see cref="F:UniverseLib.UI.UniversalUI.MAX_TEXT_VERTS"/> limit.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.Models.InputFieldRef.ConstructUI(UnityEngine.GameObject)">
            <summary>
            Not implemented.
            </summary>
        </member>
        <member name="T:UniverseLib.UI.Models.UIBehaviourModel">
            <summary>
            A class which can be used as an abstract UI object, which does not exist as a Component but which can receive Update calls.
            </summary>
        </member>
        <member name="T:UniverseLib.UI.Models.UIModel">
            <summary>
            An abstract UI object which does not exist as an actual UI Component, but which may be a reference to one.
            </summary>
        </member>
        <member name="T:UniverseLib.UI.ObjectPool.IPooledObject">
            <summary>
            An object which can be pooled by a <see cref="T:UniverseLib.UI.ObjectPool.Pool"/>.
            </summary>
        </member>
        <member name="T:UniverseLib.UI.ObjectPool.Pool">
            <summary>
            Abstract base class to handle interfacing with a generic <see cref="T:UniverseLib.UI.ObjectPool.Pool`1"/>, without the generic parameter at compile time.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.ObjectPool.Pool.Borrow(System.Type)">
            <summary>
            Borrow an object from the pool, creating a new object if none are available.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.ObjectPool.Pool.Borrow``1">
            <summary>
            Borrow an object from the pool, creating a new object if none are available.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.ObjectPool.Pool.Return(System.Type,UniverseLib.UI.ObjectPool.IPooledObject)">
            <summary>
            Return the object to the pool.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.ObjectPool.Pool.Return``1(``0)">
            <summary>
            Return the object to the pool.
            </summary>
        </member>
        <member name="T:UniverseLib.UI.ObjectPool.Pool`1">
            <summary>
            Handles object pooling for all <typeparamref name="T"/> objects. Each <typeparamref name="T"/> has its own <see cref="T:UniverseLib.UI.ObjectPool.Pool`1"/> instance.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.ObjectPool.Pool`1.Borrow">
            <summary>
            Borrow an object from the pool, creating a new object if none are available.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.ObjectPool.Pool`1.Return(`0)">
            <summary>
            Return the object to the pool.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.ObjectPool.Pool`1.InactiveHolder">
            <summary>
            Holds all returned objects in the pool.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.ObjectPool.Pool`1.DefaultHeight">
            <summary>
            Optional default height for the object, necessary if this object can be used by a <see cref="T:UniverseLib.UI.Widgets.ScrollView.ScrollPool`1"/>.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.ObjectPool.Pool`1.AvailableCount">
            <summary>
            How many objects are available in the pool.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.ObjectPool.Pool`1.BorrowObject">
            <summary>
            Borrow an object from the pool, creating a new object if none are available. 
            </summary>
        </member>
        <member name="M:UniverseLib.UI.ObjectPool.Pool`1.ReturnObject(`0)">
            <summary>
            Return the object to the pool.
            </summary>
        </member>
        <member name="T:UniverseLib.UI.Panels.PanelManager">
            <summary>
            Handles updating, dragging and resizing all <see cref="T:UniverseLib.UI.Panels.PanelBase"/>s for the parent <see cref="T:UniverseLib.UI.UIBase"/>.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Panels.PanelManager.Resizing">
            <summary>Is a panel currently being resized?</summary>
        </member>
        <member name="P:UniverseLib.UI.Panels.PanelManager.ResizePrompting">
            <summary>Is the resize cursor being displayed?</summary>
        </member>
        <member name="M:UniverseLib.UI.Panels.PanelManager.ForceEndResize">
            <summary>Force any current Resizing to immediately end.</summary>
        </member>
        <member name="P:UniverseLib.UI.Panels.PanelManager.Owner">
            <summary>The UIBase which created this PanelManager.</summary>
        </member>
        <member name="P:UniverseLib.UI.Panels.PanelManager.PanelHolder">
            <summary>The GameObject which holds all of this PanelManager's Panels.</summary>
        </member>
        <member name="E:UniverseLib.UI.Panels.PanelManager.OnPanelsReordered">
            <summary>Invoked when the UIPanel heirarchy is reordered.</summary>
        </member>
        <member name="E:UniverseLib.UI.Panels.PanelManager.OnClickedOutsidePanels">
            <summary>Invoked when the user clicks outside of all panels.</summary>
        </member>
        <member name="P:UniverseLib.UI.Panels.PanelManager.ShouldUpdateFocus">
            <summary>
            Determines if the PanelManager should update "focus" (ie. heirarchy order). 
            By default, returns true if user is clicking.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Panels.PanelManager.MousePosition">
            <summary>
            The MousePosition which should be used for this PanelManager. By default, this is <see cref="P:UniverseLib.Input.InputManager.MousePosition"/>.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Panels.PanelManager.ScreenDimensions">
            <summary>
            The Screen dimensions which should be used for this PanelManager. By default, this is <see cref="P:UnityEngine.Screen.width"/> x <see cref="P:UnityEngine.Screen.height"/>.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Panels.PanelManager.MouseInTargetDisplay">
            <summary>
            Determines if the mouse is currently in the Display used by this PanelManager. By default, this always returns true.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.Panels.PanelManager.SortDraggerHeirarchy">
            <summary>Invoked when panels are reordered.</summary>
        </member>
        <member name="M:UniverseLib.UI.Panels.PanelManager.UpdateDraggers">
            <summary>
            Updates all PanelDraggers owned by this PanelManager.
            </summary>
        </member>
        <member name="T:UniverseLib.UI.UIBase">
            <summary>
            A simple wrapper to handle a UI created with <see cref="M:UniverseLib.UI.UniversalUI.RegisterUI(System.String,System.Action)"/>.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.UIBase.Enabled">
            <summary>
            Whether this UI is currently being displayed or not. Disabled UIs will not receive Update calls.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.UIBase.CreatePanelManager">
            <summary>
            Can be overridden if you want a different type of PanelManager implementation.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.UIBase.SetOnTop">
            <summary>
            Set this UIBase to be on top of all others.
            </summary>
        </member>
        <member name="T:UniverseLib.UI.UIFactory">
            <summary>
            Helper class to create Unity uGUI UI objects at runtime, as well as use some custom UniverseLib UI classes such as ScrollPool, InputFieldScroller and AutoSliderScrollbar.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.CreateUIObject(System.String,UnityEngine.GameObject,UnityEngine.Vector2)">
            <summary>
            Create a simple UI object with a RectTransform. <paramref name="parent"/> can be null.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.SetLayoutElement(UnityEngine.GameObject,System.Nullable{System.Int32},System.Nullable{System.Int32},System.Nullable{System.Int32},System.Nullable{System.Int32},System.Nullable{System.Int32},System.Nullable{System.Int32},System.Nullable{System.Boolean})">
            <summary>
            Get and/or Add a LayoutElement component to the GameObject, and set any of the values on it.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.SetLayoutGroup``1(UnityEngine.GameObject,System.Nullable{System.Boolean},System.Nullable{System.Boolean},System.Nullable{System.Boolean},System.Nullable{System.Boolean},System.Nullable{System.Int32},System.Nullable{System.Int32},System.Nullable{System.Int32},System.Nullable{System.Int32},System.Nullable{System.Int32},System.Nullable{UnityEngine.TextAnchor})">
            <summary>
            Get and/or Add a HorizontalOrVerticalLayoutGroup (must pick one) to the GameObject, and set the values on it.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.SetLayoutGroup``1(``0,System.Nullable{System.Boolean},System.Nullable{System.Boolean},System.Nullable{System.Boolean},System.Nullable{System.Boolean},System.Nullable{System.Int32},System.Nullable{System.Int32},System.Nullable{System.Int32},System.Nullable{System.Int32},System.Nullable{System.Int32},System.Nullable{UnityEngine.TextAnchor})">
            <summary>
            Set the values on a HorizontalOrVerticalLayoutGroup.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.CreatePanel(System.String,UnityEngine.GameObject,UnityEngine.GameObject@,System.Nullable{UnityEngine.Color})">
            <summary>
            Create a simple UI Object with a VerticalLayoutGroup and an Image component.
            <br /><br />See also: <see cref="T:UniverseLib.UI.Panels.PanelBase"/>
            </summary>
            <param name="name">The name of the panel GameObject, useful for debugging purposes</param>
            <param name="parent">The parent GameObject to attach this to</param>
            <param name="bgColor">The background color of your panel. Defaults to dark grey if null.</param>
            <param name="contentHolder">The GameObject which you should add your actual content on to.</param>
            <returns>The base panel GameObject (not for adding content to).</returns>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.CreateVerticalGroup(UnityEngine.GameObject,System.String,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Int32,UnityEngine.Vector4,UnityEngine.Color,System.Nullable{UnityEngine.TextAnchor})">
            <summary>
            Create a VerticalLayoutGroup object with an Image component. Use SetLayoutGroup to create one without an image.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.CreateHorizontalGroup(UnityEngine.GameObject,System.String,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Int32,UnityEngine.Vector4,UnityEngine.Color,System.Nullable{UnityEngine.TextAnchor})">
            <summary>
            Create a HorizontalLayoutGroup object with an Image component. Use SetLayoutGroup to create one without an image.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.CreateGridGroup(UnityEngine.GameObject,System.String,UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Color)">
            <summary>
            Create a GridLayoutGroup object with an Image component. 
            </summary>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.CreateLabel(UnityEngine.GameObject,System.String,System.String,UnityEngine.TextAnchor,UnityEngine.Color,System.Boolean,System.Int32)">
            <summary>
            Create a Text component.
            </summary>
            <param name="parent">The parent object to build onto</param>
            <param name="name">The GameObject name of your label</param>
            <param name="defaultText">The default text of the label</param>
            <param name="alignment">The alignment of the Text component</param>
            <param name="color">The Text color (default is White)</param>
            <param name="supportRichText">Should the Text support rich text? (Can be changed afterwards)</param>
            <param name="fontSize">The default font size</param>
            <returns>Your new Text component</returns>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.CreateButton(UnityEngine.GameObject,System.String,System.String,System.Nullable{UnityEngine.Color})">
            <summary>
            Create a ButtonRef wrapper and a Button component, providing only the default Color (highlighted and pressed colors generated automatically).
            </summary>
            <param name="parent">The parent object to build onto</param>
            <param name="name">The GameObject name of your button</param>
            <param name="text">The default button text</param>
            <param name="normalColor">The base color for your button, with the highlighted and pressed colors generated from this.</param>
            <returns>A ButtonRef wrapper for your Button component.</returns>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.CreateButton(UnityEngine.GameObject,System.String,System.String,UnityEngine.UI.ColorBlock)">
            <summary>
            Create a ButtonRef wrapper and a Button component.
            </summary>
            <param name="parent">The parent object to build onto</param>
            <param name="name">The GameObject name of your button</param>
            <param name="text">The default button text</param>
            <param name="colors">The ColorBlock used for your Button component</param>
            <returns>A ButtonRef wrapper for your Button component.</returns>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.CreateSlider(UnityEngine.GameObject,System.String,UnityEngine.UI.Slider@)">
            <summary>
            Create a Slider control component.
            </summary>
            <param name="parent">The parent object to build onto</param>
            <param name="name">The GameObject name of your slider</param>
            <param name="slider">Returns the created Slider component</param>
            <returns>The root GameObject for your Slider</returns>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.CreateScrollbar(UnityEngine.GameObject,System.String,UnityEngine.UI.Scrollbar@)">
            <summary>
            Create a standard Unity Scrollbar component.
            </summary>
            <param name="parent">The parent object to build onto</param>
            <param name="name">The GameObject name of your scrollbar</param>
            <param name="scrollbar">Returns the created Scrollbar component</param>
            <returns>The root GameObject for your Scrollbar</returns>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.CreateToggle(UnityEngine.GameObject,System.String,UnityEngine.UI.Toggle@,UnityEngine.UI.Text@,UnityEngine.Color,System.Int32,System.Int32)">
            <summary>
            Create a Toggle control component.
            </summary>
            <param name="parent">The parent object to build onto</param>
            <param name="name">The GameObject name of your toggle</param>
            <param name="toggle">Returns the created Toggle component</param>
            <param name="text">Returns the Text component for your Toggle</param>
            <param name="bgColor">The background color of the checkbox</param>
            <param name="checkWidth">The width of your checkbox</param>
            <param name="checkHeight">The height of your checkbox</param>
            <returns>The root GameObject for your Toggle control</returns>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.CreateInputField(UnityEngine.GameObject,System.String,System.String)">
            <summary>
            Create a standard InputField control and an InputFieldRef wrapper for it.
            </summary>
            <param name="parent">The parent object to build onto</param>
            <param name="name">The GameObject name of your InputField</param>
            <param name="placeHolderText">The placeholder text for your InputField component</param>
            <returns>An InputFieldRef wrapper for your InputField</returns>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.CreateDropdown(UnityEngine.GameObject,System.String,UnityEngine.UI.Dropdown@,System.String,System.Int32,System.Action{System.Int32},System.String[])">
            <summary>
            Create a standard DropDown control.
            </summary>
            <param name="parent">The parent object to build onto</param>
            <param name="name">The GameObject name of your Dropdown</param>
            <param name="dropdown">Returns your created Dropdown component</param>
            <param name="defaultItemText">The default displayed text (suggested is 14)</param>
            <param name="itemFontSize">The font size of the displayed text</param>
            <param name="onValueChanged">Invoked when your Dropdown value is changed</param>
            <param name="defaultOptions">Optional default options for the dropdown</param>
            <returns>The root GameObject for your Dropdown control</returns>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.CreateScrollPool``1(UnityEngine.GameObject,System.String,UnityEngine.GameObject@,UnityEngine.GameObject@,System.Nullable{UnityEngine.Color})">
            <summary>
            Create a ScrollPool for the <typeparamref name="T"/> ICell. You should call scrollPool.Initialize(handler) after this.
            </summary>
            <typeparam name="T">The ICell type which will be used for the ScrollPool.</typeparam>
            <param name="parent">The parent GameObject which the ScrollPool will be built on to.</param>
            <param name="name">The GameObject name for your ScrollPool</param>
            <param name="uiRoot">Returns the root GameObject for your ScrollPool</param>
            <param name="content">Returns the content GameObject for your ScrollPool (where cells will be populated)</param>
            <param name="bgColor">The background color for your ScrollPool. If default, it will be dark grey.</param>
            <returns>Your created ScrollPool instance.</returns>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.CreateSliderScrollbar(UnityEngine.GameObject,UnityEngine.UI.Slider@)">
            <summary>
            Create a SliderScrollbar, using a Slider to mimic a Scrollbar. This fixes several issues with Unity's Scrollbar implementation.<br/><br/>
            
            Note that this will not have any actual functionality. Use this along with an <see cref="T:UniverseLib.UI.Widgets.AutoSliderScrollbar"/> to automate the functionality.
            </summary>
            <param name="parent">The parent to create on to.</param>
            <param name="slider">Your created Slider component</param>
            <returns>The root GameObject for your SliderScrollbar.</returns>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.CreateScrollView(UnityEngine.GameObject,System.String,UnityEngine.GameObject@,UniverseLib.UI.Widgets.AutoSliderScrollbar@,UnityEngine.Color)">
            <summary>
            Create a ScrollView and a SliderScrollbar for non-pooled content.
            </summary>
            <param name="parent">The parent GameObject to build on to.</param>
            <param name="name">The GameObject name for your ScrollView.</param>
            <param name="content">The GameObject for your content to be placed on.</param>
            <param name="autoScrollbar">A created AutoSliderScrollbar instance for your ScrollView.</param>
            <param name="color">The background color, defaults to grey.</param>
            <returns>The root GameObject for your ScrollView.</returns>
        </member>
        <member name="M:UniverseLib.UI.UIFactory.CreateScrollInputField(UnityEngine.GameObject,System.String,System.String,UniverseLib.UI.Widgets.InputFieldScroller@,System.Int32,UnityEngine.Color)">
            <summary>
            Create a Scrollable Input Field control, using an AutoSliderScrollbar for the scroll bar.
            </summary>
            <param name="parent">The parent GameObject to build on to.</param>
            <param name="name">The GameObject name for your InputField.</param>
            <param name="placeHolderText">Optional placeholder text for your InputField</param>
            <param name="inputScroll">An InputFieldScroller, you don't need to do anything with this necessarily, it will automate itself.</param>
            <param name="fontSize">The font size for your InputField</param>
            <param name="color">The text color for your InputField</param>
            <returns>The root GameObject for your ScrollInputField</returns>
        </member>
        <member name="T:UniverseLib.UI.UniversalUI">
            <summary>Handles all <see cref="T:UniverseLib.UI.UIBase"/> UIs on the UniverseLib UI canvas.</summary>
        </member>
        <member name="P:UniverseLib.UI.UniversalUI.Initializing">
            <summary>Returns true if UniverseLib is currently initializing it's UI.</summary>
        </member>
        <member name="P:UniverseLib.UI.UniversalUI.AnyUIShowing">
            <summary>Returns true if any <see cref="T:UniverseLib.UI.UIBase"/> is being displayed.</summary>
        </member>
        <member name="P:UniverseLib.UI.UniversalUI.CanvasRoot">
            <summary>The UniverseLib global Canvas root.</summary>
        </member>
        <member name="P:UniverseLib.UI.UniversalUI.EventSys">
            <summary>The UniverseLib global EventSystem.</summary>
        </member>
        <member name="P:UniverseLib.UI.UniversalUI.PoolHolder">
            <summary>The GameObject used to hold returned <see cref="T:UniverseLib.UI.ObjectPool.IPooledObject"/> objects.</summary>
        </member>
        <member name="P:UniverseLib.UI.UniversalUI.ConsoleFont">
            <summary>The Consola font asset, if it was successfully loaded.</summary>
        </member>
        <member name="P:UniverseLib.UI.UniversalUI.DefaultFont">
            <summary>The default font asset.</summary>
        </member>
        <member name="P:UniverseLib.UI.UniversalUI.BackupShader">
            <summary>The backup UI shader, if it was loaded.</summary>
        </member>
        <member name="P:UniverseLib.UI.UniversalUI.EnabledButtonColor">
            <summary>The default color used by UniverseLib for enabled buttons.</summary>
        </member>
        <member name="P:UniverseLib.UI.UniversalUI.DisabledButtonColor">
            <summary>The default color used by UniverseLib for disabled buttons.</summary>
        </member>
        <member name="F:UniverseLib.UI.UniversalUI.MAX_INPUTFIELD_CHARS">
            <summary>A safe value for the maximum amount of characters allowed in an InputField.</summary>
        </member>
        <member name="F:UniverseLib.UI.UniversalUI.MAX_TEXT_VERTS">
            <summary>The maximum amount of vertices allowed in an InputField's UI mesh.</summary>
        </member>
        <member name="M:UniverseLib.UI.UniversalUI.RegisterUI(System.String,System.Action)">
            <summary>
            Create and register a <see cref="T:UniverseLib.UI.UIBase"/> with the provided ID, and optional update method.
            </summary>
            <param name="id">A unique ID for your UI.</param>
            <param name="updateMethod">An optional method to receive Update calls with, invoked when your UI is displayed.</param>
            <returns>Your newly created <see cref="T:UniverseLib.UI.UIBase"/>, if successful.</returns>
        </member>
        <member name="M:UniverseLib.UI.UniversalUI.RegisterUI``1(System.String,System.Action)">
            <summary>
            Create and register a <typeparamref name="T"/> with the provided ID, and optional update method.<br />
            You can use this to register a custom <see cref="T:UniverseLib.UI.UIBase"/> type instead of the default type.
            </summary>
            <param name="id">A unique ID for your UI.</param>
            <param name="updateMethod">An optional method to receive Update calls with, invoked when your UI is displayed.</param>
            <returns>Your newly created <typeparamref name="T"/>, if successful.</returns>
        </member>
        <member name="M:UniverseLib.UI.UniversalUI.SetUIActive(System.String,System.Boolean)">
            <summary>
            Sets the <see cref="T:UniverseLib.UI.UIBase"/> with the corresponding <paramref name="id"/> to be active or disabled.
            </summary>
        </member>
        <member name="T:UniverseLib.UI.Widgets.AutoSliderScrollbar">
            <summary>
            A scrollbar which automatically resizes itself (and its handle) depending on the size of the content and viewport.
            </summary>
        </member>
        <member name="T:UniverseLib.UI.Widgets.ButtonList.ButtonCell">
            <summary>
            Represents the base cell used by a <see cref="T:UniverseLib.UI.Widgets.ButtonList.ButtonListHandler`2"/>.
            </summary>
        </member>
        <member name="T:UniverseLib.UI.Widgets.ButtonList.ButtonListHandler`2">
            <summary>
            A helper to create and handle a simple <see cref="T:UniverseLib.UI.Widgets.ScrollView.ScrollPool`1"/> of Buttons, which can be backed by any data.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.Widgets.ButtonList.ButtonListHandler`2.#ctor(UniverseLib.UI.Widgets.ScrollView.ScrollPool{`1},System.Func{System.Collections.Generic.List{`0}},System.Action{`1,System.Int32},System.Func{`0,System.String,System.Boolean},System.Action{System.Int32})">
            <summary>
            Create a wrapper to handle your Button ScrollPool.
            </summary>
            <param name="scrollPool">The ScrollPool&lt;ButtonCell&gt; you have already created.</param>
            <param name="getEntriesMethod">A method which should return your current data values.</param>
            <param name="setICellMethod">A method which should set the data at the int index to the cell.</param>
            <param name="shouldDisplayMethod">A method which should determine if the data at the index should be displayed, with an optional string filter from CurrentFilter.</param>
            <param name="onCellClickedMethod">A method invoked when a cell is clicked, containing the data index assigned to the cell.</param>
        </member>
        <member name="T:UniverseLib.UI.Widgets.InputFieldScroller">
            <summary>
            A wrapper for a scrollable InputField created with <see cref="M:UniverseLib.UI.UIFactory.CreateScrollInputField(UnityEngine.GameObject,System.String,System.String,UniverseLib.UI.Widgets.InputFieldScroller@,System.Int32,UnityEngine.Color)"/>.<br/><br/>
            
            This is otherwise a normal InputField, but which handles scrolling more nicely than a vanilla one.
            </summary>
        </member>
        <member name="F:UniverseLib.UI.Widgets.InputFieldScroller.OnScroll">
            <summary>
            Invoked whenever this InputField is scrolled through (ie, 
            </summary>
        </member>
        <member name="T:UniverseLib.UI.Widgets.ScrollView.DataHeightCache`1">
            <summary>
            Used to handle the underlying height data for a scroll pool, tracking which data values are at which position and how far they span.<br/><br/>
            
            A DataHeightCache is created and managed automatically by a ScrollPool, you do not need to use this class yourself.
            </summary>
        </member>
        <member name="F:UniverseLib.UI.Widgets.ScrollView.DataHeightCache`1.rangeCache">
            <summary>
            Lookup table for "which data index first appears at this position"<br/>
            Index: DefaultHeight * index from top of data<br/>
            Value: the first data index at this position<br/>
            </summary>
        </member>
        <member name="M:UniverseLib.UI.Widgets.ScrollView.DataHeightCache`1.GetRangeCeilingOfPosition(System.Single)">
            <summary>Same as GetRangeIndexOfPosition, except this rounds up to the next division if there was remainder from the previous cell.</summary>
        </member>
        <member name="M:UniverseLib.UI.Widgets.ScrollView.DataHeightCache`1.GetRangeFloorOfPosition(System.Single)">
            <summary>Get the first range (division of DefaultHeight) which the position appears in.</summary>
        </member>
        <member name="M:UniverseLib.UI.Widgets.ScrollView.DataHeightCache`1.GetRangeSpread(System.Single,System.Single)">
            <summary>
            Get the spread of the height, starting from the start position.<br/><br/>
            The "spread" begins at the start of the next interval of the DefaultHeight, then increases for
            every interval beyond that.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.Widgets.ScrollView.DataHeightCache`1.Add(System.Single)">
            <summary>Append a data index to the cache with the provided height value.</summary>
        </member>
        <member name="M:UniverseLib.UI.Widgets.ScrollView.DataHeightCache`1.RemoveLast">
            <summary>Remove the last (highest count) index from the height cache.</summary>
        </member>
        <member name="M:UniverseLib.UI.Widgets.ScrollView.DataHeightCache`1.SetIndex(System.Int32,System.Single)">
            <summary>Set a given data index with the specified value.</summary>
        </member>
        <member name="T:UniverseLib.UI.Widgets.ScrollView.ICellPoolDataSource`1">
            <summary>
            A data source for a ScrollPool.
            </summary>
        </member>
        <member name="T:UniverseLib.UI.Widgets.ScrollView.ScrollPool`1">
            <summary>
            An object-pooled ScrollRect, attempts to support content of any size and provide a scrollbar for it.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Widgets.ScrollView.ScrollPool`1.DataSource">
            <summary>
            The data source backing this scroll pool.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Widgets.ScrollView.ScrollPool`1.CellPool">
            <summary>
            The cells used by this ScrollPool.
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Widgets.ScrollView.ScrollPool`1.UIRoot">
            <summary>
            The GameObject which the ScrollRect is attached to.
            </summary>
        </member>
        <member name="F:UniverseLib.UI.Widgets.ScrollView.ScrollPool`1.bottomDataIndex">
            <summary>
            The first and last pooled indices relative to the DataSource's list
            </summary>
        </member>
        <member name="F:UniverseLib.UI.Widgets.ScrollView.ScrollPool`1.topPoolIndex">
            <summary>
            The first and last indices of our CellPool in the transform heirarchy
            </summary>
        </member>
        <member name="F:UniverseLib.UI.Widgets.ScrollView.ScrollPool`1.bottomPoolIndex">
            <summary>
            The first and last indices of our CellPool in the transform heirarchy
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Widgets.ScrollView.ScrollPool`1.WritingLocked">
            <summary>
            If true, prevents the ScrollPool for writing any values, essentially making it readonly.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.Widgets.ScrollView.ScrollPool`1.Update">
            <summary>
            Invoked by UIBehaviourModel.UpdateInstances
            </summary>
        </member>
        <member name="M:UniverseLib.UI.Widgets.ScrollView.ScrollPool`1.Refresh(System.Boolean,System.Boolean)">
            <summary>
            Refresh the ScrollPool, optionally forcing a rebuild of cell data, and optionally jumping to the top.
            </summary>
            <param name="setCellData">If true, will call SetCell for the data source on each displayed cell.</param>
            <param name="jumpToTop">If true, will jump to the top of the data.</param>
        </member>
        <member name="M:UniverseLib.UI.Widgets.ScrollView.ScrollPool`1.JumpToIndex(System.Int32,System.Action{`0})">
            <summary>
            Jump to the cell at the provided index, and invoke onJumped after completion.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.Widgets.ScrollView.ScrollPool`1.Initialize(UniverseLib.UI.Widgets.ScrollView.ICellPoolDataSource{`0},System.Action)">
            <summary>Should be called only once, when the scroll pool is created.</summary>
        </member>
        <member name="M:UniverseLib.UI.Widgets.ScrollView.ScrollPool`1.CheckRecycleViewBounds(System.Boolean)">
            <summary>
            Returns true if the viewport changed height since last check.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.Widgets.ScrollView.ScrollPool`1.ConstructUI(UnityEngine.GameObject)">
            <summary>Use <see cref="M:UniverseLib.UI.UIFactory.CreateScrollPool``1(UnityEngine.GameObject,System.String,UnityEngine.GameObject@,UnityEngine.GameObject@,System.Nullable{UnityEngine.Color})"/></summary>
        </member>
        <member name="F:UniverseLib.UI.Widgets.TransformTree.GetRootEntriesMethod">
            <summary>
            The method used to retrieve the list of GameObjects in this TransformTree
            </summary>
        </member>
        <member name="F:UniverseLib.UI.Widgets.TransformTree.OnClickHandler">
            <summary>
            Invoked when a Transform is clicked on.
            </summary>
        </member>
        <member name="F:UniverseLib.UI.Widgets.TransformTree.ScrollPool">
            <summary>
            The ScrollPool used by this TransformTree.
            </summary>
        </member>
        <member name="F:UniverseLib.UI.Widgets.TransformTree.cachedTransforms">
            <summary>
            Key: UnityEngine.Transform instance ID<br/>
            Value: CachedTransform
            </summary>
        </member>
        <member name="P:UniverseLib.UI.Widgets.TransformTree.CurrentFilter">
            <summary>
            Can set to filter the displayed Transforms in this tree. You must call RefreshData after changing the filter.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.Widgets.TransformTree.#ctor(UniverseLib.UI.Widgets.ScrollView.ScrollPool{UniverseLib.UI.Widgets.TransformCell},System.Func{System.Collections.Generic.IEnumerable{UnityEngine.GameObject}},System.Action{UnityEngine.GameObject})">
            <summary>
            Create a new TransformTree for the provided <see cref="T:UniverseLib.UI.Widgets.ScrollView.ScrollPool`1"/>. 
            This constructor will call ScrollPool.Initialize(this).
            </summary>
            <param name="scrollPool">The already-created <see cref="T:UniverseLib.UI.Widgets.ScrollView.ScrollPool`1"/> which will be used by this TransformTree.</param>
            <param name="getRootEntriesMethod">Your method to provide GameObjects for this TransformTree.</param>
            <param name="onCellClicked">Your method to be invoked when a Transform cell is clicked on.</param>
        </member>
        <member name="M:UniverseLib.UI.Widgets.TransformTree.Rebuild">
            <summary>
            Completely reset the tree (ie. switching inspected GameObject)
            </summary>
        </member>
        <member name="M:UniverseLib.UI.Widgets.TransformTree.Clear">
            <summary>
            Completely wipe the cached data (ie. GameObject inspector returning to pool)
            </summary>
        </member>
        <member name="M:UniverseLib.UI.Widgets.TransformTree.IsTransformExpanded(System.Int32)">
            <summary>
            Check if the given Instance ID is expanded or not
            </summary>
        </member>
        <member name="M:UniverseLib.UI.Widgets.TransformTree.JumpAndExpandToTransform(UnityEngine.Transform)">
            <summary>
            Jump to a specific Transform in the tree and highlight it.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.Widgets.TransformTree.RefreshData(System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
            <summary>
            Perform an update of all Transforms in this tree.
            </summary>
            <param name="andUpdateScrollPool">If true, calls ScrollPool.Refresh</param>
            <param name="jumpToTop">Should the ScrollPool reset back to the top index?</param>
            <param name="stopExistingCoroutine">If false and there is a Refresh coroutine already running, this method will abort.</param>
            <param name="oneShot">If true, will not yield any frames in the coroutine (will all happen instantly, now)</param>
        </member>
        <member name="M:UniverseLib.UI.Widgets.TransformTree.SetCell(UniverseLib.UI.Widgets.TransformCell,System.Int32)">
            <summary>
            Called by ScrollPool, not necessary to ever call this directly.
            </summary>
        </member>
        <member name="M:UniverseLib.UI.Widgets.TransformTree.OnCellBorrowed(UniverseLib.UI.Widgets.TransformCell)">
            <summary>
            Called by ScrollPool, not necessary to ever call this directly.
            </summary>
        </member>
        <member name="T:UniverseLib.UniversalBehaviour">
            <summary>
            Used for receiving Update events and starting Coroutines.
            </summary>
        </member>
        <member name="P:UniverseLib.Universe.Context">
            <summary>The current runtime context (Mono or IL2CPP).</summary>
        </member>
        <member name="P:UniverseLib.Universe.CurrentGlobalState">
            <summary>The current setup state of UniverseLib.</summary>
        </member>
        <member name="M:UniverseLib.Universe.Init(System.Action,System.Action{System.String,UnityEngine.LogType})">
            <summary>
            Initialize UniverseLib with default settings, if you don't require any finer control over the startup process.
            </summary>
            <param name="onInitialized">Invoked after the <c>startupDelay</c>and after UniverseLib has finished initializing.</param>
            <param name="logHandler">Should be used for printing UniverseLib's own internal logs. Your listener will only be used if no listener has 
            yet been provided to handle it. It is not required to implement this but it may be useful to diagnose internal errors.</param>
        </member>
        <member name="M:UniverseLib.Universe.Init(System.Single,System.Action,System.Action{System.String,UnityEngine.LogType},UniverseLib.Config.UniverseLibConfig)">
            <summary>
            Initialize UniverseLib with the provided parameters.
            </summary>
            <param name="startupDelay">Will be used only if it is the highest value supplied to this method compared to other assemblies.
            If another assembly calls this Init method with a higher startupDelay, their value will be used instead.</param>
            <param name="onInitialized">Invoked after the <paramref name="startupDelay"/> and after UniverseLib has finished initializing.</param>
            <param name="logHandler">Should be used for printing UniverseLib's own internal logs. Your listener will only be used if no listener has 
            yet been provided to handle it. It is not required to implement this but it may be useful to diagnose internal errors.</param>
            <param name="config">Can be used to set certain values of UniverseLib's configuration. Null config values will be ignored.</param>
        </member>
        <member name="F:UniverseLib.Utility.ArgumentUtility.EmptyTypes">
            <summary>
            Equivalent to <c>new Type[0]</c>
            </summary>
        </member>
        <member name="F:UniverseLib.Utility.ArgumentUtility.EmptyArgs">
            <summary>
            Equivalent to <c>new object[0]</c>
            </summary>
        </member>
        <member name="F:UniverseLib.Utility.ArgumentUtility.ParseArgs">
            <summary>
            Equivalent to <c>new Type[] { typeof(string) }</c>
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.IOUtility.EnsureValidFilePath(System.String)">
            <summary>
            Ensures the path contains no invalid characters and that the containing directory exists.
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.IOUtility.EnsureValidFilename(System.String)">
            <summary>
            Ensures the file name contains no invalid characters.
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.MiscUtility.ContainsIgnoreCase(System.String,System.String)">
            <summary>
            Check if a string contains another string, case-insensitive.
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.MiscUtility.HasFlag(System.Enum,System.Enum)">
            <summary>
            Just to allow Enum to do .HasFlag() in NET 3.5
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.MiscUtility.EndsWith(System.Text.StringBuilder,System.String)">
            <summary>
            Returns true if the StringBuilder ends with the provided string.
            </summary>
        </member>
        <member name="F:UniverseLib.Utility.ParseUtility.NumberFormatString">
            <summary>
            Equivalent to <c>$"0.####"</c>.
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.ParseUtility.FormatDecimalSequence(System.Object[])">
            <summary>
            Formats the array of float, double or decimal numbers into a formatted string.
            </summary>
            <param name="numbers"></param>
            <returns></returns>
        </member>
        <member name="M:UniverseLib.Utility.ParseUtility.CanParse(System.Type)">
            <summary>
            Returns true if ParseUtility is able to parse the provided Type.
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.ParseUtility.CanParse``1">
            <summary>
            Returns true if ParseUtility is able to parse the provided Type.
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.ParseUtility.TryParse``1(System.String,``0@,System.Exception@)">
            <summary>
            Attempt to parse the provided input into an object of the provided Type. Returns true if successful, false if not.
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.ParseUtility.TryParse(System.String,System.Type,System.Object@,System.Exception@)">
            <summary>
            Attempt to parse the provided input into an object of the provided Type. Returns true if successful, false if not.
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.ParseUtility.ToStringForInput``1(System.Object)">
            <summary>
            Returns the obj.ToString() result, formatted into the format which ParseUtility would expect for user input.
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.ParseUtility.ToStringForInput(System.Object,System.Type)">
            <summary>
            Returns the obj.ToString() result, formatted into the format which ParseUtility would expect for user input.
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.ParseUtility.GetExampleInput``1">
            <summary>
            Gets a default example input which can be displayed to users, for example for Vector2 this would return "0 0".
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.ParseUtility.GetExampleInput(System.Type)">
            <summary>
            Gets a default example input which can be displayed to users, for example for Vector2 this would return "0 0".
            </summary>
        </member>
        <member name="T:UniverseLib.Utility.SignatureHighlighter">
            <summary>
            For Unity rich-text syntax highlighting of Types and Members.
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.SignatureHighlighter.Parse(System.Type,System.Boolean,System.Reflection.MemberInfo)">
            <summary>
            Highlight the full signature of the Type, including optionally the Namespace, and optionally combined with a MemberInfo.
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.SignatureHighlighter.RemoveHighlighting(System.String)">
            <summary>
            Removes highlighting from the string (color and italics only, as that is all this class handles).
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.SignatureHighlighter.ParseMethod(System.Reflection.MethodInfo)">
            <summary>
            Highlight the provided method's signature with it's containing Type, and all arguments.
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.SignatureHighlighter.ParseConstructor(System.Reflection.ConstructorInfo)">
            <summary>
            Highlight the provided constructors's signature with it's containing Type, and all arguments.
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.SignatureHighlighter.GetMemberInfoColor(System.Reflection.MemberInfo,System.Boolean@)">
            <summary>
            Get the color used by SignatureHighlighter for the provided member, and whether it is static or not.
            </summary>
        </member>
        <member name="T:UniverseLib.Utility.ToStringUtility">
            <summary>
            Provides utility for displaying an object's ToString result in a more user-friendly format.
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.ToStringUtility.PruneString(System.String,System.Int32,System.Int32)">
            <summary>
            Constrains the provided string to a maximum length, and maximum number of lines.
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.ToStringUtility.ToStringWithType(System.Object,System.Type,System.Boolean)">
            <summary>
            Returns the ToString result with a rich-text highlighted Type in trailing brackets. 
            If the object does not implement ToString, then only the trailing highlighted Type will be returned.
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.UnityHelpers.OccuredEarlierThanDefault(System.Single)">
            <summary>
            Returns true if the provided <paramref name="time"/> occured more than 10ms before <see cref="P:UnityEngine.Time.realtimeSinceStartup"/>.
            </summary>
            <param name="time">Should be a value from <see cref="P:UnityEngine.Time.realtimeSinceStartup"/> which you stored earlier.</param>
        </member>
        <member name="M:UniverseLib.Utility.UnityHelpers.OccuredEarlierThan(System.Single,System.Single)">
            <summary>
            Returns true if the provided <paramref name="time"/> occured at least <paramref name="secondsAgo"/> before <see cref="P:UnityEngine.Time.realtimeSinceStartup"/>.
            </summary>
            <param name="time">Should be a value from <see cref="P:UnityEngine.Time.realtimeSinceStartup"/> which you stored earlier.</param>
        </member>
        <member name="M:UniverseLib.Utility.UnityHelpers.IsNullOrDestroyed(System.Object,System.Boolean)">
            <summary>
            Check if an object is null, and if it's a UnityEngine.Object then also check if it was destroyed.
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.UnityHelpers.GetTransformPath(UnityEngine.Transform,System.Boolean)">
            <summary>
            Get the full Transform heirarchy path for this provided Transform.
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.UnityHelpers.ToHex(UnityEngine.Color)">
            <summary>
            Converts Color to 6-digit RGB hex code (without # symbol). Eg, RGBA(1,0,0,1) -> FF0000
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.UnityHelpers.ToColor(System.String)">
            <summary>
            Assumes the string is a 6-digit RGB Hex color code (with optional leading #) which it will parse into a UnityEngine.Color.
            Eg, FF0000 -> RGBA(1,0,0,1)
            </summary>
        </member>
        <member name="M:UniverseLib.Utility.UnityHelpers.GetOnEndEdit(UnityEngine.UI.InputField)">
            <summary>
            Returns the onEndEdit event as a <see cref="T:UnityEngine.Events.UnityEvent`1"/> for greater compatibility with all Unity versions.
            </summary>
        </member>
    </members>
</doc>
