AssetUsageDetectorNamespace.ReferenceNode.ReferenceNode |
( |
| ) |
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inline |
void AssetUsageDetectorNamespace.ReferenceNode.AddLinkTo |
( |
ReferenceNode |
nextNode, |
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string |
description = null |
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) |
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inline |
void AssetUsageDetectorNamespace.ReferenceNode.CalculateShortUniquePaths |
( |
List< SearchResultGroup.ReferencePath > |
currentPaths, |
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bool |
startPathsWithSceneObjects |
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) |
| |
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inline |
void AssetUsageDetectorNamespace.ReferenceNode.Clear |
( |
| ) |
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inline |
void AssetUsageDetectorNamespace.ReferenceNode.CopyReferencesTo |
( |
ReferenceNode |
other | ) |
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inline |
ReferenceNodeGUI AssetUsageDetectorNamespace.ReferenceNode.GenerateGUINode |
( |
string |
linkToPrevNodeDescription | ) |
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inline |
ReferenceNodeGUI AssetUsageDetectorNamespace.ReferenceNode.GenerateGUINodeRecursive |
( |
List< ReferenceNode > |
stack, |
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string |
linkToPrevNodeDescription |
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) |
| |
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inline |
override int AssetUsageDetectorNamespace.ReferenceNode.GetHashCode |
( |
| ) |
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inline |
void AssetUsageDetectorNamespace.ReferenceNode.InitializeRecursively |
( |
| ) |
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inline |
bool AssetUsageDetectorNamespace.ReferenceNode.NodeExistsInChildrenRecursive |
( |
ReferenceNode |
node, |
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List< ReferenceNode > |
callStack |
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) |
| |
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inline |
void AssetUsageDetectorNamespace.ReferenceNode.VerifyLinksRecursively |
( |
| ) |
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inline |
int AssetUsageDetectorNamespace.ReferenceNode.NumberOfOutgoingLinks |
|
get |
Link AssetUsageDetectorNamespace.ReferenceNode.this[int index] |
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get |
Object AssetUsageDetectorNamespace.ReferenceNode.UnityObject |
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get |
The documentation for this class was generated from the following file: