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Assembly-CSharp.xml
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Assembly-CSharp.xml
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<?xml version="1.0"?>
<doc>
<assembly>
<name>Assembly-CSharp</name>
</assembly>
<members>
<member name="T:Board.Shapes.ShapeReset">
<summary>
Utility class used to reset the texture of the board
</summary>
</member>
<member name="M:Board.Shapes.ShapeReset.OnPush">
<summary>
Called when the button is pushed
</summary>
</member>
<member name="T:Board.Shapes.Cylinder">
<inheritdoc />
</member>
<member name="M:Board.Shapes.Cylinder.Initialize">
<inheritdoc />
</member>
<member name="T:Board.Shapes.Shape">
<summary>
3D Object which can be spawned in the scene
</summary>
</member>
<member name="F:Board.Shapes.Shape.Shapes">
<summary>
Holds a list of the existing shapes with their <see cref="F:Board.Shapes.Shape._id" /> as a key
</summary>
</member>
<member name="F:Board.Shapes.Shape.Interactors">
<summary>
List of interactors currently holding this shape
</summary>
</member>
<member name="F:Board.Shapes.Shape.Mat">
<summary>
Material of the object
</summary>
</member>
<member name="F:Board.Shapes.Shape.ShapeId">
<summary>
Id corresponding to the type of this shape
</summary>
</member>
<member name="M:Board.Shapes.Shape.NumberOfShapes">
<summary>
Returns the number of shapes currently existing
</summary>
<returns> number of shapes </returns>
</member>
<member name="M:Board.Shapes.Shape.OnHoverEnter(UnityEngine.XR.Interaction.Toolkit.HoverEnterEventArgs)">
<summary>
Is called when an interactor hovers over this shape
</summary>
<param name="args"> Properties tied to the event </param>
</member>
<member name="M:Board.Shapes.Shape.OnHoverExit(UnityEngine.XR.Interaction.Toolkit.HoverExitEventArgs)">
<summary>
Is called when an interactor stops hovering over this shape
</summary>
<param name="args"> Properties tied to the event </param>
</member>
<member name="M:Board.Shapes.Shape.OnSelect(UnityEngine.XR.Interaction.Toolkit.SelectEnterEventArgs)">
<summary>
Is called when an interactor selects this shape
</summary>
<param name="args"> Properties tied to the event </param>
</member>
<member name="M:Board.Shapes.Shape.OnDeselect(UnityEngine.XR.Interaction.Toolkit.SelectExitEventArgs)">
<summary>
Is called when an interactor lets go of this shape
</summary>
<param name="args"> Properties tied to the event </param>
</member>
<member name="M:Board.Shapes.Shape.SendNewObject">
<summary>
Sends a signal to create an object with these parameters
</summary>
</member>
<member name="M:Board.Shapes.Shape.ReceiveNewObject(System.Object[])">
<summary>
Receives a signal to create an object with these parameters
</summary>
<param name="data"> the transform and id of the object </param>
</member>
<member name="M:Board.Shapes.Shape.SendTransform">
<summary>
Sends the new transform of the object to the other clients
</summary>
</member>
<member name="M:Board.Shapes.Shape.ReceiveTransform(System.Object[])">
<summary>
Gets the new transform of the object from the server and applies it to the object.
</summary>
</member>
<member name="M:Board.Shapes.Shape.SendDestroy">
<summary>
Tells the other clients to destroy this object
</summary>
</member>
<member name="M:Board.Shapes.Shape.ReceiveDestroy(System.Int32)">
<summary>
Destroy the object with the corresponding id
</summary>
</member>
<member name="M:Board.Shapes.Shape.SendOwnership">
<summary>
Warns the other clients that this object can't be modified
</summary>
</member>
<member name="M:Board.Shapes.Shape.ReceiveOwnership(System.Object[])">
<summary>
Update this object so that it can't be modified until told otherwise
</summary>
</member>
<member name="M:Board.Shapes.Shape.ReceiveCounter(System.Int32)">
<summary>
Sets the counter for the creation of new objects
</summary>
</member>
<member name="M:Board.Shapes.Shape.Move">
<summary>
Moves the object along the ray of the controller selecting it
</summary>
</member>
<member name="M:Board.Shapes.Shape.Resize">
<summary>
Resizes the object according to the distance between the two controllers
</summary>
</member>
<member name="M:Board.Shapes.Shape.Rotate">
<summary>
Rotates the object according to the angle of the current controller
</summary>
</member>
<member name="M:Board.Shapes.Shape.CheckForCollision(UnityEngine.Vector3)">
<summary>
Checks if the object is still valid at a specific position
</summary>
</member>
<member name="M:Board.Shapes.Shape.CheckCast">
<summary>
Applies a raycast corresponding to the shape of the object
</summary>
<returns> The number of hits </returns>
</member>
<member name="M:Board.Shapes.Shape.GetPositionFromHit(UnityEngine.RaycastHit)">
<summary>
Gets the position of the object from the hit
</summary>
<param name="hit"> point the raycast touched </param>
<returns> the position of the object </returns>
</member>
<member name="M:Board.Shapes.Shape.UpdateSize">
<summary>
Updates the size of the object
</summary>
</member>
<member name="T:Board.Shapes.CustomShape">
<inheritdoc />
</member>
<member name="M:Board.Shapes.CustomShape.Initialize">
<inheritdoc />
</member>
<member name="M:Board.Shapes.CustomShape.Init">
<summary>
Loads the custom shapes into a dictionary
</summary>
TODO: change the method to load from server instead of local path
</member>
<member name="M:Board.Shapes.CustomShape.Create(System.Byte,UnityEngine.Material)">
<summary>
Creates a new custom shape
</summary>
<param name="id"> id of the type of shape </param>
<param name="material"> material to give to the object </param>
<returns> the newly created object </returns>
</member>
<member name="T:Board.Shapes.ShapeSelector">
<summary>
Singleton class, handles the input for the shapes.
</summary>
</member>
<member name="F:Board.Shapes.ShapeSelector.currentShape">
<summary>
shape currently held by the player
</summary>
</member>
<member name="F:Board.Shapes.ShapeSelector.leftInteractor">
<summary>
Left interactor
</summary>
</member>
<member name="P:Board.Shapes.ShapeSelector.Instance">
<summary>
Instance of the class
</summary>
</member>
<member name="M:Board.Shapes.ShapeSelector.StartChangeDistance">
<summary>
Allows the user to change the distance between him and the object without moving
</summary>
</member>
<member name="M:Board.Shapes.ShapeSelector.StopChangeDistance">
<summary>
Removes the possibility to change the distance between the user and the object and allow him to move
</summary>
</member>
<member name="M:Board.Shapes.ShapeSelector.SelectCube">
<summary>
Sets the currently spawnable shape to be a cube
</summary>
</member>
<member name="M:Board.Shapes.ShapeSelector.SelectCylinder">
<summary>
Sets the currently spawnable shape to be a cylinder
</summary>
</member>
<member name="M:Board.Shapes.ShapeSelector.SelectSphere">
<summary>
Sets the currently spawnable shape to be a sphere
</summary>
</member>
<member name="M:Board.Shapes.ShapeSelector.SelectCustomShape">
<summary>
Selects a custom shape.
</summary>
TODO: Find a way to select custom shape via UI
TODO: Find a way to determine id based on obj file (load at start and attributes at that time?)
</member>
<member name="M:Board.Shapes.ShapeSelector.GetShape(System.Byte)">
<summary>
Returns the shape corresponding to <c>shapeId</c>
</summary>
<param name="shapeId"> id of the shape we are searching for </param>
<returns> corresponding shape </returns>
</member>
<member name="M:Board.Shapes.ShapeSelector.GetShape">
<summary>
Returns the shape corresponding to <see cref="F:Board.Shapes.ShapeSelector._index"/>
</summary>
<returns> corresponding shape </returns>
</member>
<member name="T:Board.Shapes.Cube">
<inheritdoc />
</member>
<member name="F:Board.Shapes.Cube.Size">
<summary>
size of the shape
</summary>
</member>
<member name="M:Board.Shapes.Cube.Initialize">
<summary>
Initialises some parameters of the shape
</summary>
<remarks> Is called through <see cref="M:Board.Shapes.Cube.Start" /> </remarks>
</member>
<member name="M:Board.Shapes.Cube.CheckForCollision(UnityEngine.Vector3)">
<inheritdoc />
</member>
<member name="M:Board.Shapes.Cube.CheckCast">
<inheritdoc />
</member>
<member name="M:Board.Shapes.Cube.GetPositionFromHit(UnityEngine.RaycastHit)">
<inheritdoc />
</member>
<member name="M:Board.Shapes.Cube.UpdateSize">
<inheritdoc />
</member>
<member name="T:Board.Shapes.Sphere">
<inheritdoc />
</member>
<member name="M:Board.Shapes.Sphere.Rotate">
<summary>
This object does not need to be rotated as it is a sphere.
</summary>
<remarks> Does nothing </remarks>
</member>
<member name="M:Board.Shapes.Sphere.CheckForCollision(UnityEngine.Vector3)">
<inheritdoc />
</member>
<member name="M:Board.Shapes.Sphere.CheckCast">
<inheritdoc />
</member>
<member name="M:Board.Shapes.Sphere.GetPositionFromHit(UnityEngine.RaycastHit)">
<inheritdoc />
</member>
<member name="M:Board.Shapes.Sphere.UpdateSize">
<inheritdoc />
</member>
<member name="T:Board.Chat.Chat">
<inheritdoc cref="T:Photon.Chat.IChatClientListener" />
</member>
<member name="M:Board.Chat.Chat.DebugReturn(ExitGames.Client.Photon.DebugLevel,System.String)">
<inheritdoc />
</member>
<member name="M:Board.Chat.Chat.OnDisconnected">
<inheritDoc />
</member>
<member name="M:Board.Chat.Chat.OnConnected">
<inheritDoc />
</member>
<member name="M:Board.Chat.Chat.OnChatStateChange(Photon.Chat.ChatState)">
<inheritDoc />
</member>
<member name="M:Board.Chat.Chat.OnGetMessages(System.String,System.String[],System.Object[])">
<inheritDoc />
</member>
<member name="M:Board.Chat.Chat.OnPrivateMessage(System.String,System.Object,System.String)">
<inheritDoc />
</member>
<member name="M:Board.Chat.Chat.OnSubscribed(System.String[],System.Boolean[])">
<inheritDoc />
</member>
<member name="M:Board.Chat.Chat.OnUnsubscribed(System.String[])">
<inheritDoc />
</member>
<member name="M:Board.Chat.Chat.OnStatusUpdate(System.String,System.Int32,System.Boolean,System.Object)">
<inheritDoc />
</member>
<member name="M:Board.Chat.Chat.OnUserSubscribed(System.String,System.String)">
<inheritDoc />
</member>
<member name="M:Board.Chat.Chat.OnUserUnsubscribed(System.String,System.String)">
<inheritDoc />
</member>
<member name="T:Board.Events.EventManager">
<inheritdoc />
</member>
<member name="M:Board.Events.EventManager.OnRoomEvent(Utils.EventCode,System.Object)">
<summary>
</summary>
<param name="eventCode"></param>
<param name="data"> Unused </param>
<exception cref="T:System.ArgumentException"></exception>
</member>
<member name="M:Board.Events.EventManager.OnEnable">
<inheritdoc />
</member>
<member name="M:Board.Events.EventManager.OnDisable">
<inheritdoc />
</member>
<member name="M:Board.Events.EventManager.OnPlayerEnteredRoom(Photon.Realtime.Player)">
<inheritdoc />
</member>
<member name="M:Board.Events.EventManager.OnPlayerLeftRoom(Photon.Realtime.Player)">
<inheritdoc />
</member>
<member name="M:Board.Events.EventManager.OnJoinedRoom">
<inheritdoc />
</member>
<member name="M:Board.Events.EventManager.OnDisconnected(Photon.Realtime.DisconnectCause)">
<inheritdoc />
</member>
<member name="T:Board.Events.PlayerEvents">
<summary>
Utility class used to delegate the events concerning players <seealso cref="T:Board.Events.EventManager" />
</summary>
</member>
<member name="F:Board.Events.PlayerEvents.Pings">
<summary>
List of currently existing pings
</summary>
</member>
<member name="F:Board.Events.PlayerEvents.PostIts">
<summary>
List of currently existing post-its
</summary>
</member>
<member name="M:Board.Events.PlayerEvents.SetupPrefabs(UnityEngine.GameObject,UnityEngine.GameObject,UnityEngine.GameObject)">
<summary>
Method used to initialize some properties
</summary>
<param name="postItPrefab"> prefab used to instantiate post-its </param>
<param name="onlinePingPrefab"> prefab used to instantiate pings </param>
<param name="board"> game object holding the <see cref="T:Board.Board" /> script </param>
</member>
<member name="M:Board.Events.PlayerEvents.ReceiveNewPostIt(System.Object[])">
<summary>
Called when a new post-it is received
</summary>
<param name="data"> array holding the position and the text of the post-it </param>
</member>
<member name="M:Board.Events.PlayerEvents.ReceivePing(UnityEngine.Vector2)">
<summary>
Called when a new ping is received
</summary>
<param name="position"> position of the ping </param>
</member>
<member name="M:Board.Events.PlayerEvents.Clear">
<summary>
Removes all pings and post-its from the board
</summary>
</member>
<member name="T:Board.Board">
<summary>
Singleton class, holds the current state of the board
</summary>
</member>
<member name="F:Board.Board.texture">
<summary>
Texture of the board
</summary>
</member>
<member name="F:Board.Board.textureSize">
<summary>
Size of the texture
</summary>
</member>
<member name="P:Board.Board.Instance">
<summary>
Instance of the class
</summary>
</member>
<member name="M:Board.Board.OnConnectedToMaster">
<inheritdoc />
</member>
<member name="M:Board.Board.OnJoinedRoom">
<inheritdoc />
</member>
<member name="T:Board.Tools.WritingTool">
<summary>
Base class for the tools writing on the board
</summary>
</member>
<member name="F:Board.Tools.WritingTool.penSize">
<summary>
Size used to know the number of pixels we should modify
</summary>
</member>
<member name="F:Board.Tools.WritingTool.CanDraw">
<summary>
Boolean used to know if the tool is touching the board
</summary>
</member>
<member name="F:Board.Tools.WritingTool.Controller">
<summary>
Controller holding the tool
</summary>
</member>
<member name="F:Board.Tools.WritingTool.TouchedLast">
<summary>
Boolean used to know if the tool touched the board last frame
</summary>
</member>
<member name="M:Board.Tools.WritingTool.UpdateRotation">
<summary>
Locks the rotation of the tool if it's touching the board
</summary>
</member>
<member name="M:Board.Tools.WritingTool.HoverTool">
<summary>
highlights the item
</summary>
</member>
<member name="M:Board.Tools.WritingTool.HoverExitTool">
<summary>
Stops highlighting the item
</summary>
</member>
<member name="M:Board.Tools.WritingTool.OnSelected(UnityEngine.XR.Interaction.Toolkit.SelectEnterEventArgs)">
<summary>
Called when this tool is selected by a controller
</summary>
<param name="args"> properties tied to this event </param>
</member>
<member name="M:Board.Tools.WritingTool.OnDeselected">
<summary>
Called when the controller lets go of this tool
</summary>
</member>
<member name="T:Board.Tools.Eraser">
<inheritdoc />
</member>
<member name="M:Board.Tools.Eraser.Initialize">
<inheritdoc />
</member>
<member name="M:Board.Tools.Eraser.SendModification(System.Int32,System.Int32)">
<inheritdoc />
</member>
<member name="M:Board.Tools.Eraser.GenerateShape">
<inheritdoc />
</member>
<member name="T:Board.Tools.Marker">
<inheritdoc />
</member>
<member name="F:Board.Tools.Marker.LastTouchPos">
<summary>
Position on the board touched last
</summary>
</member>
<member name="M:Board.Tools.Marker.Initialize">
<summary>
Method called during start used to initialize the component
</summary>
</member>
<member name="M:Board.Tools.Marker.InBound(System.Int32,System.Int32)">
<summary>
We check if we are in the boundaries of the board
</summary>
<param name="x"> The x coordinate of the point where the marker touches the board </param>
<param name="y"> The y coordinate of the point where the marker touches the board </param>
<returns>
<see langword="true" /> if we are in the boundaries of the board
<see langword="false" /> otherwise
</returns>
</member>
<member name="M:Board.Tools.Marker.Draw">
<summary>
Check if we are touching the board
if we are not, return <see langword="false" />
otherwise draw while touching (interpolation used to avoid drawing only dots) and return <see langword="true" />
we send the modifications at each frame
</summary>
</member>
<member name="M:Board.Tools.Marker.GenerateShape">
<summary>
Generates a color array
</summary>
<returns> color array </returns>
</member>
<member name="M:Board.Tools.Marker.SendModification(System.Int32,System.Int32)">
<summary>
Sends a modification to the other players
</summary>
<param name="x"> x coordinate of the starting point of the modification </param>
<param name="y"> y coordinate of the starting point of the modification </param>
</member>
<member name="M:Board.Tools.Marker.ModifyTexture(System.Int32,System.Int32,System.Single,System.Single,UnityEngine.Color[],System.Single)">
<summary>
Applies a modification between two points on the texture of the board
</summary>
<param name="x"> x coordinate of the starting point </param>
<param name="y"> y coordinate of the starting point </param>
<param name="destX"> x coordinate of the ending point </param>
<param name="destY"> y coordinate of the ending point </param>
<param name="colors"> color array to apply at each step between the two points </param>
<param name="size"> size of the array </param>
</member>
<member name="M:Board.Tools.Marker.ModifyTexture(Board.Tools.Modification)">
<summary>
Applies a modification
</summary>
<param name="modification"> Modification to apply </param>
</member>
<member name="M:Board.Tools.Marker.AddModification(Board.Tools.Modification)">
<summary>
Modifies the board's texture and notifies the GPU to update its rendering
</summary>
<param name="modification"> modification to apply </param>
</member>
<member name="T:Board.Tools.Modification">
<summary>
Class used to represent a modification done to the texture of the board
</summary>
</member>
<member name="F:Board.Tools.Modification.Color">
<summary>
new color of the pixels
</summary>
</member>
<member name="F:Board.Tools.Modification.DestX">
<summary>
x coordinate of the destination point
</summary>
</member>
<member name="F:Board.Tools.Modification.DestY">
<summary>
y coordinate of the destination point
</summary>
</member>
<member name="F:Board.Tools.Modification.PenSize">
<summary>
size of the square to modify
</summary>
</member>
<member name="F:Board.Tools.Modification.X">
<summary>
x coordinate of the starting point
</summary>
</member>
<member name="F:Board.Tools.Modification.Y">
<summary>
y coordinate of the starting point
</summary>
</member>
<member name="M:Board.Tools.Modification.#ctor(System.Int32,System.Int32,System.Single,System.Single,UnityEngine.Color,System.Single)">
<summary>
Constructor
</summary>
<param name="x"> x coordinate of the starting point </param>
<param name="y"> y coordinate of the starting point </param>
<param name="destX"> x coordinate of the destination point </param>
<param name="destY"> y coordinate of the destination point </param>
<param name="color"> new color of the pixels </param>
<param name="penSize"> size of the square to modify </param>
</member>
<member name="M:Board.Tools.Modification.#ctor(System.Object)">
<summary>
Constructor used when receiving data from the network
</summary>
<param name="data"> object array holding the data used to create the object </param>
</member>
<member name="T:Board.Tools.Tools">
<summary>
Singleton class, holds a list of parameters for the tools
</summary>
</member>
<member name="F:Board.Tools.Tools.coverage">
<summary>
How much we want to interpolate the draw between two frames (lower values means more data is covered)
</summary>
</member>
<member name="F:Board.Tools.Tools.marker">
<summary>
Instance of the marker
</summary>
</member>
<member name="F:Board.Tools.Tools.eraser">
<summary>
Instance of the eraser
</summary>
</member>
<member name="F:Board.Tools.Tools.baseColor">
<summary>
Base color of the board
</summary>
</member>
<member name="P:Board.Tools.Tools.Instance">
<summary>
Instance of this class
</summary>
</member>
<member name="M:Board.Tools.Tools.UpdateGPU">
<summary>
Updates the GPU rendering of the board's rendering every <see cref="F:Board.Tools.Tools.gpuRefreshRate" />
The update is done only if the value of <see cref="F:Board.Tools.Tools.Modified" /> has been changed
</summary>
</member>
<member name="M:Board.Tools.Tools.GenerateSquare(UnityEngine.Color,System.Single)">
<summary>
Generates an array of colors
</summary>
<param name="color"> color used to populate the array </param>
<param name="penSize"> size of the array </param>
<returns> the array created </returns>
</member>
<member name="T:Board.Tools.ToolWheelController">
<summary>
Utility class used to select a tool
</summary>
<remarks> DO NOT USE </remarks>
</member>
<member name="T:Board.BoardReset">
<summary>
Utility class to reset the texture of the board
</summary>
</member>
<member name="M:Board.BoardReset.OnPush">
<summary>
Used to clean the board
</summary>
</member>
<member name="T:Board.Walls.WallMask">
<summary>
Utility class used to update the wall's shader
</summary>
</member>
<member name="T:Board.Walls.CutoutObject">
<summary>
Utility class used to update the wall's shader
</summary>
</member>
<member name="T:Board.Lever">
<summary>
Utility class tied to an object used to adjust the height of the board
</summary>
</member>
<member name="T:UI.VRMenu">
<summary>
Menu used to display information for the user
</summary>
</member>
<member name="M:UI.VRMenu.ThrowAway">
<summary>
If the menu is thrown with at sufficient speed (>throwThreshold)
it will fade out and disable itself
</summary>
</member>
<member name="M:UI.VRMenu.Open">
<summary>
Opens the menu, reset its inertia
</summary>
</member>
<member name="M:UI.VRMenu.Close">
<summary>
Close the menu
</summary>
</member>
<member name="M:UI.VRMenu.SwitchPanel(System.Int32)">
<summary>
Switches the active panel to the one specified by the index
</summary>
<param name="index"></param>
</member>
<member name="T:Utils.EventCode">
<summary>
Enum holding the different codes used for communication between the different clients
</summary>
</member>
<member name="F:Utils.EventCode.SendNewPostIt">
<summary> Code used for creating a new post-it </summary>
</member>
<member name="F:Utils.EventCode.SendNewPosition">
<summary> Code used for updating the position of a player </summary>
</member>
<member name="F:Utils.EventCode.SendNewPing">
<summary> Code used for creating a new ping </summary>
</member>
<member name="F:Utils.EventCode.Marker">
<summary> Code used for sending a modification made by the marker </summary>
</member>
<member name="F:Utils.EventCode.Eraser">
<summary> Code used for sending a modification made by the eraser </summary>
</member>
<member name="F:Utils.EventCode.Texture">
<summary> Code used for sending the whole texture </summary>
</member>
<member name="F:Utils.EventCode.SendNewObject">
<summary> Code used for creating a new object </summary>
</member>
<member name="F:Utils.EventCode.SendDestroy">
<summary> Code used for destroying an object </summary>
</member>
<member name="F:Utils.EventCode.SendTransform">
<summary> Code used for updating the transform of an object </summary>
</member>
<member name="F:Utils.EventCode.SendOwnership">
<summary> Code used for updating the ownership of an object </summary>
</member>
<member name="F:Utils.EventCode.SendCounter">
<summary> Code used to set the counter for the creation of objects </summary>
</member>
<member name="T:Utils.DebugPanel">
<summary>
Singleton class, shows the current state of the session for debug purposes.
</summary>
WARNING: This class is for debugging purposes only and should not be used in production.
TODO: Remove the DEBUG preprocessor directive to remove this object from the build.
</member>
<member name="P:Utils.DebugPanel.Instance">
<summary>
Instance of the class
</summary>
</member>
<member name="M:Utils.DebugPanel.SetConnected(System.Boolean)">
<summary>
Sets <see cref="F:Utils.DebugPanel._connected" /> to the value of <c>connected</c>
</summary>
<param name="connected"> value to assign</param>
</member>
<member name="M:Utils.DebugPanel.AddPlayer(Utils.DeviceType)">
<summary>
Updates the debug panel to add a player
</summary>
<param name="deviceType"> type of player to add </param>
<exception cref="T:System.ArgumentOutOfRangeException"> Occurs when the given argument is an unknown value </exception>
</member>
<member name="M:Utils.DebugPanel.RemovePlayer(Utils.DeviceType)">
<summary>
Updates the debug panel to remove a player
</summary>
<param name="deviceType"> type of player to add </param>
<exception cref="T:System.ArgumentOutOfRangeException"> Occurs when the given argument is an unknown value </exception>
</member>
<member name="M:Utils.DebugPanel.AddPlayerSent">
<summary>
Used to update the debug panel to add a message about a player being sent
</summary>
</member>
<member name="M:Utils.DebugPanel.AddPlayerReceived">
<summary>
Used to update the debug panel to add a message about a player being received
</summary>
</member>
<member name="M:Utils.DebugPanel.AddObjectSent">
<summary>
Used to update the debug panel to add a message about an object being sent
</summary>
</member>
<member name="M:Utils.DebugPanel.AddObjectReceived">
<summary>
Used to update the debug panel to add a message about an object being received
</summary>
</member>
<member name="M:Utils.DebugPanel.AddObject">
<summary>
Used to update the debug panel to add an object
</summary>
</member>
<member name="M:Utils.DebugPanel.RemoveObject">
<summary>
Used to update the debug panel to remove an object
</summary>
</member>
<member name="M:Utils.DebugPanel.AddCustom">
<summary>
Used to update the debug panel to add a custom object
</summary>
</member>
<member name="M:Utils.DebugPanel.RemoveCustom">
<summary>
Used to update the debug panel to remove a custom object
</summary>
</member>
<member name="M:Utils.DebugPanel.AddBoardSent">
<summary>
Used to update the debug panel to add a message about the board being sent
</summary>
</member>
<member name="M:Utils.DebugPanel.AddBoardReceived">
<summary>
Used to update the debug panel to add a message about the board being received
</summary>
</member>
<member name="T:Utils.PrintVar">
<summary>
Class used to display a console in game
</summary>
</member>
<member name="M:Utils.PrintVar.Print(System.UInt32,System.String[])">
<summary>
Prints on a specific line
</summary>
<param name="n"> Index of the line </param>
<param name="args"> Content to print </param>
</member>
<member name="M:Utils.PrintVar.Print(System.String[])">
<summary>
Prints on the next line available
</summary>
<param name="args"> Content to print </param>
</member>
<member name="M:Utils.PrintVar.Clear">
<summary>
Resets the displayed content
</summary>
</member>
<member name="M:Utils.PrintVar.PrintDebug(System.UInt32,System.String[])">
<summary>
Prints on a specific line
</summary>
<param name="n"> Index of the line </param>
<param name="args"> Content to print </param>
</member>
<member name="M:Utils.PrintVar.PrintDebug(System.String[])">
<summary>
Prints on the next line available
</summary>
<param name="args"> Content to print </param>
</member>
<member name="T:Utils.DestroyOnGrab">
<summary>
Utility class used to destroy an object when grabbed
</summary>
</member>
<member name="M:Utils.DestroyOnGrab.OnGrab">
<summary>
Called when the object is grabbed
</summary>
</member>
<member name="T:Utils.DeviceType">
<summary>
Enum holding the codes for the different types of devices
</summary>
</member>
<member name="F:Utils.DeviceType.VR">
<summary> Code for VR devices </summary>
</member>
<member name="F:Utils.DeviceType.AR">
<summary> Code for AR devices </summary>
</member>
<member name="F:Utils.DeviceType.Hololens">
<summary> Code for Hololens devices </summary>
</member>
<member name="T:Utils.HoverInteractable">
<summary>
Utility class used for object we want to highlight when a controller hovers over them
</summary>
</member>
<member name="M:Utils.HoverInteractable.Hover">
<summary>
Called when a controller hovers over this object
</summary>
</member>
<member name="M:Utils.HoverInteractable.HoverExit">
<summary>
Called when a controller stops hovering over this object
</summary>
</member>
<member name="T:Users.PlayerEntity">
<summary>
Utility class used to hold data about a user
</summary>
</member>
<member name="F:Users.PlayerEntity.username">
<summary> username of the user </summary>
</member>
<member name="F:Users.PlayerEntity.photonId">
<summary> id of the user </summary>
</member>
<member name="F:Users.PlayerEntity.device">
<summary> device of the user </summary>
</member>
<member name="M:Users.PlayerEntity.SetValues(Utils.DeviceType,System.Int32,System.String)">
<summary>
Sets the data of this user
</summary>
<param name="deviceType"> device of the user </param>
<param name="id"> id of the user </param>
<param name="user"> username </param>
</member>
<member name="M:Users.PlayerEntity.UpdateTransform(UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
Updates the position of the player
</summary>
<param name="position"> new position </param>
<param name="rotation"> new rotation </param>
</member>
<member name="T:Users.VrPlayerManager">
<summary>
Utility class used to handle the inputs of the player
</summary>
</member>
<member name="M:Users.VrPlayerManager.OpenMenu(UnityEngine.InputSystem.InputAction.CallbackContext)">
<summary>
Opens the menu in front of the player, or closes it if it's already open
</summary>
<param name="obj"></param>
</member>
<member name="M:Users.VrPlayerManager.TryPing(UnityEngine.InputSystem.InputAction.CallbackContext)">
<summary>
Tries to place a ping on the board from the player's hand,
if the player pings a ping, it'll delete this ping
</summary>
</member>
<member name="M:Users.VrPlayerManager.Ping(UnityEngine.Vector3)">
<summary>
Places a ping on the board and declare its position to the other players
</summary>
<param name="position">Position of the ping</param>
</member>
<member name="T:Dummiesman.OBJObjectBuilder.ObjLoopHash">
<summary>
Loop hasher helper class
</summary>
</member>
<member name="M:Dummiesman.ImageLoader.SetNormalMap(UnityEngine.Texture2D@)">
<summary>
Converts a DirectX normal map to Unitys expected format
</summary>
<param name="tex">Texture to convert</param>
</member>
<member name="M:Dummiesman.ImageLoader.LoadTexture(System.IO.Stream,Dummiesman.ImageLoader.TextureFormat)">
<summary>
Loads a texture from a stream
</summary>
<param name="stream">The stream</param>
<param name="format">The format **NOT UNITYENGINE.TEXTUREFORMAT**</param>
<returns></returns>
</member>
<member name="M:Dummiesman.ImageLoader.LoadTexture(System.String)">
<summary>
Loads a texture from a file
</summary>
<param name="fn"></param>
<param name="normalMap"></param>
<returns></returns>
</member>
<member name="M:Dummiesman.OBJLoaderHelper.EnableMaterialTransparency(UnityEngine.Material)">
<summary>
Enables transparency mode on standard materials
</summary>
</member>
<member name="M:Dummiesman.OBJLoaderHelper.FastFloatParse(System.String)">
<summary>
Modified from https://codereview.stackexchange.com/a/76891. Faster than float.Parse
</summary>
</member>
<member name="M:Dummiesman.OBJLoaderHelper.FastIntParse(System.String)">
<summary>
Modified from http://cc.davelozinski.com/c-sharp/fastest-way-to-convert-a-string-to-an-int. Faster than int.Parse
</summary>
</member>
<member name="F:Dummiesman.OBJLoader.SplitMode">
<summary>
Determines how objects will be created