<?xml version="1.0"?>
<doc>
    <assembly>
        <name>AssetsTools.NET</name>
    </assembly>
    <members>
        <member name="F:AssetsTools.NET.Extra.AssetReadFlags.None">
            <summary>
            No flags.
            </summary>
        </member>
        <member name="F:AssetsTools.NET.Extra.AssetReadFlags.PreferEditor">
            <summary>
            Use the editor version of the TPK instead of the the player version. Use this if you are
            generating new assets for an editor project.
            </summary>
        </member>
        <member name="F:AssetsTools.NET.Extra.AssetReadFlags.SkipMonoBehaviourFields">
            <summary>
            If the file doesn't have a type tree, decide whether to skip calling
            AssetsManager.MonoTempGenerator to add the MonoBehaviour fields to the end of the base
            MonoBehaviour field or not.
            </summary>
        </member>
        <member name="F:AssetsTools.NET.Extra.AssetReadFlags.ForceFromCldb">
            <summary>
            If the file is using a type tree, force it to use the loaded class database instead.
            </summary>
        </member>
        <member name="T:AssetsTools.NET.Extra.AssetsFileInstance">
            <summary>
            A wrapper around an <see cref="T:AssetsTools.NET.AssetsFile"/> with information such as the path to the file
            (used for handling dependencies) and the bundle it belongs to.
            </summary>
        </member>
        <member name="F:AssetsTools.NET.Extra.AssetsFileInstance.path">
            <summary>
            The full path to the file. This path can be fake it is not from disk.
            </summary>
        </member>
        <member name="F:AssetsTools.NET.Extra.AssetsFileInstance.name">
            <summary>
            The name of the file. This is the file name part of the path.
            </summary>
        </member>
        <member name="F:AssetsTools.NET.Extra.AssetsFileInstance.file">
            <summary>
            The base <see cref="T:AssetsTools.NET.AssetsFile"/>.
            </summary>
        </member>
        <member name="F:AssetsTools.NET.Extra.AssetsFileInstance.parentBundle">
            <summary>
            The bundle this <see cref="T:AssetsTools.NET.AssetsFile"/> is a part of, if there is one.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.Extra.AssetsFileInstance.AssetsStream">
            <summary>
            The stream the assets file uses.
            </summary>
        </member>
        <member name="M:AssetsTools.NET.Extra.AssetsManager.LoadAssetsFile(System.IO.Stream,System.String,System.Boolean,AssetsTools.NET.Extra.BundleFileInstance)">
            <summary>
            Load an <see cref="T:AssetsTools.NET.Extra.AssetsFileInstance"/> from a stream with a path.
            Use the <see cref="T:System.IO.FileStream"/> version of this method to skip the path argument.
            If a file with that name is already loaded, it will be returned instead.
            </summary>
            <param name="stream">The stream to read from.</param>
            <param name="path">The path to set on the <see cref="T:AssetsTools.NET.Extra.AssetsFileInstance"/>.</param>
            <param name="loadDeps">Load all dependencies immediately?</param>
            <param name="bunInst">The parent bundle, if one exists.</param>
            <returns>The loaded <see cref="T:AssetsTools.NET.Extra.AssetsFileInstance"/>.</returns>
        </member>
        <member name="M:AssetsTools.NET.Extra.AssetsManager.LoadAssetsFile(System.IO.FileStream,System.Boolean)">
            <summary>
            Load an <see cref="T:AssetsTools.NET.Extra.AssetsFileInstance"/> from a stream.
            Assigns the <see cref="T:AssetsTools.NET.Extra.AssetsFileInstance"/>'s path from the stream's file path.
            </summary>
            <param name="stream">The stream to read from.</param>
            <param name="loadDeps">Load all dependencies immediately?</param>
            <returns>The loaded <see cref="T:AssetsTools.NET.Extra.AssetsFileInstance"/>.</returns>
        </member>
        <member name="M:AssetsTools.NET.Extra.AssetsManager.LoadAssetsFile(System.String,System.Boolean)">
            <summary>
            Load an <see cref="T:AssetsTools.NET.Extra.AssetsFileInstance"/> from a path.
            If a file with that name is already loaded, it will be returned instead.
            </summary>
            <param name="path">The path of the file to read from.</param>
            <param name="loadDeps">Load all dependencies immediately?</param>
            <returns>The loaded <see cref="T:AssetsTools.NET.Extra.AssetsFileInstance"/>.</returns>
        </member>
        <member name="M:AssetsTools.NET.Extra.AssetsManager.UnloadAssetsFile(System.String)">
            <summary>
            Unload an <see cref="T:AssetsTools.NET.Extra.AssetsFileInstance"/> by path.
            </summary>
            <param name="path">The path of the <see cref="T:AssetsTools.NET.Extra.AssetsFileInstance"/> to unload.</param>
            <returns>True if the file was found and closed, and false if it wasn't found.</returns>
        </member>
        <member name="M:AssetsTools.NET.Extra.AssetsManager.UnloadAssetsFile(AssetsTools.NET.Extra.AssetsFileInstance)">
            <summary>
            Unload an <see cref="T:AssetsTools.NET.Extra.AssetsFileInstance"/>.
            </summary>
            <param name="fileInst">The <see cref="T:AssetsTools.NET.Extra.AssetsFileInstance"/> to unload.</param>
            <returns>True if the file was found and closed, and false if it wasn't found.</returns>
        </member>
        <member name="M:AssetsTools.NET.Extra.AssetsManager.UnloadAllAssetsFiles(System.Boolean)">
            <summary>
            Unload all <see cref="T:AssetsTools.NET.Extra.AssetsFileInstance"/>s.
            </summary>
            <param name="clearCache">Clear the cache? Recommended if you plan on reopening files later.</param>
            <returns>True if there are files that can be cleared, and false if no files are loaded.</returns>
        </member>
        <member name="M:AssetsTools.NET.Extra.AssetsManager.LoadBundleFile(System.IO.Stream,System.String,System.Boolean)">
            <summary>
            Load a <see cref="T:AssetsTools.NET.Extra.BundleFileInstance"/> from a stream with a path.
            Use the <see cref="T:System.IO.FileStream"/> version of this method to skip the path argument.
            If the bundle is large, you may want to set <paramref name="unpackIfPacked"/> to false
            so you can manually decompress to file.
            </summary>
            <param name="stream">The stream to read from.</param>
            <param name="path">The path to set on the <see cref="T:AssetsTools.NET.Extra.AssetsFileInstance"/>.</param>
            <param name="unpackIfPacked">Unpack the bundle if it's compressed?</param>
            <returns>The loaded <see cref="T:AssetsTools.NET.Extra.BundleFileInstance"/>.</returns>
        </member>
        <member name="M:AssetsTools.NET.Extra.AssetsManager.LoadBundleFile(System.IO.FileStream,System.Boolean)">
            <summary>
            Load a <see cref="T:AssetsTools.NET.Extra.BundleFileInstance"/> from a stream.
            Assigns the <see cref="T:AssetsTools.NET.Extra.BundleFileInstance"/>'s path from the stream's file path.
            If the bundle is large, you may want to set <paramref name="unpackIfPacked"/> to false
            so you can manually decompress to file.
            </summary>
            <param name="stream">The stream to read from.</param>
            <param name="unpackIfPacked">Unpack the bundle if it's compressed?</param>
            <returns>The loaded <see cref="T:AssetsTools.NET.Extra.BundleFileInstance"/>.</returns>
        </member>
        <member name="M:AssetsTools.NET.Extra.AssetsManager.LoadBundleFile(System.String,System.Boolean)">
            <summary>
            Load a <see cref="T:AssetsTools.NET.Extra.BundleFileInstance"/> from a path.
            If the bundle is large, you may want to set <paramref name="unpackIfPacked"/> to false
            so you can manually decompress to file.
            </summary>
            <param name="path">The path of the file to read from.</param>
            <param name="unpackIfPacked">Unpack the bundle if it's compressed?</param>
            <returns>The loaded <see cref="T:AssetsTools.NET.Extra.BundleFileInstance"/>.</returns>
        </member>
        <member name="M:AssetsTools.NET.Extra.AssetsManager.UnloadBundleFile(System.String)">
            <summary>
            Unload an <see cref="T:AssetsTools.NET.Extra.BundleFileInstance"/> by path.
            </summary>
            <param name="path">The path of the <see cref="T:AssetsTools.NET.Extra.BundleFileInstance"/> to unload.</param>
            <returns>True if the file was found and closed, and false if it wasn't found.</returns>
        </member>
        <member name="M:AssetsTools.NET.Extra.AssetsManager.UnloadBundleFile(AssetsTools.NET.Extra.BundleFileInstance)">
            <summary>
            Unload an <see cref="T:AssetsTools.NET.Extra.BundleFileInstance"/>.
            </summary>
            <param name="bunInst">The <see cref="T:AssetsTools.NET.Extra.BundleFileInstance"/> to unload.</param>
            <returns>True if the file was found and closed, and false if it wasn't found.</returns>
        </member>
        <member name="M:AssetsTools.NET.Extra.AssetsManager.UnloadAllBundleFiles">
            <summary>
            Unload all <see cref="T:AssetsTools.NET.Extra.AssetsFileInstance"/>s.
            </summary>
            <returns>True if there are files that can be cleared, and false if no files are loaded.</returns>
        </member>
        <member name="M:AssetsTools.NET.Extra.AssetsManager.LoadAssetsFileFromBundle(AssetsTools.NET.Extra.BundleFileInstance,System.Int32,System.Boolean)">
            <summary>
            Load an <see cref="T:AssetsTools.NET.Extra.AssetsFileInstance"/> from a <see cref="T:AssetsTools.NET.Extra.BundleFileInstance"/> by index.
            </summary>
            <param name="bunInst">The bundle to load from.</param>
            <param name="index">The index of the file in the bundle to load from.</param>
            <param name="loadDeps">Load all dependencies immediately?</param>
            <returns>The loaded <see cref="T:AssetsTools.NET.Extra.AssetsFileInstance"/>.</returns>
        </member>
        <member name="M:AssetsTools.NET.Extra.AssetsManager.LoadAssetsFileFromBundle(AssetsTools.NET.Extra.BundleFileInstance,System.String,System.Boolean)">
            <summary>
            Load an <see cref="T:AssetsTools.NET.Extra.AssetsFileInstance"/> from a <see cref="T:AssetsTools.NET.Extra.BundleFileInstance"/> by name.
            </summary>
            <param name="bunInst">The bundle to load from.</param>
            <param name="name">The name of the file in the bundle to load from.</param>
            <param name="loadDeps">Load all dependencies immediately?</param>
            <returns>The loaded <see cref="T:AssetsTools.NET.Extra.AssetsFileInstance"/>.</returns>
        </member>
        <member name="F:AssetsTools.NET.Extra.BundleFileInstance.loadedAssetsFiles">
            <summary>
            List of loaded assets files for this bundle.
            </summary>
            <remarks>
            This list does not contain <i>every</i> assets file for the bundle,
            instead only the ones that have been loaded so far.
            </remarks>
        </member>
        <member name="T:AssetsTools.NET.Extra.LambdaAssetReplacer">
            <summary>
            Replacer that deserializes the specified asset, lets a delegate
            modify the object graph, and serializes the result
            </summary>
        </member>
        <member name="T:AssetsTools.NET.Extra.SerializingAssetReplacer">
            <summary>
            Abstract replacer that deserializes the specified asset, lets the deriving class
            modify the object graph, and serializes the result
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetBundleBlockAndDirInfo.Hash">
            <summary>
            Hash of this entry.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetBundleBlockAndDirInfo.BlockInfos">
            <summary>
            List of blocks in this bundle.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetBundleBlockAndDirInfo.DirectoryInfos">
            <summary>
            List of file infos in this bundle.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetBundleBlockInfo.DecompressedSize">
            <summary>
            Decompressed size of this block.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetBundleBlockInfo.CompressedSize">
            <summary>
            Compressed size of this block. If uncompressed, this is the same as DecompressedSize.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetBundleBlockInfo.Flags">
            <summary>
            Flags of this block. <br/>
            First 6 bits (0x3f mask): Compression mode. 0 for uncompressed, 1 for LZMA, 2/3 for LZ4/LZ4HC. <br/>
            0x40: Streamed if unset (will be read in blocks) <br/>
            </summary>
        </member>
        <member name="F:AssetsTools.NET.AssetBundleDirectoryInfo.Offset">
            <summary>
            Offset from bundle's data start (header.GetFileDataOffset()).
            </summary>
        </member>
        <member name="F:AssetsTools.NET.AssetBundleDirectoryInfo.DecompressedSize">
            <summary>
            Decompressed size of this entry.
            </summary>
        </member>
        <member name="F:AssetsTools.NET.AssetBundleDirectoryInfo.Flags">
            <summary>
            Flags of this entry. <br/>
            0x01: Entry is a directory. Unknown usage.
            0x02: Entry is deleted. Unknown usage.
            0x04: Entry is serialized file. Assets files should enable this, and other files like .resS or .resource(s) should disable this.
            </summary>
        </member>
        <member name="F:AssetsTools.NET.AssetBundleDirectoryInfo.Name">
            <summary>
            Name of this entry.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetBundleFile.Header">
            <summary>
            Bundle header. Contains bundle engine version.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetBundleFile.BlockAndDirInfo">
            <summary>
            List of compression blocks and file info (file names, address in file, etc.)
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetBundleFile.DataReader">
            <summary>
            Reader for data block of bundle
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetBundleFile.DataIsCompressed">
            <summary>
            Is data reader reading compressed data? Only LZMA bundles set this to true.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetBundleFSHeader.TotalFileSize">
            <summary>
            Size of entire file.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetBundleFSHeader.CompressedSize">
            <summary>
            Size of the compressed data. This is the same as DecompressedSize if not compressed.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetBundleFSHeader.DecompressedSize">
            <summary>
            Size of the decompressed data.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetBundleFSHeader.Flags">
            <summary>
            Flags of this bundle. <br/>
            First 6 bits (0x3f mask): Compression mode. 0 for uncompressed, 1 for LZMA, 2/3 for LZ4/LZ4HC. <br/>
            0x40: Has directory info. Should always be true for 5.2+. <br/>
            0x80: Block and directory info is at end. The Unity editor does not usually use this.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetBundleHeader.Signature">
            <summary>
            Magic appearing at the beginning of all bundles. Possible options are:
            UnityFS, UnityWeb, UnityRaw, UnityArchive
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetBundleHeader.Version">
            <summary>
            Version of this file.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetBundleHeader.GenerationVersion">
            <summary>
            Generation version string. For Unity 5 bundles this is always "5.x.x"
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetBundleHeader.EngineVersion">
            <summary>
            Engine version. This is the specific version string being used. For example, "2019.4.2f1"
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetBundleHeader.FileStreamHeader">
            <summary>
            Header for bundles with a UnityFS Signature.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetFileInfo.PathId">
            <summary>
            Path ID of the asset.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetFileInfo.ByteStart">
            <summary>
            Address of the asset's data from the header's DataOffset. Use GetAbsoluteByteStart for the real file position.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetFileInfo.ByteSize">
            <summary>
            Byte size of the asset data.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetFileInfo.TypeIdOrIndex">
            <summary>
            Before version 16 this is the type ID of the asset. In version 16 and later this is the
            index into the type tree list. In versions 15 and below, this is the same as TypeId
            except in MonoBehaviours where this acts similar to ScriptTypeIndex (negative).
            You should use TypeId for the type ID in either version. <see cref="T:AssetsTools.NET.Extra.AssetClassID"/>
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetFileInfo.ClassId">
            <summary>
            Class ID of the asset. This field is only used in versions 15 and below and is the same
            as TypeId, except when the Class ID is negative, in which case the TypeId will be a
            MonoBehaviour and the Class ID will be the negative number. You should use TypeId for the
            type ID in either version. <see cref="T:AssetsTools.NET.Extra.AssetClassID"/>
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetFileInfo.ScriptTypeIndex">
            <summary>
            Script type index of the asset. Assets other than MonoBehaviours will have 0xffff for
            this field. This value is stored in the type tree starting at version 17.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetFileInfo.Stripped">
            <summary>
            Marks if the type in the type tree has been stripped (?)
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetFileInfo.TypeId">
            <summary>
            The type ID of the asset. This field works in both versions. This field is only for
            convenience; modifying the type ID in the type tree in later versions will not update the
            ID here, and modifying this field will not update the type ID in previous versions.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetFileInfo.AbsoluteByteStart">
            <summary>
            The absolute file position of the asset from the file opened. This field is only for
            convenience; if you want to change where this asset is read from, set the ByteStart
            property instead (although this is not recommended).
            </summary>
        </member>
        <member name="M:AssetsTools.NET.AssetFileInfo.GetTypeId(AssetsTools.NET.AssetsFile)">
            <summary>
            Get the Type ID of the asset.
            </summary>
        </member>
        <member name="M:AssetsTools.NET.AssetFileInfo.GetTypeId(AssetsTools.NET.AssetsFileMetadata,System.UInt32)">
            <summary>
            Get the Type ID of the asset.
            </summary>
        </member>
        <member name="M:AssetsTools.NET.AssetFileInfo.GetTypeId(System.Collections.Generic.List{AssetsTools.NET.TypeTreeType},System.UInt32)">
            <summary>
            Get the Type ID of the asset.
            </summary>
        </member>
        <member name="M:AssetsTools.NET.AssetFileInfo.GetAbsoluteByteStart(AssetsTools.NET.AssetsFile)">
            <summary>
            Address of the asset's data from the start of the file.
            </summary>
        </member>
        <member name="M:AssetsTools.NET.AssetFileInfo.GetAbsoluteByteStart(AssetsTools.NET.AssetsFileHeader)">
            <summary>
            Address of the asset's data from the start of the file.
            </summary>
        </member>
        <member name="M:AssetsTools.NET.AssetFileInfo.GetAbsoluteByteStart(System.Int64)">
            <summary>
            Address of the asset's data from the start of the file.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetPPtr.FilePath">
            <summary>
            File path of the pointer. If empty or null, FileId will be used.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetPPtr.FileId">
            <summary>
            File ID of the pointer.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetPPtr.PathId">
            <summary>
            Path ID of the pointer.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFile.Header">
            <summary>
            Assets file header.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFile.Metadata">
            <summary>
            Contains metadata about the file (TypeTree, engine version, dependencies, etc.)
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFile.Reader">
            <summary>
            The <see cref="T:AssetsTools.NET.AssetsFileReader"/> that reads the file.
            </summary>
        </member>
        <member name="M:AssetsTools.NET.AssetsFile.Close">
            <summary>
            Closes the reader.
            </summary>
        </member>
        <member name="M:AssetsTools.NET.AssetsFile.Read(AssetsTools.NET.AssetsFileReader)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.AssetsFile"/> with the provided reader.
            </summary>
            <param name="reader">The reader to use.</param>
        </member>
        <member name="M:AssetsTools.NET.AssetsFile.Read(System.IO.Stream)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.AssetsFile"/> with the provided stream.
            </summary>
            <param name="stream">The stream to use.</param>
        </member>
        <member name="M:AssetsTools.NET.AssetsFile.Write(AssetsTools.NET.AssetsFileWriter,System.Int64,System.Collections.Generic.List{AssetsTools.NET.AssetsReplacer},AssetsTools.NET.ClassDatabaseFile)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.AssetsFile"/> with the provided writer.
            </summary>
            <param name="writer">The writer to use.</param>
            <param name="filePos">Where in the stream to start writing. Use -1 to start writing at the current stream position.</param>
            <param name="replacers">The list of asset replacers to use. Do not use null if you want no replacers, instead use an empty list.</param>
            <param name="typeMeta">The class database to use if any new asset types are used. Do not rely on this for MonoBehaviours.</param>
        </member>
        <member name="M:AssetsTools.NET.AssetsFile.GetScriptIndex(AssetsTools.NET.AssetFileInfo)">
            <summary>
            Get the script index for an <see cref="T:AssetsTools.NET.AssetFileInfo"/>.
            Always use this method instead of ScriptTypeIndex, as it handles all versions.
            </summary>
            <param name="info">The file info to check.</param>
            <returns>The script index of the asset.</returns>
        </member>
        <member name="M:AssetsTools.NET.AssetsFile.IsAssetsFile(System.String)">
            <summary>
            Check if a file at a path is an <see cref="T:AssetsTools.NET.AssetsFile"/> or not.
            </summary>
            <param name="filePath">The file path to read from and check.</param>
            <returns>True if the file is an assets file, otherwise false.</returns>
        </member>
        <member name="M:AssetsTools.NET.AssetsFile.IsAssetsFile(AssetsTools.NET.AssetsFileReader,System.Int64,System.Int64)">
            <summary>
            Check if a file at a position in a stream is an <see cref="T:AssetsTools.NET.AssetsFile"/> or not.
            </summary>
            <param name="reader">The reader to use.</param>
            <param name="offset">The offset to start at (this value cannot be -1).</param>
            <param name="length">The length of the file. You can use <c>reader.BaseStream.Length</c> for this.</param>
            <returns></returns>
        </member>
        <member name="M:AssetsTools.NET.AssetsFile.GetAssetInfo(System.Int64)">
            <summary>
            Get an <see cref="T:AssetsTools.NET.AssetFileInfo"/> from a path ID.
            </summary>
            <param name="pathId">The path ID to search for.</param>
            <returns>An info for that path ID.</returns>
        </member>
        <member name="M:AssetsTools.NET.AssetsFile.GenerateQuickLookup">
            <summary>
            Generate a dictionary lookup for assets instead of a brute force search.
            Takes a little bit more memory but results in quicker lookups.
            </summary>
        </member>
        <member name="M:AssetsTools.NET.AssetsFile.GetAssetsOfType(System.Int32)">
            <summary>
            Get all assets of a specific type ID.
            </summary>
            <param name="typeId">The type ID to search for.</param>
            <returns>A list of infos for that type ID.</returns>
        </member>
        <member name="M:AssetsTools.NET.AssetsFile.GetAssetsOfType(AssetsTools.NET.Extra.AssetClassID)">
            <summary>
            Get all assets of a specific type ID.
            </summary>
            <param name="typeId">The type ID to search for.</param>
            <returns>A list of infos for that type ID.</returns>
        </member>
        <member name="M:AssetsTools.NET.AssetsFile.GetAssetsOfType(System.Int32,System.UInt16)">
            <summary>
            Get all assets of a specific type ID and script index. The script index of an asset can be
            found from <see cref="M:AssetsTools.NET.AssetsFile.GetScriptIndex(AssetsTools.NET.AssetFileInfo)"/> or <see cref="P:AssetsTools.NET.AssetsFileMetadata.ScriptTypes"/>.
            </summary>
            <param name="typeId">The type ID to search for.</param>
            <param name="scriptIndex">The script index to search for.</param>
            <returns>A list of infos for that type ID and script index.</returns>
        </member>
        <member name="M:AssetsTools.NET.AssetsFile.GetAssetsOfType(AssetsTools.NET.Extra.AssetClassID,System.UInt16)">
            <summary>
            Get all assets of a specific type ID and script index. The script index of an asset can be
            found from <see cref="M:AssetsTools.NET.AssetsFile.GetScriptIndex(AssetsTools.NET.AssetFileInfo)"/> or <see cref="P:AssetsTools.NET.AssetsFileMetadata.ScriptTypes"/>.
            </summary>
            <param name="typeId">The type ID to search for.</param>
            <param name="scriptIndex">The script index to search for.</param>
            <returns>A list of infos for that type ID and script index.</returns>
        </member>
        <member name="P:AssetsTools.NET.AssetsFile.AssetInfos">
            <summary>
            A list of all asset infos in this file.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFileExternal.VirtualAssetPathName">
            <summary>
            Unknown.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFileExternal.Guid">
            <summary>
            GUID for dependencies used in editor. Otherwise this is 0.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFileExternal.Type">
            <summary>
            Dependency type.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFileExternal.PathName">
            <summary>
            Real path name to the other file.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFileExternal.OriginalPathName">
            <summary>
            Original path name listed in the assets file (if it was changed).
            You shouldn't modify this.
            </summary>
        </member>
        <member name="M:AssetsTools.NET.AssetsFileExternal.Read(AssetsTools.NET.AssetsFileReader)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.AssetsFileExternal"/> with the provided reader.
            </summary>
            <param name="reader">The reader to use.</param>
        </member>
        <member name="M:AssetsTools.NET.AssetsFileExternal.Write(AssetsTools.NET.AssetsFileWriter)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.AssetsFileExternal"/> with the provided writer.
            </summary>
            <param name="writer">The writer to use.</param>
        </member>
        <member name="P:AssetsTools.NET.AssetsFileHeader.MetadataSize">
            <summary>
            Size of the metadata block (not including this header).
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFileHeader.FileSize">
            <summary>
            Size of the entire file.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFileHeader.Version">
            <summary>
            Version of this file. This only affects the structure of the serialized file, not asset data.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFileHeader.DataOffset">
            <summary>
            Offset to the data of the first asset.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFileHeader.Endianness">
            <summary>
            File endianness. Little endian is false and big endian is true.
            </summary>
        </member>
        <member name="M:AssetsTools.NET.AssetsFileHeader.Read(AssetsTools.NET.AssetsFileReader)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.AssetsFileHeader"/> with the provided reader.
            </summary>
            <param name="reader">The reader to use.</param>
        </member>
        <member name="M:AssetsTools.NET.AssetsFileHeader.Write(AssetsTools.NET.AssetsFileWriter)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.AssetsFileHeader"/> with the provided writer.
            </summary>
            <param name="writer">The writer to use.</param>
        </member>
        <member name="P:AssetsTools.NET.AssetsFileMetadata.UnityVersion">
            <summary>
            Engine version this file uses.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFileMetadata.TargetPlatform">
            <summary>
            Target platform this file uses.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFileMetadata.TypeTreeEnabled">
            <summary>
            Marks whether the type info contains type tree data.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFileMetadata.TypeTreeTypes">
            <summary>
            List of type tree types.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFileMetadata.AssetInfos">
            <summary>
            List of asset infos. Do not modify this directly. Instead, use
            <see cref="M:AssetsTools.NET.AssetsFile.Write(AssetsTools.NET.AssetsFileWriter,System.Int64,System.Collections.Generic.List{AssetsTools.NET.AssetsReplacer},AssetsTools.NET.ClassDatabaseFile)"/>.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFileMetadata.ScriptTypes">
            <summary>
            List of script type pointers. This list should match up with ScriptTypeIndex in the type
            tree types list.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFileMetadata.Externals">
            <summary>
            List of externals (references to other files).
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFileMetadata.RefTypes">
            <summary>
            List of reference types.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetsFileMetadata.UserInformation">
            <summary>
            Unknown.
            </summary>
        </member>
        <member name="M:AssetsTools.NET.AssetsFileMetadata.Read(AssetsTools.NET.AssetsFileReader,AssetsTools.NET.AssetsFileHeader)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.AssetsFileMetadata"/> with the provided reader and file header.
            </summary>
            <param name="reader">The reader to use.</param>
            <param name="header">The header to use.</param>
        </member>
        <member name="M:AssetsTools.NET.AssetsFileMetadata.Read(AssetsTools.NET.AssetsFileReader,System.UInt32)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.AssetsFileMetadata"/> with the provided reader and format version.
            This version is not recommended since no data offset is provided, so
            <see cref="P:AssetsTools.NET.AssetFileInfo.AbsoluteByteStart"/> is not set.
            </summary>
            <param name="reader">The reader to use.</param>
            <param name="version">The version of the file.</param>
        </member>
        <member name="M:AssetsTools.NET.AssetsFileMetadata.Read(AssetsTools.NET.AssetsFileReader,System.UInt32,System.Int64)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.AssetsFileMetadata"/> with the provided reader and format version.
            </summary>
            <param name="reader">The reader to use.</param>
            <param name="version">The version of the file.</param>
            <param name="dataOffset">The version of the file.</param>
        </member>
        <member name="M:AssetsTools.NET.AssetsFileMetadata.Write(AssetsTools.NET.AssetsFileWriter,System.UInt32)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.AssetsFileMetadata"/> with the provided reader and format version.
            </summary>
            <param name="writer">The writer to use.</param>
            <param name="version">The version of the file.</param>
        </member>
        <member name="M:AssetsTools.NET.AssetsFileMetadata.GetAssetInfo(System.Int64)">
            <summary>
            Get an <see cref="T:AssetsTools.NET.AssetFileInfo"/> from a path ID.
            </summary>
            <param name="pathId">The path ID to search for.</param>
            <returns>An info for that path ID.</returns>
        </member>
        <member name="M:AssetsTools.NET.AssetsFileMetadata.GenerateQuickLookup">
            <summary>
            Generate a dictionary lookup for assets instead of a brute force search.
            Takes a little bit more memory but results in quicker lookups.
            </summary>
        </member>
        <member name="M:AssetsTools.NET.AssetsFileMetadata.GetAssetsOfType(System.Int32)">
            <summary>
            Get all assets of a specific type ID.
            </summary>
            <param name="typeId">The type ID to search for.</param>
            <returns>A list of infos for that type ID.</returns>
        </member>
        <member name="M:AssetsTools.NET.AssetsFileMetadata.GetAssetsOfType(System.Int32,System.UInt16)">
            <summary>
            Get all assets of a specific type ID and script index. The script index of an asset can be
            found from <see cref="M:AssetsTools.NET.AssetsFile.GetScriptIndex(AssetsTools.NET.AssetFileInfo)"/> or <see cref="P:AssetsTools.NET.AssetsFileMetadata.ScriptTypes"/>.
            </summary>
            <param name="typeId">The type ID to search for.</param>
            <param name="scriptIndex">The script index to search for.</param>
            <returns>A list of infos for that type ID and script index.</returns>
        </member>
        <member name="M:AssetsTools.NET.AssetsFileMetadata.GetAssetsOfType(AssetsTools.NET.Extra.AssetClassID)">
            <summary>
            Get all assets of a specific type ID.
            </summary>
            <param name="typeId">The type ID to search for.</param>
            <returns>A list of infos for that type ID.</returns>
        </member>
        <member name="M:AssetsTools.NET.AssetsFileMetadata.GetAssetsOfType(AssetsTools.NET.Extra.AssetClassID,System.UInt16)">
            <summary>
            Get all assets of a specific type ID and script index. The script index of an asset can be
            found from <see cref="M:AssetsTools.NET.AssetsFile.GetScriptIndex(AssetsTools.NET.AssetFileInfo)"/> or <see cref="P:AssetsTools.NET.AssetsFileMetadata.ScriptTypes"/>.
            </summary>
            <param name="typeId">The type ID to search for.</param>
            <param name="scriptIndex">The script index to search for.</param>
            <returns>A list of infos for that type ID and script index.</returns>
        </member>
        <member name="M:AssetsTools.NET.AssetsFileMetadata.FindTypeTreeTypeByID(System.Int32)">
            <summary>
            Get the type tree type by type ID.
            </summary>
            <param name="id">The type ID to search for.</param>
            <returns>The type tree type with this ID.</returns>
        </member>
        <member name="M:AssetsTools.NET.AssetsFileMetadata.FindTypeTreeTypeByID(System.Int32,System.UInt16)">
            <summary>
            Get the type tree type by type ID and script index. The script index of an asset can be
            found from <see cref="M:AssetsTools.NET.AssetsFile.GetScriptIndex(AssetsTools.NET.AssetFileInfo)"/> or <see cref="P:AssetsTools.NET.AssetsFileMetadata.ScriptTypes"/>.
            For games before 5.5, <paramref name="scriptIndex"/> is ignored since this data is read
            from the negative value of <paramref name="id"/>. In 5.5 and later, MonoBehaviours are always
            0x72, so <paramref name="scriptIndex"/> is used instead.
            </summary>
            <param name="id">The type ID to search for.</param>
            <param name="scriptIndex">The script index to search for.</param>
            <returns>The type tree type with this ID and script index.</returns>
        </member>
        <member name="M:AssetsTools.NET.AssetsFileMetadata.FindTypeTreeTypeByScriptIndex(System.UInt16)">
            <summary>
            Get the type tree type by script index. The script index of an asset can be
            found from <see cref="M:AssetsTools.NET.AssetsFile.GetScriptIndex(AssetsTools.NET.AssetFileInfo)"/> or <see cref="P:AssetsTools.NET.AssetsFileMetadata.ScriptTypes"/>.
            </summary>
            <param name="scriptIndex">The script index to search for.</param>
            <returns>The type tree type with this script index.</returns>
        </member>
        <member name="M:AssetsTools.NET.AssetsFileMetadata.FindTypeTreeTypeByName(System.String)">
            <summary>
            Get the type tree type by name.
            </summary>
            <param name="name">The type name to search for.</param>
            <returns>The type tree type with this name.</returns>
        </member>
        <member name="M:AssetsTools.NET.AssetsFileMetadata.FindRefTypeByIndex(System.UInt16)">
            <summary>
            Get the type tree ref type by script index.
            </summary>
            <param name="scriptIndex">The script index to search for.</param>
            <returns>The type tree ref type with this script index.</returns>
        </member>
        <member name="M:AssetsTools.NET.AssetTypeReference.ReadMetadata(AssetsTools.NET.AssetsFileReader)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.AssetTypeReference"/> with the provided reader, used in
            reading <see cref="T:AssetsTools.NET.AssetsFileMetadata"/>.
            </summary>
            <param name="reader">The reader to use.</param>
        </member>
        <member name="M:AssetsTools.NET.AssetTypeReference.ReadAsset(AssetsTools.NET.AssetsFileReader)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.AssetTypeReference"/> with the provided reader, used in
            reading <see cref="T:AssetsTools.NET.AssetTypeReferencedObject"/>.
            </summary>
            <param name="reader">The reader to use.</param>
        </member>
        <member name="M:AssetsTools.NET.AssetTypeReference.WriteMetadata(AssetsTools.NET.AssetsFileWriter)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.AssetTypeReference"/> with the provided writer, used in
            writing <see cref="T:AssetsTools.NET.AssetsFileMetadata"/>.
            </summary>
            <param name="writer">The writer to use.</param>
        </member>
        <member name="M:AssetsTools.NET.AssetTypeReference.WriteAsset(AssetsTools.NET.AssetsFileWriter)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.AssetTypeReference"/> with the provided writer, used in
            writing <see cref="T:AssetsTools.NET.AssetTypeReferencedObject"/>.
            </summary>
            <param name="writer">The writer to use.</param>
        </member>
        <member name="P:AssetsTools.NET.TypeTreeNode.Version">
            <summary>
            Version of the node.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.TypeTreeNode.Level">
            <summary>
            Level of the node (0 for root, 1 for child, etc.)
            </summary>
        </member>
        <member name="P:AssetsTools.NET.TypeTreeNode.TypeFlags">
            <summary>
            Information about whether the node is an array, registry, etc.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.TypeTreeNode.TypeStrOffset">
            <summary>
            Offset of the type string in the string table.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.TypeTreeNode.NameStrOffset">
            <summary>
            Offset of the name string in the string table.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.TypeTreeNode.ByteSize">
            <summary>
            Byte size of the field's type (for example, int is 4).
            If the field isn't a value type, then this value is a sum of all children sizes.
            If the size is variable, this is set to -1.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.TypeTreeNode.Index">
            <summary>
            Index in the type tree. This should always be the same as the index in the array.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.TypeTreeNode.MetaFlags">
            <summary>
            0x4000 if aligned.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.TypeTreeNode.RefTypeHash">
            <summary>
            Unknown.
            </summary>
        </member>
        <member name="M:AssetsTools.NET.TypeTreeNode.Read(AssetsTools.NET.AssetsFileReader,System.UInt32)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.TypeTreeNode"/> with the provided reader and format version.
            </summary>
            <param name="reader">The reader to use.</param>
            <param name="version">The version of the file.</param>
        </member>
        <member name="M:AssetsTools.NET.TypeTreeNode.Write(AssetsTools.NET.AssetsFileWriter,System.UInt32)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.TypeTreeNode"/> with the provided writer and format version.
            </summary>
            <param name="writer">The writer to use.</param>
            <param name="version">The version of the file.</param>
        </member>
        <member name="M:AssetsTools.NET.TypeTreeNode.GetTypeString(System.String,System.String)">
            <summary>
            Get the type name from the string table (from <see cref="P:AssetsTools.NET.TypeTreeType.StringBuffer"/>).
            </summary>
            <param name="stringTable">The string table to use.</param>
            <param name="commonStringTable">
            The common string table to use, if the builtin one is outdated.
            See <see cref="P:AssetsTools.NET.ClassDatabaseFile.CommonStringBufferIndices"/>.
            </param>
            <returns>The node type name.</returns>
        </member>
        <member name="M:AssetsTools.NET.TypeTreeNode.GetNameString(System.String,System.String)">
            <summary>
            Get the name name from the string table (from <see cref="P:AssetsTools.NET.TypeTreeType.StringBuffer"/>).
            </summary>
            <param name="stringTable">The string table to use.</param>
            <param name="commonStringTable">
            The common string table to use, if the builtin one is outdated.
            See <see cref="P:AssetsTools.NET.ClassDatabaseFile.CommonStringBufferIndices"/>.
            </param>
            <returns>The node name.</returns>
        </member>
        <member name="F:AssetsTools.NET.TypeTreeNodeFlags.Array">
            <summary>
            Type tree node is an array.
            </summary>
        </member>
        <member name="F:AssetsTools.NET.TypeTreeNodeFlags.Ref">
            <summary>
            Type tree node is a ref type. For example, "managedRefArrayItem" would be an
            array item that is a reference to an object in the registry.
            </summary>
        </member>
        <member name="F:AssetsTools.NET.TypeTreeNodeFlags.Registry">
            <summary>
            Type tree node is a registry. Should just be "ManagedReferencesRegistry references".
            </summary>
        </member>
        <member name="F:AssetsTools.NET.TypeTreeNodeFlags.ArrayOfRefs">
            <summary>
            Type tree node is an array of ref types. This occurs if the SerializeReference was
            added to a list or array instead of just a single field. This is not applied to the
            Array child of the field, just the field itself.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.TypeTreeType.TypeId">
            <summary>
            ID for this type.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.TypeTreeType.IsStrippedType">
            <summary>
            Marks whether the type is stripped or not. Stripped types do not have any fields.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.TypeTreeType.ScriptTypeIndex">
            <summary>
            Script index for this type. Only used in MonoBehaviours, and MonoBehaviours of the same
            script have the same index.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.TypeTreeType.ScriptIdHash">
            <summary>
            Hash of the script's fields. Two different scripts with the same fields can have the same hash.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.TypeTreeType.TypeHash">
            <summary>
            Hash of the type's fields.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.TypeTreeType.Nodes">
            <summary>
            Nodes for this type. This list will be empty if the type is stripped.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.TypeTreeType.StringBufferBytes">
            <summary>
            String table bytes for this type.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.TypeTreeType.IsRefType">
            <summary>
            Is the type a reference type?
            </summary>
        </member>
        <member name="P:AssetsTools.NET.TypeTreeType.TypeDependencies">
            <summary>
            Type dependencies for this type. Used by MonoBehaviours referencing ref types. Only used
            when IsRefType is false.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.TypeTreeType.TypeReference">
            <summary>
            Type reference information. Only used when IsRefType is true.
            </summary>
        </member>
        <member name="M:AssetsTools.NET.TypeTreeType.Read(AssetsTools.NET.AssetsFileReader,System.UInt32,System.Boolean,System.Boolean)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.TypeTreeType"/> with the provided reader and format version.
            </summary>
            <param name="reader">The reader to use.</param>
            <param name="version">The version of the file.</param>
            <param name="hasTypeTree">Is type tree enabled for this file?</param>
            <param name="isRefType">Is this type part of the ref type list?</param>
        </member>
        <member name="M:AssetsTools.NET.TypeTreeType.Write(AssetsTools.NET.AssetsFileWriter,System.UInt32,System.Boolean)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.TypeTreeType"/> with the provided writer and format version.
            </summary>
            <param name="writer">The writer to use.</param>
            <param name="version">The version of the file.</param>
            <param name="hasTypeTree">Is type tree enabled for this file?</param>
        </member>
        <member name="F:AssetsTools.NET.TypeTreeType.COMMON_STRING_TABLE">
            <summary>
            The string table used for commonly occuring strings in type trees.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetTypeTemplateField.Name">
            <summary>
            Name of the field.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetTypeTemplateField.Type">
            <summary>
            Type name of the field.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetTypeTemplateField.ValueType">
            <summary>
            Type of the field (as an enum).
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetTypeTemplateField.IsArray">
            <summary>
            Is the field an array?
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetTypeTemplateField.IsAligned">
            <summary>
            Is the field aligned? This aligns four bytes after all children have been read/written.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetTypeTemplateField.HasValue">
            <summary>
            Does the field have value? (i.e. is the field a numeric / string / array type?)
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetTypeTemplateField.Children">
            <summary>
            Children of the field.
            </summary>
        </member>
        <member name="M:AssetsTools.NET.AssetTypeTemplateField.FromTypeTree(AssetsTools.NET.TypeTreeType)">
            <summary>
            Read the template field from a type tree type.
            </summary>
            <param name="typeTreeType">The type tree type to read from.</param>
        </member>
        <member name="M:AssetsTools.NET.AssetTypeTemplateField.FromClassDatabase(AssetsTools.NET.ClassDatabaseFile,AssetsTools.NET.ClassDatabaseType,System.Boolean)">
            <summary>
            Read the template field from a class database type.
            </summary>
            <param name="cldbFile">The class database file to read from.</param>
            <param name="cldbType">The class database type to read.</param>
            <param name="preferEditor">Read from the editor version of this type if available?</param>
        </member>
        <member name="M:AssetsTools.NET.AssetTypeTemplateField.MakeValue(AssetsTools.NET.AssetsFileReader,AssetsTools.NET.RefTypeManager)">
            <summary>
            Deserialize an asset into a value field.
            </summary>
            <param name="reader">The reader to use.</param>
            <param name="refMan">The ref type manager to use, if reading a MonoBehaviour using a ref type.</param>
            <returns>The deserialized base field.</returns>
        </member>
        <member name="M:AssetsTools.NET.AssetTypeTemplateField.MakeValue(AssetsTools.NET.AssetsFileReader,System.Int64,AssetsTools.NET.RefTypeManager)">
            <summary>
            Deserialize an asset into a value field.
            </summary>
            <param name="reader">The reader to use.</param>
            <param name="position">The position to start reading from.</param>
            <param name="refMan">The ref type manager to use, if reading a MonoBehaviour using a ref type.</param>
            <returns>The deserialized value field.</returns>
        </member>
        <member name="M:AssetsTools.NET.AssetTypeTemplateField.ReadType(AssetsTools.NET.AssetsFileReader,AssetsTools.NET.AssetTypeValueField,AssetsTools.NET.RefTypeManager)">
            <summary>
            Deserialize a single field and its children.
            </summary>
            <param name="reader">The reader to use.</param>
            <param name="valueField">The empty base value field to use.</param>
            <param name="refMan">The ref type manager to use, if reading a MonoBehaviour using a ref type.</param>
            <returns>The deserialized base field.</returns>
        </member>
        <member name="M:AssetsTools.NET.AssetTypeTemplateField.Clone">
            <summary>
            Clone the field.
            </summary>
            <returns>The cloned field.</returns>
        </member>
        <member name="P:AssetsTools.NET.AssetTypeValueField.TemplateField">
            <summary>
            Template field corresponding to this value field.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetTypeValueField.Value">
            <summary>
            Value of this field.
            </summary>
        </member>
        <member name="P:AssetsTools.NET.AssetTypeValueField.Children">
            <summary>
            Children of this field.
            </summary>
        </member>
        <member name="F:AssetsTools.NET.AssetTypeValueField.DUMMY_FIELD">
            <summary>
            The field which indicates that a field that was accessed does not exist.
            </summary>
        </member>
        <member name="M:AssetsTools.NET.AssetTypeValueField.Read(AssetsTools.NET.AssetTypeValue,AssetsTools.NET.AssetTypeTemplateField,System.Collections.Generic.List{AssetsTools.NET.AssetTypeValueField})">
            <summary>
            Read the <see cref="T:AssetsTools.NET.AssetTypeValueField"/> from a value, template field, and children.
            </summary>
            <param name="value">The value to use.</param>
            <param name="templateField">The template field to use.</param>
            <param name="children">The children to use.</param>
        </member>
        <member name="M:AssetsTools.NET.AssetTypeValueField.Write(AssetsTools.NET.AssetsFileWriter)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.AssetTypeValueField"/> with the provided writer.
            </summary>
            <param name="writer">The writer to use.</param>
        </member>
        <member name="M:AssetsTools.NET.AssetTypeValueField.WriteToByteArray(System.Boolean)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.AssetTypeValueField"/> with a new writer to a byte array.
            </summary>
            <param name="bigEndian">Write in big endian?</param>
        </member>
        <member name="M:AssetsTools.NET.RefTypeManager.Clear">
            <summary>
            Clear the ref type lookup dictionaries.
            </summary>
        </member>
        <member name="M:AssetsTools.NET.RefTypeManager.FromTypeTree(AssetsTools.NET.AssetsFileMetadata)">
            <summary>
            Load the lookup from the type tree ref types of a serialized file.
            </summary>
            <param name="metadata">The metadata to load from.</param>
        </member>
        <member name="M:AssetsTools.NET.RefTypeManager.WithMonoTemplateGenerator(AssetsTools.NET.AssetsFileMetadata,AssetsTools.NET.Extra.IMonoBehaviourTemplateGenerator,System.Collections.Generic.Dictionary{AssetsTools.NET.AssetTypeReference,AssetsTools.NET.AssetTypeTemplateField})">
            <summary>
            Initialize a lookup for MonoBehaviours.
            </summary>
            <param name="metadata">The metadata to load from.</param>
            <param name="monoTemplateGenerator">The mono template generator to use.</param>
            <param name="monoTemplateFieldCache">The cache to use.</param>
        </member>
        <member name="M:AssetsTools.NET.RefTypeManager.GetTemplateField(AssetsTools.NET.AssetTypeReference)">
            <summary>
            Gets the template field from a reference.
            </summary>
            <param name="type">The type reference to use.</param>
            <returns>A template field for this reference.</returns>
        </member>
        <member name="M:AssetsTools.NET.ClassDatabaseFile.Read(AssetsTools.NET.AssetsFileReader)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.ClassDatabaseFile"/> with the provided reader.
            </summary>
            <param name="reader">The reader to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassDatabaseFile.Write(AssetsTools.NET.AssetsFileWriter,AssetsTools.NET.ClassFileCompressionType)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.ClassDatabaseFile"/> with the provided writer and compression type.
            </summary>
            <param name="writer">The writer to use.</param>
            <param name="compressionType">The compression method to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassDatabaseFile.FindAssetClassByID(System.Int32)">
            <summary>
            Find a class database type by type ID.
            </summary>
            <param name="id">The type's type ID to search for.</param>
            <returns>The type of that type ID.</returns>
        </member>
        <member name="M:AssetsTools.NET.ClassDatabaseFile.FindAssetClassByName(System.String)">
            <summary>
            Find a class database type by type name.
            </summary>
            <param name="name">The type's type name to search for.</param>
            <returns>The type of that type name.</returns>
        </member>
        <member name="M:AssetsTools.NET.ClassDatabaseFile.GetString(System.UInt16)">
            <summary>
            Get a string from the string table.
            </summary>
            <param name="index">The index of the string in the table.</param>
            <returns>The string at that index.</returns>
        </member>
        <member name="M:AssetsTools.NET.ClassDatabaseFileHeader.Read(AssetsTools.NET.AssetsFileReader)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.ClassDatabaseFileHeader"/> with the provided reader.
            Note only new CLDB files are supported. Original UABE cldb files are no longer supported.
            </summary>
            <param name="reader">The reader to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassDatabaseFileHeader.Write(AssetsTools.NET.AssetsFileWriter)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.ClassDatabaseFileHeader"/> with the provided writer.
            </summary>
            <param name="writer">The writer to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassDatabaseStringTable.GetString(System.UInt16)">
            <summary>
            Get a string from the string table.
            </summary>
            <param name="index">The index of the string in the table.</param>
            <returns>The string at that index.</returns>
        </member>
        <member name="M:AssetsTools.NET.ClassDatabaseType.Read(AssetsTools.NET.AssetsFileReader)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.ClassDatabaseType"/> with the provided reader.
            </summary>
            <param name="reader">The reader to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassDatabaseType.Write(AssetsTools.NET.AssetsFileWriter)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.ClassDatabaseType"/> with the provided writer.
            </summary>
            <param name="writer">The writer to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassDatabaseType.GetPreferredNode(System.Boolean)">
            <summary>
            Get either the release root node or the editor root node. If only release
            or only editor is available, that one will be selected regardless of
            <paramref name="preferEditor"/>, otherwise it will select editor or release.
            </summary>
            <param name="preferEditor">Read from the editor version of this type if available?</param>
            <returns>The class database type root node.</returns>
        </member>
        <member name="M:AssetsTools.NET.ClassDatabaseTypeNode.Read(AssetsTools.NET.AssetsFileReader)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.ClassDatabaseTypeNode"/> with the provided reader.
            </summary>
            <param name="reader">The reader to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassDatabaseTypeNode.Write(AssetsTools.NET.AssetsFileWriter)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.ClassDatabaseTypeNode"/> with the provided writer.
            </summary>
            <param name="writer">The writer to use.</param>
        </member>
        <member name="F:AssetsTools.NET.ClassFileTypeFlags.None">
            <summary>
            None of the flags apply to this class
            </summary>
        </member>
        <member name="F:AssetsTools.NET.ClassFileTypeFlags.IsAbstract">
            <summary>
            Is the class abstract?
            </summary>
        </member>
        <member name="F:AssetsTools.NET.ClassFileTypeFlags.IsSealed">
            <summary>
            Is the class sealed? Not necessarily accurate.
            </summary>
        </member>
        <member name="F:AssetsTools.NET.ClassFileTypeFlags.IsEditorOnly">
            <summary>
            Does the class only appear in the editor?
            </summary>
        </member>
        <member name="F:AssetsTools.NET.ClassFileTypeFlags.IsReleaseOnly">
            <summary>
            Does the class only appear in game files? Not currently used.
            </summary>
        </member>
        <member name="F:AssetsTools.NET.ClassFileTypeFlags.IsStripped">
            <summary>
            Is the class stripped?
            </summary>
        </member>
        <member name="F:AssetsTools.NET.ClassFileTypeFlags.Reserved">
            <summary>
            Not currently used
            </summary>
        </member>
        <member name="F:AssetsTools.NET.ClassFileTypeFlags.HasEditorRootNode">
            <summary>
            Does the class have an editor root node?
            </summary>
        </member>
        <member name="F:AssetsTools.NET.ClassFileTypeFlags.HasReleaseRootNode">
            <summary>
            Does the class have a release root node?
            </summary>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageFile.Read(AssetsTools.NET.AssetsFileReader)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.ClassPackageFile"/> with the provided reader.
            </summary>
            <param name="reader">The reader to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageFile.Read(System.String)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.ClassPackageFile"/> at the given path.
            </summary>
            <param name="path">The path to read from.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageFile.Write(AssetsTools.NET.AssetsFileWriter,AssetsTools.NET.ClassFileCompressionType)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.ClassPackageFile"/> with the provided writer and compression type.
            </summary>
            <param name="writer">The writer to use.</param>
            <param name="compressionType">The compression type to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageFile.Write(System.String,AssetsTools.NET.ClassFileCompressionType)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.ClassPackageFile"/> at the given path and compression type.
            </summary>
            <param name="path">The path to write to.</param>
            <param name="compressionType">The compression type to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageFile.GetClassDatabase(System.String)">
            <summary>
            Make a class database for a version.
            </summary>
            <param name="version">The version to make the class database for.</param>
            <returns>A class database for that version.</returns>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageFile.GetClassDatabase(AssetsTools.NET.Extra.UnityVersion)">
            <summary>
            Make a class database for a version.
            </summary>
            <param name="version">The version to make the class database for.</param>
            <returns>A class database for that version.</returns>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageClassInfo.Read(AssetsTools.NET.AssetsFileReader)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.ClassPackageClassInfo"/> with the provided reader.
            </summary>
            <param name="reader">The reader to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageClassInfo.Write(AssetsTools.NET.AssetsFileWriter)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.ClassPackageClassInfo"/> with the provided writer.
            </summary>
            <param name="writer">The writer to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageClassInfo.GetTypeForVersion(AssetsTools.NET.Extra.UnityVersion)">
            <summary>
            Get the latest version of a type before or at a version.
            </summary>
            <param name="version">The version to get the type for.</param>
            <returns>The type at that version.</returns>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageCommonString.Read(AssetsTools.NET.AssetsFileReader)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.ClassPackageCommonString"/> with the provided reader.
            </summary>
            <param name="reader">The reader to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageCommonString.Write(AssetsTools.NET.AssetsFileWriter)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.ClassPackageCommonString"/> with the provided writer.
            </summary>
            <param name="writer">The writer to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageCommonString.GetCommonStringLengthForVersion(AssetsTools.NET.Extra.UnityVersion)">
            <summary>
            Get the length of the common string for a version. <br/>
            Since the common string is only appended in new versions, never edited, only the
            length of the string for each version needs to be stored rather than the string
            in its entirety.
            </summary>
            <param name="version"></param>
            <returns>The length of the common string.</returns>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageHeader.Read(AssetsTools.NET.AssetsFileReader)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.ClassPackageHeader"/> with the provided reader.
            </summary>
            <param name="reader">The reader to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageHeader.Write(AssetsTools.NET.AssetsFileWriter)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.ClassPackageHeader"/> with the provided writer.
            </summary>
            <param name="writer">The writer to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageType.Read(AssetsTools.NET.AssetsFileReader,System.Int32)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.ClassPackageType"/> with the provided reader and class ID.
            </summary>
            <param name="reader">The reader to use.</param>
            <param name="classId">The class ID to assign.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageType.Write(AssetsTools.NET.AssetsFileWriter)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.ClassPackageType"/> with the provided writer.
            </summary>
            <param name="writer">The writer to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageTypeNode.Read(AssetsTools.NET.AssetsFileReader)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.ClassPackageTypeNode"/> with the provided reader.
            </summary>
            <param name="reader">The reader to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageTypeNode.Write(AssetsTools.NET.AssetsFileWriter)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.ClassPackageTypeNode"/> with the provided writer.
            </summary>
            <param name="writer">The writer to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageTypeTree.Read(AssetsTools.NET.AssetsFileReader)">
            <summary>
            Read the <see cref="T:AssetsTools.NET.ClassPackageTypeTree"/> with the provided reader.
            </summary>
            <param name="reader">The reader to use.</param>
        </member>
        <member name="M:AssetsTools.NET.ClassPackageTypeTree.Write(AssetsTools.NET.AssetsFileWriter)">
            <summary>
            Write the <see cref="T:AssetsTools.NET.ClassPackageTypeTree"/> with the provided writer.
            </summary>
            <param name="writer">The writer to use.</param>
        </member>
        <member name="T:LZ4ps.LZ4Codec">
            <summary>Safe LZ4 codec.</summary>
        </member>
        <member name="F:LZ4ps.LZ4Codec.MEMORY_USAGE">
            <summary>
            Memory usage formula : N->2^N Bytes (examples : 10 -> 1KB; 12 -> 4KB ; 16 -> 64KB; 20 -> 1MB; etc.)
            Increasing memory usage improves compression ratio
            Reduced memory usage can improve speed, due to cache effect
            Default value is 14, for 16KB, which nicely fits into Intel x86 L1 cache
            </summary>
        </member>
        <member name="F:LZ4ps.LZ4Codec.NOTCOMPRESSIBLE_DETECTIONLEVEL">
            <summary>
            Decreasing this value will make the algorithm skip faster data segments considered "incompressible"
            This may decrease compression ratio dramatically, but will be faster on incompressible data
            Increasing this value will make the algorithm search more before declaring a segment "incompressible"
            This could improve compression a bit, but will be slower on incompressible data
            The default value (6) is recommended
            </summary>
        </member>
        <member name="F:LZ4ps.LZ4Codec.BLOCK_COPY_LIMIT">
            <summary>Buffer length when Buffer.BlockCopy becomes faster than straight loop.
            Please note that safe implementation REQUIRES it to be greater (not even equal) than 8.</summary>
        </member>
        <member name="M:LZ4ps.LZ4Codec.MaximumOutputLength(System.Int32)">
            <summary>Gets maximum the length of the output.</summary>
            <param name="inputLength">Length of the input.</param>
            <returns>Maximum number of bytes needed for compressed buffer.</returns>
        </member>
        <member name="M:LZ4ps.LZ4Codec.Encode32(System.Byte[],System.Int32,System.Int32,System.Byte[],System.Int32,System.Int32)">
            <summary>Encodes the specified input.</summary>
            <param name="input">The input.</param>
            <param name="inputOffset">The input offset.</param>
            <param name="inputLength">Length of the input.</param>
            <param name="output">The output.</param>
            <param name="outputOffset">The output offset.</param>
            <param name="outputLength">Length of the output.</param>
            <returns>Number of bytes written.</returns>
        </member>
        <member name="M:LZ4ps.LZ4Codec.Encode32(System.Byte[],System.Int32,System.Int32)">
            <summary>Encodes the specified input.</summary>
            <param name="input">The input.</param>
            <param name="inputOffset">The input offset.</param>
            <param name="inputLength">Length of the input.</param>
            <returns>Compressed buffer.</returns>
        </member>
        <member name="M:LZ4ps.LZ4Codec.Encode64(System.Byte[],System.Int32,System.Int32,System.Byte[],System.Int32,System.Int32)">
            <summary>Encodes the specified input.</summary>
            <param name="input">The input.</param>
            <param name="inputOffset">The input offset.</param>
            <param name="inputLength">Length of the input.</param>
            <param name="output">The output.</param>
            <param name="outputOffset">The output offset.</param>
            <param name="outputLength">Length of the output.</param>
            <returns>Number of bytes written.</returns>
        </member>
        <member name="M:LZ4ps.LZ4Codec.Encode64(System.Byte[],System.Int32,System.Int32)">
            <summary>Encodes the specified input.</summary>
            <param name="input">The input.</param>
            <param name="inputOffset">The input offset.</param>
            <param name="inputLength">Length of the input.</param>
            <returns>Compressed buffer.</returns>
        </member>
        <member name="M:LZ4ps.LZ4Codec.Decode32(System.Byte[],System.Int32,System.Int32,System.Byte[],System.Int32,System.Int32,System.Boolean)">
            <summary>Decodes the specified input.</summary>
            <param name="input">The input.</param>
            <param name="inputOffset">The input offset.</param>
            <param name="inputLength">Length of the input.</param>
            <param name="output">The output.</param>
            <param name="outputOffset">The output offset.</param>
            <param name="outputLength">Length of the output.</param>
            <param name="knownOutputLength">Set it to <c>true</c> if output length is known.</param>
            <returns>Number of bytes written.</returns>
        </member>
        <member name="M:LZ4ps.LZ4Codec.Decode32(System.Byte[],System.Int32,System.Int32,System.Int32)">
            <summary>Decodes the specified input.</summary>
            <param name="input">The input.</param>
            <param name="inputOffset">The input offset.</param>
            <param name="inputLength">Length of the input.</param>
            <param name="outputLength">Length of the output.</param>
            <returns>Decompressed buffer.</returns>
        </member>
        <member name="M:LZ4ps.LZ4Codec.Decode64(System.Byte[],System.Int32,System.Int32,System.Byte[],System.Int32,System.Int32,System.Boolean)">
            <summary>Decodes the specified input.</summary>
            <param name="input">The input.</param>
            <param name="inputOffset">The input offset.</param>
            <param name="inputLength">Length of the input.</param>
            <param name="output">The output.</param>
            <param name="outputOffset">The output offset.</param>
            <param name="outputLength">Length of the output.</param>
            <param name="knownOutputLength">Set it to <c>true</c> if output length is known.</param>
            <returns>Number of bytes written.</returns>
        </member>
        <member name="M:LZ4ps.LZ4Codec.Decode64(System.Byte[],System.Int32,System.Int32,System.Int32)">
            <summary>Decodes the specified input.</summary>
            <param name="input">The input.</param>
            <param name="inputOffset">The input offset.</param>
            <param name="inputLength">Length of the input.</param>
            <param name="outputLength">Length of the output.</param>
            <returns>Decompressed buffer.</returns>
        </member>
        <member name="M:LZ4ps.LZ4Codec.Encode32HC(System.Byte[],System.Int32,System.Int32,System.Byte[],System.Int32,System.Int32)">
            <summary>Encodes the specified input using HC codec.</summary>
            <param name="input">The input.</param>
            <param name="inputOffset">The input offset.</param>
            <param name="inputLength">Length of the input.</param>
            <param name="output">The output.</param>
            <param name="outputOffset">The output offset.</param>
            <param name="outputLength">Length of the output.</param>
            <returns>Number of bytes written. NOTE: when output buffer is too small it returns negative value.</returns>
        </member>
        <member name="M:LZ4ps.LZ4Codec.Encode32HC(System.Byte[],System.Int32,System.Int32)">
            <summary>Encodes the specified input using HC codec.</summary>
            <param name="input">The input.</param>
            <param name="inputOffset">The input offset.</param>
            <param name="inputLength">Length of the input.</param>
            <returns>Buffer with compressed data (NOTE: it can be bigger than input).</returns>
        </member>
        <member name="M:LZ4ps.LZ4Codec.Encode64HC(System.Byte[],System.Int32,System.Int32,System.Byte[],System.Int32,System.Int32)">
            <summary>Encodes the specified input using HC codec.</summary>
            <param name="input">The input.</param>
            <param name="inputOffset">The input offset.</param>
            <param name="inputLength">Length of the input.</param>
            <param name="output">The output.</param>
            <param name="outputOffset">The output offset.</param>
            <param name="outputLength">Length of the output.</param>
            <returns>Number of bytes written. NOTE: when output buffer is too small it returns negative value.</returns>
        </member>
        <member name="M:LZ4ps.LZ4Codec.Encode64HC(System.Byte[],System.Int32,System.Int32)">
            <summary>Encodes the specified input using HC codec.</summary>
            <param name="input">The input.</param>
            <param name="inputOffset">The input offset.</param>
            <param name="inputLength">Length of the input.</param>
            <returns>Buffer with compressed data (NOTE: it can be bigger than input).</returns>
        </member>
        <member name="T:SevenZip.DataErrorException">
            <summary>
            The exception that is thrown when an error in input stream occurs during decoding.
            </summary>
        </member>
        <member name="T:SevenZip.InvalidParamException">
            <summary>
            The exception that is thrown when the value of an argument is outside the allowable range.
            </summary>
        </member>
        <member name="M:SevenZip.ICodeProgress.SetProgress(System.Int64,System.Int64)">
            <summary>
            Callback progress.
            </summary>
            <param name="inSize">
            input size. -1 if unknown.
            </param>
            <param name="outSize">
            output size. -1 if unknown.
            </param>
        </member>
        <member name="M:SevenZip.ICoder.Code(System.IO.Stream,System.IO.Stream,System.Int64,System.Int64,SevenZip.ICodeProgress)">
            <summary>
            Codes streams.
            </summary>
            <param name="inStream">
            input Stream.
            </param>
            <param name="outStream">
            output Stream.
            </param>
            <param name="inSize">
            input Size. -1 if unknown.
            </param>
            <param name="outSize">
            output Size. -1 if unknown.
            </param>
            <param name="progress">
            callback progress reference.
            </param>
            <exception cref="T:SevenZip.DataErrorException">
            if input stream is not valid
            </exception>
        </member>
        <member name="T:SevenZip.CoderPropID">
            <summary>
            Provides the fields that represent properties idenitifiers for compressing.
            </summary>
        </member>
        <member name="F:SevenZip.CoderPropID.DefaultProp">
            <summary>
            Specifies default property.
            </summary>
        </member>
        <member name="F:SevenZip.CoderPropID.DictionarySize">
            <summary>
            Specifies size of dictionary.
            </summary>
        </member>
        <member name="F:SevenZip.CoderPropID.UsedMemorySize">
            <summary>
            Specifies size of memory for PPM*.
            </summary>
        </member>
        <member name="F:SevenZip.CoderPropID.Order">
            <summary>
            Specifies order for PPM methods.
            </summary>
        </member>
        <member name="F:SevenZip.CoderPropID.BlockSize">
            <summary>
            Specifies Block Size.
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "F:SevenZip.CoderPropID.PosStateBits" -->
        <!-- Badly formed XML comment ignored for member "F:SevenZip.CoderPropID.LitContextBits" -->
        <!-- Badly formed XML comment ignored for member "F:SevenZip.CoderPropID.LitPosBits" -->
        <member name="F:SevenZip.CoderPropID.NumFastBytes">
            <summary>
            Specifies number of fast bytes for LZ*.
            </summary>
        </member>
        <member name="F:SevenZip.CoderPropID.MatchFinder">
            <summary>
            Specifies match finder. LZMA: "BT2", "BT4" or "BT4B".
            </summary>
        </member>
        <member name="F:SevenZip.CoderPropID.MatchFinderCycles">
            <summary>
            Specifies the number of match finder cyckes.
            </summary>
        </member>
        <member name="F:SevenZip.CoderPropID.NumPasses">
            <summary>
            Specifies number of passes.
            </summary>
        </member>
        <member name="F:SevenZip.CoderPropID.Algorithm">
            <summary>
            Specifies number of algorithm.
            </summary>
        </member>
        <member name="F:SevenZip.CoderPropID.NumThreads">
            <summary>
            Specifies the number of threads.
            </summary>
        </member>
        <member name="F:SevenZip.CoderPropID.EndMarker">
            <summary>
            Specifies mode with end marker.
            </summary>
        </member>
    </members>
</doc>
