Tanoda
Macro Member List

This is the complete list of members for Macro, including all inherited members.

AngleLerp(Vector3 StartAngle, Vector3 FinishAngle, float t)Macrostatic
cacheAllTCD()Macrostatic
ChangeMaterialsModeToFadeMode(Material[] mats)Macrostatic
ClampAngle(Vector3 value)Macrostatic
ClampAngle(float value)Macrostatic
CollidesWithActiveTCD(GameObject bounds, bool skipHand=true)Macrostatic
CollidesWithFingers(GameObject bounds, bool skipHand=true)Macrostatic
CollidesWithFingersColliders(GameObject bounds, bool skipHand=true)Macrostatic
CollidesWithSnapOnAttach(GameObject bounds, bool skipHand=true)Macrostatic
CollidesWithTwoHandGrab(GameObject bounds, bool skipHand=true)Macrostatic
CollidesWithWhat(Bounds bounds, bool skipHand=true)Macrostatic
CollidesWithWhat(Collider[] allCollider, Renderer renderer, Vector3 targetPos, Vector3 targetRot, bool breakAtFirstFind=true)Macrostatic
Compress(byte[] byteArray)Macrostatic
DecodeEncodedUTF8String(string encoded)Macrostatic
Decompress(byte[] bytes)Macrostatic
DistancePointLine(Vector3 point, Vector3 lineStart, Vector3 lineEnd)Macrostatic
FindClosingBracketIndex(string text, char openedBracket='{', char closedBracket='}')Macrostatic
FindDeepChild(Transform aParent, string aName)Macrostatic
FtoS(float value, char separator='.')Macrostatic
GetAllPossibleFileName(GILES.Serialization.pb_SceneNode node, ref List< string > list)Macrostatic
GetBounds(GameObject go)Macrostatic
GetFileNameForGameObject(GILES.Serialization.pb_SceneNode sn, string go, out string modelName)Macrostatic
IsInChild(Transform t, string childName)Macrostatic
IsInside(Collider c, Vector3 point)Macrostatic
IsSupported(string ext)Macrostatic
LargestAxis(Vector3 v)Macrostatic
LerpAngle(Vector3 from, Vector3 to, float t)Macrostatic
MinMaxClamp(float value, float min, float max)Macrostatic
NormalizeFraction(string value)Macrostatic
NormalizeFraction(string value, char separator)Macrostatic
ProjectPointLine(Vector3 point, Vector3 lineStart, Vector3 lineEnd)Macrostatic
Resize(Texture2D texture2D, int targetX, int targetY, bool mipmap=true, FilterMode filter=FilterMode.Bilinear)Macrostatic
RotatePointAroundPivot(Vector3 point, Vector3 pivot, Vector3 angles)Macrostatic
SetInteractable(GameObject go, bool isKinematic=true)Macrostatic
SetLayer(GameObject go, string layerName)Macrostatic
SetLayerRecursive(GameObject go, string layerName)Macrostatic
SetMaterialAlpha(Material[] mats, float value)Macrostatic
SetStatic(GameObject go)Macrostatic
SmallestAxis(Vector3 v)Macrostatic
StoF(string value)Macrostatic
StripPath(string value)Macrostatic
T(string key)Macrostatic
VectorCompare(Vector3 me, Vector3 other, float percentage)Macrostatic