<?xml version="1.0"?>
<doc>
    <assembly>
        <name>LeaveItThere</name>
    </assembly>
    <members>
        <member name="M:LeaveItThere.Addon.AddonTools.AddPlacementCostOverride(System.String,System.Int32)">
            <summary>
            Override cost amount to place an item.
            </summary>
            <param name="templateId">Template ID for item to override</param>
            <param name="cost">New cost</param>
        </member>
        <member name="M:LeaveItThere.Addon.AddonTools.IAmHost">
            <summary>
            Returns true if Fika is not installed, or if it is and this client is the host of the raid.
            </summary>
        </member>
        <member name="M:LeaveItThere.Addon.AddonTools.GetRaidId">
            <summary>
            Returns profile id if Fika is not installed, or the id of the raid if it is (which will be the host's profile id).
            </summary>
        </member>
        <member name="P:LeaveItThere.Addon.FakeItemAddonFlags.MoveModeDisabled">
            <summary>
            When true, the Move interaction is disabled.
            </summary>
        </member>
        <member name="P:LeaveItThere.Addon.FakeItemAddonFlags.MoveModeDisabledReason">
            <summary>
            Reason displayed for Move interaction being disabled in context menu
            </summary>
        </member>
        <member name="P:LeaveItThere.Addon.FakeItemAddonFlags.ReclaimInteractionDisabled">
            <summary>
            When true, the Reclaim interaction is disabled.
            </summary>
        </member>
        <member name="P:LeaveItThere.Addon.FakeItemAddonFlags.ReclaimInteractionDisabledReason">
            <summary>
            Reason displayed for Reclaim interaction being disabled in context menu
            </summary>
        </member>
        <member name="P:LeaveItThere.Addon.FakeItemAddonFlags.AlwaysPhysical">
            <summary>
            Set to true to make this FakeItem ignore size restrictions and always be have player collision / block bot pathing.
            </summary>
        </member>
        <member name="P:LeaveItThere.Addon.FakeItemAddonFlags.RemoveRootCollider">
            <summary>
            When true, the root BoxCollider component that is added to LootItems will be removed. Useful for when a custom item has a child object defining a custom collider to be used for interactions.
            </summary>
        </member>
        <member name="F:LeaveItThere.Addon.EPacketDestination.Everyone">
            <summary>
            NOTE: The host will send the sender's packet back to them. This is usually recommended.
            </summary>
        </member>
        <member name="F:LeaveItThere.Addon.EPacketDestination.EveryoneExceptSender">
            <summary>
            WARNING: Avoid using this if you don't know what you're doing. Incorrect use of it can cause desync.
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "T:LeaveItThere.Addon.PacketRegistration" -->
        <member name="M:LeaveItThere.Addon.PacketRegistration.Get``1">
            <summary>
            Gets or creates the singleton instance of a packet registration.
            </summary>
            <typeparam name="T">The type of your derived class. MyCustomPacket : PacketRegistration.</typeparam>
            <returns></returns>
        </member>
        <member name="M:LeaveItThere.Addon.PacketRegistration.OnPacketReceived(LeaveItThere.Addon.PacketRegistration.Packet)">
            <summary>
            Invoked when the packet is received. NOTE: This is NEVER called unless if Fika is installed.
            </summary>
            <param name="packet">Get needed data from packet with: packet.BoolData, packet.StringData, or packet.ByteArrayData</param>
        </member>
        <member name="P:LeaveItThere.Addon.PacketRegistration.Destination">
            <summary>
            Who the packet will be sent to.
            </summary>
        </member>
        <member name="M:LeaveItThere.Addon.PacketRegistration.OnPacketSent(LeaveItThere.Addon.PacketRegistration.Packet)">
            <summary>
            Invoked on the sender client every time the packet is sent. NOTE: This is never called unless Fika is installed.
            </summary>
        </member>
        <member name="M:LeaveItThere.Addon.PacketRegistration.Register">
            <summary>
            Registers packet. Highly recommended to register packet in plugin's Awake() function.
            </summary>
        </member>
        <member name="M:LeaveItThere.Addon.PacketRegistration.SendData(System.Object)">
            <summary>
            Sends a packet containing data given. This function does nothing if Fika is not installed.
            </summary>
            <param name="data">Data to send</param>
        </member>
        <member name="M:LeaveItThere.Addon.BaseStateSynchronizer.OnSynchronized">
            <summary>
            Runs every time any client calls .Synchronize()
            </summary>
        </member>
        <member name="M:LeaveItThere.Addon.BaseStateSynchronizer.OnRegistered">
            <summary>
            Runs when synchronizer is registered
            </summary>
        </member>
        <member name="P:LeaveItThere.Addon.StateSynchronizer`1.Data">
            <summary>
            Your inputed TData class
            </summary>
        </member>
        <member name="M:LeaveItThere.Addon.StateSynchronizer`1.Synchronize">
            <summary>
            Synchronize the Data property across all clients.
            <para>Use wisely, this sends packets via Fika and should not be called too often. Do not call every frame.</para>
            <para>If Fika is <b>NOT</b> installed, OnSynchronized() is called locally</para>
            <para>If Fika <b>IS</b> installed and caller is the host of the raid, OnSynchronized() is called locally and then a packet is sent to all other clients</para>
            <para>If Fika <b>IS</b> installed and the caller is a non-host client, a packet is sent to the host client, which will return a packet back to the caller (and all other clients) that calls OnSynchronized()</para>
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:LeaveItThere.Addon.StateSynchronizerDatabase.RegisterSynchronizer``1(System.String)" -->
        <!-- Badly formed XML comment ignored for member "M:LeaveItThere.Addon.StateSynchronizerDatabase.GetSynchronizer``1" -->
        <member name="E:LeaveItThere.Addon.StaticEvents.FakeItemInitialized">
            <summary>
            Invoked when a FakeItem is initialized, just before it is placed.
            </summary>
        </member>
        <member name="T:LeaveItThere.Addon.StaticEvents.FakeItemMovedHandler">
            <summary>
            Invoked every time a FakeItem is moved, including when it initially placed as well as every time it is moved via Move Mode.
            </summary>
        </member>
        <member name="E:LeaveItThere.Addon.StaticEvents.ItemSpawned">
            <summary>
            Invoked after LeaveItThere spawns a placed item and creates / initializes its FakeItem component on raid start.
            </summary>
        </member>
        <member name="E:LeaveItThere.Addon.StaticEvents.AllItemsSpawned">
            <summary>
            Invoked after LeaveItThere spawns the last placed item, ideal time for checking if items exist or fetching their AddonData
            </summary>
        </member>
        <member name="M:LeaveItThere.Components.ItemMover.UpdatePlayerLastFrameDeltas">
            <summary>
            Should be called in OnEnable() and at the end of Update() to keep track of last frame's player pos
            </summary>
        </member>
        <member name="P:LeaveItThere.Components.ItemMover.PlayerMovementDelta">
            <summary>
            Will only be correct while ItemMover is enabled
            </summary>
        </member>
        <member name="T:LeaveItThere.Components.SettledTransformFinalizer">
            <summary>
            Finalizes only the physical resting transform after an already-successful Move Mode Save.
            It does not participate in placement controls, point costs, reclaim, pickup, or item creation.
            </summary>
        </member>
        <member name="M:LeaveItThere.Helpers.ItemSpawner.SetupItem(EFT.InventoryLogic.Item,UnityEngine.Vector3,UnityEngine.Quaternion)">
            <summary>
            Reimplementation of GameWorld.SetupItem that makes sure collisionDetectionMode is set correctly before rb is made to be kinematic to avoid unity warning spam.
            </summary>
        </member>
        <member name="P:LeaveItThere.Common.CustomInteraction.Enabled">
            <summary>
            If returns false, interaction prompt will be greyed out and not selectable.
            </summary>
        </member>
        <member name="P:LeaveItThere.Common.CustomInteraction.AutoPromptRefresh">
            <summary>
            If returns true, the interaction will auto refresh after Action() is called. This will update any names or states of the interaction, but will also reset the selected action to the first one.
            </summary>
        </member>
        <member name="P:LeaveItThere.Common.CustomInteraction.Name">
            <summary>
            Name of interaction item in prompt.
            </summary>
        </member>
        <member name="M:LeaveItThere.Common.CustomInteraction.OnInteract">
            <summary>
            Interaction callback. Will be called when an interaction is interacted with.
            </summary>
        </member>
        <member name="M:LeaveItThere.UI.ButtonDrag.Init(UnityEngine.RectTransform)">
            <summary>
            Component should be added to the UI element that needs to be clicked in order to initiate dragging (like a button)
            </summary>
            <param name="rectToDrag">Rect that actually gets dragged</param>
        </member>
        <member name="T:ConfigurationManagerAttributes">
            <summary>
            Class that specifies how a setting should be displayed inside the ConfigurationManager settings window.
            
            Usage:
            This class template has to be copied inside the plugin's project and referenced by its code directly.
            make a new instance, assign any fields that you want to override, and pass it as a tag for your setting.
            
            If a field is null (default), it will be ignored and won't change how the setting is displayed.
            If a field is non-null (you assigned a value to it), it will override default behavior.
            </summary>
            
            <example> 
            Here's an example of overriding order of settings and marking one of the settings as advanced:
            <code>
            // Override IsAdvanced and Order
            Config.AddSetting("X", "1", 1, new ConfigDescription("", null, new ConfigurationManagerAttributes { IsAdvanced = true, Order = 3 }));
            // Override only Order, IsAdvanced stays as the default value assigned by ConfigManager
            Config.AddSetting("X", "2", 2, new ConfigDescription("", null, new ConfigurationManagerAttributes { Order = 1 }));
            Config.AddSetting("X", "3", 3, new ConfigDescription("", null, new ConfigurationManagerAttributes { Order = 2 }));
            </code>
            </example>
            
            <remarks> 
            You can read more and see examples in the readme at https://github.com/BepInEx/BepInEx.ConfigurationManager
            You can optionally remove fields that you won't use from this class, it's the same as leaving them null.
            </remarks>
        </member>
        <member name="F:ConfigurationManagerAttributes.ShowRangeAsPercent">
            <summary>
            Should the setting be shown as a percentage (only use with value range settings).
            </summary>
        </member>
        <member name="F:ConfigurationManagerAttributes.CustomDrawer">
            <summary>
            Custom setting editor (OnGUI code that replaces the default editor provided by ConfigurationManager).
            See below for a deeper explanation. Using a custom drawer will cause many of the other fields to do nothing.
            </summary>
        </member>
        <member name="F:ConfigurationManagerAttributes.Browsable">
            <summary>
            Show this setting in the settings screen at all? If false, don't show.
            </summary>
        </member>
        <member name="F:ConfigurationManagerAttributes.Category">
            <summary>
            Category the setting is under. Null to be directly under the plugin.
            </summary>
        </member>
        <member name="F:ConfigurationManagerAttributes.DefaultValue">
            <summary>
            If set, a "Default" button will be shown next to the setting to allow resetting to default.
            </summary>
        </member>
        <member name="F:ConfigurationManagerAttributes.HideDefaultButton">
            <summary>
            Force the "Reset" button to not be displayed, even if a valid DefaultValue is available. 
            </summary>
        </member>
        <member name="F:ConfigurationManagerAttributes.HideSettingName">
            <summary>
            Force the setting name to not be displayed. Should only be used with a <see cref="F:ConfigurationManagerAttributes.CustomDrawer"/> to get more space.
            Can be used together with <see cref="F:ConfigurationManagerAttributes.HideDefaultButton"/> to gain even more space.
            </summary>
        </member>
        <member name="F:ConfigurationManagerAttributes.Description">
            <summary>
            Optional description shown when hovering over the setting.
            Not recommended, provide the description when creating the setting instead.
            </summary>
        </member>
        <member name="F:ConfigurationManagerAttributes.DispName">
            <summary>
            Name of the setting.
            </summary>
        </member>
        <member name="F:ConfigurationManagerAttributes.Order">
            <summary>
            Order of the setting on the settings list relative to other settings in a category.
            0 by default, higher number is higher on the list.
            </summary>
        </member>
        <member name="F:ConfigurationManagerAttributes.ReadOnly">
            <summary>
            Only show the value, don't allow editing it.
            </summary>
        </member>
        <member name="F:ConfigurationManagerAttributes.IsAdvanced">
            <summary>
            If true, don't show the setting by default. User has to turn on showing advanced settings or search for it.
            </summary>
        </member>
        <member name="F:ConfigurationManagerAttributes.ObjToStr">
            <summary>
            Custom converter from setting type to string for the built-in editor textboxes.
            </summary>
        </member>
        <member name="F:ConfigurationManagerAttributes.StrToObj">
            <summary>
            Custom converter from string to setting type for the built-in editor textboxes.
            </summary>
        </member>
    </members>
</doc>
