<?xml version="1.0"?>
<doc>
    <assembly>
        <name>RuntimeUnityEditor.Core</name>
    </assembly>
    <members>
        <member name="T:RuntimeUnityEditor.Core.CursorUnlocker">
            <summary>
            Feature that forces the mouse cursor to stay unlocked/visible. Might cause issues with some games, especially FPSes.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.IFeature">
            <summary>
            Feature for use with RuntimeUnityEditor. Custom features can be added with <see cref="M:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.AddFeature(RuntimeUnityEditor.Core.IFeature)"/>.
            Consider using <see cref="T:RuntimeUnityEditor.Core.FeatureBase`1"/> or <see cref="T:RuntimeUnityEditor.Core.Window`1"/> instead of the bare interface.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.IFeature.Enabled">
            <summary>
            Turn on this feature's functionality.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.IFeature.OnInitialize(RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings)">
            <summary>
            Initialize this feature. If this throws, the feature will be skipped.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.IFeature.OnUpdate">
            <summary>
            Unity Update callback.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.IFeature.OnLateUpdate">
            <summary>
            Unity LateUpdate callback.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.IFeature.OnOnGUI">
            <summary>
            Unity OnGUI callback.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.IFeature.OnEditorShownChanged(System.Boolean)">
            <summary>
            Callback for RuntimeUnityEditor being toggled shown/hidden. If not visible, Unity callbacks are not called.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.IFeature.DisplayType">
            <summary>
            How this feature appears in the UI.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.IFeature.DisplayName">
            <summary>
            How this feature is called in the UI.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.FeatureDisplayType">
            <summary>
            Controls how a feature appears in the RuntimeUnityEditor interface.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.FeatureDisplayType.Hidden">
            <summary>
            Do not show on the taskbar, <see cref="P:RuntimeUnityEditor.Core.IFeature.Enabled"/> has to be manually set in that case.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.FeatureDisplayType.Feature">
            <summary>
            Show as a taskbar toggle together with other features.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.FeatureDisplayType.Window">
            <summary>
            Show as a taskbar button together with other windows.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.FeatureBase`1">
            <summary>
            Base implementation of <see cref="T:RuntimeUnityEditor.Core.IFeature" />.
            <typeparamref name="T" /> should be your derived class's Type, e.g. <code>public class MyFeature : FeatureBase&lt;MyFeature&gt;</code>
            If you want to make a window, use <see cref="T:RuntimeUnityEditor.Core.Window`1"/> instead.
            </summary>
            <inheritdoc />
        </member>
        <member name="P:RuntimeUnityEditor.Core.FeatureBase`1.Initialized">
            <summary>
            True if this feature was successfully initialized.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.FeatureBase`1.Instance">
            <summary>
            Instance of this feature (null if not initialized).
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.FeatureBase`1.#ctor">
            <summary>
            Create a new instance of the feature. Should only ever be called once since it sets the Instance.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.FeatureBase`1.SettingCategory">
            <summary>
            Category name, it's "Features" by default. If you want to make a window, use <see cref="T:RuntimeUnityEditor.Core.Window`1"/> instead.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.FeatureBase`1.DisplayName">
            <inheritdoc />
        </member>
        <member name="P:RuntimeUnityEditor.Core.FeatureBase`1.Enabled">
            <summary>
            If this instance is enabled and can be shown (when RUE interface is enabled as a whole).
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.FeatureBase`1.Visible">
            <summary>
            If this instance is actually shown on screen / has its events fired.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.FeatureBase`1.DisplayType">
            <inheritdoc />
        </member>
        <member name="M:RuntimeUnityEditor.Core.FeatureBase`1.AfterInitialized(RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings)">
            <summary>
            Runs after <see cref="M:RuntimeUnityEditor.Core.FeatureBase`1.Initialize(RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings)"/> has successfully finished. Must succeed for the feature to be considered initialized.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.FeatureBase`1.OnVisibleChanged(System.Boolean)">
            <summary>
            Fired whenever the <see cref="P:RuntimeUnityEditor.Core.FeatureBase`1.Visible"/> state is changed, either by <see cref="P:RuntimeUnityEditor.Core.FeatureBase`1.Enabled"/> being changed or the entire RUE interface being hidden/shown.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.FeatureBase`1.Initialize(RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings)">
            <inheritdoc cref="M:RuntimeUnityEditor.Core.IFeature.OnInitialize(RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings)"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.FeatureBase`1.Update">
            <inheritdoc cref="M:RuntimeUnityEditor.Core.IFeature.OnUpdate"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.FeatureBase`1.LateUpdate">
            <inheritdoc cref="M:RuntimeUnityEditor.Core.IFeature.OnLateUpdate"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.FeatureBase`1.OnGUI">
            <inheritdoc cref="M:RuntimeUnityEditor.Core.IFeature.OnOnGUI"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.FeatureBase`1.VisibleChanged(System.Boolean)">
            <inheritdoc cref="M:RuntimeUnityEditor.Core.IFeature.OnEditorShownChanged(System.Boolean)"/>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos">
            <summary>
            Taken from https://github.com/popcron/gizmos
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.CameraFilter">
            <summary>
            By default, it will always render to scene view camera and the main camera.
            Subscribing to this allows you to whitelist your custom cameras.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.BufferSize">
            <summary>
            The size of the total gizmos buffer.
            Default is 4096.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.Enabled">
            <summary>
            Toggles wether the gizmos could be drawn or not.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.DashGap">
            <summary>
            The size of the gap when drawing dashed elements.
            Default gap size is 0.1
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.FrustumCulling">
            <summary>
            Should the camera not draw elements that are not visible?
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.Material">
            <summary>
            The material being used to render.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.Pass">
            <summary>
            Rendering pass to activate.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.Offset">
            <summary>
            Global offset for all points. Default is (0, 0, 0).
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.Draw``1(System.Nullable{UnityEngine.Color},System.Boolean,System.Object[])">
            <summary>
            Draws an element onto the screen.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.Lines(UnityEngine.Vector3[],System.Nullable{UnityEngine.Color},System.Boolean)">
            <summary>
            Draws an array of lines. Useful for things like paths.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.Line(UnityEngine.Vector3,UnityEngine.Vector3,System.Nullable{UnityEngine.Color},System.Boolean)">
            <summary>
            Draw line in world space.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.Square(UnityEngine.Vector2,UnityEngine.Vector2,System.Nullable{UnityEngine.Color},System.Boolean)">
            <summary>
            Draw square in world space.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.Square(UnityEngine.Vector2,System.Single,System.Nullable{UnityEngine.Color},System.Boolean)">
            <summary>
            Draw square in world space with float diameter parameter.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.Square(UnityEngine.Vector2,UnityEngine.Quaternion,UnityEngine.Vector2,System.Nullable{UnityEngine.Color},System.Boolean)">
            <summary>
            Draw square in world space with a rotation parameter.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.Cube(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3,System.Nullable{UnityEngine.Color},System.Boolean)">
            <summary>
            Draws a cube in world space.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.Rect(UnityEngine.Rect,UnityEngine.Camera,System.Nullable{UnityEngine.Color},System.Boolean)">
            <summary>
            Draws a rectangle in screen space.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.Bounds(UnityEngine.Bounds,System.Nullable{UnityEngine.Color},System.Boolean)">
            <summary>
            Draws a representation of a bounding box.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.Cone(UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,System.Single,System.Nullable{UnityEngine.Color},System.Boolean,System.Int32)">
            <summary>
            Draws a cone similar to the one that spot lights draw.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.Sphere(UnityEngine.Vector3,System.Single,System.Nullable{UnityEngine.Color},System.Boolean,System.Int32)">
            <summary>
            Draws a sphere at position with specified radius.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.Circle(UnityEngine.Vector3,System.Single,UnityEngine.Camera,System.Nullable{UnityEngine.Color},System.Boolean,System.Int32)">
            <summary>
            Draws a circle in world space and billboards towards the camera.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Gizmos.lib.Gizmos.Circle(UnityEngine.Vector3,System.Single,UnityEngine.Quaternion,System.Nullable{UnityEngine.Color},System.Boolean,System.Int32)">
            <summary>
            Draws a circle in world space with a specified rotation.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Gizmos.lib.GizmosInstance">
            <summary>
            Taken from https://github.com/popcron/gizmos
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Gizmos.lib.GizmosInstance.Material">
            <summary>
            The material being used to render
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Gizmos.lib.GizmosInstance.DefaultMaterial">
            <summary>
            The default line renderer material
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Gizmos.lib.GizmosInstance.Submit(UnityEngine.Vector3[],System.Nullable{UnityEngine.Color},System.Boolean)">
            <summary>
            Submits an array of points to draw into the queue.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Gizmos.GizmoDrawer">
            <summary>
            Feature that shows gizmos for selected GameObjects.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings">
            <summary>
            Collection of things required for RUE to be successfully initialized.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings.RegisterSetting``1(System.String,System.String,``0,System.String,System.Action{``0})">
            <summary>
            Register a new persistent setting.
            </summary>
            <typeparam name="T">Type of the setting</typeparam>
            <param name="category">Used for grouping</param>
            <param name="name">Name/Key</param>
            <param name="defaultValue">Initial value if setting was never changed</param>
            <param name="description">What the setting does</param>
            <param name="onValueUpdated">Called when the setting changes, and immediately after this method finishes (with either the default value or the previously stored value).</param>
            <returns>An Action that can be used to set the setting's value</returns>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings.PluginMonoBehaviour">
            <summary>
            Instance MB of the plugin
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings.LoggerWrapper">
            <summary>
            Log output
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings.ConfigPath">
            <summary>
            Path to write/read extra config files from
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings.Setting`1">
            <summary>
            Wrapper for a setting.
            </summary>
        </member>
        <member name="E:RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings.Setting`1.ValueChanged">
            <summary>
            Triggered when <see cref="P:RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings.Setting`1.Value"/> changes.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings.Setting`1.Value">
            <summary>
            Current value of the setting.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings.RegisterSetting``1(System.String,System.String,``0,System.String)">
            <inheritdoc cref="M:RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings.RegisterSetting``1(System.String,System.String,``0,System.String,System.Action{``0})" />
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.Abstractions.UnityInput">
            <summary>
            Abstraction layer over Unity's input systems for use in universal plugins that need to use hotkeys.
            It can use either Input or Unity.InputSystem, depending on what's available. Input is preferred.
            WARNING: Use only inside of Unity's main thread!
            Copied from BepInEx 5.4.20 to keep support for other plugin loaders.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.Abstractions.UnityInput.Current">
            <summary>
            Best currently supported input system.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.Abstractions.UnityInput.LegacyInputSystemAvailable">
            <summary>
            True if the Input class is not disabled.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.Abstractions.IInputSystem">
            <summary>
            Generic input system interface. Just barely good enough for hotkeys.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.IInputSystem.GetKey(System.String)">
            <inheritdoc cref="M:UnityEngine.Input.GetKey(System.String)"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.IInputSystem.GetKey(UnityEngine.KeyCode)">
            <inheritdoc cref="M:UnityEngine.Input.GetKey(UnityEngine.KeyCode)"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.IInputSystem.GetKeyDown(System.String)">
            <inheritdoc cref="M:UnityEngine.Input.GetKeyDown(System.String)"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.IInputSystem.GetKeyDown(UnityEngine.KeyCode)">
            <inheritdoc cref="M:UnityEngine.Input.GetKeyDown(UnityEngine.KeyCode)"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.IInputSystem.GetKeyUp(System.String)">
            <inheritdoc cref="M:UnityEngine.Input.GetKeyUp(System.String)"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.IInputSystem.GetKeyUp(UnityEngine.KeyCode)">
            <inheritdoc cref="M:UnityEngine.Input.GetKeyUp(UnityEngine.KeyCode)"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.IInputSystem.GetMouseButton(System.Int32)">
            <inheritdoc cref="M:UnityEngine.Input.GetMouseButton(System.Int32)"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.IInputSystem.GetMouseButtonDown(System.Int32)">
            <inheritdoc cref="M:UnityEngine.Input.GetMouseButtonDown(System.Int32)"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.IInputSystem.GetMouseButtonUp(System.Int32)">
            <inheritdoc cref="M:UnityEngine.Input.GetMouseButtonUp(System.Int32)"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.IInputSystem.ResetInputAxes">
            <inheritdoc cref="M:UnityEngine.Input.ResetInputAxes"/>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.Abstractions.IInputSystem.mousePosition">
            <inheritdoc cref="P:UnityEngine.Input.mousePosition"/>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.Abstractions.IInputSystem.mouseScrollDelta">
            <inheritdoc cref="P:UnityEngine.Input.mouseScrollDelta"/>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.Abstractions.IInputSystem.mousePresent">
            <inheritdoc cref="P:UnityEngine.Input.mousePresent"/>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.Abstractions.IInputSystem.anyKey">
            <inheritdoc cref="P:UnityEngine.Input.anyKey"/>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.Abstractions.IInputSystem.anyKeyDown">
            <inheritdoc cref="P:UnityEngine.Input.anyKeyDown"/>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.Abstractions.IInputSystem.SupportedKeyCodes">
            <summary>
            All KeyCodes supported by the current input system.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.Abstractions.DnSpyHelper">
            <summary>
            Feature that makes it possible to quicly jump to a given element inside decompiled assembly in dnSpy.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.Abstractions.DnSpyHelper.DnSpyPath">
            <summary>
            Path to dnSpy.exe
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.Abstractions.DnSpyHelper.DnSpyArgs">
            <summary>
            Arguments to use when launching dnSpy.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.Abstractions.DnSpyHelper.IsAvailable">
            <summary>
            Is dnSpy configured correctly and actually present on disk.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.DnSpyHelper.OpenInDnSpy(RuntimeUnityEditor.Core.Inspector.Entries.ICacheEntry)">
            <summary>
            Open object contained in a given entry in dnSpy.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.DnSpyHelper.OpenInDnSpy(System.Type)">
            <summary>
            Navigate to a given type in dnSpy.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.DnSpyHelper.OpenInDnSpy(System.Reflection.MemberInfo)">
            <summary>
            Navigate to a given method in dnSpy.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.Abstractions.ILoggerWrapper">
            <summary>
            A place for RUE to write logs to.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.ILoggerWrapper.Log(RuntimeUnityEditor.Core.Utils.Abstractions.LogLevel,System.Object)">
            <summary>
            Write a log message (source is always RUE).
            </summary>
            <param name="logLevel">How important the message is.</param>
            <param name="content">Content of the message, can be any type so it will have to be converted to string if given log level is shown.</param>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.Abstractions.LogLevel">
            <summary>
            How a log message should be treated.
            A single log message can have multiple levels attached to it (usually Message + something else).
            Same as BepInEx5 LogLevel.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.Utils.Abstractions.LogLevel.None">
            <summary>
            This shouldn't happen.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.Utils.Abstractions.LogLevel.Fatal">
            <summary>
            The world is burning.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.Utils.Abstractions.LogLevel.Error">
            <summary>
            Something bad and unexpected happened.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.Utils.Abstractions.LogLevel.Warning">
            <summary>
            Something bad but expected or safe to ignore happened.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.Utils.Abstractions.LogLevel.Message">
            <summary>
            The user should see this, ideally in the UI.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.Utils.Abstractions.LogLevel.Info">
            <summary>
            Writing home about the cool things I did.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.Utils.Abstractions.LogLevel.Debug">
            <summary>
            Info useful mostly for debugging RUE itself.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.Utils.Abstractions.LogLevel.All">
            <summary>
            All for one.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.Abstractions.OpenFileDialog">
            <summary>
            Gives access to the Windows open file dialog.
            http://www.pinvoke.net/default.aspx/comdlg32/GetOpenFileName.html
            http://www.pinvoke.net/default.aspx/Structures/OpenFileName.html
            http://www.pinvoke.net/default.aspx/Enums/OpenSaveFileDialgueFlags.html
            https://social.msdn.microsoft.com/Forums/en-US/2f4dd95e-5c7b-4f48-adfc-44956b350f38/getopenfilename-for-multiple-files?forum=csharpgeneral
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.Utils.Abstractions.OpenFileDialog.SingleFileFlags">
            <summary>
            Arguments used for opening a single file
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.Utils.Abstractions.OpenFileDialog.MultiFileFlags">
            <summary>
            Arguments used for opening multiple files
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.OpenFileDialog.ShowDialog(System.String,System.String,System.String,System.String,RuntimeUnityEditor.Core.Utils.Abstractions.OpenFileDialog.OpenSaveFileDialgueFlags,System.IntPtr)">
            <inheritdoc cref="M:RuntimeUnityEditor.Core.Utils.Abstractions.OpenFileDialog.ShowDialog(System.String,System.String,System.String,System.String,RuntimeUnityEditor.Core.Utils.Abstractions.OpenFileDialog.OpenSaveFileDialgueFlags,System.String,System.IntPtr)"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.OpenFileDialog.ShowDialog(System.String,System.String,System.String,System.String,RuntimeUnityEditor.Core.Utils.Abstractions.OpenFileDialog.OpenSaveFileDialgueFlags,System.String,System.IntPtr)">
            <summary>
            Show windows file open dialog. Blocks the thread until user closes the dialog. Returns list of selected files, or null if user cancelled the action.
            </summary>
            <param name="title">
            A string to be placed in the title bar of the dialog box. If this member is NULL, the system uses
            the default title (that is, Save As or Open)
            </param>
            <param name="initialDir">
            The initial directory. The algorithm for selecting the initial directory varies on different
            platforms.
            </param>
            <param name="filter">
            A list of filter pairs separated by |. First item is the display name, while the second is
            the actual filter (e.g. *.txt) Example: <code>"Log files (.log)|*.log|All files|*.*"</code>
            </param>
            <param name="defaultExt">
            The default extension. This extension is appended to the file name if the user fails to type
            an extension.
            </param>
            <param name="flags">
            A set of bit flags you can use to initialize the dialog box. When the dialog box returns, it sets these flags to
            indicate the user's input.
            This member can be a combination of the CommomDialgueFlags.
            </param>
            <param name="owner">Hwnd pointer of the owner window. IntPtr.Zero to use default parent</param>
            <param name="defaultFilename"> Filename that is initially entered in the filename box. </param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.OpenFileDialog.Show(System.Action{System.String[]},System.String,System.String,System.String,System.String,RuntimeUnityEditor.Core.Utils.Abstractions.OpenFileDialog.OpenSaveFileDialgueFlags)">
            <summary>
            Show windows file open dialog. Doesn't pause the game.
            </summary>
            <param name="onAccept">Action that gets called with results of user's selection. Returns list of selected files, or null if user cancelled the action.
            WARNING: This runs on another thread! Game will crash if you attempt to access unity methods.
            You can use <code>KoikatuAPI.SynchronizedInvoke</code> to go back to the main thread.</param>
            <param name="title">
            A string to be placed in the title bar of the dialog box. If this member is NULL, the system uses
            the default title (that is, Save As or Open)
            </param>
            <param name="initialDir">
            The initial directory. The algorithm for selecting the initial directory varies on different
            platforms.
            </param>
            <param name="filter">
            A list of filter pairs separated by |. First item is the display name, while the second is
            the actual filter (e.g. *.txt) Example: <code>"Log files (.log)|*.log|All files|*.*"</code>
            </param>
            <param name="defaultFilename">
            The default extension. This extension is appended to the file name if the user fails to type
            an extension.
            </param>
            <param name="flags">
            A set of bit flags you can use to initialize the dialog box. When the dialog box returns, it sets these flags to
            indicate the user's input.
            This member can be a combination of the CommomDialgueFlags.
            </param>
        </member>
        <member name="F:RuntimeUnityEditor.Core.Utils.Abstractions.OpenFileDialog.OpenSaveFileDialgueFlags.OFN_NOLONGNAMES">
            <summary>
            Force no long names for 4.x modules
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.Utils.Abstractions.OpenFileDialog.OpenSaveFileDialgueFlags.OFN_EXPLORER">
            <summary>
            New look commdlg
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.Utils.Abstractions.OpenFileDialog.OpenSaveFileDialgueFlags.OFN_LONGNAMES">
            <summary>
            Force long names for 3.x modules
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.Abstractions.ColorUtility">
            <summary>
            Utilities related to the <see cref="T:UnityEngine.Color"/> and <see cref="T:UnityEngine.Color32"/> classes.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.Abstractions.ToStringUtility">
            <summary>
            Utilities for turning things into readable strings.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.Abstractions.UnityFeatureHelper">
            <summary>
            Abstractions for Unity engine features that got changed in some way across different engine version.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.Abstractions.UnityFeatureHelper.SupportsScenes">
            <summary>
            UnityEngine.SceneManagement.SceneManager is available, used by <see cref="M:RuntimeUnityEditor.Core.Utils.Abstractions.UnityFeatureHelper.GetActiveSceneGameObjects"/>.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.UnityFeatureHelper.GetActiveSceneGameObjects">
            <summary>
            Get root game objects in active scene, or nothing if game doesn't support this.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.Abstractions.UnityFeatureHelper.SceneProxyMethods">
            <summary>
            Proxy methods for SceneManager and Scene to avoid exceptions in old Unity versions (mostly 4.x) that do not support them.
            By fencing all references here and never calling them directly it's possible to have no reflection overhead when they are available.
            The NoInlining attribute is necessary for this to work reliably, because the JIT might inline the calls all the way back to the original caller, which creates an impossible to catch TypeLoadException.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.Abstractions.UnityFeatureHelper.SupportsCursorIndex">
            <summary>
            TextEditor.cursorIndex is available.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.Abstractions.UnityFeatureHelper.SupportsRepl">
            <summary>
            C# REPL SHOULD be able to run in this environment (mcs might still be unhappy).
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.UnityFeatureHelper.OpenLog">
            <summary>
            Figure out where the log file is written to and open it.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.UnityFeatureHelper.LoadTexture(System.Byte[])">
            <summary>
            Abstraction for Texture2D.LoadImage. In later Unity versions it was moved into an extension method.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.Abstractions.UnityFeatureHelper.systemCopyBuffer">
            <summary>
            Throws if not available
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.Abstractions.UnityFeatureHelper.SystemCopyBufferProxy">
            <see cref="T:RuntimeUnityEditor.Core.Utils.Abstractions.UnityFeatureHelper.SceneProxyMethods"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Abstractions.UnityFeatureHelper.EnsureCameraRenderEventsAreAvailable">
            <summary>
            Throws if Camera.onPreRender and Camera.onPostRender are not available.
            They are not available in Unity 4.x
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.ImguiComboBox">
            <summary>
            Dropdown control for use in GUILayout areas and windows. Keep the instance and call Show on it to draw it inside OnGUI.
            Remember to call `DrawDropdownIfOpen` at the very end of the OnGUI area/window to actually display the dropdown list if it's open.
            Only one dropdown list can be open globally. If a new dropdown is opened, all others are closed without changing the selected index.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.ImguiComboBox.Show(System.Int32,UnityEngine.GUIContent[],System.Int32,UnityEngine.GUIStyle)">
            <summary>
            Show a button that when clicked opens a dropdown list. Returns new index if user selected a different option, or the old index.
            Warning: The list itself is not drawn here, you have to call DrawDropdownIfOpen at the end of your GUILayout area/window.
            </summary>
            <param name="selectedIndex">Currently selected item from the content list. It will be shown on the button.</param>
            <param name="listContent">All items shown in the dropdown list when it is open.</param>
            <param name="windowYmax">How low the dropdown can reach. Used to prevent the dropdown from extending off-screen. Set it to the GUILayout.Window rect yMax value.</param>
            <param name="listStyle">Optional style of list buttons. By default the standard button style is used.</param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.ImguiComboBox.Show(UnityEngine.GUIContent,System.Func{UnityEngine.GUIContent[]},System.Action{System.Int32},System.Int32,UnityEngine.GUIStyle)">
            <summary>
            Show a button that when clicked opens a dropdown list.
            Warning: The list itself is not drawn here, you have to call DrawDropdownIfOpen at the end of your GUILayout area/window.
            </summary>
            <param name="selectedContent">Content shown on the button. It will also be selected in the dropdown list if it exists.</param>
            <param name="getListContent">Called once to get the list contents when the button is clicked. It should return contents of the dropdown list, including <paramref name="selectedContent"/>.</param>
            <param name="onIndexChanged">Called when user selects a new item</param>
            <param name="windowYmax"></param>
            <param name="listStyle"></param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.ImguiComboBox.DrawDropdownIfOpen">
            <summary>
            Draws the dropdown list on top of all other window controls if it is open.
            This should always be called at the very end of area/window that `Show` was called in.
            Returns true if the dropdown list was opened and subsequently drawn.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.ObjectDumper.Dumper">
            <summary>
            Tries to dump contents of objects into a text form.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.ObjectDumper.MeshExport">
            <summary>
            Contains methods for exporting the renderer data in various formats
            https://github.com/IllusionMods/KK_Plugins/blob/master/src/MaterialEditor.Base/Export.Obj.cs
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.ObjectDumper.MeshExport.ExportObj(UnityEngine.Renderer,System.Boolean,System.Boolean)">
            <summary>
            Exports the mesh of the SkinnedMeshRenderer or MeshRenderer
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.ThreadingExtensions">
            <summary>
            Convenience extensions for utilizing multiple threads and using the <see cref="!:ThreadingHelper"/>.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.ThreadingExtensions.RunParallel``2(System.Collections.Generic.IEnumerable{``0},System.Func{``0,``1},System.Int32)">
            <inheritdoc cref="M:RuntimeUnityEditor.Core.Utils.ThreadingExtensions.RunParallel``2(System.Collections.Generic.IList{``0},System.Func{``0,``1},System.Int32)"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.ThreadingExtensions.RunParallel``2(System.Collections.Generic.IList{``0},System.Func{``0,``1},System.Int32)">
            <summary>
            Apply a function to a collection of data by spreading the work on multiple threads.
            Outputs of the functions are returned to the current thread and yielded one by one.
            </summary>
            <typeparam name="TIn">Type of the input values.</typeparam>
            <typeparam name="TOut">Type of the output values.</typeparam>
            <param name="data">Input values for the work function.</param>
            <param name="work">Function to apply to the data on multiple threads at once.</param>
            <param name="workerCount">Number of worker threads. By default SystemInfo.processorCount is used.</param>
            <exception cref="T:System.Reflection.TargetInvocationException">An exception was thrown inside one of the threads, and the operation was aborted.</exception>
            <exception cref="T:System.ArgumentException">Need at least 1 workerCount.</exception>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.TextureUtils">
            <summary>
            Utility methods for working with texture objects.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.TextureUtils.ToTexture2D(UnityEngine.Texture,UnityEngine.TextureFormat,System.Boolean)">
            <summary>
            Copy this texture inside a new editable Texture2D.
            </summary>
            <param name="tex">Texture to copy</param>
            <param name="format">Format of the copy</param>
            <param name="mipMaps">Copy has mipmaps</param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.TextureUtils.BasedEncodeToPNG(UnityEngine.Texture)">
            <summary>
            EncodeToPNG that doesn't care about what kind of texture you give it, or what unity version is currently running.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.TextureUtils.SaveTextureToFileWithDialog(UnityEngine.Texture)">
            <summary>
            Show file save dialog and write PNG version of the texture to selected filename.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.TextureUtils.SaveTextureToFileWithDialog(UnityEngine.Texture,System.String@)">
            <summary>
            Show file save dialog and write PNG version of the texture to selected filename.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.TextureUtils.LoadTextureFromFileWithDialog">
            <summary>
            Show a file open dialog for .png files and load the selected png file into a new Texture2D.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.TextureUtils.LoadTextureFromFileWithDialog(System.String@)">
            <summary>
            Show a file open dialog for .png files and load the selected png file into a new Texture2D.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.TextureUtils.GetVisibleTexture(UnityEngine.Sprite)">
            <summary>
            Gets texture as it is shown by this sprite. If it's not packed then returns the original texture.
            If it's packed then this tries to crop out the part that the sprite is supposed to show and return only that.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.IMGUIUtils">
            <summary>
            Utility methods for working with IMGUI / OnGui.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.IMGUIUtils.DrawSolidBox(UnityEngine.Rect)">
            <summary>
            Draw a gray non-transparent GUI.Box at the specified rect. Use before a GUI.Window or other controls to get rid of 
            the default transparency and make the GUI easier to read.
            <example>
            IMGUIUtils.DrawSolidBox(screenRect);
            GUILayout.Window(362, screenRect, TreeWindow, "Select character folder");
            </example>
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.IMGUIUtils.EatInputInRect(UnityEngine.Rect)">
            <summary>
            Block input from going through to the game/canvases if the mouse cursor is within the specified Rect.
            Use after a GUI.Window call or the window will not be able to get the inputs either.
            <example>
            GUILayout.Window(362, screenRect, TreeWindow, "Select character folder");
            Utils.EatInputInRect(screenRect);
            </example>
            </summary>
            <param name="eatRect"></param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.IMGUIUtils.DrawLabelWithOutline(UnityEngine.Rect,System.String,UnityEngine.GUIStyle,UnityEngine.Color,UnityEngine.Color,System.Int32)">
            <summary>
            Draw a label with an outline
            </summary>
            <param name="rect">Size of the control</param>
            <param name="text">Text of the label</param>
            <param name="style">Style to be applied to the label</param>
            <param name="txtColor">Color of the text</param>
            <param name="outlineColor">Color of the outline</param>
            <param name="outlineThickness">Thickness of the outline in pixels</param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.IMGUIUtils.DrawLabelWithShadow(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.Color,UnityEngine.Color,UnityEngine.Vector2)">
            <summary>
            Draw a label with a shadow
            </summary>        
            <param name="rect">Size of the control</param>
            <param name="content">Contents of the label</param>
            <param name="style">Style to be applied to the label</param>
            <param name="txtColor">Color of the outline</param>
            <param name="shadowColor">Color of the text</param>
            <param name="shadowOffset">Offset of the shadow in pixels</param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.IMGUIUtils.DragResizeEat(System.Int32,UnityEngine.Rect)">
            <summary>
            Handle dragging and resizing of ongui windows, and preventing inptus from going through. Use instead of GUI.DragWindow()
            How to use: _winRect = Utils.DragResizeEat(id, _winRect);
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.IMGUIUtils.DragOrResize(System.Int32,UnityEngine.Rect)">
            <summary>
            Handle both dragging and resizing of ongui windows. Use instead of GUI.DragWindow()
            How to use: _winRect = Utils.DragOrResize(id, _winRect);
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.IMGUIUtils.IsMouseWheelClick">
            <summary>
            For use inside OnGUI to check if a GUI.Button was clicked with middle mouse button.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.IMGUIUtils.IsMouseRightClick">
            <summary>
            For use inside OnGUI to check if a GUI.Button was clicked with right mouse button.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.TomlTypeConverter">
            <summary>
            Based on https://github.com/BepInEx/BepInEx/blob/master/BepInEx/Configuration/TomlTypeConverter.cs
            Original is under MIT License - Copyright(c) 2018 Bepis
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.TomlTypeConverter.TypeConverter">
            <summary>
            A serializer/deserializer combo for some type(s). Used by the config system.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.TomlTypeConverter.TypeConverter.ConvertToString">
            <summary>
            Used to serialize the type into a (hopefully) human-readable string.
            Object is the instance to serialize, Type is the object's type.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Utils.TomlTypeConverter.TypeConverter.ConvertToObject">
            <summary>
            Used to deserialize the type from a string.
            String is the data to deserialize, Type is the object's type, should return instance to an object of Type.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.TomlTypeConverter.ConvertToString(System.Object,System.Type)">
            <summary>
            Convert object of a given type to a string using available converters.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.TomlTypeConverter.ConvertToValue``1(System.String)">
            <summary>
            Convert string to an object of a given type using available converters.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.TomlTypeConverter.ConvertToValue(System.String,System.Type)">
            <summary>
            Convert string to an object of a given type using available converters.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.TomlTypeConverter.GetConverter(System.Type)">
            <summary>
            Get a converter for a given type if there is any.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.TomlTypeConverter.AddConverter(System.Type,RuntimeUnityEditor.Core.Utils.TomlTypeConverter.TypeConverter)">
            <summary>
            Add a new type converter for a given type. 
            If a different converter is already added, this call is ignored and false is returned.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.TomlTypeConverter.CanConvert(System.Type)">
            <summary>
            Check if a given type can be converted to and from string.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.TomlTypeConverter.GetSupportedTypes">
            <summary>		
            Give a list of types with registered converters.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.Extensions">
            <summary>
            Useful stuff.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Extensions.GetAllFields(System.Type,System.Boolean)">
            <summary>
            Get all public and private fields, including from base classes
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Extensions.GetAllProperties(System.Type,System.Boolean)">
            <summary>
            Get all public and private properties, including from base classes
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Extensions.GetAllMethods(System.Type,System.Boolean)">
            <summary>
            Get all public and private methods, including from base classes
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.Extensions.GetAllEvents(System.Type,System.Boolean)">
            <summary>
            Get all public and private methods, including from base classes
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Utils.ResourceUtils">
            <summary>
            Utility methods for working with embedded resources.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.ResourceUtils.ReadAllBytes(System.IO.Stream)">
            <summary>
            Read all bytes starting at current position and ending at the end of the stream.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Utils.ResourceUtils.GetEmbeddedResource(System.String,System.Reflection.Assembly)">
            <summary>
            Get a file set as "Embedded Resource" from the assembly that is calling this code, or optionally from a specified assembly.
            The filename is matched to the end of the resource path, no need to give the full path.
            If 0 or more than 1 resources match the provided filename, an exception is thrown.
            For example if you have a file "ProjectRoot\Resources\icon.png" set as "Embedded Resource", you can use this to load it by
            doing <code>GetEmbeddedResource("icon.png"), assuming that no other embedded files have the same name.</code>
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.IWindow">
            <summary>
            Feature for use with RuntimeUnityEditor that has a GUILayout window. Custom windows can be added with <see cref="M:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.AddFeature(RuntimeUnityEditor.Core.IFeature)"/>.
            Consider using <see cref="T:RuntimeUnityEditor.Core.Window`1"/> instead of the bare interface.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.IWindow.Title">
            <summary>
            Title of the window shown in the title bar and messages related to the window.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.IWindow.WindowId">
            <summary>
            ID of the GUILayout window. Set to a unique value automatically during initialization.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.IWindow.WindowRect">
            <summary>
            Size and position of the window, including borders and title bar.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.IWindow.MinimumSize">
            <summary>
            Minimum size of the window (width, height).
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.IWindow.DefaultScreenPosition">
            <summary>
            Default position of this window.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Window`1">
            <summary>
            Base implementation of <see cref="T:RuntimeUnityEditor.Core.IWindow" />.
            <typeparamref name="T" /> should be your derived class's Type, e.g. <code>public class MyWindow : Window&lt;MyWindow&gt;</code>
            </summary>
            <inheritdoc cref="T:RuntimeUnityEditor.Core.IWindow" />
        </member>
        <member name="F:RuntimeUnityEditor.Core.Window`1.DefaultTooltipWidth">
            <summary>
            Default width of tooltips shown inside windows.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Window`1.TooltipWidth">
            <summary>
            Width of tooltips shown inside this window.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Window`1.#ctor">
            <summary>
            Create a new window instance, should only ever be called once.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Window`1.AfterInitialized(RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings)">
            <inheritdoc cref="M:RuntimeUnityEditor.Core.FeatureBase`1.AfterInitialized(RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings)"/>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Window`1.DisplayName">
            <inheritdoc cref="P:RuntimeUnityEditor.Core.FeatureBase`1.DisplayName"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Window`1.OnGUI">
            <inheritdoc cref="M:RuntimeUnityEditor.Core.FeatureBase`1.OnGUI"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Window`1.OnVisibleChanged(System.Boolean)">
            <inheritdoc cref="M:RuntimeUnityEditor.Core.FeatureBase`1.OnVisibleChanged(System.Boolean)"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Window`1.VisibleChanged(System.Boolean)">
            <inheritdoc cref="M:RuntimeUnityEditor.Core.FeatureBase`1.VisibleChanged(System.Boolean)"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Window`1.ResetWindowRect">
            <summary>
            Discard current window size and position, and set the default ones for this window.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Window`1.GetDefaultWindowRect(UnityEngine.Rect)">
            <summary>
            Get default size of this window (including border and title bar) for the given screen rect.
            The screen rect includes only useful work area (i.e. it excludes any margins and taskbar).
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Window`1.MakeDefaultWindowRect(UnityEngine.Rect,UnityEngine.TextAlignment)">
            <summary>
            Get default size of a window for a given resolution and side of the screen. Center is wider than the sides.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Window`1.DrawContents">
            <summary>
            Draw contents of the window.
            This runs inside of <see cref="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI.WindowFunction,System.String,UnityEngine.GUILayoutOption[])"/>
            so all <see cref="T:UnityEngine.GUILayout"/> methods can be used to construct the interface.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Window`1.Title">
            <inheritdoc cref="P:RuntimeUnityEditor.Core.IWindow.Title"/>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Window`1.WindowId">
            <inheritdoc cref="P:RuntimeUnityEditor.Core.IWindow.WindowId"/>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Window`1.WindowRect">
            <inheritdoc cref="P:RuntimeUnityEditor.Core.IWindow.WindowRect"/>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Window`1.MinimumSize">
            <inheritdoc cref="P:RuntimeUnityEditor.Core.IWindow.MinimumSize"/>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Window`1.DefaultScreenPosition">
            <inheritdoc cref="P:RuntimeUnityEditor.Core.IWindow.DefaultScreenPosition" />
        </member>
        <member name="T:RuntimeUnityEditor.Core.WireframeFeature">
            <summary>
            Feature that turns on Unity's built-in wireframe mode.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.ContextMenu">
            <summary>
            Context menu invoked by right clicking on many things.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.ContextMenu.Enabled">
            <summary>
            Is the menu currently visible. A valid object must be set first or it will always be false.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.ContextMenu.MenuContents">
            <summary>
            Contents of the context menu.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ContextMenu.Initialize(RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings)">
            <inheritdoc />
        </member>
        <member name="M:RuntimeUnityEditor.Core.ContextMenu.Show(System.Object,System.Reflection.MemberInfo)">
            <summary>
            Show the context menu at current cursor position.
            </summary>
            <param name="obj">Object to show the menu for. Set to null to hide the menu.</param>
            <param name="objMemberInfo">MemberInfo of wherever the object came from. Can be null.</param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ContextMenu.Show(System.Object,System.Reflection.MemberInfo,UnityEngine.Vector2)">
            <summary>
            Show the context menu at a specific screen position.
            </summary>
            <param name="obj">Object to show the menu for. Set to null to hide the menu.</param>
            <param name="objMemberInfo">MemberInfo of wherever the object came from. Can be null.</param>
            <param name="clickPoint">Screen position to show the menu at.</param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ContextMenu.DrawContextButton(System.Object,System.Reflection.MemberInfo)">
            <summary>
            Draw a GUILayout button that opens the context menu when clicked. It's only shown if the object is not null.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ContextMenu.OnGUI">
            <inheritdoc />
        </member>
        <member name="T:RuntimeUnityEditor.Core.ContextMenu.MenuEntry">
            <summary>
            A single entry in the context menu.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ContextMenu.MenuEntry.#ctor(System.String,System.Func{System.Object,System.Boolean},System.Action{System.Object})">
            <summary>
            Create a new context menu entry.
            </summary>
            <param name="name">Name of the enry.</param>
            <param name="onCheckVisible">Callback that checks if this item is visible for a given object.</param>
            <param name="onClick">Callback invoked when user clicks on this menu entry with the object as argument.</param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ContextMenu.MenuEntry.#ctor(UnityEngine.GUIContent,System.Func{System.Object,System.Boolean},System.Action{System.Object})">
            <inheritdoc cref="M:RuntimeUnityEditor.Core.ContextMenu.MenuEntry.#ctor(System.String,System.Func{System.Object,System.Boolean},System.Action{System.Object})"/>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ContextMenu.MenuEntry.IsVisible(System.Object)">
            <summary>
            Check if this menu entry should be visible for a given object.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ContextMenu.MenuEntry.Draw(System.Object)">
            <summary>
            Draw this menu entry. Handles user clicking on the entry too.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.ChangeHistory.Change">
            <summary>
            API for making changes that are tracked in the Change History window and optionally undoable.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.ChangeHistory.Change.Changes">
            <summary>
            List of changes made since startup in chronological order.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ChangeHistory.Change.MemberAssignment``2(``0,``1,System.Linq.Expressions.Expression{System.Func{``0,``1}})">
            <summary>
            Assigns a new value to a property or field and tracks the change in the Change History window.
            The original value is automatically saved to allow undoing the change.
            </summary>
            <typeparam name="TObj">Type of the object that contains the affected member</typeparam>
            <typeparam name="TVal">Type of the member</typeparam>
            <param name="target">Object that contains the affected member</param>
            <param name="newValue">New value to be set</param>
            <param name="memberSelector">Lambda that selects either a field or a property that should have the value set to it</param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ChangeHistory.Change.MemberAssignment``2(``0,``1,System.Reflection.MemberInfo)">
            <summary>
            Assigns a new value to a property or field and tracks the change in the Change History window.
            The original value is automatically saved to allow undoing the change.
            </summary>
            <typeparam name="TObj">Type of the object that contains the affected member</typeparam>
            <typeparam name="TVal">Type of the member</typeparam>
            <param name="target">Object that contains the affected member</param>
            <param name="newValue">New value to be set</param>
            <param name="member">Field or a property that should have the value set to it</param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ChangeHistory.Change.WithoutUndo``2(System.String,``0,``1,System.Action{``0,``1})">
            <summary>
            Assigns a new value by using the set delegate and tracks the change in the Change History window. No undo is possible.
            </summary>
            <typeparam name="TObj">Type of the object that has its member(s) modified</typeparam>
            <typeparam name="TVal">Type of the value to be changed</typeparam>
            <param name="actionNameFormat">String format of how this change is represented in the Change History window. {0} inserts type name of <see cref="!:TObj"/>, while {1} inserts <paramref name="newValue"/> (format string can be used, e.g. {1:00})</param>
            <param name="target">Object that has its member(s) modified</param>
            <param name="newValue">New value to be set</param>
            <param name="set">Action used to set the new value</param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ChangeHistory.Change.WithUndo``2(System.String,``0,``1,System.Action{``0,``1},System.Action{``0,``1},System.Func{``0,``1},``1)">
            <summary>
            Assigns a new value by using the set delegate and tracks the change in the Change History window.
            Undo is possible by providing an undo value, by using a custom action, or by using the get delegate to automatically get the original value.
            If none of the undo options are provided, undoing the change will set it to the default value of <see cref="!:TVal"/>.
            </summary>
            <typeparam name="TObj">Type of the object that has its member(s) modified</typeparam>
            <typeparam name="TVal">Type of the value to be changed</typeparam>
            <param name="actionNameFormat">String format of how this change is represented in the Change History window. {0} inserts type name of <see cref="!:TObj"/>, while {1} inserts <paramref name="newValue"/> (format strings can be used, e.g. {0:00.0})</param>
            <param name="target">Object that has its member(s) modified</param>
            <param name="newValue">New value to be set</param>
            <param name="set">Action used to set the new value</param>
            <param name="undoAction">Action used to undo the change</param>
            <param name="getOldValue">Function used to get the current value to later use for undo</param>
            <param name="oldValue">Value to use for undo</param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ChangeHistory.Change.Action``1(System.String,``0,System.Action{``0},System.Action{``0})">
            <summary>
            Do an action and track it in the Change History window. Optionally undoable.
            </summary>
            <typeparam name="TObj">Type of the object that the action uses</typeparam>
            <param name="actionNameFormat">String format of how this change is represented in the Change History window. {0} inserts type name of <see cref="!:TObj"/> (format strings can be used, e.g. {0:00.0})</param>
            <param name="target">Object that has its member(s) modified</param>
            <param name="action">Action invoked on the target object</param>
            <param name="undoAction">Action invoked on the target object to undo the change</param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ChangeHistory.Change.Report(System.String,System.Action)">
            <summary>
            Report a change that already happened and track it in the Change History window. Optionally undoable.
            </summary>
            <param name="actionName">How this change is represented in the Change History window</param>
            <param name="undoAction">Action invoked to undo the change</param>
        </member>
        <member name="T:RuntimeUnityEditor.Core.ChangeHistory.ChangeHistoryWindow">
            <summary>
            UI window that displays a list of changes made to the game by RUE (or more specifically by everything that used the <see cref="T:RuntimeUnityEditor.Core.ChangeHistory.Change" /> API).
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ChangeHistory.ChangeHistoryWindow.Initialize(RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings)">
            <inheritdoc />
        </member>
        <member name="M:RuntimeUnityEditor.Core.ChangeHistory.ChangeHistoryWindow.DrawContents">
            <inheritdoc />
        </member>
        <member name="T:RuntimeUnityEditor.Core.ChangeHistory.IChange">
            <summary>
            Metadata representing a change that can optionally be undone.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.ChangeHistory.IChange.Target">
            <summary>
            Object whose members were affected by this change.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.ChangeHistory.IChange.CanUndo">
            <summary>
            Whether this change can be undone.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ChangeHistory.IChange.Undo">
            <summary>
            Undo this change. Throws if <see cref="P:RuntimeUnityEditor.Core.ChangeHistory.IChange.CanUndo"/> is false.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ChangeHistory.IChange.GetDisplayString">
            <summary>
            How to display this change in the UI.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.ChangeHistory.IChange.ChangeTime">
            <summary>
            When this change was made.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.ChangeHistory.ChangeAssignment`2.ActionNameFormat">
            <summary>
            String format used to get the name of this change.
            Has 2 available parameters, the target object {0} and the new value {1}.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Clipboard.ClipboardWindow">
            <summary>
            Window that allows copying references to objects and using them later when invoking methods or setting fields/props.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.Clipboard.ClipboardWindow.Contents">
            <summary>
            Contents of the clipboard.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Inspector.Entries.ICacheEntry">
            <summary>
            Representation of a type's member or some other entity that is shown inside the Inspector's member list.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Inspector.Entries.ICacheEntry.Name">
            <summary>
            Name of the member.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Inspector.Entries.ICacheEntry.TypeName">
            <summary>
            Name of the member's field/return type.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Inspector.Entries.ICacheEntry.GetNameContent">
            <summary>
            Name content shown in the UI.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Inspector.Entries.ICacheEntry.Owner">
            <summary>
            Type that owns this member.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Inspector.Entries.ICacheEntry.EnterValue">
            <summary>
            Get object that is entered when variable name is clicked in inspector
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Inspector.Entries.ICacheEntry.GetValue">
            <summary>
            Get the member's value.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Inspector.Entries.ICacheEntry.SetValue(System.Object)">
            <summary>
            Set the member's value.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Inspector.Entries.ICacheEntry.Type">
            <summary>
            Member's field/return type.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Inspector.Entries.ICacheEntry.CanSetValue">
            <summary>
            Value of this member can be set.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Inspector.Entries.ICacheEntry.CanEnterValue">
            <summary>
            Inspector can further inspect the value returned by this member.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Inspector.Inspector">
            <summary>
            Window that allows browsing and editing of the contents of types and their instances.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Inspector.Inspector.VisibleChanged(System.Boolean)">
            <inheritdoc />
        </member>
        <member name="M:RuntimeUnityEditor.Core.Inspector.Inspector.Initialize(RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings)">
            <inheritdoc />
        </member>
        <member name="P:RuntimeUnityEditor.Core.Inspector.Inspector.SearchString">
            <summary>
            Only show members that match the search string.
            Each stack item holds its own search string. This property shows the search string of the current tab item's visible stack entry.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Inspector.Inspector.InspectorClear">
            <summary> Obsolete, will be removed soon. </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Inspector.Inspector.InspectorPush(RuntimeUnityEditor.Core.Inspector.Entries.InspectorStackEntryBase)">
            <summary> Obsolete, will be removed soon. </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Inspector.Inspector.Push(RuntimeUnityEditor.Core.Inspector.Entries.InspectorStackEntryBase,System.Boolean)">
            <summary>
            Show an object inside inspector.
            </summary>
            <param name="stackEntry">Object to show, wrapped in an appropriate stack entry.</param>
            <param name="newTab">Should the object be shown in a new tab, or at the top of current tab.</param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Inspector.Inspector.GetInspectedObject">
            <summary>
            Get instance of currently visible object. If something other than an object instance is shown, null is returned.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Inspector.Inspector.OnGUI">
            <inheritdoc />
        </member>
        <member name="M:RuntimeUnityEditor.Core.Inspector.Inspector.DrawContents">
            <inheritdoc />
        </member>
        <member name="T:RuntimeUnityEditor.Core.ObjectTree.OrderedSet`1">
            <summary>
            Based on OrderedSet from answer https://stackoverflow.com/a/17853085 by AndreasHassing and  George Mamaladze
            </summary>
            <inheritdoc />
        </member>
        <member name="T:RuntimeUnityEditor.Core.ObjectTree.RootGameObjectSearcher">
            <summary>
            Keeps track of root gameobjects and allows searching objects in the scene
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.ObjectTree.RootGameObjectSearcher.BusyIndexing">
            <summary>
            Search results are currently being indexed.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectTree.RootGameObjectSearcher.IsSearching">
            <summary>
            A filtered list is currently being shown instead of all items.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectTree.RootGameObjectSearcher.FindAllRootGameObjects">
            <summary>
            Find all currently existing root Transforms. Slow.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectTree.RootGameObjectSearcher.GetRootObjects">
            <summary>
            Get a mostly up-to-date list of all root Transforms. Fast.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectTree.RootGameObjectSearcher.GetSearchedOrAllObjects">
            <summary>
            Get a list of what should be displayed.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectTree.RootGameObjectSearcher.Refresh(System.Boolean,System.Predicate{UnityEngine.GameObject})">
            <summary>
            Refresh the list of GameObjects currently in the scene.
            </summary>
            <param name="full">Gather root Transforms again, slow. Otherwise use tricks to approximate the same result but much faster.</param>
            <param name="objectFilter">Optional filter to exclude some GameObjects from the results.</param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectTree.RootGameObjectSearcher.Search(System.String,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
            <summary>
            Perform a search in all current GameObjects. GameOjbect names are always searched.
            </summary>
            <param name="searchString">What to search for. Checks if the string is contained while ignoring case.</param>
            <param name="searchNames">Search GameObject names.</param>
            <param name="searchComponents">Search component names.</param>
            <param name="searchProperties">Search values of component properties. Very slow.</param>
            <param name="refreshObjects">Perform a full refresh if necessary.</param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectTree.RootGameObjectSearcher.SearchInComponent(System.String,UnityEngine.Component,System.Boolean)">
            <summary>
            Search for a string inside a given component. Component name is always searched.
            </summary>
            <param name="searchString">What to search for. Checks if the string is contained while ignoring case.</param>
            <param name="c">Component to search in.</param>
            <param name="searchProperties">Search values of component's properties. Very slow.</param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectTree.RootGameObjectSearcher.SearchReferences(System.Object)">
            <summary>
            Search for references to an object inside of all components currently instantiated.
            Only top-level properties and fields are searched inside the component.
            </summary>
            <param name="objInstance">Instance to search for.</param>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectTree.RootGameObjectSearcher.SearchReferencesInComponent(System.Object,UnityEngine.Component)">
            <summary>
            Search for references to an object inside of all components currently instantiated.
            Only top-level properties and fields are searched inside the component.
            </summary>
            <param name="c">Component to search in.</param>
            <param name="objInstance">Instance to search for.</param>
        </member>
        <member name="T:RuntimeUnityEditor.Core.ObjectTree.ObjectTreeViewer">
            <summary>
            Shows a tree of GameObjects/Transforms currently loaded. Also lists components attached to GOs and simple edit controls. Similar to Unity Editor interface.
            </summary>
        </member>
        <member name="E:RuntimeUnityEditor.Core.ObjectTree.ObjectTreeViewer.TreeSelectionChanged">
            <summary>
            Invoked whenever a new Transform is selected in the tree.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectTree.ObjectTreeViewer.SelectAndShowObject(UnityEngine.Transform)">
            <summary>
            Select the transform in the tree list, expand the tree to make sure it's visible, and scroll the view to make sure user can see it.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectTree.ObjectTreeViewer.Initialize(RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings)">
            <inheritdoc />
        </member>
        <member name="P:RuntimeUnityEditor.Core.ObjectTree.ObjectTreeViewer.SelectedTransform">
            <summary>
            Transform currently selected in the tree.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectTree.ObjectTreeViewer.ClearCaches">
            <summary>
            Clear any display caches that might hold no longer existing data, e.g. destroyed sprites or textures.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.ObjectTree.ObjectTreeViewer.WindowRect">
            <inheritdoc />
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectTree.ObjectTreeViewer.DrawContents">
            <inheritdoc />
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectTree.ObjectTreeViewer.FindReferencesInScene(System.Object)">
            <summary>
            Switch the tree into reference search mode.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectTree.ObjectTreeViewer.Update">
            <inheritdoc />
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectTree.ObjectTreeViewer.VisibleChanged(System.Boolean)">
            <inheritdoc />
        </member>
        <member name="T:RuntimeUnityEditor.Core.ScreenPartition">
            <summary>
            Sections of the screen managed by RUE's window manager.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.ScreenPartition.Default">
            <summary>
            Let RUE choose, behavior can change in future versions.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.ScreenPartition.Full">
            <summary>
            Span the entire screen, minus the taskbar.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.ScreenPartition.Center">
            <summary>
            Span the center of the screen, top to bottom, minus the taskbar.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.ScreenPartition.CenterUpper">
            <summary>
            Upper half of screen center. It's larger than the lower part.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.ScreenPartition.CenterLower">
            <summary>
            Lower half of screen center. It's smaller than the upper part.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.ScreenPartition.Left">
            <summary>
            Span the left part of the screen, top to bottom, minus the taskbar.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.ScreenPartition.LeftUpper">
            <summary>
            Upper half of the screen's left side. Not necessarily equal in size to the lower half.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.ScreenPartition.LeftLower">
            <summary>
            Lower half of the screen's left side. Not necessarily equal in size to the upper half.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.ScreenPartition.Right">
            <summary>
            Span the right part of the screen, top to bottom, minus the taskbar.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.ScreenPartition.RightUpper">
            <summary>
            Upper half of the screen's right side. Not necessarily equal in size to the lower half.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.ScreenPartition.RightLower">
            <summary>
            Lower half of the screen's right side. Not necessarily equal in size to the upper half.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Taskbar">
            <summary>
            Taskbar with controls for all of the RUE features.
            Avoid using this class directly, new features can be added with <see cref="M:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.AddFeature(RuntimeUnityEditor.Core.IFeature)"/> instead.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Taskbar.Instance">
            <summary>
            Current instance.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Taskbar.GetTitle">
            <summary>
            Text shown in the title bar of the taskbar.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Taskbar.Height">
            <summary>
            Height of the taskbar.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Taskbar.#ctor">
            <summary>
            Do not create additional instances or things will break.
            This has to be public or things will break.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.Taskbar.SetFeatures(System.Collections.Generic.List{RuntimeUnityEditor.Core.IFeature})">
            <summary>
            Set features shown in the taskbar.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.Taskbar.Enabled">
            <summary>
            Show the taskbar, and by extension entire RUE interface. Use <see cref="P:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.Show"/> instead.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.WindowManager">
            <summary>
            API for organizing and managing windows.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.WindowManager.ScreenMargin">
            <summary>
            Default distance of windows from screen corners and other windows.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.WindowManager.SideWidth">
            <summary>
            Default width of windows shown on left and right sides.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.WindowManager.MakeDefaultWindowRect(UnityEngine.Rect,RuntimeUnityEditor.Core.ScreenPartition)">
            <summary>
            Get default size of a window for a given screen client rectangle and desired screen partition.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.WindowManager.ResetWindowRect(RuntimeUnityEditor.Core.IWindow)">
            <summary>
            Discard current window size and position, and set the default ones for the given window.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.WindowManager.IsWindowRectValid(RuntimeUnityEditor.Core.IWindow)">
            <summary>
            Check if the window rect of a given window is visible on the screen and of appropriate size.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.Profiler.ProfilerWindow">
            <summary>
            Simple profiler that tracks common Unity messages like Update or OnGUI.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.ObjectView.ObjectViewWindow">
            <summary>
            Displays a friendly representation of objects, e.g. textures.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectView.ObjectViewWindow.CanPreview(System.Object)">
            <summary>
            Can a given object be displayed.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectView.ObjectViewWindow.SetShownObject(System.Object,System.String)">
            <summary>
            Set object to display and its name to show in the title bar.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectView.ObjectViewWindow.DrawContents">
            <inheritdoc />
        </member>
        <member name="M:RuntimeUnityEditor.Core.ObjectView.ObjectViewWindow.Initialize(RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings)">
            <inheritdoc />
        </member>
        <member name="T:RuntimeUnityEditor.Core.REPL.REPL">
            <summary>
            C# REPL environment. Everything in here can be called directly in the REPL console.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.REPL.ReplWindow">
            <summary>
            C# REPL console window.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.REPL.ReplWindow.Initialize(RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings)">
            <inheritdoc />
        </member>
        <member name="M:RuntimeUnityEditor.Core.REPL.ReplWindow.RunEnvSetup">
            <summary>
            Set up the REPL environment. Sometimes needs to be delayed to some time after plugin instantiation or things fail.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.REPL.ReplWindow.DrawContents">
            <inheritdoc />
        </member>
        <member name="M:RuntimeUnityEditor.Core.REPL.ReplWindow.Evaluate(System.String)">
            <summary>
            Evaluate string as C# code and run it in the REPL environment. Write resulting log into the console.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.REPL.ReplWindow.Clear">
            <summary>
            Clear the log.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.REPL.ReplWindow.Enabled">
            <inheritdoc />
        </member>
        <member name="M:RuntimeUnityEditor.Core.REPL.ReplWindow.IngestObject(System.Object)">
            <summary>
            Use to send an object into the REPL environment. User is given code to load the object in the input field.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.RuntimeUnityEditorCore">
            <summary>
            Main class of RUE. It initializes and manages all of the features, and propagates events to them.
            To access individual features, reference them directly by using <see cref="P:RuntimeUnityEditor.Core.FeatureBase`1.Initialized"/> and <see cref="P:RuntimeUnityEditor.Core.FeatureBase`1.Instance"/>.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.Version">
            <summary>
            Version constant for use in version checks.
            Beware that this is a const and it will be burned as a string into your assembly at build time.
            To see the version that is currently installed use <see cref="P:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.InstalledVersion"/>.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.InstalledVersion">
            <summary>
            Get the currently installed version at runtime.
            For use whenever the running instance version number is needed, instead of the version of the RUE assembly your plugin was compiled against.
            </summary>
        </member>
        <member name="F:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.GUID">
            <summary>
            GUID for use in version and dependency checks.
            Beware that this is a const and it will be burned as a string into your assembly. This shouldn't be an issue since this should never change.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.Inspector">
            <summary> Obsolete, do not use. Will be removed soon. </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.TreeViewer">
            <summary> Obsolete, do not use. Will be removed soon. </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.PreviewWindow">
            <summary> Obsolete, do not use. Will be removed soon. </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.ProfilerWindow">
            <summary> Obsolete, do not use. Will be removed soon. </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.Repl">
            <summary> Obsolete, do not use. Will be removed soon. </summary>
        </member>
        <member name="E:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.SettingsChanged">
            <summary> Obsolete, do not use. Will be removed soon. </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.ShowHotkey">
            <summary>
            Hotkey used to show/hide RuntimeUnityEditor. Changing this at runtime also updates the config file, so the value will be set on the next start.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.ShowRepl">
            <summary> Obsolete, do not use. Will be removed soon. </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.EnableMouseInspect">
            <summary> Obsolete, do not use. Will be removed soon. </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.ShowInspector">
            <summary> Obsolete, do not use. Will be removed soon. </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.Instance">
            <summary>
            Current instance of RuntimeUnityEditor.
            Use <see cref="M:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.IsInitialized"/> to check if initialization has been finished.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.IsInitialized">
            <summary>
            Check if RuntimeUnityEditor has finished initializing.
            If this method is called from a background thread and the initialization is currently
            in progress, it will block until initialization finishes (or fails).
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.Show">
            <summary>
            Show RuntimeUnityEditor interface (global toggle controlled by the hotkey).
            When hidden, most of the features are disabled/paused to minimize performance penalty.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.InitializedFeatures">
            <summary>
            Features that have been successfully initialized so far and are available to the user.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.AddFeature(RuntimeUnityEditor.Core.IFeature)">
            <summary>
            Add a new feature to RuntimeUnityEditor.
            Will throw if the feature fails to initialize.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.RuntimeUnityEditorCore.#ctor(RuntimeUnityEditor.Core.Utils.Abstractions.InitSettings)">
            <summary>
            Initialize RuntimeUnityEditor. Can only be ran once. Must run on the main Unity thread.
            Must complete before accessing any of RuntimeUnityEditor's features or they may not be initialized.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.MouseInspect">
            <summary>
            Feature that shows information about GameObjects and Canvas elements located directly under the mouse cursor.
            </summary>
        </member>
        <member name="T:RuntimeUnityEditor.Core.UI.InterfaceMaker">
            <summary>
            Handles the IMGUI skin and such.
            </summary>
        </member>
        <member name="M:RuntimeUnityEditor.Core.UI.InterfaceMaker.EatInputInRect(UnityEngine.Rect)">
            <summary>
            If mouse is inside of a given IMGUI screen rect, eat the input.
            </summary>
        </member>
        <member name="P:RuntimeUnityEditor.Core.UI.InterfaceMaker.CustomSkin">
            <summary>
            IMGUI skin used by RUE. Can be used by other plugins to get the same look and feel, just don't modify its contents.
            </summary>
        </member>
    </members>
</doc>
