包含 Bolt Visual Scripting 示例的 Unity 包的集合。 每个示例都演示了如何使用 Unity 编辑器功能、游戏逻辑等,无需编写任何代码。
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<?xml version="1.0"?>
<doc>
<assembly>
<name>Bolt.Flow.Runtime</name>
</assembly>
<members>
<member name="T:Bolt.Dependencies.NCalc.EvaluateOptions">
<summary>
Provides enumerated values to use to set evaluation options.
</summary>
</member>
<member name="F:Bolt.Dependencies.NCalc.EvaluateOptions.None">
<summary>
Specifies that no options are set.
</summary>
</member>
<member name="F:Bolt.Dependencies.NCalc.EvaluateOptions.IgnoreCase">
<summary>
Specifies case-insensitive matching.
</summary>
</member>
<member name="F:Bolt.Dependencies.NCalc.EvaluateOptions.NoCache">
<summary>
No-cache mode. Ingores any pre-compiled expression in the cache.
</summary>
</member>
<member name="F:Bolt.Dependencies.NCalc.EvaluateOptions.IterateParameters">
<summary>
Treats parameters as arrays and result a set of results.
</summary>
</member>
<member name="F:Bolt.Dependencies.NCalc.EvaluateOptions.RoundAwayFromZero">
<summary>
When using Round(), if a number is halfway between two others, it is rounded toward the nearest number that is away
from zero.
</summary>
</member>
<member name="F:Bolt.Dependencies.NCalc.Expression.OriginalExpression">
<summary>
Textual representation of the expression to evaluate.
</summary>
</member>
<member name="M:Bolt.Dependencies.NCalc.Expression.HasErrors">
<summary>
Pre-compiles the expression in order to check syntax errors.
If errors are detected, the Error property contains the message.
</summary>
<returns>True if the expression syntax is correct, otherwise false</returns>
</member>
<member name="M:Bolt.Dependencies.NCalc.Expression.CleanCache">
<summary>
Removes unused entries from cached compiled expression.
</summary>
</member>
<member name="T:Bolt.CreateStruct">
<summary>
Creates a struct with its default initializer.
</summary>
</member>
<member name="P:Bolt.CreateStruct.enter">
<summary>
The entry point to create the struct. You can
still get the return value without connecting this port.
</summary>
</member>
<member name="P:Bolt.CreateStruct.exit">
<summary>
The action to call once the struct has been created.
</summary>
</member>
<member name="P:Bolt.CreateStruct.output">
<summary>
The created struct.
</summary>
</member>
<member name="T:Bolt.SelectOnFlow">
<summary>
Selects a value from a set by matching it with an input flow.
</summary>
</member>
<member name="P:Bolt.SelectOnFlow.exit">
<summary>
Triggered when any selector is entered.
</summary>
</member>
<member name="P:Bolt.SelectOnFlow.selection">
<summary>
The selected value.
</summary>
</member>
<member name="T:Bolt.ToggleFlow">
<summary>
Toggles the control flow with on and off triggers.
</summary>
</member>
<member name="P:Bolt.ToggleFlow.startOn">
<summary>
Whether the toggle should start in the on state.
</summary>
</member>
<member name="P:Bolt.ToggleFlow.enter">
<summary>
Entry point to the toggle.
</summary>
</member>
<member name="P:Bolt.ToggleFlow.turnOn">
<summary>
Trigger to turn on the flow through the toggle.
</summary>
</member>
<member name="P:Bolt.ToggleFlow.turnOff">
<summary>
Trigger to turn off the flow through the toggle.
</summary>
</member>
<member name="P:Bolt.ToggleFlow.toggle">
<summary>
Trigger to toggle the flow through the toggle.
</summary>
</member>
<member name="P:Bolt.ToggleFlow.exitOn">
<summary>
Triggered on entry if the flow is on.
</summary>
</member>
<member name="P:Bolt.ToggleFlow.exitOff">
<summary>
Triggered on entry if the flow is off.
</summary>
</member>
<member name="P:Bolt.ToggleFlow.turnedOn">
<summary>
Triggered when the flow gets turned on.
</summary>
</member>
<member name="P:Bolt.ToggleFlow.turnedOff">
<summary>
Triggered when the flow gets turned off.
</summary>
</member>
<member name="P:Bolt.ToggleFlow.isOn">
<summary>
Whether the flow is currently on.
</summary>
</member>
<member name="T:Bolt.ToggleValue">
<summary>
Toggles between two values with on and off triggers.
</summary>
</member>
<member name="P:Bolt.ToggleValue.startOn">
<summary>
Whether the toggle should start in the on state.
</summary>
</member>
<member name="P:Bolt.ToggleValue.turnOn">
<summary>
Trigger to turn on the toggle.
</summary>
</member>
<member name="P:Bolt.ToggleValue.turnOff">
<summary>
Trigger to turn off the toggle.
</summary>
</member>
<member name="P:Bolt.ToggleValue.toggle">
<summary>
Trigger to toggle the state of the toggle.
</summary>
</member>
<member name="P:Bolt.ToggleValue.onValue">
<summary>
The value to return if the toggle is on.
</summary>
</member>
<member name="P:Bolt.ToggleValue.offValue">
<summary>
The value to return if the toggle is off.
</summary>
</member>
<member name="P:Bolt.ToggleValue.turnedOn">
<summary>
Triggered when the flow gets turned on.
</summary>
</member>
<member name="P:Bolt.ToggleValue.turnedOff">
<summary>
Triggered when the flow gets turned off.
</summary>
</member>
<member name="P:Bolt.ToggleValue.isOn">
<summary>
Whether the flow is currently on.
</summary>
</member>
<member name="P:Bolt.ToggleValue.value">
<summary>
The value of the toggle selected depending on the state.
</summary>
</member>
<member name="P:Bolt.GenericGuiEventUnit.data">
<summary>
The event data.
</summary>
</member>
<member name="T:Bolt.OnCancel">
<summary>
Called when the cancel button is pressed.
</summary>
</member>
<member name="T:Bolt.OnBeginDrag">
<summary>
Called on the drag object when dragging is about to begin.
</summary>
</member>
<member name="T:Bolt.OnDrag">
<summary>
When draging is occuring this will be called every time the cursor is moved.
</summary>
</member>
<member name="T:Bolt.OnDrop">
<summary>
Called on a target that can accept a drop.
</summary>
</member>
<member name="T:Bolt.OnEndDrag">
<summary>
Called on the drag object when a drag finishes.
</summary>
</member>
<member name="T:Bolt.OnMove">
<summary>
Called when a move event occurs.
</summary>
</member>
<member name="P:Bolt.OnMove.data">
<summary>
The axis event data.
</summary>
</member>
<member name="T:Bolt.OnScroll">
<summary>
Called when a mouse wheel scrolls.
</summary>
</member>
<member name="T:Bolt.OnSubmit">
<summary>
Called when the submit button is pressed.
</summary>
</member>
<member name="P:Bolt.PointerEventUnit.data">
<summary>
The pointer event data.
</summary>
</member>
<member name="T:Bolt.Cooldown">
<summary>
Runs a cooldown timer to throttle flow and outputs remaining measurements.
</summary>
</member>
<member name="P:Bolt.Cooldown.enter">
<summary>
The moment at which to try using the cooldown.
</summary>
</member>
<member name="P:Bolt.Cooldown.reset">
<summary>
Trigger to force reset the cooldown.
</summary>
</member>
<member name="P:Bolt.Cooldown.duration">
<summary>
The total duration of the cooldown.
</summary>
</member>
<member name="P:Bolt.Cooldown.unscaledTime">
<summary>
Whether to ignore the time scale.
</summary>
</member>
<member name="P:Bolt.Cooldown.exitReady">
<summary>
Called upon entry when the cooldown is ready.
</summary>
</member>
<member name="P:Bolt.Cooldown.exitNotReady">
<summary>
Called upon entry when the cooldown is not yet ready.
</summary>
</member>
<member name="P:Bolt.Cooldown.tick">
<summary>
Called each frame while the cooldown timer is active.
</summary>
</member>
<member name="P:Bolt.Cooldown.becameReady">
<summary>
Called when the cooldown timer reaches zero.
</summary>
</member>
<member name="P:Bolt.Cooldown.remainingSeconds">
<summary>
The number of seconds remaining until the cooldown is ready.
</summary>
</member>
<member name="P:Bolt.Cooldown.remainingRatio">
<summary>
The proportion of the duration remaining until the cooldown is ready (0-1).
</summary>
</member>
<member name="T:Bolt.Once">
<summary>
Executes an action only once, and a different action afterwards.
</summary>
</member>
<member name="P:Bolt.Once.enter">
<summary>
The entry point for the action.
</summary>
</member>
<member name="P:Bolt.Once.reset">
<summary>
Trigger to reset the once check.
</summary>
</member>
<member name="P:Bolt.Once.once">
<summary>
The action to execute the first time the unit is entered.
</summary>
</member>
<member name="P:Bolt.Once.after">
<summary>
The action to execute subsequently.
</summary>
</member>
<member name="T:Bolt.Throw">
<summary>
Throws an exception.
</summary>
</member>
<member name="P:Bolt.Throw.custom">
<summary>
Whether a custom exception object should be specified manually.
</summary>
</member>
<member name="P:Bolt.Throw.enter">
<summary>
The entry point to throw the exception.
</summary>
</member>
<member name="P:Bolt.Throw.message">
<summary>
The message of the exception.
</summary>
</member>
<member name="P:Bolt.Throw.exception">
<summary>
The exception to throw.
</summary>
</member>
<member name="T:Bolt.Timer">
<summary>
Runs a timer and outputs elapsed and remaining measurements.
</summary>
</member>
<member name="P:Bolt.Timer.start">
<summary>
The moment at which to start the timer.
If the timer is already started, this will reset it.
If the timer is paused, this will resume it.
</summary>
</member>
<member name="P:Bolt.Timer.pause">
<summary>
Trigger to pause the timer.
</summary>
</member>
<member name="P:Bolt.Timer.resume">
<summary>
Trigger to resume the timer.
</summary>
</member>
<member name="P:Bolt.Timer.toggle">
<summary>
Trigger to toggle the timer.
If it is idle, it will start.
If it is active, it will pause.
If it is paused, it will resume.
</summary>
</member>
<member name="P:Bolt.Timer.duration">
<summary>
The total duration of the timer.
</summary>
</member>
<member name="P:Bolt.Timer.unscaledTime">
<summary>
Whether to ignore the time scale.
</summary>
</member>
<member name="P:Bolt.Timer.started">
<summary>
Called when the timer is started.co
</summary>
</member>
<member name="P:Bolt.Timer.tick">
<summary>
Called each frame while the timer is active.
</summary>
</member>
<member name="P:Bolt.Timer.completed">
<summary>
Called when the timer completes.
</summary>
</member>
<member name="P:Bolt.Timer.elapsedSeconds">
<summary>
The number of seconds elapsed since the timer started.
</summary>
</member>
<member name="P:Bolt.Timer.elapsedRatio">
<summary>
The proportion of the duration that has elapsed (0-1).
</summary>
</member>
<member name="P:Bolt.Timer.remainingSeconds">
<summary>
The number of seconds remaining until the timer is elapsed.
</summary>
</member>
<member name="P:Bolt.Timer.remainingRatio">
<summary>
The proportion of the duration remaining until the timer is elapsed (0-1).
</summary>
</member>
<member name="T:Bolt.TryCatch">
<summary>
Handles an exception if it occurs.
</summary>
</member>
<member name="P:Bolt.TryCatch.enter">
<summary>
The entry point for the try-catch block.
</summary>
</member>
<member name="P:Bolt.TryCatch.try">
<summary>
The action to attempt.
</summary>
</member>
<member name="P:Bolt.TryCatch.catch">
<summary>
The action to execute if an exception is thrown.
</summary>
</member>
<member name="P:Bolt.TryCatch.finally">
<summary>
The action to execute afterwards, regardless of whether there was an exception.
</summary>
</member>
<member name="P:Bolt.TryCatch.exception">
<summary>
The exception that was thrown in the try block.
</summary>
</member>
<member name="T:Bolt.OnAnimatorIK">
<summary>
Called by the Animator Component immediately before it updates its internal IK system.
This callback can be used to set the positions of the IK goals and their respective weights.
</summary>
</member>
<member name="P:Bolt.OnAnimatorIK.layerIndex">
<summary>
The index of the layer on which the IK solver is called.
</summary>
</member>
<member name="T:Bolt.OnAnimatorMove">
<summary>
Called at each frame after the state machines and the animations have been evaluated, but before On Animator IK.
This callback can be used for processing animation movements for modifying root motion.
</summary>
</member>
<member name="P:Bolt.EventUnit`1.coroutine">
<summary>
Run this event in a coroutine, enabling asynchronous flow like wait units.
</summary>
</member>
<member name="T:Bolt.DictionaryContainsKey">
<summary>
Checks whether a dictionary contains the specified key.
</summary>
</member>
<member name="P:Bolt.DictionaryContainsKey.dictionary">
<summary>
The dictionary.
</summary>
</member>
<member name="P:Bolt.DictionaryContainsKey.key">
<summary>
The key.
</summary>
</member>
<member name="P:Bolt.DictionaryContainsKey.contains">
<summary>
Whether the list contains the item.
</summary>
</member>
<member name="T:Bolt.ListContainsItem">
<summary>
Checks whether a list contains the specified item.
</summary>
</member>
<member name="P:Bolt.ListContainsItem.list">
<summary>
The list.
</summary>
</member>
<member name="P:Bolt.ListContainsItem.item">
<summary>
The item.
</summary>
</member>
<member name="P:Bolt.ListContainsItem.contains">
<summary>
Whether the list contains the item.
</summary>
</member>
<member name="T:Bolt.Sequence">
<summary>
Executes the output ports in order.
</summary>
</member>
<member name="P:Bolt.Sequence.enter">
<summary>
The entry point for the sequence.
</summary>
</member>
<member name="T:Bolt.WaitForEndOfFrameUnit">
<summary>
Delays flow by waiting until the end of the frame.
</summary>
</member>
<member name="T:Bolt.WaitForFlow">
<summary>
Delays flow by waiting until multiple input flows have been executed.
</summary>
</member>
<member name="P:Bolt.WaitForFlow.resetOnExit">
<summary>
Whether the activation status should be reset on exit.
</summary>
</member>
<member name="P:Bolt.WaitForFlow.reset">
<summary>
Trigger to reset the activation status.
</summary>
</member>
<member name="P:Bolt.WaitForFlow.exit">
<summary>
Triggered after all inputs have been entered at least once.
</summary>
</member>
<member name="T:Bolt.WaitForNextFrameUnit">
<summary>
Delays flow by waiting until the next frame.
</summary>
</member>
<member name="T:Bolt.WaitForSecondsUnit">
<summary>
Delays flow by waiting a specified number of seconds.
</summary>
</member>
<member name="P:Bolt.WaitForSecondsUnit.seconds">
<summary>
The number of seconds to await.
</summary>
</member>
<member name="P:Bolt.WaitForSecondsUnit.unscaledTime">
<summary>
Whether to ignore the time scale.
</summary>
</member>
<member name="P:Bolt.WaitUnit.enter">
<summary>
The moment at which to start the delay.
</summary>
</member>
<member name="P:Bolt.WaitUnit.exit">
<summary>
The action to execute after the delay has elapsed.
</summary>
</member>
<member name="T:Bolt.WaitUntilUnit">
<summary>
Delays flow by waiting until a condition becomes true.
</summary>
</member>
<member name="P:Bolt.WaitUntilUnit.condition">
<summary>
The condition to await.
</summary>
</member>
<member name="T:Bolt.WaitWhileUnit">
<summary>
Delays flow by waiting while a condition is true.
</summary>
</member>
<member name="P:Bolt.WaitWhileUnit.condition">
<summary>
The condition to check.
</summary>
</member>
<member name="T:Bolt.BoltAnimationEvent">
<summary>
Called when an animation event points to TriggerAnimationEvent.
</summary>
</member>
<member name="P:Bolt.BoltAnimationEvent.stringParameter">
<summary>
The string parameter passed to the event.
</summary>
</member>
<member name="P:Bolt.BoltAnimationEvent.floatParameter">
<summary>
The float parameter passed to the event.
</summary>
</member>
<member name="P:Bolt.BoltAnimationEvent.intParameter">
<summary>
The integer parameter passed to the function.
</summary>
</member>
<member name="P:Bolt.BoltAnimationEvent.objectReferenceParameter">
<summary>
The Unity object parameter passed to the function.
</summary>
</member>
<member name="T:Bolt.BoltNamedAnimationEvent">
<summary>
Called when an animation event points to TriggerAnimationEvent.
This version allows you to use the string parameter as the event name.
</summary>
</member>
<member name="P:Bolt.BoltNamedAnimationEvent.name">
<summary>
The name of the event. The event will only trigger if this value
is equal to the string parameter passed in the animation event.
</summary>
</member>
<member name="P:Bolt.BoltNamedAnimationEvent.floatParameter">
<summary>
The float parameter passed to the event.
</summary>
</member>
<member name="P:Bolt.BoltNamedAnimationEvent.intParameter">
<summary>
The integer parameter passed to the function.
</summary>
</member>
<member name="P:Bolt.BoltNamedAnimationEvent.objectReferenceParameter">
<summary>
The Unity object parameter passed to the function.
</summary>
</member>
<member name="T:Bolt.BoltUnityEvent">
<summary>
Called when a UnityEvent points to TriggerUnityEvent.
</summary>
</member>
<member name="P:Bolt.BoltUnityEvent.name">
<summary>
The name of the event. The event will only trigger if this value
is equal to the string parameter passed in the UnityEvent.
</summary>
</member>
<member name="T:Bolt.OnDeselect">
<summary>
Called when the pointer deselects the GUI element.
</summary>
</member>
<member name="T:Bolt.OnGUI">
<summary>
Use to draw immediate mode GUI components.
</summary>
</member>
<member name="T:Bolt.OnPointerClick">
<summary>
Called when the pointer clicks the GUI element.
</summary>
</member>
<member name="T:Bolt.OnPointerDown">
<summary>
Called when the pointer presses the GUI element.
</summary>
</member>
<member name="T:Bolt.OnPointerEnter">
<summary>
Called when the pointer enters the GUI element.
</summary>
</member>
<member name="T:Bolt.OnPointerExit">
<summary>
Called when the pointer exits the GUI element.
</summary>
</member>
<member name="T:Bolt.OnPointerUp">
<summary>
Called when the pointer releases the GUI element.
</summary>
</member>
<member name="T:Bolt.OnSelect">
<summary>
Called when the pointer selects the GUI element.
</summary>
</member>
<member name="T:Bolt.OnToggleValueChanged">
<summary>
Called when the current value of the toggle has changed.
</summary>
</member>
<member name="P:Bolt.OnToggleValueChanged.value">
<summary>
The new boolean value of the toggle.
</summary>
</member>
<member name="P:Bolt.CollisionEventUnit.collider">
<summary>
The collider we hit.
</summary>
</member>
<member name="P:Bolt.CollisionEventUnit.contacts">
<summary>
The contact points generated by the physics engine.
</summary>
</member>
<member name="P:Bolt.CollisionEventUnit.impulse">
<summary>
The total impulse applied to this contact pair to resolve the collision.
</summary>
</member>
<member name="P:Bolt.CollisionEventUnit.relativeVelocity">
<summary>
The relative linear velocity of the two colliding objects.
</summary>
</member>
<member name="P:Bolt.CollisionEventUnit.data">
<summary>
The complete collision data object.
</summary>
</member>
<member name="P:Bolt.CollisionEvent2DUnit.collider">
<summary>
The collider we hit.
</summary>
</member>
<member name="P:Bolt.CollisionEvent2DUnit.contacts">
<summary>
The contact points generated by the physics engine.
</summary>
</member>
<member name="P:Bolt.CollisionEvent2DUnit.relativeVelocity">
<summary>
The relative linear velocity of the two colliding objects.
</summary>
</member>
<member name="P:Bolt.CollisionEvent2DUnit.enabled">
<summary>
Whether the collision was enabled or not.
</summary>
</member>
<member name="P:Bolt.CollisionEvent2DUnit.data">
<summary>
The complete collision data object.
</summary>
</member>
<member name="T:Bolt.FixedUpdate">
<summary>
Called every fixed framerate frame.
</summary>
</member>
<member name="T:Bolt.LateUpdate">
<summary>
Called every frame after all update functions have been called.
</summary>
</member>
<member name="T:Bolt.OnApplicationFocus">
<summary>
Called when the application gains focus.
</summary>
</member>
<member name="T:Bolt.OnApplicationLostFocus">
<summary>
Called when the application loses focus.
</summary>
</member>
<member name="T:Bolt.OnApplicationPause">
<summary>
Called when the application pauses.
</summary>
</member>
<member name="T:Bolt.OnApplicationQuit">
<summary>
Called when the application quits.
</summary>
</member>
<member name="T:Bolt.OnApplicationResume">
<summary>
Called when the application resumes.
</summary>
</member>
<member name="T:Bolt.OnBecameInvisible">
<summary>
Called when the renderer is no longer visible by any camera.
</summary>
</member>
<member name="T:Bolt.OnBecameVisible">
<summary>
Called when the renderer became visible by any camera.
</summary>
</member>
<member name="T:Bolt.OnButtonClick">
<summary>
Called when a user clicks the button and releases it.
</summary>
</member>
<member name="T:Bolt.OnButtonInput">
<summary>
A configurable event to handle global button input.
</summary>
</member>
<member name="P:Bolt.OnButtonInput.buttonName">
<summary>
The name of the button that received input.
</summary>
</member>
<member name="P:Bolt.OnButtonInput.action">
<summary>
The type of input.
</summary>
</member>
<member name="T:Bolt.OnCollisionEnter">
<summary>
Called when this collider / rigidbody has begun touching another rigidbody / collider.
</summary>
</member>
<member name="T:Bolt.OnCollisionEnter2D">
<summary>
Called when an incoming collider makes contact with this object's collider.
</summary>
</member>
<member name="T:Bolt.OnCollisionExit">
<summary>
Called when this collider / rigidbody has stopped touching another rigidbody / collider.
</summary>
</member>
<member name="T:Bolt.OnCollisionExit2D">
<summary>
Called when a collider on another object stops touching this object's collider.
</summary>
</member>
<member name="T:Bolt.OnCollisionStay">
<summary>
Called once per frame for every collider / rigidbody that is touching rigidbody / collider.
</summary>
</member>
<member name="T:Bolt.OnCollisionStay2D">
<summary>
Called each frame where a collider on another object is touching this object's collider.
</summary>
</member>
<member name="T:Bolt.OnControllerColliderHit">
<summary>
Called when the controller hits a collider while performing a move.
</summary>
</member>
<member name="P:Bolt.OnControllerColliderHit.collider">
<summary>
The collider that was hit by the controller.
</summary>
</member>
<member name="P:Bolt.OnControllerColliderHit.controller">
<summary>
The controller that hit the collider.
</summary>
</member>
<member name="P:Bolt.OnControllerColliderHit.moveDirection">
<summary>
The direction the CharacterController was moving in when the collision occured.
</summary>
</member>
<member name="P:Bolt.OnControllerColliderHit.moveLength">
<summary>
How far the character has travelled until it hit the collider.
</summary>
</member>
<member name="P:Bolt.OnControllerColliderHit.normal">
<summary>
The normal of the surface we collided with in world space.
</summary>
</member>
<member name="P:Bolt.OnControllerColliderHit.point">
<summary>
The impact point in world space.
</summary>
</member>
<member name="P:Bolt.OnControllerColliderHit.data">
<summary>
The impact point in world space.
</summary>
</member>
<member name="T:Bolt.OnDestinationReached">
<summary>
Called when the nav mesh agent comes within a certain threshold of its destination.
</summary>
</member>
<member name="P:Bolt.OnDestinationReached.threshold">
<summary>
The threshold for the remaining distance.
</summary>
</member>
<member name="P:Bolt.OnDestinationReached.requireSuccess">
<summary>
Whether the event should only trigger when the path is not partial or invalid.
</summary>
</member>
<member name="T:Bolt.OnDestroy">
<summary>
Called before the machine is destroyed.
</summary>
</member>
<member name="T:Bolt.OnDisable">
<summary>
Called when the machine becomes disabled or inactive.
</summary>
</member>
<member name="T:Bolt.OnDrawGizmos">
<summary>
Use to draw gizmos that are always drawn in the editor.
</summary>
</member>
<member name="T:Bolt.OnDrawGizmosSelected">
<summary>
Use to draw gizmos that are drawn in the editor when the object is selected.
</summary>
</member>
<member name="T:Bolt.OnDropdownValueChanged">
<summary>
Called when the current value of the dropdown has changed.
</summary>
</member>
<member name="P:Bolt.OnDropdownValueChanged.index">
<summary>
The index of the newly selected option.
</summary>
</member>
<member name="P:Bolt.OnDropdownValueChanged.text">
<summary>
The text of the newly selected option.
</summary>
</member>
<member name="T:Bolt.OnEnable">
<summary>
Called when the machine becomes enabled and active.
</summary>
</member>
<member name="T:Bolt.OnInputFieldEndEdit">
<summary>
Called when the user finishes editing the text content either by submitting or by clicking somewhere that removes the
focus from the input field.
</summary>
</member>
<member name="P:Bolt.OnInputFieldEndEdit.value">
<summary>
The new text content of the input field.
</summary>
</member>
<member name="T:Bolt.OnInputFieldValueChanged">
<summary>
Called when the text content of the input field has changed.
</summary>
</member>
<member name="P:Bolt.OnInputFieldValueChanged.value">
<summary>
The new text content of the input field.
</summary>
</member>
<member name="T:Bolt.OnJointBreak">
<summary>
Called when a joint attached to the same game object broke.
</summary>
</member>
<member name="P:Bolt.OnJointBreak.breakForce">
<summary>
The force that was applied for this joint to break.
</summary>
</member>
<member name="T:Bolt.OnJointBreak2D">
<summary>
Called when a joint attached to the same game object broke.
</summary>
</member>
<member name="P:Bolt.OnJointBreak2D.breakForce">
<summary>
The force that needs to be applied for the joint that broke to break.
</summary>
</member>
<member name="P:Bolt.OnJointBreak2D.breakTorque">
<summary>
The torque that needs to be applied for the joint that broke to break.
</summary>
</member>
<member name="P:Bolt.OnJointBreak2D.connectedBody">
<summary>
The 2D rigidbody to which the other end of the joint is attached (ie, the object without the joint component).
</summary>
</member>
<member name="P:Bolt.OnJointBreak2D.reactionForce">
<summary>
The reaction force of the joint that broke.
</summary>
</member>
<member name="P:Bolt.OnJointBreak2D.reactionTorque">
<summary>
The reaction torque of the joint that broke.
</summary>
</member>
<member name="P:Bolt.OnJointBreak2D.joint">
<summary>
The joint that broke.
</summary>
</member>
<member name="T:Bolt.OnKeyboardInput">
<summary>
A configurable event to handle global keyboard input.
</summary>
</member>
<member name="P:Bolt.OnKeyboardInput.key">
<summary>
The key that received input.
</summary>
</member>
<member name="P:Bolt.OnKeyboardInput.action">
<summary>
The type of input.
</summary>
</member>
<member name="T:Bolt.OnMouseDown">
<summary>
Called when the user has pressed the mouse button while over the GUI element or collider.
</summary>
</member>
<member name="T:Bolt.OnMouseDrag">
<summary>
Called when the user has clicked on the GUI element or collider and is still holding down the mouse.
</summary>
</member>
<member name="T:Bolt.OnMouseEnter">
<summary>
Called when the mouse enters the GUI element or collider.
</summary>
</member>
<member name="T:Bolt.OnMouseExit">
<summary>
Called when the mouse is not any longer over the GUI element or collider.
</summary>
</member>
<member name="T:Bolt.OnMouseInput">
<summary>
A configurable event to handle global mouse input.
</summary>
</member>
<member name="P:Bolt.OnMouseInput.button">
<summary>
The mouse button that received input.
</summary>
</member>
<member name="P:Bolt.OnMouseInput.action">
<summary>
The type of input.
</summary>
</member>
<member name="T:Bolt.OnMouseOver">
<summary>
Called every frame while the mouse is over the GUI element or collider.
</summary>
</member>
<member name="T:Bolt.OnMouseUp">
<summary>
Called when the user has released the mouse button.
</summary>
</member>
<member name="T:Bolt.OnMouseUpAsButton">
<summary>
Called when the mouse is released over the same GUI element or collider as it was pressed.
</summary>
</member>
<member name="T:Bolt.OnParticleCollision">
<summary>
Called when a particle hits a collider.
</summary>
</member>
<member name="P:Bolt.OnParticleCollision.other">
<summary>
A game object with an attached collider struck by the particle system.
</summary>
</member>
<member name="P:Bolt.OnParticleCollision.collisionEvents">
<summary>
The particle collision events.
</summary>
</member>
<member name="T:Bolt.OnScrollbarValueChanged">
<summary>
Called when the current value of the scrollbar has changed.
</summary>
</member>
<member name="P:Bolt.OnScrollbarValueChanged.value">
<summary>
The new position value of the scrollbar.
</summary>
</member>
<member name="T:Bolt.OnScrollRectValueChanged">
<summary>
Called when the current value of the scrollbar has changed.
</summary>
</member>
<member name="P:Bolt.OnScrollRectValueChanged.value">
<summary>
The new scroll position of the scroll rect.
</summary>
</member>
<member name="T:Bolt.OnSliderValueChanged">
<summary>
Called when the current value of the slider has changed.
</summary>
</member>
<member name="P:Bolt.OnSliderValueChanged.value">
<summary>
The new numeric value of the slider.
</summary>
</member>
<member name="T:Bolt.OnTransformChildrenChanged">
<summary>
Called when the list of children of the transform of the game object has changed.
</summary>
</member>
<member name="T:Bolt.OnTransformParentChanged">
<summary>
Called when the parent property of the transform of the game object has changed.
</summary>
</member>
<member name="T:Bolt.OnTriggerEnter">
<summary>
Called when a collider enters the trigger.
</summary>
</member>
<member name="T:Bolt.OnTriggerEnter2D">
<summary>
Called when a collider enters the trigger.
</summary>
</member>
<member name="T:Bolt.OnTriggerExit">
<summary>
Called when a collider exits the trigger.
</summary>
</member>
<member name="T:Bolt.OnTriggerExit2D">
<summary>
Called when a collider exits the trigger.
</summary>
</member>
<member name="T:Bolt.OnTriggerStay">
<summary>
Called once per frame for every collider that is touching the trigger.
</summary>
</member>
<member name="T:Bolt.OnTriggerStay2D">
<summary>
Called once per frame for every collider that is touching the trigger.
</summary>
</member>
<member name="T:Bolt.Start">
<summary>
Called the first time a machine is enabled before any update method.
</summary>
</member>
<member name="T:Bolt.TriggerCustomEvent">
<summary>
Triggers a custom event.
</summary>
</member>
<member name="P:Bolt.TriggerCustomEvent.enter">
<summary>
The entry point to trigger the event.
</summary>
</member>
<member name="P:Bolt.TriggerCustomEvent.name">
<summary>
The name of the event.
</summary>
</member>
<member name="P:Bolt.TriggerCustomEvent.target">
<summary>
The target of the event.
</summary>
</member>
<member name="P:Bolt.TriggerCustomEvent.exit">
<summary>
The action to do after the event has been triggered.
</summary>
</member>
<member name="P:Bolt.TriggerEventUnit.collider">
<summary>
The other collider involved in the collision.
</summary>
</member>
<member name="P:Bolt.TriggerEvent2DUnit.collider">
<summary>
The other collider involved in the collision.
</summary>
</member>
<member name="T:Bolt.Update">
<summary>
Called every frame.
</summary>
</member>
<member name="T:Bolt.CustomEvent">
<summary>
A special named event with any amount of parameters called manually with the 'Trigger Custom Event' unit.
</summary>
</member>
<member name="P:Bolt.CustomEvent.name">
<summary>
The name of the event.
</summary>
</member>
<member name="T:Bolt.OnTimerElapsed">
<summary>
Called when a specified number of seconds has elapsed.
</summary>
</member>
<member name="P:Bolt.OnTimerElapsed.seconds">
<summary>
The number of seconds to await.
</summary>
</member>
<member name="P:Bolt.OnTimerElapsed.unscaledTime">
<summary>
Whether to ignore the time scale.
</summary>
</member>
<member name="P:Bolt.GameObjectEventUnit`1.target">
<summary>
The game object that listens for the event.
</summary>
</member>
<member name="T:Bolt.ApproximatelyEqual">
<summary>
Compares two numbers to determine if they are approximately equal (disregarding floating point precision errors).
</summary>
</member>
<member name="P:Bolt.ApproximatelyEqual.a">
<summary>
The first number.
</summary>
</member>
<member name="P:Bolt.ApproximatelyEqual.b">
<summary>
The second number.
</summary>
</member>
<member name="P:Bolt.ApproximatelyEqual.equal">
<summary>
Whether A is approximately equal to B.
</summary>
</member>
<member name="T:Bolt.Comparison">
<summary>
Compares two inputs.
</summary>
</member>
<member name="P:Bolt.Comparison.a">
<summary>
The first input.
</summary>
</member>
<member name="P:Bolt.Comparison.b">
<summary>
The second input.
</summary>
</member>
<member name="P:Bolt.Comparison.numeric">
<summary>
Whether the compared inputs are numbers.
</summary>
</member>
<member name="P:Bolt.Comparison.aLessThanB">
<summary>
Whether A is less than B.
</summary>
</member>
<member name="P:Bolt.Comparison.aLessThanOrEqualToB">
<summary>
Whether A is less than or equal to B.
</summary>
</member>
<member name="P:Bolt.Comparison.aEqualToB">
<summary>
Whether A is equal to B.
</summary>
</member>
<member name="P:Bolt.Comparison.aNotEqualToB">
<summary>
Whether A is not equal to B.
</summary>
</member>
<member name="P:Bolt.Comparison.aGreaterThanOrEqualToB">
<summary>
Whether A is greater than or equal to B.
</summary>
</member>
<member name="P:Bolt.Comparison.aGreatherThanB">
<summary>
Whether A is greater than B.
</summary>
</member>
<member name="T:Bolt.Equal">
<summary>
Compares two inputs to determine whether they are equal.
</summary>
</member>
<member name="P:Bolt.Equal.comparison">
<summary>
Whether A is equal to B.
</summary>
</member>
<member name="T:Bolt.Greater">
<summary>
Compares two inputs to determine whether the first is greater than the second.
</summary>
</member>
<member name="P:Bolt.Greater.comparison">
<summary>
Whether A is greater than B.
</summary>
</member>
<member name="T:Bolt.GreaterOrEqual">
<summary>
Compares two inputs to determine whether the first is greater than or equal to the second.
</summary>
</member>
<member name="P:Bolt.GreaterOrEqual.comparison">
<summary>
Whether A is greater than or equal to B.
</summary>
</member>
<member name="T:Bolt.Less">
<summary>
Compares two inputs to determine whether the first is less than the second.
</summary>
</member>
<member name="P:Bolt.Less.comparison">
<summary>
Whether A is less than B.
</summary>
</member>
<member name="T:Bolt.LessOrEqual">
<summary>
Compares two inputs to determine whether the first is less than or equal to the second.
</summary>
</member>
<member name="P:Bolt.LessOrEqual.comparison">
<summary>
Whether A is greater than or equal to B.
</summary>
</member>
<member name="T:Bolt.NotApproximatelyEqual">
<summary>
Compares two numbers to determine if they are not approximately equal (disregarding floating point precision errors).
</summary>
</member>
<member name="P:Bolt.NotApproximatelyEqual.a">
<summary>
The first number.
</summary>
</member>
<member name="P:Bolt.NotApproximatelyEqual.b">
<summary>
The second number.
</summary>
</member>
<member name="P:Bolt.NotApproximatelyEqual.notEqual">
<summary>
Whether A is not approximately equal to B.
</summary>
</member>
<member name="T:Bolt.NotEqual">
<summary>
Compares two inputs to determine whether they are not equal.
</summary>
</member>
<member name="P:Bolt.NotEqual.comparison">
<summary>
Whether A is different than B.
</summary>
</member>
<member name="P:Bolt.BinaryComparisonUnit.a">
<summary>
The first input.
</summary>
</member>
<member name="P:Bolt.BinaryComparisonUnit.b">
<summary>
The second input.
</summary>
</member>
<member name="P:Bolt.BinaryComparisonUnit.numeric">
<summary>
Whether the compared inputs are numbers.
</summary>
</member>
<member name="T:Bolt.GenericAdd">
<summary>
Returns the sum of two objects.
</summary>
</member>
<member name="T:Bolt.GenericDivide">
<summary>
Returns the quotient of two objects.
</summary>
</member>
<member name="T:Bolt.GenericModulo">
<summary>
Returns the remainder of the division of two objects.
</summary>
</member>
<member name="T:Bolt.GenericMultiply">
<summary>
Returns the product of two objects.
</summary>
</member>
<member name="T:Bolt.GenericSubtract">
<summary>
Returns the difference between two objects.
</summary>
</member>
<member name="T:Bolt.ScalarNormalize">
<summary>
Returns the unit length version of a scalar.
</summary>
</member>
<member name="T:Bolt.IsVariableDefined">
<summary>
Checks whether a variable is defined.
</summary>
</member>
<member name="P:Bolt.IsVariableDefined.isVariableDefined">
<summary>
Whether the variable is defined.
</summary>
</member>
<member name="T:Bolt.GetGraphVariable">
<summary>
Gets the value of a graph variable.
</summary>
</member>
<member name="T:Bolt.GetVariable">
<summary>
Gets the value of a variable.
</summary>
</member>
<member name="P:Bolt.GetVariable.value">
<summary>
The value of the variable.
</summary>
</member>
<member name="P:Bolt.GetVariable.fallback">
<summary>
The value to return if the variable is not defined.
</summary>
</member>
<member name="P:Bolt.GetVariable.specifyFallback">
<summary>
Whether a fallback value should be provided if the
variable is not defined.
</summary>
</member>
<member name="T:Bolt.IsGraphVariableDefined">
<summary>
Checks if a graph variable is defined.
</summary>
</member>
<member name="T:Bolt.SetGraphVariable">
<summary>
Sets the value of a graph variable.
</summary>
</member>
<member name="T:Bolt.SaveVariables">
<summary>
Forces saved variables to be saved to the PlayerPrefs.
This is useful on WebGL where automatic save on quit is not supported.
</summary>
</member>
<member name="T:Bolt.SetVariable">
<summary>
Assigns the value of a variable.
</summary>
</member>
<member name="P:Bolt.SetVariable.assign">
<summary>
The entry point to assign the variable.
</summary>
</member>
<member name="P:Bolt.SetVariable.input">
<summary>
The value to assign to the variable.
</summary>
</member>
<member name="P:Bolt.SetVariable.assigned">
<summary>
The action to execute once the variable has been assigned.
</summary>
</member>
<member name="P:Bolt.SetVariable.output">
<summary>
The value assigned to the variable.
</summary>
</member>
<member name="P:Bolt.UnifiedVariableUnit.kind">
<summary>
The kind of variable.
</summary>
</member>
<member name="P:Bolt.UnifiedVariableUnit.name">
<summary>
The name of the variable.
</summary>
</member>
<member name="P:Bolt.UnifiedVariableUnit.object">
<summary>
The source of the variable.
</summary>
</member>
<member name="T:Bolt.Cache">
<summary>
Caches the input so that all nodes connected to the output
retrieve the value only once.
</summary>
</member>
<member name="P:Bolt.Cache.enter">
<summary>
The moment at which to cache the value.
The output value will only get updated when this gets triggered.
</summary>
</member>
<member name="P:Bolt.Cache.input">
<summary>
The value to cache when the node is entered.
</summary>
</member>
<member name="P:Bolt.Cache.output">
<summary>
The cached value, as it was the last time this node was entered.
</summary>
</member>
<member name="P:Bolt.Cache.exit">
<summary>
The action to execute once the value has been cached.
</summary>
</member>
<member name="T:Bolt.Expose">
<summary>
Exposes all members of the type.
</summary>
</member>
<member name="P:Bolt.Expose.target">
<summary>
The instance of the exposed type.
</summary>
</member>
<member name="T:Bolt.GetMember">
<summary>
Gets the value of a field or property via reflection.
</summary>
</member>
<member name="T:Bolt.InvokeMember">
<summary>
Invokes a method or a constructor via reflection.
</summary>
</member>
<member name="P:Bolt.InvokeMember.chainable">
<summary>
Whether the target should be output to allow for chaining.
</summary>
</member>
<member name="P:Bolt.InvokeMember.targetOutput">
<summary>
The target object used when setting the value.
</summary>
</member>
<member name="P:Bolt.MemberUnit.target">
<summary>
The target object.
</summary>
</member>
<member name="T:Bolt.SetMember">
<summary>
Sets the value of a field or property via reflection.
</summary>
</member>
<member name="P:Bolt.SetMember.chainable">
<summary>
Whether the target should be output to allow for chaining.
</summary>
</member>
<member name="P:Bolt.SetMember.targetOutput">
<summary>
The target object used when setting the value.
</summary>
</member>
<member name="T:Bolt.CountItems">
<summary>
Counts all items in a collection or enumeration.
</summary>
</member>
<member name="P:Bolt.CountItems.collection">
<summary>
The collection.
</summary>
</member>
<member name="P:Bolt.CountItems.count">
<summary>
The number of items contained in the collection.
</summary>
</member>
<member name="T:Bolt.AddDictionaryItem">
<summary>
Adds an item to a dictionary.
</summary>
</member>
<member name="P:Bolt.AddDictionaryItem.enter">
<summary>
The entry point for the node.
</summary>
</member>
<member name="P:Bolt.AddDictionaryItem.dictionaryInput">
<summary>
The dictionary.
</summary>
</member>
<member name="P:Bolt.AddDictionaryItem.dictionaryOutput">
<summary>
The dictionary with the added element.
Note that the input dictionary is modified directly then returned.
</summary>
</member>
<member name="P:Bolt.AddDictionaryItem.key">
<summary>
The key of the item to add.
</summary>
</member>
<member name="P:Bolt.AddDictionaryItem.value">
<summary>
The value of the item to add.
</summary>
</member>
<member name="P:Bolt.AddDictionaryItem.exit">
<summary>
The action to execute once the item has been added.
</summary>
</member>
<member name="T:Bolt.ClearDictionary">
<summary>
Clears all items from a dictionary.
</summary>
</member>
<member name="P:Bolt.ClearDictionary.enter">
<summary>
The entry point for the node.
</summary>
</member>
<member name="P:Bolt.ClearDictionary.dictionaryInput">
<summary>
The dictionary.
</summary>
</member>
<member name="P:Bolt.ClearDictionary.dictionaryOutput">
<summary>
The cleared dictionary.
Note that the input dictionary is modified directly and then returned.
</summary>
</member>
<member name="P:Bolt.ClearDictionary.exit">
<summary>
The action to execute once the dictionary has been cleared.
</summary>
</member>
<member name="T:Bolt.CreateDictionary">
<summary>
Creates an empty dictionary.
</summary>
</member>
<member name="P:Bolt.CreateDictionary.dictionary">
<summary>
The new empty dictionary.
</summary>
</member>
<member name="T:Bolt.GetDictionaryItem">
<summary>
Gets a dictionary item with the specified key.
</summary>
</member>
<member name="P:Bolt.GetDictionaryItem.dictionary">
<summary>
The dictionary.
</summary>
</member>
<member name="P:Bolt.GetDictionaryItem.key">
<summary>
The key of the item.
</summary>
</member>
<member name="P:Bolt.GetDictionaryItem.value">
<summary>
The value of the item.
</summary>
</member>
<member name="T:Bolt.MergeDictionaries">
<summary>
Merges two or more dictionaries together.
</summary>
<remarks>
If the same key is found more than once, only the value
of the first dictionary with this key will be used.
</remarks>
</member>
<member name="P:Bolt.MergeDictionaries.dictionary">
<summary>
The merged dictionary.
</summary>
</member>
<member name="T:Bolt.RemoveDictionaryItem">
<summary>
Removes a dictionary item with a specified key.
</summary>
</member>
<member name="P:Bolt.RemoveDictionaryItem.enter">
<summary>
The entry point for the node.
</summary>
</member>
<member name="P:Bolt.RemoveDictionaryItem.dictionaryInput">
<summary>
The dictionary.
</summary>
</member>
<member name="P:Bolt.RemoveDictionaryItem.dictionaryOutput">
<summary>
The dictionary without the removed item.
Note that the input dictionary is modified directly and then returned.
</summary>
</member>
<member name="P:Bolt.RemoveDictionaryItem.key">
<summary>
The key of the item to remove.
</summary>
</member>
<member name="P:Bolt.RemoveDictionaryItem.exit">
<summary>
The action to execute once the item has been removed.
</summary>
</member>
<member name="T:Bolt.SetDictionaryItem">
<summary>
Sets the value of a dictionary item with the specified key.
</summary>
</member>
<member name="P:Bolt.SetDictionaryItem.enter">
<summary>
The entry point for the node.
</summary>
</member>
<member name="P:Bolt.SetDictionaryItem.dictionary">
<summary>
The dictionary.
</summary>
</member>
<member name="P:Bolt.SetDictionaryItem.key">
<summary>
The key of the item to set.
</summary>
</member>
<member name="P:Bolt.SetDictionaryItem.value">
<summary>
The value to assign to the item.
</summary>
</member>
<member name="P:Bolt.SetDictionaryItem.exit">
<summary>
The action to execute once the item has been assigned.
</summary>
</member>
<member name="T:Bolt.FirstItem">
<summary>
Returns the first item in a collection or enumeration.
</summary>
</member>
<member name="P:Bolt.FirstItem.collection">
<summary>
The collection.
</summary>
</member>
<member name="P:Bolt.FirstItem.firstItem">
<summary>
The first item of the collection.
</summary>
</member>
<member name="T:Bolt.LastItem">
<summary>
Returns the first item in a collection or enumeration.
</summary>
</member>
<member name="P:Bolt.LastItem.collection">
<summary>
The collection.
</summary>
</member>
<member name="P:Bolt.LastItem.lastItem">
<summary>
The last item of the collection.
</summary>
</member>
<member name="T:Bolt.AddListItem">
<summary>
Adds an item to a list.
</summary>
</member>
<member name="P:Bolt.AddListItem.enter">
<summary>
The entry point for the node.
</summary>
</member>
<member name="P:Bolt.AddListItem.listInput">
<summary>
The list.
</summary>
</member>
<member name="P:Bolt.AddListItem.listOutput">
<summary>
The list with the added element.
Note that the input list is modified directly and then returned,
except if it is an array, in which case a new array with
the added element is returned instead.
</summary>
</member>
<member name="P:Bolt.AddListItem.item">
<summary>
The item to add.
</summary>
</member>
<member name="P:Bolt.AddListItem.exit">
<summary>
The action to execute once the item has been added.
</summary>
</member>
<member name="T:Bolt.ClearList">
<summary>
Clears all items from a list.
</summary>
</member>
<member name="P:Bolt.ClearList.enter">
<summary>
The entry point for the node.
</summary>
</member>
<member name="P:Bolt.ClearList.listInput">
<summary>
The list.
</summary>
</member>
<member name="P:Bolt.ClearList.listOutput">
<summary>
The cleared list.
Note that the input list is modified directly and then returned,
except if it is an array, in which case a new empty array
is returned instead.
</summary>
</member>
<member name="P:Bolt.ClearList.exit">
<summary>
The action to execute once the list has been cleared.
</summary>
</member>
<member name="T:Bolt.CreateList">
<summary>
Creates a list from a number of item inputs.
</summary>
</member>
<member name="P:Bolt.CreateList.list">
<summary>
The created list.
</summary>
</member>
<member name="T:Bolt.GetListItem">
<summary>
Gets the item at the specified index of a list.
</summary>
</member>
<member name="P:Bolt.GetListItem.list">
<summary>
The list.
</summary>
</member>
<member name="P:Bolt.GetListItem.index">
<summary>
The zero-based index.
</summary>
</member>
<member name="P:Bolt.GetListItem.item">
<summary>
The item.
</summary>
</member>
<member name="T:Bolt.InsertListItem">
<summary>
Inserts an item in a list at a specified index.
</summary>
</member>
<member name="P:Bolt.InsertListItem.enter">
<summary>
The entry point for the node.
</summary>
</member>
<member name="P:Bolt.InsertListItem.listInput">
<summary>
The list.
</summary>
</member>
<member name="P:Bolt.InsertListItem.listOutput">
<summary>
The list with the added element.
Note that the input list is modified directly and then returned,
except if it is an array, in which case a new array with
the added element is returned instead.
</summary>
</member>
<member name="P:Bolt.InsertListItem.index">
<summary>
The zero-based index at which to insert the item.
</summary>
</member>
<member name="P:Bolt.InsertListItem.item">
<summary>
The item to insert.
</summary>
</member>
<member name="P:Bolt.InsertListItem.exit">
<summary>
The action to execute once the item has been inserted.
</summary>
</member>
<member name="T:Bolt.MergeLists">
<summary>
Merges two or more lists together.
</summary>
</member>
<member name="P:Bolt.MergeLists.list">
<summary>
The merged list.
</summary>
</member>
<member name="T:Bolt.RemoveListItem">
<summary>
Removes the specified item from a list.
</summary>
</member>
<member name="P:Bolt.RemoveListItem.enter">
<summary>
The entry point for the node.
</summary>
</member>
<member name="P:Bolt.RemoveListItem.listInput">
<summary>
The list.
</summary>
</member>
<member name="P:Bolt.RemoveListItem.listOutput">
<summary>
The list without the removed item.
Note that the input list is modified directly and then returned,
except if it is an array, in which case a new array without the item
is returned instead.
</summary>
</member>
<member name="P:Bolt.RemoveListItem.item">
<summary>
The item to remove.
</summary>
</member>
<member name="P:Bolt.RemoveListItem.exit">
<summary>
The action to execute once the item has been removed.
</summary>
</member>
<member name="T:Bolt.RemoveListItemAt">
<summary>
Removes the item at the specified index of a list.
</summary>
</member>
<member name="P:Bolt.RemoveListItemAt.enter">
<summary>
The entry point for the node.
</summary>
</member>
<member name="P:Bolt.RemoveListItemAt.listInput">
<summary>
The list.
</summary>
</member>
<member name="P:Bolt.RemoveListItemAt.listOutput">
<summary>
The list without the removed item.
Note that the input list is modified directly and then returned,
except if it is an array, in which case a new array without the item
is returned instead.
</summary>
</member>
<member name="P:Bolt.RemoveListItemAt.index">
<summary>
The zero-based index.
</summary>
</member>
<member name="P:Bolt.RemoveListItemAt.exit">
<summary>
The action to execute once the item has been removed.
</summary>
</member>
<member name="T:Bolt.SetListItem">
<summary>
Sets the item at the specified index of a list.
</summary>
</member>
<member name="P:Bolt.SetListItem.enter">
<summary>
The entry point for the node.
</summary>
</member>
<member name="P:Bolt.SetListItem.list">
<summary>
The list.
</summary>
</member>
<member name="P:Bolt.SetListItem.index">
<summary>
The zero-based index.
</summary>
</member>
<member name="P:Bolt.SetListItem.item">
<summary>
The item.
</summary>
</member>
<member name="P:Bolt.SetListItem.exit">
<summary>
The action to execute once the item has been assigned.
</summary>
</member>
<member name="T:Bolt.Branch">
<summary>
Branches flow by checking if a condition is true or false.
</summary>
</member>
<member name="P:Bolt.Branch.enter">
<summary>
The entry point for the branch.
</summary>
</member>
<member name="P:Bolt.Branch.condition">
<summary>
The condition to check.
</summary>
</member>
<member name="P:Bolt.Branch.ifTrue">
<summary>
The action to execute if the condition is true.
</summary>
</member>
<member name="P:Bolt.Branch.ifFalse">
<summary>
The action to execute if the condition is false.
</summary>
</member>
<member name="T:Bolt.SelectOnEnum">
<summary>
Selects a value from a set by switching over an enum.
</summary>
</member>
<member name="P:Bolt.SelectOnEnum.selector">
<summary>
The value on which to select.
</summary>
</member>
<member name="P:Bolt.SelectOnEnum.selection">
<summary>
The selected value.
</summary>
</member>
<member name="T:Bolt.SelectOnInteger">
<summary>
Selects a value from a set by switching over an integer.
</summary>
</member>
<member name="T:Bolt.SelectOnString">
<summary>
Selects a value from a set by switching over a string.
</summary>
</member>
<member name="T:Bolt.SelectUnit">
<summary>
Selects a value from a set by checking if a condition is true or false.
</summary>
</member>
<member name="P:Bolt.SelectUnit.condition">
<summary>
The condition to check.
</summary>
</member>
<member name="P:Bolt.SelectUnit.ifTrue">
<summary>
The value to return if the condition is true.
</summary>
</member>
<member name="P:Bolt.SelectUnit.ifFalse">
<summary>
The value to return if the condition is false.
</summary>
</member>
<member name="P:Bolt.SelectUnit.selection">
<summary>
The returned value.
</summary>
</member>
<member name="P:Bolt.SelectUnit`1.selector">
<summary>
The value on which to select.
</summary>
</member>
<member name="P:Bolt.SelectUnit`1.default">
<summary>
The output value to return if the selector doesn't match any other option.
</summary>
</member>
<member name="P:Bolt.SelectUnit`1.selection">
<summary>
The selected value.
</summary>
</member>
<member name="T:Bolt.SwitchOnEnum">
<summary>
Branches flow by switching over an enum.
</summary>
</member>
<member name="P:Bolt.SwitchOnEnum.enter">
<summary>
The entry point for the switch.
</summary>
</member>
<member name="P:Bolt.SwitchOnEnum.enum">
<summary>
The enum value on which to switch.
</summary>
</member>
<member name="T:Bolt.SwitchOnInteger">
<summary>
Branches flow by switching over an integer.
</summary>
</member>
<member name="T:Bolt.SwitchOnString">
<summary>
Branches flow by switching over a string.
</summary>
</member>
<member name="P:Bolt.SwitchUnit`1.enter">
<summary>
The entry point for the switch.
</summary>
</member>
<member name="P:Bolt.SwitchUnit`1.selector">
<summary>
The value on which to switch.
</summary>
</member>
<member name="P:Bolt.SwitchUnit`1.default">
<summary>
The branch to take if the input value does not match any other option.
</summary>
</member>
<member name="T:Bolt.Formula">
<summary>
Evaluates a mathematical or logical formula with multiple arguments.
</summary>
</member>
<member name="P:Bolt.Formula.formula">
<summary>
A mathematical or logical expression tree.
</summary>
</member>
<member name="P:Bolt.Formula.cacheArguments">
<summary>
Whether input arguments should only be fetched once and then reused.
</summary>
</member>
<member name="P:Bolt.Formula.result">
<summary>
The result of the calculation or evaluation.
</summary>
</member>
<member name="T:Bolt.Literal">
<summary>
Returns a constant value defined from the editor.
</summary>
</member>
<member name="T:Bolt.And">
<summary>
Returns true if both inputs are true.
</summary>
</member>
<member name="P:Bolt.And.a">
<summary>
The first boolean.
</summary>
</member>
<member name="P:Bolt.And.b">
<summary>
The second boolean.
</summary>
</member>
<member name="P:Bolt.And.result">
<summary>
True if A and B are both true; false otherwise.
</summary>
</member>
<member name="T:Bolt.EqualityComparison">
<summary>
Compares two inputs to determine if they are equal or not equal.
</summary>
</member>
<member name="P:Bolt.EqualityComparison.a">
<summary>
The first input.
</summary>
</member>
<member name="P:Bolt.EqualityComparison.b">
<summary>
The second input.
</summary>
</member>
<member name="P:Bolt.EqualityComparison.equal">
<summary>
Whether A is equal to B.
</summary>
</member>
<member name="P:Bolt.EqualityComparison.notEqual">
<summary>
Whether A is different than B.
</summary>
</member>
<member name="T:Bolt.ExclusiveOr">
<summary>
Returns true if one input is true and the other is false.
</summary>
</member>
<member name="P:Bolt.ExclusiveOr.a">
<summary>
The first boolean.
</summary>
</member>
<member name="P:Bolt.ExclusiveOr.b">
<summary>
The second boolean.
</summary>
</member>
<member name="P:Bolt.ExclusiveOr.result">
<summary>
True if either A or B is true but not the other; false otherwise.
</summary>
</member>
<member name="T:Bolt.Negate">
<summary>
Inverts the value of a boolean.
</summary>
</member>
<member name="P:Bolt.Negate.input">
<summary>
The input boolean.
</summary>
</member>
<member name="P:Bolt.Negate.output">
<summary>
True if the input is false, false if the input is true.
</summary>
</member>
<member name="T:Bolt.NumericComparison">
<summary>
Compares two numeric inputs.
</summary>
</member>
<member name="P:Bolt.NumericComparison.a">
<summary>
The first input.
</summary>
</member>
<member name="P:Bolt.NumericComparison.b">
<summary>
The second input.
</summary>
</member>
<member name="P:Bolt.NumericComparison.aLessThanB">
<summary>
Whether A is less than B.
</summary>
</member>
<member name="P:Bolt.NumericComparison.aLessThanOrEqualToB">
<summary>
Whether A is less than or equal to B.
</summary>
</member>
<member name="P:Bolt.NumericComparison.aEqualToB">
<summary>
Whether A is equal to B.
</summary>
</member>
<member name="P:Bolt.NumericComparison.aGreaterThanOrEqualToB">
<summary>
Whether A is greater than or equal to B.
</summary>
</member>
<member name="P:Bolt.NumericComparison.aGreatherThanB">
<summary>
Whether A is greater than B.
</summary>
</member>
<member name="T:Bolt.Or">
<summary>
Returns true if either input is true.
</summary>
</member>
<member name="P:Bolt.Or.a">
<summary>
The first boolean.
</summary>
</member>
<member name="P:Bolt.Or.b">
<summary>
The second boolean.
</summary>
</member>
<member name="P:Bolt.Or.result">
<summary>
True if either A or B is true; false otherwise.
</summary>
</member>
<member name="T:Bolt.Break">
<summary>
Stops the execution of the current loop.
</summary>
</member>
<member name="P:Bolt.Break.enter">
<summary>
The entry point for the break.
</summary>
</member>
<member name="T:Bolt.For">
<summary>
Loops between a first and last index at a specified step.
</summary>
</member>
<member name="P:Bolt.For.firstIndex">
<summary>
The index at which to start the loop (inclusive).
</summary>
</member>
<member name="P:Bolt.For.lastIndex">
<summary>
The index at which to end the loop (exclusive).
</summary>
</member>
<member name="P:Bolt.For.step">
<summary>
The value by which the index will be incremented (or decremented, if negative) after each loop.
</summary>
</member>
<member name="P:Bolt.For.currentIndex">
<summary>
The current index of the loop.
</summary>
</member>
<member name="T:Bolt.ForEach">
<summary>
Loops over each element of a collection.
</summary>
</member>
<member name="P:Bolt.ForEach.collection">
<summary>
The collection over which to loop.
</summary>
</member>
<member name="P:Bolt.ForEach.currentIndex">
<summary>
The current index of the loop.
</summary>
</member>
<member name="P:Bolt.ForEach.currentKey">
<summary>
The key of the current item of the loop.
</summary>
</member>
<member name="P:Bolt.ForEach.currentItem">
<summary>
The current item of the loop.
</summary>
</member>
<member name="P:Bolt.LoopUnit.enter">
<summary>
The entry point for the loop.
</summary>
</member>
<member name="P:Bolt.LoopUnit.exit">
<summary>
The action to execute after the loop has been completed or broken.
</summary>
</member>
<member name="P:Bolt.LoopUnit.body">
<summary>
The action to execute at each loop.
</summary>
</member>
<member name="T:Bolt.While">
<summary>
Loops as long as a given condition is true.
</summary>
</member>
<member name="P:Bolt.While.condition">
<summary>
The condition to check at each iteration to determine whether the loop should continue.
</summary>
</member>
<member name="T:Bolt.GraphInput">
<summary>
Fetches input values from the parent super unit for this graph.
</summary>
</member>
<member name="T:Bolt.GraphOutput">
<summary>
Passes output values from this graph to the parent super unit.
</summary>
</member>
<member name="P:Bolt.Absolute`1.input">
<summary>
The value to make positive.
</summary>
</member>
<member name="P:Bolt.Absolute`1.output">
<summary>
The positive value.
</summary>
</member>
<member name="P:Bolt.Add`1.a">
<summary>
The first value.
</summary>
</member>
<member name="P:Bolt.Add`1.b">
<summary>
The second value.
</summary>
</member>
<member name="P:Bolt.Add`1.sum">
<summary>
The sum of A and B.
</summary>
</member>
<member name="P:Bolt.Angle`1.a">
<summary>
The first vector.
</summary>
</member>
<member name="P:Bolt.Angle`1.b">
<summary>
The second vector.
</summary>
</member>
<member name="P:Bolt.Angle`1.angle">
<summary>
The angle between A and B.
</summary>
</member>
<member name="P:Bolt.Average`1.average">
<summary>
The average.
</summary>
</member>
<member name="P:Bolt.CrossProduct`1.a">
<summary>
The first vector.
</summary>
</member>
<member name="P:Bolt.CrossProduct`1.b">
<summary>
The second vector.
</summary>
</member>
<member name="P:Bolt.CrossProduct`1.crossProduct">
<summary>
The cross product of A and B.
</summary>
</member>
<member name="P:Bolt.Distance`1.a">
<summary>
The first vector.
</summary>
</member>
<member name="P:Bolt.Distance`1.b">
<summary>
The second vector.
</summary>
</member>
<member name="P:Bolt.Distance`1.distance">
<summary>
The distance between A and B.
</summary>
</member>
<member name="P:Bolt.Divide`1.dividend">
<summary>
The dividend (or numerator).
</summary>
</member>
<member name="P:Bolt.Divide`1.divisor">
<summary>
The divisor (or denominator).
</summary>
</member>
<member name="P:Bolt.Divide`1.quotient">
<summary>
The quotient of the dividend and divisor (numerator / denominator).
</summary>
</member>
<member name="P:Bolt.DotProduct`1.a">
<summary>
The first vector.
</summary>
</member>
<member name="P:Bolt.DotProduct`1.b">
<summary>
The second vector.
</summary>
</member>
<member name="P:Bolt.DotProduct`1.dotProduct">
<summary>
The dot product of A and B.
</summary>
</member>
<member name="P:Bolt.Lerp`1.a">
<summary>
The first value.
</summary>
</member>
<member name="P:Bolt.Lerp`1.b">
<summary>
The second value.
</summary>
</member>
<member name="P:Bolt.Lerp`1.t">
<summary>
The interpolation value.
</summary>
</member>
<member name="P:Bolt.Lerp`1.interpolation">
<summary>
The linear interpolation between A and B at T.
</summary>
</member>
<member name="P:Bolt.Maximum`1.maximum">
<summary>
The maximum.
</summary>
</member>
<member name="P:Bolt.Minimum`1.minimum">
<summary>
The minimum.
</summary>
</member>
<member name="P:Bolt.Modulo`1.dividend">
<summary>
The dividend (or numerator).
</summary>
</member>
<member name="P:Bolt.Modulo`1.divisor">
<summary>
The divisor (or denominator).
</summary>
</member>
<member name="P:Bolt.Modulo`1.remainder">
<summary>
The remainder of the division of dividend and divison (numerator / denominator).
</summary>
</member>
<member name="P:Bolt.MoveTowards`1.current">
<summary>
The current value.
</summary>
</member>
<member name="P:Bolt.MoveTowards`1.target">
<summary>
The target value.
</summary>
</member>
<member name="P:Bolt.MoveTowards`1.maxDelta">
<summary>
The maximum scalar increment between values.
</summary>
</member>
<member name="P:Bolt.MoveTowards`1.result">
<summary>
The incremented value.
</summary>
</member>
<member name="P:Bolt.Multiply`1.a">
<summary>
The first value.
</summary>
</member>
<member name="P:Bolt.Multiply`1.b">
<summary>
The second value.
</summary>
</member>
<member name="P:Bolt.Multiply`1.product">
<summary>
The product of A and B.
</summary>
</member>
<member name="P:Bolt.Normalize`1.input">
<summary>
The vector to normalize.
</summary>
</member>
<member name="P:Bolt.Normalize`1.output">
<summary>
The normalized vector.
</summary>
</member>
<member name="P:Bolt.PerSecond`1.input">
<summary>
The input value.
</summary>
</member>
<member name="P:Bolt.PerSecond`1.output">
<summary>
The framerate-normalized value (multiplied by delta time).
</summary>
</member>
<member name="P:Bolt.Project`1.a">
<summary>
The vector to project.
</summary>
</member>
<member name="P:Bolt.Project`1.b">
<summary>
The vector on which to project.
</summary>
</member>
<member name="P:Bolt.Project`1.projection">
<summary>
The projection of A on B.
</summary>
</member>
<member name="P:Bolt.Round`2.rounding">
<summary>
The rounding mode.
</summary>
</member>
<member name="P:Bolt.Round`2.input">
<summary>
The value to round.
</summary>
</member>
<member name="P:Bolt.Round`2.output">
<summary>
The rounded value.
</summary>
</member>
<member name="T:Bolt.ScalarAbsolute">
<summary>
Returns the positive version of a scalar.
</summary>
</member>
<member name="T:Bolt.ScalarAdd">
<summary>
Returns the sum of two scalars.
</summary>
</member>
<member name="T:Bolt.ScalarAverage">
<summary>
Returns the average of two or more scalars.
</summary>
</member>
<member name="T:Bolt.ScalarDivide">
<summary>
Returns the quotient of two scalars.
</summary>
</member>
<member name="T:Bolt.ScalarExponentiate">
<summary>
Returns the power of a base and exponent.
</summary>
</member>
<member name="P:Bolt.ScalarExponentiate.base">
<summary>
The base.
</summary>
</member>
<member name="P:Bolt.ScalarExponentiate.exponent">
<summary>
The exponent.
</summary>
</member>
<member name="P:Bolt.ScalarExponentiate.power">
<summary>
The power of base elevated to exponent.
</summary>
</member>
<member name="T:Bolt.ScalarLerp">
<summary>
Returns the linear interpolation between two scalars.
</summary>
</member>
<member name="T:Bolt.ScalarMaximum">
<summary>
Returns the maximum between two or more scalars.
</summary>
</member>
<member name="T:Bolt.ScalarMinimum">
<summary>
Returns the minimum between two or more scalars.
</summary>
</member>
<member name="T:Bolt.ScalarModulo">
<summary>
Returns the remainder of the division of two scalars.
</summary>
</member>
<member name="T:Bolt.ScalarMoveTowards">
<summary>
Moves a scalar towards a target.
</summary>
</member>
<member name="T:Bolt.ScalarMultiply">
<summary>
Returns the product of two scalars.
</summary>
</member>
<member name="T:Bolt.ScalarPerSecond">
<summary>
Returns the framerate-normalized value of a scalar.
</summary>
</member>
<member name="T:Bolt.ScalarRoot">
<summary>
Returns the root at the nth degree of a radicand.
</summary>
</member>
<member name="P:Bolt.ScalarRoot.radicand">
<summary>
The radicand.
</summary>
</member>
<member name="P:Bolt.ScalarRoot.degree">
<summary>
The degree.
</summary>
</member>
<member name="P:Bolt.ScalarRoot.root">
<summary>
The nth degree root of the radicand.
</summary>
</member>
<member name="T:Bolt.ScalarRound">
<summary>
Rounds a decimal number to return an integer.
</summary>
</member>
<member name="T:Bolt.ScalarSubtract">
<summary>
Returns the difference between two scalars.
</summary>
</member>
<member name="T:Bolt.ScalarSum">
<summary>
Returns the sum of two or more scalars.
</summary>
</member>
<member name="P:Bolt.Subtract`1.minuend">
<summary>
The first value (minuend).
</summary>
</member>
<member name="P:Bolt.Subtract`1.subtrahend">
<summary>
The second value (subtrahend).
</summary>
</member>
<member name="P:Bolt.Subtract`1.difference">
<summary>
The difference, that is the minuend minus the subtrahend.
</summary>
</member>
<member name="P:Bolt.Sum`1.sum">
<summary>
The sum.
</summary>
</member>
<member name="T:Bolt.Vector2Absolute">
<summary>
Returns a version of a 2D vector where each component is positive.
</summary>
</member>
<member name="T:Bolt.Vector2Add">
<summary>
Returns the sum of two 2D vectors.
</summary>
</member>
<member name="T:Bolt.Vector2Angle">
<summary>
Returns the angle between two 2D vectors in degrees.
</summary>
</member>
<member name="T:Bolt.Vector2Average">
<summary>
Returns the average of two or more 2D vectors.
</summary>
</member>
<member name="T:Bolt.Vector2Distance">
<summary>
Returns the distance between two 2D vectors.
</summary>
</member>
<member name="T:Bolt.Vector2Divide">
<summary>
Returns the component-wise quotient of two 2D vectors.
</summary>
</member>
<member name="T:Bolt.Vector2DotProduct">
<summary>
Returns the dot product of two 2D vectors.
</summary>
</member>
<member name="T:Bolt.Vector2Lerp">
<summary>
Returns the linear interpolation between two 2D vectors.
</summary>
</member>
<member name="T:Bolt.Vector2Maximum">
<summary>
Returns the component-wise maximum between two or more 2D vectors.
</summary>
</member>
<member name="T:Bolt.Vector2Minimum">
<summary>
Returns the component-wise minimum between two or more 2D vectors.
</summary>
</member>
<member name="T:Bolt.Vector2Modulo">
<summary>
Returns the remainder of the component-wise division of two 2D vectors.
</summary>
</member>
<member name="T:Bolt.Vector2MoveTowards">
<summary>
Moves a 2D vector towards a target.
</summary>
</member>
<member name="T:Bolt.Vector2Multiply">
<summary>
Returns the component-wise product of two 2D vectors.
</summary>
</member>
<member name="T:Bolt.Vector2Normalize">
<summary>
Returns the unit length version of a 2D vector.
</summary>
</member>
<member name="T:Bolt.Vector2PerSecond">
<summary>
Returns the framerate-normalized value of a 2D vector.
</summary>
</member>
<member name="T:Bolt.Vector2Project">
<summary>
Returns the projection of a 2D vector on another.
</summary>
</member>
<member name="T:Bolt.Vector2Round">
<summary>
Rounds each component of a 2D vector.
</summary>
</member>
<member name="T:Bolt.Vector2Subtract">
<summary>
Returns the difference between two 2D vectors.
</summary>
</member>
<member name="T:Bolt.Vector2Sum">
<summary>
Returns the sum of two or more 2D vectors.
</summary>
</member>
<member name="T:Bolt.Vector3Absolute">
<summary>
Returns a version of a 3D vector where each component is positive.
</summary>
</member>
<member name="T:Bolt.Vector3Add">
<summary>
Returns the sum of two 3D vectors.
</summary>
</member>
<member name="T:Bolt.Vector3Angle">
<summary>
Returns the angle between two 3D vectors in degrees.
</summary>
</member>
<member name="T:Bolt.Vector3Average">
<summary>
Returns the average of two or more 3D vectors.
</summary>
</member>
<member name="T:Bolt.Vector3CrossProduct">
<summary>
Returns the cross product of two 3D vectors.
</summary>
</member>
<member name="T:Bolt.Vector3Distance">
<summary>
Returns the distance between two 3D vectors.
</summary>
</member>
<member name="T:Bolt.Vector3Divide">
<summary>
Returns the component-wise quotient of two 3D vectors.
</summary>
</member>
<member name="T:Bolt.Vector3DotProduct">
<summary>
Returns the dot product of two 3D vectors.
</summary>
</member>
<member name="T:Bolt.Vector3Lerp">
<summary>
Returns the linear interpolation between two 3D vectors.
</summary>
</member>
<member name="T:Bolt.Vector3Maximum">
<summary>
Returns the component-wise maximum between two or more 3D vectors.
</summary>
</member>
<member name="T:Bolt.Vector3Minimum">
<summary>
Returns the component-wise minimum between two or more 3D vectors.
</summary>
</member>
<member name="T:Bolt.Vector3Modulo">
<summary>
Returns the remainder of the component-wise division of two 3D vectors.
</summary>
</member>
<member name="T:Bolt.Vector3MoveTowards">
<summary>
Moves a 3D vector towards a target.
</summary>
</member>
<member name="T:Bolt.Vector3Multiply">
<summary>
Returns the component-wise product of two 3D vectors.
</summary>
</member>
<member name="T:Bolt.Vector3Normalize">
<summary>
Returns the unit length version of a 3D vector.
</summary>
</member>
<member name="T:Bolt.Vector3PerSecond">
<summary>
Returns the framerate-normalized value of a 3D vector.
</summary>
</member>
<member name="T:Bolt.Vector3Project">
<summary>
Returns the projection of a 3D vector on another.
</summary>
</member>
<member name="T:Bolt.Vector3Round">
<summary>
Rounds each component of a 3D vector.
</summary>
</member>
<member name="T:Bolt.Vector3Subtract">
<summary>
Returns the difference between two 3D vectors.
</summary>
</member>
<member name="T:Bolt.Vector3Sum">
<summary>
Returns the sum of two or more 3D vectors.
</summary>
</member>
<member name="T:Bolt.Vector4Absolute">
<summary>
Returns a version of a 4D vector where each component is positive.
</summary>
</member>
<member name="T:Bolt.Vector4Add">
<summary>
Returns the sum of two 4D vectors.
</summary>
</member>
<member name="T:Bolt.Vector4Average">
<summary>
Returns the average of two or more 4D vectors.
</summary>
</member>
<member name="T:Bolt.Vector4Distance">
<summary>
Returns the distance between two 4D vectors.
</summary>
</member>
<member name="T:Bolt.Vector4Divide">
<summary>
Returns the component-wise quotient of two 4D vectors.
</summary>
</member>
<member name="T:Bolt.Vector4DotProduct">
<summary>
Returns the dot product of two 4D vectors.
</summary>
</member>
<member name="T:Bolt.Vector4Lerp">
<summary>
Returns the linear interpolation between two 4D vectors.
</summary>
</member>
<member name="T:Bolt.Vector4Maximum">
<summary>
Returns the component-wise maximum between two or more 4D vectors.
</summary>
</member>
<member name="T:Bolt.Vector4Minimum">
<summary>
Returns the component-wise minimum between two or more 4D vectors.
</summary>
</member>
<member name="T:Bolt.Vector4Modulo">
<summary>
Returns the remainder of the component-wise division of two 4D vectors.
</summary>
</member>
<member name="T:Bolt.Vector4MoveTowards">
<summary>
Moves a 4D vector towards a target.
</summary>
</member>
<member name="T:Bolt.Vector4Multiply">
<summary>
Returns the component-wise product of two 4D vectors.
</summary>
</member>
<member name="T:Bolt.Vector4Normalize">
<summary>
Returns the unit length version of a 4D vector.
</summary>
</member>
<member name="T:Bolt.Vector4PerSecond">
<summary>
Returns the framerate-normalized value of a 4D vector.
</summary>
</member>
<member name="T:Bolt.Vector4Round">
<summary>
Rounds each component of a 4D vector.
</summary>
</member>
<member name="T:Bolt.Vector4Subtract">
<summary>
Returns the difference between two 4D vectors.
</summary>
</member>
<member name="T:Bolt.Vector4Sum">
<summary>
Returns the sum of two or more 4D vectors.
</summary>
</member>
<member name="T:Bolt.Null">
<summary>
Returns a null value.
</summary>
</member>
<member name="P:Bolt.Null.null">
<summary>
A null value.
</summary>
</member>
<member name="T:Bolt.NullCheck">
<summary>
Branches flow depending on whether the input is null.
</summary>
</member>
<member name="P:Bolt.NullCheck.input">
<summary>
The input.
</summary>
</member>
<member name="P:Bolt.NullCheck.enter">
<summary>
The entry point for the null check.
</summary>
</member>
<member name="P:Bolt.NullCheck.ifNotNull">
<summary>
The action to execute if the input is not null.
</summary>
</member>
<member name="P:Bolt.NullCheck.ifNull">
<summary>
The action to execute if the input is null.
</summary>
</member>
<member name="T:Bolt.NullCoalesce">
<summary>
Provides a fallback value if the input value is null.
</summary>
</member>
<member name="P:Bolt.NullCoalesce.input">
<summary>
The value.
</summary>
</member>
<member name="P:Bolt.NullCoalesce.fallback">
<summary>
The fallback to use if the value is null.
</summary>
</member>
<member name="P:Bolt.NullCoalesce.result">
<summary>
The returned value.
</summary>
</member>
<member name="T:Bolt.Self">
<summary>
Returns the current game object.
</summary>
</member>
<member name="P:Bolt.Self.self">
<summary>
The current game object.
</summary>
</member>
<member name="T:Bolt.GetApplicationVariable">
<summary>
Gets the value of an application variable.
</summary>
</member>
<member name="T:Bolt.GetObjectVariable">
<summary>
Gets the value of an object variable.
</summary>
</member>
<member name="P:Bolt.GetObjectVariable.source">
<summary>
The source of the variable.
</summary>
</member>
<member name="T:Bolt.GetSavedVariable">
<summary>
Gets the value of a saved variable.
</summary>
</member>
<member name="T:Bolt.GetSceneVariable">
<summary>
Gets the value of a scene variable.
</summary>
</member>
<member name="P:Bolt.GetVariableUnit.value">
<summary>
The value of the variable.
</summary>
</member>
<member name="T:Bolt.IsApplicationVariableDefined">
<summary>
Checks if an application variable is defined.
</summary>
</member>
<member name="T:Bolt.IsObjectVariableDefined">
<summary>
Checks if an object variable is defined.
</summary>
</member>
<member name="P:Bolt.IsObjectVariableDefined.source">
<summary>
The source of the variable.
</summary>
</member>
<member name="T:Bolt.IsSavedVariableDefined">
<summary>
Checks if a saved variable is defined.
</summary>
</member>
<member name="T:Bolt.IsSceneVariableDefined">
<summary>
Checks if a scene variable is defined.
</summary>
</member>
<member name="P:Bolt.IsVariableDefinedUnit.isDefined">
<summary>
Whether the variable is defined.
</summary>
</member>
<member name="T:Bolt.SetApplicationVariable">
<summary>
Sets the value of an application variable.
</summary>
</member>
<member name="T:Bolt.SetObjectVariable">
<summary>
Sets the value of an object variable.
</summary>
</member>
<member name="P:Bolt.SetObjectVariable.source">
<summary>
The source of the variable.
</summary>
</member>
<member name="T:Bolt.SetSavedVariable">
<summary>
Sets the value of a saved variable.
</summary>
</member>
<member name="T:Bolt.SetSceneVariable">
<summary>
Sets the value of a scene variable.
</summary>
</member>
<member name="P:Bolt.SetVariableUnit.assign">
<summary>
The entry point to assign the variable reference.
</summary>
</member>
<member name="P:Bolt.SetVariableUnit.input">
<summary>
The value to assign to the variable.
</summary>
</member>
<member name="P:Bolt.SetVariableUnit.assigned">
<summary>
The action to execute once the variable has been assigned.
</summary>
</member>
<member name="P:Bolt.SetVariableUnit.output">
<summary>
The value assigned to the variable.
</summary>
</member>
<member name="P:Bolt.VariableUnit.name">
<summary>
The name of the variable.
</summary>
</member>
<member name="M:Bolt.Unit.Requirement(Bolt.ValueInput,Bolt.ControlInput)">
<summary>
Triggering the destination may fetch the source value.
</summary>
</member>
<member name="M:Bolt.Unit.Requirement(Bolt.ValueInput,Bolt.ValueOutput)">
<summary>
Getting the value of the destination may fetch the value of the source.
</summary>
</member>
<member name="M:Bolt.Unit.Assignment(Bolt.ControlInput,Bolt.ValueOutput)">
<summary>
Triggering the source may assign the destination value on the flow.
</summary>
</member>
<member name="M:Bolt.Unit.Succession(Bolt.ControlInput,Bolt.ControlOutput)">
<summary>
Triggering the source may trigger the destination.
</summary>
</member>
</members>
</doc>