<?xml version="1.0"?>
<doc>
    <assembly>
        <name>BepInEx.Unity.IL2CPP</name>
    </assembly>
    <members>
        <member name="M:BepInEx.Unity.IL2CPP.BasePlugin.AddComponent``1">
            <summary>
                Add a Component (e.g. MonoBehaviour) into Unity scene.
                Automatically registers the type with Il2Cpp Type system if it isn't already.
            </summary>
            <typeparam name="T">Type of the component to add.</typeparam>
        </member>
        <member name="T:BepInEx.Unity.IL2CPP.Configuration.KeyboardShortcut">
            <summary>
                A keyboard shortcut that can be used in Update method to check if user presses a key combo. The shortcut is only
                triggered when the user presses the exact combination. For example, <c>F + LeftCtrl</c> will trigger only if user
                presses and holds only LeftCtrl, and then presses F. If any other keys are pressed, the shortcut will not trigger.
                Can be used as a value of a setting in <see cref="M:BepInEx.Configuration.ConfigFile.Bind``1(BepInEx.Configuration.ConfigDefinition,``0,BepInEx.Configuration.ConfigDescription)" />
                to allow user to change this shortcut and have the changes saved.
                How to use: Use <see cref="M:BepInEx.Unity.IL2CPP.Configuration.KeyboardShortcut.IsDown" /> in this class instead of <see cref="M:UnityEngine.Input.GetKeyDown(UnityEngine.KeyCode)" /> in the
                Update loop.
            </summary>
        </member>
        <member name="F:BepInEx.Unity.IL2CPP.Configuration.KeyboardShortcut.Empty">
            <summary>
                Shortcut that never triggers.
            </summary>
        </member>
        <member name="M:BepInEx.Unity.IL2CPP.Configuration.KeyboardShortcut.#ctor(UnityEngine.KeyCode,UnityEngine.KeyCode[])">
            <summary>
                Create a new keyboard shortcut.
            </summary>
            <param name="mainKey">Main key to press</param>
            <param name="modifiers">Keys that should be held down before main key is registered</param>
        </member>
        <member name="P:BepInEx.Unity.IL2CPP.Configuration.KeyboardShortcut.MainKey">
            <summary>
                Main key of the key combination. It has to be pressed / let go last for the combination to be triggered.
                If the combination is empty, <see cref="F:UnityEngine.KeyCode.None" /> is returned.
            </summary>
        </member>
        <member name="P:BepInEx.Unity.IL2CPP.Configuration.KeyboardShortcut.Modifiers">
            <summary>
                Modifiers of the key combination, if any.
            </summary>
        </member>
        <member name="M:BepInEx.Unity.IL2CPP.Configuration.KeyboardShortcut.Deserialize(System.String)">
            <summary>
                Attempt to deserialize key combination from the string.
            </summary>
        </member>
        <member name="M:BepInEx.Unity.IL2CPP.Configuration.KeyboardShortcut.Serialize">
            <summary>
                Serialize the key combination into a user readable string.
            </summary>
        </member>
        <member name="M:BepInEx.Unity.IL2CPP.Configuration.KeyboardShortcut.IsDown">
            <summary>
                Check if the main key was just pressed (Input.GetKeyDown), and specified modifier keys are all pressed
            </summary>
        </member>
        <member name="M:BepInEx.Unity.IL2CPP.Configuration.KeyboardShortcut.IsPressed">
            <summary>
                Check if the main key is currently held down (Input.GetKey), and specified modifier keys are all pressed
            </summary>
        </member>
        <member name="M:BepInEx.Unity.IL2CPP.Configuration.KeyboardShortcut.IsUp">
            <summary>
                Check if the main key was just lifted (Input.GetKeyUp), and specified modifier keys are all pressed.
            </summary>
        </member>
        <member name="M:BepInEx.Unity.IL2CPP.Configuration.KeyboardShortcut.ToString">
            <inheritdoc />
        </member>
        <member name="M:BepInEx.Unity.IL2CPP.Configuration.KeyboardShortcut.Equals(System.Object)">
            <inheritdoc />
        </member>
        <member name="M:BepInEx.Unity.IL2CPP.Configuration.KeyboardShortcut.GetHashCode">
            <inheritdoc />
        </member>
        <member name="M:BepInEx.Unity.IL2CPP.IL2CPPChainloader.AddUnityComponent``1">
            <summary>
                Register and add a Unity Component (for example MonoBehaviour) into BepInEx global manager.
                Automatically registers the type with Il2Cpp type system if it isn't initialised already.
            </summary>
            <typeparam name="T">Type of the component to add.</typeparam>
        </member>
        <member name="M:BepInEx.Unity.IL2CPP.IL2CPPChainloader.AddUnityComponent(System.Type)">
            <summary>
                Register and add a Unity Component (for example MonoBehaviour) into BepInEx global manager.
                Automatically registers the type with Il2Cpp type system if it isn't initialised already.
            </summary>
            <param name="t">Type of the component to add</param>
        </member>
        <member name="E:BepInEx.Unity.IL2CPP.IL2CPPChainloader.PluginLoad">
            <summary>
                Occurs after a plugin is instantiated and just before <see cref="M:BepInEx.Unity.IL2CPP.BasePlugin.Load"/> is called.
            </summary>
        </member>
        <member name="T:BepInEx.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!
            </summary>
        </member>
        <member name="P:BepInEx.UnityInput.Current">
            <summary>
            Best currently supported input system.
            </summary>
        </member>
        <member name="P:BepInEx.UnityInput.LegacyInputSystemAvailable">
            <summary>
            True if the Input class is not disabled.
            </summary>
        </member>
        <member name="T:BepInEx.IInputSystem">
            <summary>
            Generic input system interface. Just barely good enough for hotkeys.
            </summary>
        </member>
        <member name="M:BepInEx.IInputSystem.GetKey(System.String)">
            <inheritdoc cref="M:UnityEngine.Input.GetKey(System.String)"/>
        </member>
        <member name="M:BepInEx.IInputSystem.GetKey(UnityEngine.KeyCode)">
            <inheritdoc cref="M:UnityEngine.Input.GetKey(UnityEngine.KeyCode)"/>
        </member>
        <member name="M:BepInEx.IInputSystem.GetKeyDown(System.String)">
            <inheritdoc cref="M:UnityEngine.Input.GetKeyDown(System.String)"/>
        </member>
        <member name="M:BepInEx.IInputSystem.GetKeyDown(UnityEngine.KeyCode)">
            <inheritdoc cref="M:UnityEngine.Input.GetKeyDown(UnityEngine.KeyCode)"/>
        </member>
        <member name="M:BepInEx.IInputSystem.GetKeyUp(System.String)">
            <inheritdoc cref="M:UnityEngine.Input.GetKeyUp(System.String)"/>
        </member>
        <member name="M:BepInEx.IInputSystem.GetKeyUp(UnityEngine.KeyCode)">
            <inheritdoc cref="M:UnityEngine.Input.GetKeyUp(UnityEngine.KeyCode)"/>
        </member>
        <member name="M:BepInEx.IInputSystem.GetMouseButton(System.Int32)">
            <inheritdoc cref="M:UnityEngine.Input.GetMouseButton(System.Int32)"/>
        </member>
        <member name="M:BepInEx.IInputSystem.GetMouseButtonDown(System.Int32)">
            <inheritdoc cref="M:UnityEngine.Input.GetMouseButtonDown(System.Int32)"/>
        </member>
        <member name="M:BepInEx.IInputSystem.GetMouseButtonUp(System.Int32)">
            <inheritdoc cref="M:UnityEngine.Input.GetMouseButtonUp(System.Int32)"/>
        </member>
        <member name="M:BepInEx.IInputSystem.ResetInputAxes">
            <inheritdoc cref="M:UnityEngine.Input.ResetInputAxes"/>
        </member>
        <member name="P:BepInEx.IInputSystem.mousePosition">
            <inheritdoc cref="P:UnityEngine.Input.mousePosition"/>
        </member>
        <member name="P:BepInEx.IInputSystem.mouseScrollDelta">
            <inheritdoc cref="P:UnityEngine.Input.mouseScrollDelta"/>
        </member>
        <member name="P:BepInEx.IInputSystem.mousePresent">
            <inheritdoc cref="P:UnityEngine.Input.mousePresent"/>
        </member>
        <member name="P:BepInEx.IInputSystem.anyKey">
            <inheritdoc cref="P:UnityEngine.Input.anyKey"/>
        </member>
        <member name="P:BepInEx.IInputSystem.anyKeyDown">
            <inheritdoc cref="P:UnityEngine.Input.anyKeyDown"/>
        </member>
        <member name="P:BepInEx.IInputSystem.SupportedKeyCodes">
            <summary>
            All KeyCodes supported by the current input system.
            </summary>
        </member>
        <member name="M:Doorstop.Entrypoint.Start">
            <summary>
                The main entrypoint of BepInEx, called from Doorstop.
            </summary>
        </member>
    </members>
</doc>
