<?xml version="1.0"?>
<doc>
    <assembly>
        <name>Nostalgia</name>
    </assembly>
    <members>
        <member name="T:Nostalgia.AddScriptMenuAttribute">
            <summary>
            Attribute that specifies the name of at the script selection menu.
            </summary>
        </member>
        <member name="F:Nostalgia.AddScriptMenuAttribute.menuName">
            <summary>
            Menu name
            </summary>
        </member>
        <member name="F:Nostalgia.AddScriptMenuAttribute.localization">
            <summary>
            Flag for localization. If true, convert to word of each language with menuName as key.
            </summary>
        </member>
        <member name="M:Nostalgia.AddScriptMenuAttribute.#ctor(System.String)">
            <summary>
            AddScriptMenu constructor
            </summary>
            <param name="menuName">
            Menu name.
            <list type="bullet">
            <item><description>Hierarchized with "/" separator.</description></item>
            <item><description>If it is empty or null it is not displayed in the list.</description></item>
            </list>
            </param>
        </member>
        <member name="T:Nostalgia.AddTileMenu">
            <summary>
            Specification of the menu name displayed on the Add Component button of Tile.
            </summary>
            <remarks>If this Attribute is not specified, it is added to "Scripts /" or less.</remarks>
        </member>
        <member name="M:Nostalgia.AddTileMenu.#ctor(System.String)">
            <summary>
            AddTileMenu constructor
            </summary>
            <param name="menuName">Menu name. Can be hierarchized with '/' separator.</param>
            <remarks>If menuName is null or empty, it will not be displayed in the list.</remarks>
        </member>
        <member name="T:Nostalgia.AssetObject">
            <summary>
            The base class of the object to be an asset.
            </summary>
        </member>
        <member name="T:Nostalgia.Async">
            <summary>
            Class for asynchronous processing.
            <para>To start the process, please call <code>StartCoroutine (Async.Process());</code>.</para>
            </summary>
        </member>
        <member name="P:Nostalgia.Async.discontinuable">
            <summary>
            Flag as to whether it can be discontinued.
            </summary>
        </member>
        <member name="P:Nostalgia.Async.progress">
            <summary>
            progress
            </summary>
        </member>
        <member name="P:Nostalgia.Async.isDone">
            <summary>
            Whether or not it was completed.
            </summary>
        </member>
        <member name="P:Nostalgia.Async.isDiscontinued">
            <summary>
            Whether it was discontinued or not.
            </summary>
        </member>
        <member name="M:Nostalgia.Async.Discontinue">
            <summary>
            Discontinue.
            </summary>
        </member>
        <member name="P:Nostalgia.Async.title">
            <summary>
            Of processing the contents title
            </summary>
        </member>
        <member name="P:Nostalgia.Async.info">
            <summary>
            Description of the processing content
            </summary>
        </member>
        <member name="M:Nostalgia.Async.GetInfo">
            <summary>
            Get the description of the processing content.
            </summary>
            <returns>Description of the processing content</returns>
        </member>
        <member name="M:Nostalgia.Async.Process">
            <summary>
            Method for co-routine that performs processing
            <para>To start the process, please call <code>StartCoroutine(Async.Process());</code>.</para>
            </summary>
            <returns>co-routine</returns>
        </member>
        <member name="T:Nostalgia.BucketTileAsync">
            <summary>
            Do Map.BucketTile() asynchronously.
            <para>To start the process, please call <code>StartCoroutine (BucketTileAsync.Process());</code>.</para>
            </summary>
        </member>
        <member name="M:Nostalgia.BucketTileAsync.GetInfo">
            <summary>
            Get the description of the processing content.
            </summary>
            <returns>Description of the processing content</returns>
        </member>
        <member name="M:Nostalgia.BucketTileAsync.Process">
            <summary>
            Method for co-routine that performs processing
            <para>To start the process, please call <code>StartCoroutine(BucketTileAsync.Process());</code>.</para>
            </summary>
            <returns>co-routine</returns>
        </member>
        <member name="T:Nostalgia.Cell">
            <summary>
            Cell data are arranged on the grid.
            </summary>
        </member>
        <member name="F:Nostalgia.Cell.map">
            <summary>
            Map
            </summary>
        </member>
        <member name="F:Nostalgia.Cell.position">
            <summary>
            The position.
            </summary>
        </member>
        <member name="F:Nostalgia.Cell.tileIDObsolete">
            <summary>
            The tile index.
            <para>For deprecated, referring to the <see cref = "F:Nostalgia.Cell.tile" />.</para>
            </summary>
        </member>
        <member name="F:Nostalgia.Cell.tile">
            <summary>
            Tile reference value
            </summary>
        </member>
        <member name="F:Nostalgia.Cell.tilePos">
            <summary>
            Position within the Tile.
            </summary>
        </member>
        <member name="F:Nostalgia.Cell.partsID">
            <summary>
            The parts ID.
            <para>Parts of the state auto tile.</para>
            </summary>
        </member>
        <member name="F:Nostalgia.Cell.collider">
            <summary>
            The collider.
            </summary>
        </member>
        <member name="P:Nostalgia.Cell.hasCellObject">
            <summary>
            Whether or not you have a CellObject
            </summary>
        </member>
        <member name="P:Nostalgia.Cell.cellObject">
            <summary>
            Get / Set the CellObject
            </summary>
        </member>
        <member name="T:Nostalgia.Cell.DestroyCallbackFunction">
            <summary>
            Delegate method that is called when the Cell is destroyed
            </summary>
            <param name="cell">
            To be destroyed Cell
            </param>
        </member>
        <member name="E:Nostalgia.Cell.destroyCallback">
            <summary>
            Event that is called when the Cell is destroyed
            </summary>
        </member>
        <member name="M:Nostalgia.Cell.#ctor(Nostalgia.Map,UnityEngine.Vector2Int,Nostalgia.Tile)">
            <summary>
            Initializes a new instance of the <see cref="T:Nostalgia.Cell"/> class.
            </summary>
            <param name="map">
            Map
            </param>
            <param name="position">
            Position.
            </param>
            <param name="tile">
            Tile.
            </param>
        </member>
        <member name="M:Nostalgia.Cell.#ctor(Nostalgia.Map,Nostalgia.Cell)">
            <summary>
            Copy and initialize an existing <see cref="T:Nostalgia.Cell"/> instance.
            </summary>
            <param name="map">
            Map
            </param>
            <param name="cell">
            Source cell
            </param>
        </member>
        <member name="M:Nostalgia.Cell.SetPartsIndex(System.UInt16,System.Int32,System.Int32,System.Int32)">
            <summary>
            Sets the index of the parts.
            </summary>
            <returns>
            The parts index.
            </returns>
            <param name="partsID">
            Current parts ID.
            </param>
            <param name="x">
            The x coordinate(between 0 and 1).
            </param>
            <param name="y">
            The y coordinate(between 0 and 1).
            </param>
            <param name="index">
            Index.
            </param>
        </member>
        <member name="M:Nostalgia.Cell.GetPartsIndex(System.UInt16,System.Int32,System.Int32)">
            <summary>
            Gets the index of the parts.
            </summary>
            <returns>
            The parts index.
            </returns>
            <param name="partsID">
            Current parts ID.
            </param>
            <param name="x">
            The x coordinate(between 0 and 1).
            </param>
            <param name="y">
            The y coordinate(between 0 and 1).
            </param>
        </member>
        <member name="M:Nostalgia.Cell.SetPartsIndex(System.Int32,System.Int32,System.Int32)">
            <summary>
            Sets the index of the parts.
            </summary>
            <param name="x">
            The x coordinate(between 0 and 1).
            </param>
            <param name="y">
            The y coordinate(between 0 and 1).
            </param>
            <param name="index">
            Index.
            </param>
        </member>
        <member name="M:Nostalgia.Cell.GetPartsIndex(System.Int32,System.Int32)">
            <summary>
            Gets the index of the parts.
            </summary>
            <returns>
            The parts index.
            </returns>
            <param name="x">
            The x coordinate(between 0 and 1).
            </param>
            <param name="y">
            The y coordinate(between 0 and 1).
            </param>
        </member>
        <member name="M:Nostalgia.Cell.SetVertexColor(System.Int32,System.Int32,System.Int32,UnityEngine.Color)">
            <summary>
            Sets the color of the vertex.
            </summary>
            <param name="x">
            The x coordinate(between 0 and 1).
            </param>
            <param name="y">
            The y coordinate(between 0 and 1).
            </param>
            <param name="index">
            Vertex Index.
            </param>
            <param name="color">
            Vertex Color.
            </param>
        </member>
        <member name="M:Nostalgia.Cell.GetVertexColor(System.Int32,System.Int32,System.Int32)">
            <summary>
            Gets the color of the vertex.
            </summary>
            <returns>
            The vertex color.
            </returns>
            <param name="x">
            The x coordinate(between 0 and 1).
            </param>
            <param name="y">
            The y coordinate(between 0 and 1).
            </param>
            <param name="index">
            Vertex Index.
            </param>
        </member>
        <member name="M:Nostalgia.Cell.TryGetVertexColor(System.Int32,System.Int32,System.Int32,UnityEngine.Color@)">
            <summary>
            Gets the color of the vertex.
            </summary>
            <param name="x">The x coordinate(between 0 and 1).</param>
            <param name="y">The y coordinate(between 0 and 1).</param>
            <param name="index">Vertex Index.</param>
            <param name="color">Obtained vertex color</param>
            <returns>Returns true if the vertex color can be obtained.</returns>
        </member>
        <member name="M:Nostalgia.Cell.CheckCombineMesh(Nostalgia.Tile.Type,System.Int32@,UnityEngine.Color@)">
            <summary>
            It determines whether or not to join the mesh
            </summary>
            <param name="tileType">Tile type</param>
            <param name="partsIndex">Parts index</param>
            <param name="vertexColor">Vertex Color</param>
            <returns>
            <c>true</c>
            Capable of binding
            <c>false</c>
            Join not
            </returns>
        </member>
        <member name="M:Nostalgia.Cell.op_Equality(Nostalgia.Cell,Nostalgia.Cell)">
            <summary>
            Determine if the Cells are equal.
            </summary>
            <param name="a">Cell to determine if they are equal</param>
            <param name="b">Cell to determine if they are equal</param>
            <returns>Returns true if the Cells are equal.</returns>
        </member>
        <member name="M:Nostalgia.Cell.op_Inequality(Nostalgia.Cell,Nostalgia.Cell)">
            <summary>
            Determine if the Cells are not equal.
            </summary>
            <param name="a">Cell to determine if they are not equal</param>
            <param name="b">Cell to determine if they are not equal</param>
            <returns>Returns true if the Cells are not equal.</returns>
        </member>
        <member name="M:Nostalgia.Cell.Equals(System.Object)">
            <summary>
            Determine if the Cells are equal.
            </summary>
            <param name="obj">Object to determine if they are equal</param>
            <returns>Returns true if they are equal.</returns>
        </member>
        <member name="M:Nostalgia.Cell.Equals(Nostalgia.Cell)">
            <summary>
            Determine if the Cells are equal.
            </summary>
            <param name="other">Cell to determine if they are equal</param>
            <returns>Returns true if they are equal.</returns>
        </member>
        <member name="M:Nostalgia.Cell.OnAfterDeserialize">
            <summary>
            Called after deserialization.
            </summary>
        </member>
        <member name="M:Nostalgia.Cell.GetNewestVersion">
            <summary>
            Get the latest version number.
            </summary>
            <returns>Latest version number</returns>
        </member>
        <member name="M:Nostalgia.Cell.OnSerialize(System.Int32)">
            <summary>
            Called when serializing the specified version. Called repeatedly until the latest version.
            </summary>
            <param name="version">Version to serialize</param>
            <returns>Serialized result version</returns>
        </member>
        <member name="M:Nostalgia.Cell.GetHashCode">
            <summary>
            Get the hash code.
            </summary>
            <returns>Returns the hash code.</returns>
        </member>
        <member name="T:Nostalgia.CellObject">
            <summary>
            Components that are attached in Create CellObject
            </summary>
        </member>
        <member name="P:Nostalgia.CellObject.map">
            <summary>
            Map that are associated
            </summary>
        </member>
        <member name="P:Nostalgia.CellObject.position">
            <summary>
            Position
            </summary>
        </member>
        <member name="P:Nostalgia.CellObject.cell">
            <summary>
            Get the Cell
            </summary>
        </member>
        <member name="M:Nostalgia.CellObject.SetTile(Nostalgia.Tile,System.UInt16,UnityEngine.Vector2Int,System.Boolean,System.Boolean)">
            <summary>
            Sets the tile.
            </summary>
            <param name="tile">
            Tile.
            </param>
            <param name="partsID">
            Parts ID.
            </param>
            <param name="tilePos">
            Tile Position
            </param>
            <param name="autoTiling">
            If set to <c>true</c> auto tiling.
            </param>
            <param name="changeParts">
            If set to <c>true</c> change parts.
            </param>
            <returns>
            <c>true</c>,
            if tile was put,
            <c>false</c>
            otherwise.
            </returns>
        </member>
        <member name="T:Nostalgia.Chunk">
            <summary>
            Rendering chunk of Map.
            <para>You do not need to manipulate the chunk basically.</para>
            </summary>
        </member>
        <member name="F:Nostalgia.Chunk.chunkWidth">
            <summary>
            Number of cells on each side
            </summary>
        </member>
        <member name="M:Nostalgia.Chunk.CellPosToChunkPos(UnityEngine.Vector2Int)">
            <summary>
            Convert cell position to chunk position.
            </summary>
            <param name="cellPos">Cell position</param>
            <returns>Chunk position</returns>
        </member>
        <member name="M:Nostalgia.Chunk.CellToChunkPos(Nostalgia.Cell)">
            <summary>
            Convert cell to chunk position.
            </summary>
            <param name="cell">Cell</param>
            <returns>Chunk position</returns>
        </member>
        <member name="P:Nostalgia.Chunk.map">
            <summary>
            Map to which they belong.
            </summary>
        </member>
        <member name="F:Nostalgia.Chunk.position">
            <summary>
            The position.
            </summary>
        </member>
        <member name="P:Nostalgia.Chunk.cellCount">
            <summary>
            Cell count.
            </summary>
        </member>
        <member name="M:Nostalgia.Chunk.GetCell(System.Int32)">
            <summary>
            Get cell.
            </summary>
            <param name="index">The index of the cell.</param>
            <returns>Cell</returns>
        </member>
        <member name="P:Nostalgia.Chunk.hasCells">
            <summary>
            Whether this chunk has cells
            </summary>
        </member>
        <member name="F:Nostalgia.Chunk.dirty">
            <summary>
            The dirty.
            </summary>
        </member>
        <member name="P:Nostalgia.Chunk.sortingLayerID">
            <summary>
            Gets or sets the sorting layer ID.
            </summary>
            <value>
            The sorting layer ID.
            </value>
        </member>
        <member name="P:Nostalgia.Chunk.sortingOrder">
            <summary>
            Gets or sets the sorting order.
            </summary>
            <value>
            The sorting order.
            </value>
        </member>
        <member name="P:Nostalgia.Chunk.cachedMesh">
            <summary>
            チャンクに生成されたMesh
            </summary>
        </member>
        <member name="M:Nostalgia.Chunk.HasCells">
            <summary>
            Has the <see cref="T:Nostalgia.Cell"/>.
            </summary>
            <returns>
            <c>true</c>,
            if cells was haded,
            <c>false</c>
            otherwise.
            </returns>
        </member>
        <member name="M:Nostalgia.Chunk.UpdateMesh(System.Boolean)">
            <summary>
            Updates the mesh.
            </summary>
            <param name="rebuild">Flag to rebuild. If true, rebuild all meshes. If false, only the changed part is updated by the difference.</param>
        </member>
        <member name="T:Nostalgia.ChunkGraphic">
            <summary>
            A component for rendering Chunk on Canvas.
            </summary>
        </member>
        <member name="P:Nostalgia.ChunkGraphic.mainTexture">
            <summary>
            Graphic texture
            </summary>
        </member>
        <member name="M:Nostalgia.ChunkGraphic.OnEnable">
            <summary>
            Called when the object is enabled / activated
            </summary>
        </member>
        <member name="M:Nostalgia.ChunkGraphic.OnPopulateMesh(UnityEngine.UI.VertexHelper)">
            <summary>
            Callback function when a UI element needs to generate vertices.
            </summary>
            <param name="vh">VertexHelper utility.</param>
        </member>
        <member name="T:Nostalgia.Collider2DExtensions">
            <summary>
            Extension method of Collider2D
            </summary>
        </member>
        <member name="M:Nostalgia.Collider2DExtensions.GetCell(UnityEngine.Collider2D)">
            <summary>
            Get Cell.
            </summary>
            <param name="collider">Collider 2D to acquire Cell</param>
            <returns>Cell found. If there is none, it returns null.</returns>
            <remarks>If Is Combine of Tile Collider setting is true, null is returned because Cell and Collider2D can not be associated.</remarks>
        </member>
        <member name="M:Nostalgia.Collider2DExtensions.GetMapCollider(UnityEngine.Collider2D)">
            <summary>
            Get MapCollider.
            </summary>
            <param name="collider">Collider 2D to acquire MapCollider</param>
            <returns>MapCollider found. If there is none, it returns null.</returns>
        </member>
        <member name="M:Nostalgia.Collider2DExtensions.GetTile(UnityEngine.Collider2D)">
            <summary>
            Get Tile.
            </summary>
            <param name="collider">Collider 2D to acquire Tile</param>
            <returns>Tile found. If there is none, it returns null.</returns>
        </member>
        <member name="T:Nostalgia.CollisionCell">
            <summary>
            Cell collision information
            </summary>
        </member>
        <member name="F:Nostalgia.CollisionCell.cell">
            <summary>
            Collision Cell
            </summary>
        </member>
        <member name="P:Nostalgia.CollisionCell.contactCount">
            <summary>
            Number of contact positions
            </summary>
        </member>
        <member name="M:Nostalgia.CollisionCell.GetContact(System.Int32)">
            <summary>
            Get contact position information.
            </summary>
            <param name="index">A 0-based index of <see cref="P:Nostalgia.CollisionCell.contactCount" />.</param>
            <returns>Returns the contact position information stored in the index.</returns>
        </member>
        <member name="T:Nostalgia.CollisionTile">
            <summary>
            Tile collision information.<br/>
            It can be received by implementing <see cref="T:Nostalgia.ITileCollisionReceiver"/> in <see cref="T:Nostalgia.TileComponent"/>.
            </summary>
        </member>
        <member name="F:Nostalgia.CollisionTile.map">
            <summary>
            Collision Map
            </summary>
        </member>
        <member name="P:Nostalgia.CollisionTile.collisionCellCount">
            <summary>
            Number of cells collided
            </summary>
        </member>
        <member name="P:Nostalgia.CollisionTile.rigidbody">
            <summary>
            Rigidbody2D of the opponent who collided
            </summary>
        </member>
        <member name="P:Nostalgia.CollisionTile.otherRigidbody">
            <summary>
            Rigidbody2D on the Map side that collided
            </summary>
        </member>
        <member name="P:Nostalgia.CollisionTile.collider">
            <summary>
            Collider2D of the opponent who collided
            </summary>
        </member>
        <member name="P:Nostalgia.CollisionTile.otherCollider">
            <summary>
            Collider2D on the Map side that collided
            </summary>
        </member>
        <member name="P:Nostalgia.CollisionTile.relativeVelocity">
            <summary>
            Relative velocity at the time of collision
            </summary>
        </member>
        <member name="M:Nostalgia.CollisionTile.GetCollisionCell(System.Int32)">
            <summary>
            Get cell collision information.
            </summary>
            <param name="index">A 0-based index of <see cref="P:Nostalgia.CollisionTile.collisionCellCount" />.</param>
            <returns>Returns collision information for cells stored in the index.</returns>
        </member>
        <member name="T:Nostalgia.CombinationSideFlags">
            <summary>
            Bit mask that controls the combination of each side.
            </summary>
        </member>
        <member name="F:Nostalgia.CombinationSideFlags.None">
            <summary>
            None
            </summary>
        </member>
        <member name="F:Nostalgia.CombinationSideFlags.TopLeft">
            <summary>
            If the top left tile can be connected, combine them.
            </summary>
        </member>
        <member name="F:Nostalgia.CombinationSideFlags.TopCenter">
            <summary>
            If the top center tile can be connected, combine them.
            </summary>
        </member>
        <member name="F:Nostalgia.CombinationSideFlags.TopRight">
            <summary>
            If the top right tile can be connected, combine them.
            </summary>
        </member>
        <member name="F:Nostalgia.CombinationSideFlags.CenterLeft">
            <summary>
            If the center left tile can be connected, combine them.
            </summary>
        </member>
        <member name="F:Nostalgia.CombinationSideFlags.CenterRight">
            <summary>
            If the center right tile can be connected, combine them.
            </summary>
        </member>
        <member name="F:Nostalgia.CombinationSideFlags.BottomLeft">
            <summary>
            If the bottom left tile can be connected, combine them.
            </summary>
        </member>
        <member name="F:Nostalgia.CombinationSideFlags.BottomCenter">
            <summary>
            If the bottom center tile can be connected, combine them.
            </summary>
        </member>
        <member name="F:Nostalgia.CombinationSideFlags.BottomRight">
            <summary>
            If the bottom right tile can be connected, combine them.
            </summary>
        </member>
        <member name="F:Nostalgia.CombinationSideFlags.All">
            <summary>
            Enable all flags
            </summary>
        </member>
        <member name="T:Nostalgia.ComponentUtility">
            <summary>
            Component utility class for Editor
            </summary>
        </member>
        <member name="T:Nostalgia.ComponentUtility.DelayCallBack">
            <summary>
            Delegate of delayed invoked method
            </summary>
        </member>
        <member name="F:Nostalgia.ComponentUtility.editorProcessor">
            <summary>
            Component processor in Editor
            </summary>
        </member>
        <member name="F:Nostalgia.ComponentUtility.inEditor">
            <summary>
            Flags in Editor
            </summary>
        </member>
        <member name="T:Nostalgia.ComponentUtility.InEditorScope">
            <summary>
            Scope to set to be in Editor
            </summary>
        </member>
        <member name="M:Nostalgia.ComponentUtility.InEditorScope.#ctor">
            <summary>
            InEditorScope constructor.
            </summary>
        </member>
        <member name="M:Nostalgia.ComponentUtility.InEditorScope.CloseScope">
            <summary>
            Called when the scope is closed.
            </summary>
        </member>
        <member name="M:Nostalgia.ComponentUtility.AddComponent(UnityEngine.GameObject,System.Type)">
            <summary>
            Add component.
            </summary>
            <param name="gameObject">GameObject</param>
            <param name="type">Component type</param>
            <returns>Component</returns>
        </member>
        <member name="M:Nostalgia.ComponentUtility.AddComponent``1(UnityEngine.GameObject)">
            <summary>
            Add component.
            </summary>
            <typeparam name="Type">Component type</typeparam>
            <param name="gameObject">GameObject</param>
            <returns>Component</returns>
        </member>
        <member name="M:Nostalgia.ComponentUtility.Destroy(UnityEngine.Object)">
            <summary>
            Destroy object.
            </summary>
            <param name="objectToUndo">Object</param>
        </member>
        <member name="M:Nostalgia.ComponentUtility.DestroyImmediate(UnityEngine.Object)">
            <summary>
            Immediately destroy the Object.
            </summary>
            <param name="objectToUndo">Object</param>
        </member>
        <member name="M:Nostalgia.ComponentUtility.RecordObject(UnityEngine.Object,System.String)">
            <summary>
            Record object.
            </summary>
            <param name="objectToUndo">Object</param>
            <param name="name">Name</param>
        </member>
        <member name="M:Nostalgia.ComponentUtility.RegisterCreatedObjectUndo(UnityEngine.Object,System.String)">
            <summary>
            Register created Object in Undo.
            </summary>
            <param name="objectToUndo">Object</param>
            <param name="name">Name</param>
        </member>
        <member name="M:Nostalgia.ComponentUtility.RegisterCompleteObjectUndo(UnityEngine.Object,System.String)">
            <summary>
            Register Object in Undo.
            </summary>
            <param name="objectToUndo">Object</param>
            <param name="name">Name</param>
        </member>
        <member name="M:Nostalgia.ComponentUtility.RegisterCompleteObjectsUndo(UnityEngine.Object[],System.String)">
            <summary>
            Register Objects in Undo.
            </summary>
            <param name="objectsToUndo">Object array</param>
            <param name="name">Name</param>
        </member>
        <member name="M:Nostalgia.ComponentUtility.AddObjectToAsset(UnityEngine.Object,UnityEngine.Object)">
            <summary>
            Add object to asset.
            </summary>
            <param name="objectToAdd">Object to add</param>
            <param name="assetObject">Asset</param>
        </member>
        <member name="M:Nostalgia.ComponentUtility.SetDirty(UnityEngine.Object)">
            <summary>
            Marks an Object as dirty.
            </summary>
            <param name="obj">Object</param>
        </member>
        <member name="M:Nostalgia.ComponentUtility.SetSelectedWireframeHidden(UnityEngine.Renderer,System.Boolean)">
            <summary>
            Set whether to hide the selected wireframe.
            </summary>
            <param name="renderer">Renderer</param>
            <param name="enabled">If set to true, the wireframe at the time of selection will not be displayed.</param>
        </member>
        <member name="M:Nostalgia.ComponentUtility.CopyMap(Nostalgia.Map)">
            <summary>
            Copy the Map to the clipboard.
            </summary>
            <param name="source">Map to copy</param>
        </member>
        <member name="M:Nostalgia.ComponentUtility.ValidatePasteMapValues">
            <summary>
            Validate if the Map can be pasted from the clipboard.
            </summary>
            <returns>Returns true if it can be pasted.</returns>
        </member>
        <member name="M:Nostalgia.ComponentUtility.PasteMapValues(Nostalgia.Map)">
            <summary>
            Paste the Map from the clipboard.
            </summary>
            <param name="map">Map of the paste destination</param>
        </member>
        <member name="M:Nostalgia.ComponentUtility.IsValidObject(UnityEngine.Object)">
            <summary>
            Check if Object is valid.
            </summary>
            <param name="obj">Object</param>
            <returns>Returns true if Object is valid.</returns>
        </member>
        <member name="M:Nostalgia.ComponentUtility.IsExistObject(UnityEngine.Object)">
            <summary>
            Check if Object exists.
            </summary>
            <param name="obj">Object</param>
            <returns>Returns true if Object exists.</returns>
        </member>
        <member name="M:Nostalgia.ComponentUtility.IsMissingObject(UnityEngine.Object)">
            <summary>
            Check if the Object is Missing.
            </summary>
            <param name="obj">Object</param>
            <returns>Returns true if Object is Missing.</returns>
        </member>
        <member name="M:Nostalgia.ComponentUtility.IncrementCurrentGroup">
            <summary>
            Increment the current Undo group index.
            </summary>
        </member>
        <member name="M:Nostalgia.ComponentUtility.SetCurrentGroupName(System.String)">
            <summary>
            Set the name of the current undo group.
            </summary>
            <param name="name">Name</param>
        </member>
        <member name="M:Nostalgia.ComponentUtility.GetCurrentGroup">
            <summary>
            Get the current Undo group index.
            </summary>
            <returns>the current Undo group index</returns>
        </member>
        <member name="M:Nostalgia.ComponentUtility.CollapseUndoOperations(System.Int32)">
            <summary>
            Collapses all undo operation up to group index together into one step.
            </summary>
            <param name="groupIndex">Group index</param>
        </member>
        <member name="M:Nostalgia.ComponentUtility.DelayCall(Nostalgia.ComponentUtility.DelayCallBack)">
            <summary>
            Delay call. Delayed only in Editor.
            </summary>
            <param name="delayCall">Method to call</param>
        </member>
        <member name="M:Nostalgia.ComponentUtility.QueuePlayerLoopUpdate">
            <summary>
            Add player loop updates to the queue.
            </summary>
        </member>
        <member name="T:Nostalgia.DontMoveAttribute">
            <summary>
            Attribute to ensure that it can not move components by dragging and dropping to the Hierarchy window.
            </summary>
        </member>
        <member name="F:Nostalgia.DontMoveAttribute.dontMoveGameObject">
            <summary>
            Whether to prevent even the movement of the game object
            </summary>
        </member>
        <member name="M:Nostalgia.DontMoveAttribute.#ctor(System.Boolean)">
            <summary>
            Set DontMoveAttribute
            </summary>
            <param name="dontMoveGameObject">
            Whether to prevent even the movement of the game object
            </param>
        </member>
        <member name="T:Nostalgia.Extensions.Vector2IntExtensions">
            <summary>
            Vector2Int extension class
            </summary>
        </member>
        <member name="M:Nostalgia.Extensions.Vector2IntExtensions.Negative(UnityEngine.Vector2Int)">
            <summary>
            Invert the sign of each component of Vector2Int.
            </summary>
            <param name="v">Vector2Int to reverse the sign of each component</param>
            <returns>Returns the result of reversing the sign of each component.</returns>
        </member>
        <member name="T:Nostalgia.IComponentProcessor">
            <summary>
            Interface for Editor processing such as Undo. Used with ComponentUtility.
            </summary>
        </member>
        <member name="M:Nostalgia.IComponentProcessor.AddComponent(UnityEngine.GameObject,System.Type)">
            <summary>
            Add component.
            </summary>
            <param name="gameObject">GameObject</param>
            <param name="type">Component type</param>
            <returns>Component</returns>
        </member>
        <member name="M:Nostalgia.IComponentProcessor.Destroy(UnityEngine.Object)">
            <summary>
            Destroy object.
            </summary>
            <param name="objectToUndo">Object</param>
        </member>
        <member name="M:Nostalgia.IComponentProcessor.RecordObject(UnityEngine.Object,System.String)">
            <summary>
            Record object.
            </summary>
            <param name="objectToUndo">Object</param>
            <param name="name">Name</param>
        </member>
        <member name="M:Nostalgia.IComponentProcessor.RegisterCreatedObjectUndo(UnityEngine.Object,System.String)">
            <summary>
            Register created Object in Undo.
            </summary>
            <param name="objectToUndo">Object</param>
            <param name="name">Name</param>
        </member>
        <member name="M:Nostalgia.IComponentProcessor.RegisterCompleteObjectUndo(UnityEngine.Object,System.String)">
            <summary>
            Register Object in Undo.
            </summary>
            <param name="objectToUndo">Object</param>
            <param name="name">Name</param>
        </member>
        <member name="M:Nostalgia.IComponentProcessor.RegisterCompleteObjectsUndo(UnityEngine.Object[],System.String)">
            <summary>
            Register Objects in Undo.
            </summary>
            <param name="objectsToUndo">Object array</param>
            <param name="name">Name</param>
        </member>
        <member name="M:Nostalgia.IComponentProcessor.AddObjectToAsset(UnityEngine.Object,UnityEngine.Object)">
            <summary>
            Add object to asset.
            </summary>
            <param name="objectToAdd">Object to add</param>
            <param name="assetObject">Asset</param>
        </member>
        <member name="M:Nostalgia.IComponentProcessor.SetDirty(UnityEngine.Object)">
            <summary>
            Marks an Object as dirty.
            </summary>
            <param name="obj">Object</param>
        </member>
        <member name="M:Nostalgia.IComponentProcessor.SetSelectedWireframeHidden(UnityEngine.Renderer,System.Boolean)">
            <summary>
            Set whether to hide the selected wireframe.
            </summary>
            <param name="renderer">Renderer</param>
            <param name="enabled">If set to true, the wireframe at the time of selection will not be displayed.</param>
        </member>
        <member name="M:Nostalgia.IComponentProcessor.CopyMap(Nostalgia.Map)">
            <summary>
            Copy the Map to the clipboard.
            </summary>
            <param name="source">Map to copy</param>
        </member>
        <member name="M:Nostalgia.IComponentProcessor.PasteMapValues(Nostalgia.Map)">
            <summary>
            Paste the Map from the clipboard.
            </summary>
            <param name="map">Map of the paste destination</param>
        </member>
        <member name="M:Nostalgia.IComponentProcessor.ValidatePasteMapValues">
            <summary>
            Validate if the Map can be pasted from the clipboard.
            </summary>
            <returns>Returns true if it can be pasted.</returns>
        </member>
        <member name="M:Nostalgia.IComponentProcessor.IncrementCurrentGroup">
            <summary>
            Increment the current Undo group index.
            </summary>
        </member>
        <member name="M:Nostalgia.IComponentProcessor.SetCurrentGroupName(System.String)">
            <summary>
            Set the name of the current undo group.
            </summary>
            <param name="name">Name</param>
        </member>
        <member name="M:Nostalgia.IComponentProcessor.GetCurrentGroup">
            <summary>
            Get the current Undo group index.
            </summary>
            <returns>the current Undo group index</returns>
        </member>
        <member name="M:Nostalgia.IComponentProcessor.CollapseUndoOperations(System.Int32)">
            <summary>
            Collapses all undo operation up to group index together into one step.
            </summary>
            <param name="groupIndex">Group index</param>
        </member>
        <member name="M:Nostalgia.IComponentProcessor.DelayCall(Nostalgia.ComponentUtility.DelayCallBack)">
            <summary>
            Delay call.
            </summary>
            <param name="delayCall">Method to call</param>
        </member>
        <member name="M:Nostalgia.IComponentProcessor.QueuePlayerLoopUpdate">
            <summary>
            Add player loop updates to the queue.
            </summary>
        </member>
        <member name="T:Nostalgia.Internal.DocumentableAttribute">
            <summary>
            Inner class to use when documenting.
            </summary>
        </member>
        <member name="T:Nostalgia.Internal.SerializeVersion">
            <summary>
            A class for managing serialized versions. Inherit to the class you want to version control and use.
            </summary>
        </member>
        <member name="M:Nostalgia.Internal.SerializeVersion.GetNewestVersion">
            <summary>
            Get the latest version number.
            </summary>
            <returns>Latest version number</returns>
        </member>
        <member name="M:Nostalgia.Internal.SerializeVersion.OnSerialize(System.Int32)">
            <summary>
            Called when serializing the specified version. Called repeatedly until the latest version.
            </summary>
            <param name="version">Version to serialize</param>
            <returns>Serialized result version</returns>
        </member>
        <member name="M:Nostalgia.Internal.SerializeVersion.#ctor">
            <summary>
            Create a new SerializeVersion instance.
            </summary>
        </member>
        <member name="M:Nostalgia.Internal.SerializeVersion.OnInitialize">
            <summary>
            Called when initialized.
            </summary>
        </member>
        <member name="M:Nostalgia.Internal.SerializeVersion.OnAfterDeserialize">
            <summary>
            Called after deserialization.
            </summary>
        </member>
        <member name="M:Nostalgia.Internal.SerializeVersion.OnBeforeSerialize">
            <summary>
            Called before serialization.
            </summary>
        </member>
        <member name="T:Nostalgia.ITileCallbackReceiver">
            <summary>
            Tile callback receiver. It will be called by implementing it in <see cref="T:Nostalgia.TileComponent" />.
            </summary>
        </member>
        <member name="M:Nostalgia.ITileCallbackReceiver.OnAddCell(Nostalgia.Map,Nostalgia.Cell)">
            <summary>
            Called when this tile is placed on the Map.
            </summary>
            <param name="map">Map where this tile is placed</param>
            <param name="cell">Cell where this tile is placed</param>
        </member>
        <member name="M:Nostalgia.ITileCallbackReceiver.OnRemoveCell(Nostalgia.Map,Nostalgia.Cell)">
            <summary>
            Called when this tile is removed from the Map.
            </summary>
            <param name="map">Map where this tile was placed</param>
            <param name="cell">Cell where this tile was placed</param>
        </member>
        <member name="T:Nostalgia.ITileColliderCombinable">
            <summary>
            An interface that indicates that Colliders can be combined. Implement and use it in the inherited class of <see cref="T:Nostalgia.TileColliderBase"/>.
            </summary>
        </member>
        <member name="P:Nostalgia.ITileColliderCombinable.isCombine">
            <summary>
            Whether to combine Collider
            </summary>
        </member>
        <member name="P:Nostalgia.ITileColliderCombinable.isSplitMapCollider">
            <summary>
            Whether to split MapCollider
            </summary>
        </member>
        <member name="M:Nostalgia.ITileColliderCombinable.GetPolygons(UnityEngine.Vector2,System.Collections.Generic.List{System.Collections.Generic.List{UnityEngine.Vector2}})">
            <summary>
            Get polygons.
            </summary>
            <param name="cellPos">Cell position</param>
            <param name="polygons">List containing polygons</param>
        </member>
        <member name="T:Nostalgia.ITileCollisionReceiver">
            <summary>
            Tile collision receiver. It will be called by implementing it in <see cref = "T:Nostalgia.TileComponent" />.
            </summary>
        </member>
        <member name="M:Nostalgia.ITileCollisionReceiver.OnCollisionEnter(Nostalgia.CollisionTile)">
            <summary>
            Called when the Map on which this tile is placed collides.
            </summary>
            <param name="collisionTile">Tile collision information</param>
        </member>
        <member name="M:Nostalgia.ITileCollisionReceiver.OnCollisionStay(Nostalgia.CollisionTile)">
            <summary>
            Called while the Map on which this tile is placed collides.
            </summary>
            <param name="collisionTile">Tile collision information</param>
        </member>
        <member name="M:Nostalgia.ITileCollisionReceiver.OnCollisionExit(Nostalgia.CollisionTile)">
            <summary>
            Called when the collision of the Map where this tile is placed ends.
            </summary>
            <param name="collisionTile">Tile collision information</param>
        </member>
        <member name="T:Nostalgia.Map">
            <summary>
            Components of 2D tile map.
            <para>And it may be attached to a GameObject.</para>
            </summary>
        </member>
        <member name="F:Nostalgia.Map._TileSet">
            <summary>
            Tile set to use.
            </summary>
        </member>
        <member name="F:Nostalgia.Map._SortingLayerID">
            <summary>
            Specify Sorting Layer of 2D sprite.
            </summary>
        </member>
        <member name="F:Nostalgia.Map._SortingOrder">
            <summary>
            Specify the order within the same Sorting Layer.
            </summary>
        </member>
        <member name="F:Nostalgia.Map._Color">
            <summary>
            Designation of overall material color.
            </summary>
        </member>
        <member name="F:Nostalgia.Map._EdgeCombine">
            <summary>
            When you place an auto-tile on the edge of the map, specify whether you want to bond considers the map end and the same tile.
            </summary>
        </member>
        <member name="T:Nostalgia.Map.OnRepainted">
            <summary>
            Callback delegate when repainted
            </summary>
        </member>
        <member name="E:Nostalgia.Map.onRepainted">
            <summary>
            Callback event when repainted
            </summary>
        </member>
        <member name="T:Nostalgia.Map.HorizontalPivot">
            <summary>
            Specifies the pivot in the horizontal direction.
            <para>Use a Resize().</para>
            </summary>
        </member>
        <member name="F:Nostalgia.Map.HorizontalPivot.Left">
            <summary>
            The left.
            </summary>
        </member>
        <member name="F:Nostalgia.Map.HorizontalPivot.Center">
            <summary>
            The center.
            </summary>
        </member>
        <member name="F:Nostalgia.Map.HorizontalPivot.Right">
            <summary>
            The right.
            </summary>
        </member>
        <member name="T:Nostalgia.Map.VerticalPivot">
            <summary>
            Specifies the pivot in the vertical direction.
            <para>Use a Resize().</para>
            </summary>
        </member>
        <member name="F:Nostalgia.Map.VerticalPivot.Top">
            <summary>
            The top.
            </summary>
        </member>
        <member name="F:Nostalgia.Map.VerticalPivot.Center">
            <summary>
            The center.
            </summary>
        </member>
        <member name="F:Nostalgia.Map.VerticalPivot.Bottom">
            <summary>
            The bottom.
            </summary>
        </member>
        <member name="P:Nostalgia.Map.width">
            <summary>
            Gets the width.
            </summary>
            <value>
            The width.
            </value>
        </member>
        <member name="P:Nostalgia.Map.height">
            <summary>
            Gets the height.
            </summary>
            <value>
            The height.
            </value>
        </member>
        <member name="P:Nostalgia.Map.tileSet">
            <summary>
            Gets / Sets the tile set.
            </summary>
            <value>
            The tile set.
            </value>
        </member>
        <member name="P:Nostalgia.Map.edgeCombine">
            <summary>
            Whether or not to combine auto tiles with map edges
            </summary>
        </member>
        <member name="P:Nostalgia.Map.isCanvas">
            <summary>
            Whether to render to a Canvas.
            When the Map game object has RectTransform, it is in Canvas mode.
            </summary>
        </member>
        <member name="P:Nostalgia.Map.cellCount">
            <summary>
            Get the number of Cells.
            </summary>
        </member>
        <member name="M:Nostalgia.Map.GetCell(System.Int32)">
            <summary>
            Get the Cell from the index .
            </summary>
            <param name="index">index</param>
            <returns>Cell</returns>
        </member>
        <member name="P:Nostalgia.Map.chunkCount">
            <summary>
            Get the number of chunks.
            </summary>
        </member>
        <member name="M:Nostalgia.Map.GetChunk(System.Int32)">
            <summary>
            Get the chunk from the index .
            </summary>
            <param name="index">index</param>
            <returns>chunk</returns>
        </member>
        <member name="P:Nostalgia.Map.mapColliderCount">
            <summary>
            Get the number of MapColliders.
            </summary>
        </member>
        <member name="M:Nostalgia.Map.GetMapCollider(System.Int32)">
            <summary>
            Get the MapCollider from the index .
            </summary>
            <param name="index">index</param>
            <returns>MapCollider</returns>
        </member>
        <member name="P:Nostalgia.Map.stampCount">
            <summary>
            Get the number of stamps.
            </summary>
        </member>
        <member name="M:Nostalgia.Map.GetStamp(System.Int32)">
            <summary>
            Get the chunk from the index .
            </summary>
            <param name="index">index</param>
            <returns>stamp</returns>
        </member>
        <member name="M:Nostalgia.Map.IndexOfStamp(Nostalgia.Stamp)">
            <summary>
            Get the index from the Stamp.
            </summary>
            <param name="stamp">stamp</param>
            <returns>index</returns>
        </member>
        <member name="P:Nostalgia.Map.color">
            <summary>
            Gets or sets the material color.
            </summary>
        </member>
        <member name="P:Nostalgia.Map.sortingLayerID">
            <summary>
            Gets or sets the sortingLayerID.
            </summary>
        </member>
        <member name="P:Nostalgia.Map.sortingOrder">
            <summary>
            Gets or sets the sortingOrder.
            </summary>
        </member>
        <member name="P:Nostalgia.Map.mapCount">
            <summary>
            Get the number of Maps.
            </summary>
        </member>
        <member name="M:Nostalgia.Map.GetMap(System.Int32)">
            <summary>
            Get the Map from the index .
            </summary>
            <param name="index">index</param>
            <returns>Map</returns>
        </member>
        <member name="M:Nostalgia.Map.TryGetCells(Nostalgia.Tile,System.Collections.Generic.List{Nostalgia.Cell})">
            <summary>
            Gets the cell where the specified Tile is located.
            </summary>
            <param name="tile">Tile</param>
            <param name="cells">List to store found cells</param>
            <returns>Returns true if a cell is found</returns>
        </member>
        <member name="T:Nostalgia.Map.CellResult">
            <summary>
            Class that will contain the result of Map.FindCell ().
            </summary>
        </member>
        <member name="F:Nostalgia.Map.CellResult.map">
            <summary>
            Map the corresponding Cell belongs.
            </summary>
        </member>
        <member name="F:Nostalgia.Map.CellResult.cell">
            <summary>
            The found Cell.
            </summary>
        </member>
        <member name="M:Nostalgia.Map.FindCell(UnityEngine.Vector3)">
            <summary>
            Finds the Cell from the world position.
            </summary>
            <returns>
            CellResult is returned if you find. 
            Null is returned if it does not exist.
            </returns>
            <param name="worldPos">
            World position.
            </param>
        </member>
        <member name="M:Nostalgia.Map.FindCells(UnityEngine.Vector3)">
            <summary>
            Find Cell everything in the world coordinates to the specified.
            </summary>
            <returns>
            Array of CellResult of Cell found.
            </returns>
            <param name="worldPos">
            World position.
            </param>
        </member>
        <member name="M:Nostalgia.Map.FindCell(UnityEngine.Collider2D)">
            <summary>
            Find Cell from Collider 2D.
            </summary>
            <param name="collider">Collider2D to acquire Cell</param>
            <returns>Return Cell. It returns null if it can not be found.</returns>
        </member>
        <member name="M:Nostalgia.Map.GetCell(UnityEngine.Vector2Int)">
            <summary>
            Gets the Cell.
            </summary>
            <returns>
            The Cell.
            The return value may be null if it does not exist.
            </returns>
            <param name="pos">
            Position.
            </param>
        </member>
        <member name="M:Nostalgia.Map.GetCellFromWorldPos(UnityEngine.Vector3)">
            <summary>
            Gets the cell from world position.
            </summary>
            <returns>
            It is the Cell found. 
            I return null if it does not.
            </returns>
            <param name="worldPos">
            World position.
            </param>
        </member>
        <member name="M:Nostalgia.Map.GetCellFromCollider(UnityEngine.Collider2D)">
            <summary>
            Gets the Cell from collider.
            </summary>
            <returns>
            The Cell from collider.
            The return value may be null if it does not exist.
            </returns>
            <param name="collider">
            Collider.
            </param>
        </member>
        <member name="M:Nostalgia.Map.GetTile(UnityEngine.Vector2Int)">
            <summary>
            Gets the tile.
            </summary>
            <returns>
            The tile.
            The return value may be null if it does not exist.
            </returns>
            <param name="pos">
            Position.
            </param>
        </member>
        <member name="M:Nostalgia.Map.MapPointToLocalPoint(UnityEngine.Vector2Int,System.Boolean)">
            <summary>
            Maps the point to local point.
            </summary>
            <param name="pos">Position.</param>
            <param name="cellCenter">Whether to correct to the center of the Cell. If false, it points to the lower left of the Cell.</param>
            <returns>The point to local point.</returns>
        </member>
        <member name="M:Nostalgia.Map.MapPointToWorldPoint(UnityEngine.Vector2Int,System.Boolean)">
            <summary>
            Maps the point to world point.
            </summary>
            <param name="pos">Position.</param>
            <param name="cellCenter">Whether to correct to the center of the Cell. If false, it points to the lower left of the Cell.</param>
            <returns>The point to world point.</returns>
        </member>
        <member name="M:Nostalgia.Map.LocalPointToMapPoint(UnityEngine.Vector3)">
            <summary>
            Locals the point to map point.
            </summary>
            <returns>
            The point to map point.
            </returns>
            <param name="localPos">
            Local position.
            </param>
        </member>
        <member name="M:Nostalgia.Map.WorldPointToMapPoint(UnityEngine.Vector3)">
            <summary>
            Worlds the point to map point.
            </summary>
            <returns>
            The point to map point.
            </returns>
            <param name="worldPos">
            World position.
            </param>
        </member>
        <member name="M:Nostalgia.Map.RayToPoint(UnityEngine.Ray,UnityEngine.Vector2Int@)">
            <summary>
            Raies to point.
            </summary>
            <returns>
            <c>true</c>,
            if to point was rayed,
            <c>false</c> 
            otherwise.
            </returns>
            <param name="ray">
            Ray.
            </param>
            <param name="pos">
            Position.
            </param>
        </member>
        <member name="M:Nostalgia.Map.Raycast(UnityEngine.Ray,UnityEngine.Vector2@)">
            <summary>
            Raies to local point.
            </summary>
            <param name="ray">
            Ray.
            </param>
            <param name="localPos">
            Local position.
            </param>
            <returns>Returns true if there is a cell at the hit position.</returns>
        </member>
        <member name="M:Nostalgia.Map.Resize(System.Int32,System.Int32,Nostalgia.Map.HorizontalPivot,Nostalgia.Map.VerticalPivot)">
            <summary>
            Resize.
            </summary>
            <param name="width">
            Width.
            </param>
            <param name="height">
            Height.
            </param>
            <param name="horizontalPivot">
            Horizontal pivot.
            </param>
            <param name="verticalPivot">
            Vertical pivot.
            </param>
        </member>
        <member name="M:Nostalgia.Map.InsertCell(UnityEngine.Vector2Int,UnityEngine.Vector2Int)">
            <summary>
            To insert cells.
            </summary>
            <param name="pos">Position</param>
            <param name="size">Size</param>
        </member>
        <member name="M:Nostalgia.Map.RemoveCell(UnityEngine.Vector2Int,UnityEngine.Vector2Int)">
            <summary>
            To remove cells
            </summary>
            <param name="pos">Position</param>
            <param name="size">Size</param>
        </member>
        <member name="M:Nostalgia.Map.PutTile(UnityEngine.Vector2Int,Nostalgia.Tile,System.UInt16,UnityEngine.Vector2Int,System.Boolean,System.Boolean,System.Boolean)">
            <summary>
            Puts the tile.
            </summary>
            <returns>
            <c>true</c>,
            if tile was put,
            <c>false</c>
            otherwise.
            </returns>
            <param name="pos">
            Position.
            </param>
            <param name="tile">
            Tile.
            </param>
            <param name="partsID">
            Parts ID.
            </param>
            <param name="tilePos">
            Tile Position
            </param>
            <param name="autoTiling">
            If set to <c>true</c> auto tiling.
            </param>
            <param name="changeParts">
            If set to <c>true</c> change parts.
            </param>
            <param name="isCreateCellObject">
            Whether you want to create a CellObject
            </param>
        </member>
        <member name="M:Nostalgia.Map.FillTile(UnityEngine.Vector2Int,System.Int32,System.Int32,Nostalgia.Tile,System.UInt16,System.Boolean,System.Boolean)">
            <summary>
            Fills the tile.
            </summary>
            <returns>
            <c>true</c>,
            if tile was filled, 
            <c>false</c>
            otherwise.
            </returns>
            <param name="pos">
            Position.
            </param>
            <param name="width">
            Width.
            </param>
            <param name="height">
            Height.
            </param>
            <param name="tile">
            Tile.
            </param>
            <param name="partsID">
            Parts ID.
            </param>
            <param name="autoTiling">
            If set to <c>true</c> auto tiling.
            </param>
            <param name="isCreateCellObject">
            Whether you want to create a CellObject
            </param>
        </member>
        <member name="M:Nostalgia.Map.FillTileAsync(UnityEngine.Vector2Int,System.Int32,System.Int32,Nostalgia.Tile,System.UInt16,System.Boolean,System.Boolean)">
            <summary>
            Fills the tile (Async).
            </summary>
            <returns>
            Async instance to handle the asynchronous.
            </returns>
            <param name="pos">
            Position.
            </param>
            <param name="width">
            Width.
            </param>
            <param name="height">
            Height.
            </param>
            <param name="tile">
            Tile.
            </param>
            <param name="partsID">
            Parts ID.
            </param>
            <param name="autoTiling">
            If set to <c>true</c> auto tiling.
            </param>
            <param name="isCreateCellObject">
            Whether you want to create a CellObject
            </param>
        </member>
        <member name="M:Nostalgia.Map.CreateStamp(UnityEngine.Vector2Int,System.Int32,System.Int32)">
            <summary>
            To create a stamp
            </summary>
            <param name="pos">Position</param>
            <param name="width">Width</param>
            <param name="height">Height</param>
            <returns>Stamp was created. If there is no Cell in the range null is returned.</returns>
        </member>
        <member name="M:Nostalgia.Map.RemoveStamp(Nostalgia.Stamp)">
            <summary>
            To remove the stamp
            </summary>
            <param name="stamp">Stamp to be removed</param>
        </member>
        <member name="M:Nostalgia.Map.PutStamp(UnityEngine.Vector2Int,Nostalgia.Stamp,System.Boolean,System.Boolean)">
            <summary>
            Fills the tile from stamp.
            </summary>
            <returns>
            <c>true</c>,
            if tile was filled, 
            <c>false</c>
            otherwise.
            </returns>
            <param name="pos">
            Position.
            </param>
            <param name="stamp">
            Stamp.
            </param>
            <param name="autoTiling">
            If set to <c>true</c> auto tiling.
            </param>
            <param name="isCreateCellObject">
            Whether you want to create a CellObject
            </param>
        </member>
        <member name="M:Nostalgia.Map.UpdateAutoTiles(System.Collections.Generic.HashSet{UnityEngine.Vector2Int},System.Boolean)">
            <summary>
            Update process of the Cell by auto tile
            </summary>
            <param name="points">Coordinates to be updated</param>
            <param name="aroundOnly">Whether you want to update only the peripheral</param>
            <returns>Whether the update</returns>
        </member>
        <member name="M:Nostalgia.Map.BucketTile(UnityEngine.Vector2Int,Nostalgia.Tile,System.UInt16,System.Boolean,System.Boolean)">
            <summary>
            Buckets the tile.
            </summary>
            <returns>
            <c>true</c>,
            if tile was bucketed, 
            <c>false</c>
            otherwise.
            </returns>
            <param name="pos">
            Position.
            </param>
            <param name="tile">
            Tile.
            </param>
            <param name="partsID">
            Parts ID.
            </param>
            <param name="autoTiling">
            If set to <c>true</c> auto tiling.
            </param>
            <param name="isCreateCellObject">
            Whether you want to create a CellObject
            </param>
        </member>
        <member name="M:Nostalgia.Map.BucketTileAsync(UnityEngine.Vector2Int,Nostalgia.Tile,System.UInt16,System.Boolean,System.Boolean)">
            <summary>
            Buckets the tile (Async).
            </summary>
            <returns>
            Async instance to handle the asynchronous
            </returns>
            <param name="pos">
            Position.
            </param>
            <param name="tile">
            Tile.
            </param>
            <param name="partsID">
            Parts ID.
            </param>
            <param name="autoTiling">
            If set to <c>true</c> auto tiling.
            </param>
            <param name="isCreateCellObject">
            Whether you want to create a CellObject
            </param>
        </member>
        <member name="M:Nostalgia.Map.RemoveTile(Nostalgia.Cell,System.Boolean)">
            <summary>
            Removes the tile.
            </summary>
            <returns>
            <c>true</c>,
            if tile was removed,
            <c>false</c>
            otherwise.
            </returns>
            <param name="cell">
            Cell.
            </param>
            <param name="autoTiling">
            If set to <c>true</c> auto tiling.
            </param>
        </member>
        <member name="M:Nostalgia.Map.RemoveTile(UnityEngine.Vector2Int,System.Boolean)">
            <summary>
            Removes the tile.
            </summary>
            <returns>
            <c>true</c>,
            if tile was removed,
            <c>false</c>
            otherwise.
            </returns>
            <param name="pos">
            Position.
            </param>
            <param name="autoTiling">
            If set to <c>true</c> auto tiling.
            </param>
        </member>
        <member name="M:Nostalgia.Map.RemoveRectangleTile(UnityEngine.Vector2Int,System.Int32,System.Int32,System.Boolean)">
            <summary>
            Tile remove of a rectangle specified.
            </summary>
            <returns>
            <c>true</c>,
            if tile was removed,
            <c>false</c>
            otherwise.
            </returns>
            <param name="pos">
            Position.
            </param>
            <param name="width">
            Width.
            </param>
            <param name="height">
            Height.
            </param>
            <param name="autoTiling">
            If set to <c>true</c> auto tiling.
            </param>
        </member>
        <member name="M:Nostalgia.Map.RemoveRectangleTileAsync(UnityEngine.Vector2Int,System.Int32,System.Int32,System.Boolean)">
            <summary>
            Tile remove of a rectangle specified (Async).
            </summary>
            <returns>
            Async instance to handle the asynchronous.
            </returns>
            <param name="pos">
            Position.
            </param>
            <param name="width">
            Width.
            </param>
            <param name="height">
            Height.
            </param>
            <param name="autoTiling">
            If set to <c>true</c> auto tiling.
            </param>
        </member>
        <member name="M:Nostalgia.Map.RemoveBucketTile(UnityEngine.Vector2Int,System.Boolean)">
            <summary>
            Tile deletion in bucket form.
            </summary>
            <returns>
            <c>true</c>,
            if tile was removed,
            <c>false</c>
            otherwise.
            </returns>
            <param name="pos">
            Position.
            </param>
            <param name="autoTiling">
            If set to <c>true</c> auto tiling.
            </param>
        </member>
        <member name="M:Nostalgia.Map.RemoveBucketTileAsync(UnityEngine.Vector2Int,System.Boolean)">
            <summary>
            Tile deletion in bucket form(Async).
            </summary>
            <returns>
            Async instance to handle the asynchronous
            </returns>
            <param name="pos">
            Position.
            </param>
            <param name="autoTiling">
            If set to <c>true</c> auto tiling.
            </param>
        </member>
        <member name="M:Nostalgia.Map.ColorBrush(UnityEngine.Vector2,System.Single,UnityEngine.Color,System.Boolean)">
            <summary>
            Colors the brush.
            </summary>
            <returns>
            <c>true</c>,
            Changed.
            <c>false</c>
            otherwise.
            </returns>
            <param name="center">
            Center.
            </param>
            <param name="radius">
            Radius.
            </param>
            <param name="color">
            Color.
            </param>
            <param name="halftile">
            Fill half per tile.
            </param>
        </member>
        <member name="M:Nostalgia.Map.ColorBrushRectangle(UnityEngine.Vector2,System.Single,System.Single,UnityEngine.Color,System.Boolean)">
            <summary>
            Paint a vertex color rectangle specified.
            </summary>
            <returns><c>true</c>, 
            Changed.
            <c>false</c> 
            otherwise.
            </returns>
            <param name="pos">
            Position.
            </param>
            <param name="width">
            Width.
            </param>
            <param name="height">
            Height.
            </param>
            <param name="color">
            Color.
            </param>
            <param name="halftile">
            Fill half per tile.
            </param>
        </member>
        <member name="M:Nostalgia.Map.AllClear">
            <summary>
            Alls the clear.
            </summary>
        </member>
        <member name="M:Nostalgia.Map.AllClearAsync">
            <summary>
            Alls the clear.
            </summary>
            <returns>null</returns>
        </member>
        <member name="M:Nostalgia.Map.UpdateCollider(Nostalgia.Cell)">
            <summary>
            To update the status of the Collider of the Cell.
            </summary>
            <param name="cell">Cell to update the Collider</param>
            <returns>Whether the update</returns>
        </member>
        <member name="M:Nostalgia.Map.GetMapCollider(UnityEngine.PolygonCollider2D)">
            <summary>
            Get MapCollider from PolygonCollider2D.
            </summary>
            <param name="collider">PolygonCollider2D</param>
            <returns>MapCollider. If there is none, null is returned.</returns>
        </member>
        <member name="M:Nostalgia.Map.GetMapCollider(Nostalgia.Cell)">
            <summary>
            Get MapCollider from Cell.
            </summary>
            <param name="cell">Cell</param>
            <returns>MapCollider. If there is none, null is returned.</returns>
        </member>
        <member name="M:Nostalgia.Map.UpdateMapCollider">
            <summary>
            Update MapColliders
            </summary>
        </member>
        <member name="M:Nostalgia.Map.Refresh">
            <summary>
            Refresh this instance.
            Please Cell if you have updated the TileSet.
            </summary>
            <returns>false</returns>
        </member>
        <member name="M:Nostalgia.Map.RefreshAsync">
            <summary>
            Rebuild the Cell asynchronously.
            Please call if you have updated the TileSet.
            </summary>
            <returns>null</returns>
        </member>
        <member name="M:Nostalgia.Map.SetDirty(System.Boolean)">
            <summary>
            You set up to rebuild the mesh. 
            Please call when you directly modify the Cell.
            </summary>
            <param name="repaint">
            Whether or not to repaint
            </param>
        </member>
        <member name="P:Nostalgia.Map.material">
            <summary>
            Gets the material.
            </summary>
        </member>
        <member name="M:Nostalgia.Map.Repaint">
            <summary>
            Repaint
            </summary>
        </member>
        <member name="M:Nostalgia.Map.Copy(Nostalgia.Map)">
            <summary>
            Copy the Map.
            </summary>
            <param name="source">Copy source Map</param>
        </member>
        <member name="M:Nostalgia.Map.DestroySubComponents">
            <summary>
            Destroies the sub components.
            Usually, you do not need to call.
            </summary>
        </member>
        <member name="T:Nostalgia.MapCollider">
            <summary>
            Class for Collider to combine.
            </summary>
        </member>
        <member name="F:Nostalgia.MapCollider.colliderWidth">
            <summary>
            Number of cells on each side
            </summary>
        </member>
        <member name="M:Nostalgia.MapCollider.CellPosColliderPos(UnityEngine.Vector2Int)">
            <summary>
            Converts the position of Cell to the position of MapCollider.
            </summary>
            <param name="cellPos">Cell position.</param>
            <returns>MapCollider position.</returns>
        </member>
        <member name="M:Nostalgia.MapCollider.CellToColliderPos(Nostalgia.Cell)">
            <summary>
            Converts the Cell to the position of MapCollider.
            </summary>
            <param name="cell">Cell</param>
            <returns>MapCollider position.</returns>
        </member>
        <member name="P:Nostalgia.MapCollider.tile">
            <summary>
            Types of tiles to combine
            </summary>
        </member>
        <member name="P:Nostalgia.MapCollider.position">
            <summary>
            The position.
            </summary>
        </member>
        <member name="P:Nostalgia.MapCollider.map">
            <summary>
            Map to which they belong.
            </summary>
        </member>
        <member name="P:Nostalgia.MapCollider.hasCells">
            <summary>
            Whether this chunk has cells
            </summary>
        </member>
        <member name="P:Nostalgia.MapCollider.polygonCollider">
            <summary>
            PolygonCollider 2D as a result of combining.
            </summary>
        </member>
        <member name="F:Nostalgia.MapCollider.dirty">
            <summary>
            The dirty.
            </summary>
        </member>
        <member name="T:Nostalgia.PixelPerfectCamera">
            <summary>
            A component that supports Pixel Perfect for Camera.
            </summary>
            <remarks>
            <list type="bullet">
            <item><description>The Camera Projection must be "Orthographic".</description></item>
            <item><description>Use PixelPerUnit (pixel size per unit in the scene) and RefResolution (assumed resolution you want to fit in the camera) to back-calculate the camera size and coordinates to achieve pixel perfection.</description></item>
            </list>
            </remarks>
        </member>
        <member name="F:Nostalgia.PixelPerfectCamera._PixelPerUnit">
            <summary>
            Number of pixels per unit in the scene
            </summary>
        </member>
        <member name="F:Nostalgia.PixelPerfectCamera._RefResolutionX">
            <summary>
            The width (pixels) of the expected resolution to draw as Pixel Perfect
            </summary>
        </member>
        <member name="F:Nostalgia.PixelPerfectCamera._RefResolutionY">
            <summary>
            The height (pixels) of the expected resolution to draw as Pixel Perfect
            </summary>
        </member>
        <member name="F:Nostalgia.PixelPerfectCamera._PixelSnapping">
            <summary>
            Flags that snap to pixels on the screen
            </summary>
        </member>
        <member name="T:Nostalgia.Point2">
            <summary>
            Classes for handling two-dimensional integer coordinates.
            </summary>
        </member>
        <member name="F:Nostalgia.Point2.zero">
            <summary>
            Get Point2 of (0,0).
            </summary>
        </member>
        <member name="F:Nostalgia.Point2.x">
            <summary>
            The x coordinate.
            </summary>
        </member>
        <member name="F:Nostalgia.Point2.y">
            <summary>
            The y coordinate.
            </summary>
        </member>
        <member name="M:Nostalgia.Point2.#ctor(System.Int32,System.Int32)">
            <summary>
            Initializes a new instance of the <see cref="T:Nostalgia.Point2"/> class.
            </summary>
            <param name="x">
            The x coordinate.
            </param>
            <param name="y">
            The y coordinate.
            </param>
        </member>
        <member name="M:Nostalgia.Point2.#ctor(Nostalgia.Point2)">
            <summary>
            Initializes a new instance of the <see cref="T:Nostalgia.Point2"/> class.
            </summary>
            <param name="p">
            Point2
            </param>
        </member>
        <member name="P:Nostalgia.Point2.sqrMagnitude">
            <summary>
            Returns the squared length of this Point2.
            </summary>
            <value>
            the squared length.
            </value>
        </member>
        <member name="P:Nostalgia.Point2.magnitude">
            <summary>
            Returns the length of this Point2.
            </summary>
            <value>
            The magnitude.
            </value>
        </member>
        <member name="M:Nostalgia.Point2.op_Addition(Nostalgia.Point2,Nostalgia.Point2)">
            <summary>
            Addition of Point2 each other.
            </summary>
            <param name="a">Point2 to add</param>
            <param name="b">Point2 to add</param>
            <returns>Returns the added result.</returns>
        </member>
        <member name="M:Nostalgia.Point2.op_Subtraction(Nostalgia.Point2,Nostalgia.Point2)">
            <summary>
            Subtraction of Point2 each other.
            </summary>
            <param name="a">Point2 to subtract</param>
            <param name="b">Point2 to subtract</param>
            <returns>Returns the result of subtraction.</returns>
        </member>
        <member name="M:Nostalgia.Point2.op_UnaryNegation(Nostalgia.Point2)">
            <summary>
            Inversion of the sign.
            </summary>
            <param name="a">Point2 to invert the sign</param>
            <returns>Returns the result of inverting the sign.</returns>
        </member>
        <member name="M:Nostalgia.Point2.op_Multiply(Nostalgia.Point2,System.Int32)">
            <summary>
            Multiplication of Point2.
            </summary>
            <param name="a">Point2 to multiply</param>
            <param name="b">Point2 to multiply</param>
            <returns>Returns the result of multiplication.</returns>
        </member>
        <member name="M:Nostalgia.Point2.op_Multiply(System.Int32,Nostalgia.Point2)">
            <summary>
            Multiplication of Point2.
            </summary>
            <param name="a">int to multiply</param>
            <param name="b">Point2 to multiply</param>
            <returns>Returns the result of multiplication.</returns>
        </member>
        <member name="M:Nostalgia.Point2.op_Division(Nostalgia.Point2,System.Int32)">
            <summary>
            Division of Point2.
            </summary>
            <param name="a">Divide Point2</param>
            <param name="b">Divide int</param>
            <returns>Returns the result of division.</returns>
        </member>
        <member name="M:Nostalgia.Point2.op_Equality(Nostalgia.Point2,Nostalgia.Point2)">
            <summary>
            Returns true if the Point2s are equal.
            </summary>
            <param name="a">Point2 to determine if they are equal</param>
            <param name="b">Point2 to determine if they are equal</param>
            <returns>Returns true if the Point2s are equal.</returns>
        </member>
        <member name="M:Nostalgia.Point2.op_Inequality(Nostalgia.Point2,Nostalgia.Point2)">
            <summary>
            Returns true if Point2s different.
            </summary>
            <param name="a">Point2 to determine if they are not equal</param>
            <param name="b">Point2 to determine if they are not equal</param>
            <returns>Returns true if the Point2s are not equal.</returns>
        </member>
        <member name="M:Nostalgia.Point2.op_Implicit(UnityEngine.Vector2)~Nostalgia.Point2">
            <summary>
            Performs an implicit conversion from <see cref="T:UnityEngine.Vector2"/> to <see cref="T:Nostalgia.Point2"/>.
            </summary>
            <param name="v">Vector2.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:Nostalgia.Point2.op_Implicit(Nostalgia.Point2)~UnityEngine.Vector2">
            <summary>
            Performs an implicit conversion from <see cref="T:Nostalgia.Point2"/> to <see cref="T:UnityEngine.Vector2"/>.
            </summary>
            <param name="p">Point2</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:Nostalgia.Point2.op_Implicit(Nostalgia.Point2)~UnityEngine.Vector2Int">
            <summary>
            Performs an implicit conversion from <see cref="T:Nostalgia.Point2"/> to <see cref="T:UnityEngine.Vector2Int"/>.
            </summary>
            <param name="p">Point2</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:Nostalgia.Point2.op_Implicit(UnityEngine.Vector2Int)~Nostalgia.Point2">
            <summary>
            Performs an implicit conversion from <see cref="T:UnityEngine.Vector2Int"/> to <see cref="T:Nostalgia.Point2"/>.
            </summary>
            <param name="v">Vector2Int.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:Nostalgia.Point2.IsInsideRect(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            It is inside a rectangle
            </summary>
            <param name="x">x</param>
            <param name="y">y</param>
            <param name="width">width</param>
            <param name="height">height</param>
            <returns>True if it is inside the rectangle</returns>
        </member>
        <member name="M:Nostalgia.Point2.Equals(System.Object)">
            <summary>
            Determine if the Point2s are equal.
            </summary>
            <param name="obj">Object to determine if they are equal</param>
            <returns>Returns true if they are equal.</returns>
        </member>
        <member name="M:Nostalgia.Point2.Equals(Nostalgia.Point2)">
            <summary>
            Determine if the Point2s are equal.
            </summary>
            <param name="other">Point2 to determine if they are equal</param>
            <returns>Returns true if they are equal.</returns>
        </member>
        <member name="M:Nostalgia.Point2.GetHashCode">
            <summary>
            Get the hash code.
            </summary>
            <returns>Returns the hash code.</returns>
        </member>
        <member name="M:Nostalgia.Point2.ToString">
            <summary>
            Convert to a string.
            </summary>
            <returns>Converted string.</returns>
        </member>
        <member name="T:Nostalgia.Pool.CollectionPool`2">
            <summary>
            <see cref="T:System.Collections.Generic.ICollection`1"/> type pool.
            </summary>
            <typeparam name="TCollection">Collection type</typeparam>
            <typeparam name="TItem">Element type</typeparam>
        </member>
        <member name="M:Nostalgia.Pool.CollectionPool`2.Get">
            <summary>
            Fetch an instance from the pool.
            </summary>
            <returns>The retrieved instance.</returns>
        </member>
        <member name="M:Nostalgia.Pool.CollectionPool`2.Get(`0@)">
            <summary>
            Fetch an instance from the pool and return a <see cref="T:Nostalgia.Pool.PooledObject`1"/>.
            </summary>
            <param name="value">The retrieved instance.</param>
            <returns><see cref="T:Nostalgia.Pool.PooledObject`1"/></returns>
            <remarks>By using <see cref = "T:Nostalgia.Pool.PooledObject`1" /> in the using statement, it will be returned to the pool when it goes out of scope.</remarks>
        </member>
        <member name="M:Nostalgia.Pool.CollectionPool`2.Release(`0)">
            <summary>
            Return the instance to the pool.
            </summary>
            <param name="toRelease">Instance to return</param>
        </member>
        <member name="T:Nostalgia.Pool.DictionaryPool`2">
            <summary>
            <see cref="T:System.Collections.Generic.Dictionary`2" /> type pool
            </summary>
            <typeparam name="TKey">Key type</typeparam>
            <typeparam name="TValue">Value type</typeparam>
        </member>
        <member name="T:Nostalgia.Pool.GenericPool`1">
            <summary>
            General purpose pool
            </summary>
            <typeparam name="T">Pool type. If <see cref="T:Nostalgia.Pool.IReleaseReceiver" /> is implemented, the <see cref="M:Nostalgia.Pool.IReleaseReceiver.OnRelease" /> method is called when returning to the instance.</typeparam>
        </member>
        <member name="M:Nostalgia.Pool.GenericPool`1.Get">
            <summary>
            Fetch an instance from the pool.
            </summary>
            <returns>The retrieved instance.</returns>
        </member>
        <member name="M:Nostalgia.Pool.GenericPool`1.Get(`0@)">
            <summary>
            Fetch an instance from the pool and return a <see cref="T:Nostalgia.Pool.PooledObject`1"/>.
            </summary>
            <param name="value">The retrieved instance.</param>
            <returns><see cref="T:Nostalgia.Pool.PooledObject`1"/></returns>
            <remarks>By using <see cref = "T:Nostalgia.Pool.PooledObject`1" /> in the using statement, it will be returned to the pool when it goes out of scope.</remarks>
        </member>
        <member name="M:Nostalgia.Pool.GenericPool`1.Release(`0)">
            <summary>
            Return the instance to the pool.
            </summary>
            <param name="toRelease">Instance to return</param>
        </member>
        <member name="T:Nostalgia.Pool.HashSetPool`1">
            <summary>
            <see cref="T:System.Collections.Generic.HashSet`1" /> type pool
            </summary>
            <typeparam name="T">Element type</typeparam>
        </member>
        <member name="T:Nostalgia.Pool.IObjectPool`1">
            <summary>
            Interface for pooling class type instances
            </summary>
            <typeparam name="T">Pool type</typeparam>
        </member>
        <member name="P:Nostalgia.Pool.IObjectPool`1.CountInactive">
            <summary>
            Number of unused instances stored in this pool
            </summary>
        </member>
        <member name="M:Nostalgia.Pool.IObjectPool`1.Get">
            <summary>
            Fetch an instance from the pool.
            </summary>
            <returns>The retrieved instance.</returns>
        </member>
        <member name="M:Nostalgia.Pool.IObjectPool`1.Get(`0@)">
            <summary>
            Fetch an instance from the pool and return a <see cref="T:Nostalgia.Pool.PooledObject`1"/>.
            </summary>
            <param name="v">The retrieved instance.</param>
            <returns><see cref="T:Nostalgia.Pool.PooledObject`1"/></returns>
            <remarks>By using <see cref = "T:Nostalgia.Pool.PooledObject`1" /> in the using statement, it will be returned to the pool when it goes out of scope.</remarks>
        </member>
        <member name="M:Nostalgia.Pool.IObjectPool`1.Release(`0)">
            <summary>
            Return the instance to the pool.
            </summary>
            <param name="element">Instance to return</param>
        </member>
        <member name="M:Nostalgia.Pool.IObjectPool`1.Clear">
            <summary>
            Clear all pooled instances.
            </summary>
        </member>
        <member name="T:Nostalgia.Pool.IReleaseReceiver">
            <summary>
            Interface that will be called back when returning to the pool by implementing it in the element type of <see cref="T:Nostalgia.Pool.GenericPool`1" />
            </summary>
        </member>
        <member name="M:Nostalgia.Pool.IReleaseReceiver.OnRelease">
            <summary>
            Called when the instance is returned to the pool.
            </summary>
        </member>
        <member name="T:Nostalgia.Pool.ListPool`1">
            <summary>
            <see cref="T:System.Collections.Generic.List`1" /> type pool
            </summary>
            <typeparam name="T">Element type</typeparam>
        </member>
        <member name="T:Nostalgia.Pool.ObjectPool`1">
            <summary>
            Pool class type instances.
            </summary>
            <typeparam name="T">Pool type</typeparam>
        </member>
        <member name="P:Nostalgia.Pool.ObjectPool`1.CountAll">
            <summary>
            Total number of instances generated from this pool
            </summary>
        </member>
        <member name="P:Nostalgia.Pool.ObjectPool`1.CountActive">
            <summary>
            Number of instances in use retrieved from this pool
            </summary>
        </member>
        <member name="P:Nostalgia.Pool.ObjectPool`1.CountInactive">
            <summary>
            Number of unused instances stored in this pool
            </summary>
        </member>
        <member name="M:Nostalgia.Pool.ObjectPool`1.#ctor(System.Func{`0},System.Action{`0},System.Action{`0},System.Action{`0},System.Boolean,System.Int32,System.Int32)">
            <summary>
            Creates a new ObjectPool instance.
            </summary>
            <param name="createFunc">Used to create a new instance when the pool is empty.</param>
            <param name="actionOnGet">Actions called when an instance is taken out of the pool</param>
            <param name="actionOnRelease">Action to be called when the instance is returned to the pool</param>
            <param name="actionOnDestroy">Action called to destroy an instance because the pool has reached its maximum size</param>
            <param name="collectionCheck">Flag to check if the instance is already stored when it is returned to the pool</param>
            <param name="defaultCapacity">The default capacity at which the stack is created</param>
            <param name="maxSize">Maximum size of the pool. When the pool reaches its maximum size, the instances you try to return to the pool will be ignored and garbage collected.</param>
        </member>
        <member name="M:Nostalgia.Pool.ObjectPool`1.Get">
            <summary>
            Fetch an instance from the pool.
            </summary>
            <returns>The retrieved instance.</returns>
        </member>
        <member name="M:Nostalgia.Pool.ObjectPool`1.Get(`0@)">
            <summary>
            Fetch an instance from the pool and return a <see cref="T:Nostalgia.Pool.PooledObject`1"/>.
            </summary>
            <param name="v">The retrieved instance.</param>
            <returns><see cref="T:Nostalgia.Pool.PooledObject`1"/></returns>
            <remarks>By using <see cref = "T:Nostalgia.Pool.PooledObject`1" /> in the using statement, it will be returned to the pool when it goes out of scope.</remarks>
        </member>
        <member name="M:Nostalgia.Pool.ObjectPool`1.Release(`0)">
            <summary>
            Return the instance to the pool.
            </summary>
            <param name="element">Instance to return</param>
        </member>
        <member name="M:Nostalgia.Pool.ObjectPool`1.Clear">
            <summary>
            Clear all pooled instances.
            </summary>
        </member>
        <member name="M:Nostalgia.Pool.ObjectPool`1.Dispose">
            <summary>
            Discard the pool.
            </summary>
        </member>
        <member name="T:Nostalgia.Pool.PooledObject`1">
            <summary>
            A type that manages pooled instances.
            </summary>
            <typeparam name="T">Instance type</typeparam>
            <remarks>By using it in the using statement, it will be returned to the pool when it goes out of scope.</remarks>
        </member>
        <member name="T:Nostalgia.ProfilerScope">
            <summary>
            Disposable helper class that manages the Profiler.BeginSample / EndSample.
            <para>Simple to use the using You can write Profiler.BeginSample / EndSample.</para>
            </summary>
        </member>
        <member name="M:Nostalgia.ProfilerScope.#ctor(System.String)">
            <summary>
            Create a new ProfilerScope, to start the sampling of the profiler.
            </summary>
            <param name="name">The name of the sampling</param>
        </member>
        <member name="T:Nostalgia.PutTileAsync">
            <summary>
            Do Map.PutTile() asynchronously.
            <para>To start the process, please call <code>StartCoroutine (PutTileAsync.Process());</code>.</para>
            </summary>
        </member>
        <member name="M:Nostalgia.PutTileAsync.#ctor(Nostalgia.Map,Nostalgia.Tile,System.UInt16,System.Boolean,System.Boolean,System.String,System.String)">
            <summary>
            It creates a new PutTileAsync.
            </summary>
            <param name="map">Map</param>
            <param name="tile">Tile</param>
            <param name="partsID">Parts ID</param>
            <param name="autoTiling">Whether or not to perform an auto-tile</param>
            <param name="isCreateCellObject">Flag to create CellObject</param>
            <param name="title">title of the processing contents</param>
            <param name="info">Description of the processing contents</param>
        </member>
        <member name="M:Nostalgia.PutTileAsync.Add(UnityEngine.Vector2Int,UnityEngine.Vector2Int)">
            <summary>
            Add the position.
            </summary>
            <param name="cellPos">Cell position</param>
            <param name="tilePos">Tile position</param>
        </member>
        <member name="M:Nostalgia.PutTileAsync.GetInfo">
            <summary>
            Get the description of the processing content.
            </summary>
            <returns>Description of the processing content</returns>
        </member>
        <member name="M:Nostalgia.PutTileAsync.Process">
            <summary>
            Method for co-routine that performs processing
            <para>To start the process, please call <code>StartCoroutine(PutTileAsync.Process());</code>.</para>
            </summary>
            <returns>co-routine</returns>
        </member>
        <member name="T:Nostalgia.RefreshAsync">
            <summary>
            Do Map.Refresh() asynchronously.
            <para>To start the process, please call <code>StartCoroutine (RefreshAsync.Process());</code>.</para>
            </summary>
        </member>
        <member name="M:Nostalgia.RefreshAsync.#ctor(Nostalgia.Map,System.String,System.String)">
            <summary>
            It creates a new RefreshAsync.
            </summary>
            <param name="map">Map</param>
            <param name="title">title of the processing contents</param>
            <param name="info">Description of the processing contents</param>
        </member>
        <member name="M:Nostalgia.RefreshAsync.AddCell(Nostalgia.Cell)">
            <summary>
            Add the Cell.
            </summary>
            <param name="cell">Cell</param>
        </member>
        <member name="M:Nostalgia.RefreshAsync.GetInfo">
            <summary>
            Get the description of the processing content.
            </summary>
            <returns>Description of the processing content</returns>
        </member>
        <member name="M:Nostalgia.RefreshAsync.Process">
            <summary>
            Method for co-routine that performs processing
            <para>To start the process, please call <code>StartCoroutine(RefreshAsync.Process());</code>.</para>
            </summary>
            <returns>co-routine</returns>
        </member>
        <member name="T:Nostalgia.RemoveBucketTileAsync">
            <summary>
            Do Map.RemoveBucketTile() asynchronously.
            <para>To start the process, please call <code>StartCoroutine (RemoveBucketTileAsync.Process());</code>.</para>
            </summary>
        </member>
        <member name="M:Nostalgia.RemoveBucketTileAsync.GetInfo">
            <summary>
            Get the description of the processing content.
            </summary>
            <returns>Description of the processing content</returns>
        </member>
        <member name="M:Nostalgia.RemoveBucketTileAsync.Process">
            <summary>
            Method for co-routine that performs processing
            <para>To start the process, please call <code>StartCoroutine(RemoveBucketTileAsync.Process());</code>.</para>
            </summary>
            <returns>co-routine</returns>
        </member>
        <member name="T:Nostalgia.RemoveTileAsync">
            <summary>
            Do Map.RemoveTile() asynchronously.
            <para>To start the process, please call <code>StartCoroutine (RemoveTileAsync.Process());</code>.</para>
            </summary>
        </member>
        <member name="M:Nostalgia.RemoveTileAsync.#ctor(Nostalgia.Map,System.Boolean,System.String,System.String)">
            <summary>
            It creates a new RemoveTileAsync.
            </summary>
            <param name="map">Map</param>
            <param name="autoTiling">Whether or not to perform an auto-tile</param>
            <param name="title">title of the processing contents</param>
            <param name="info">Description of the processing contents</param>
        </member>
        <member name="M:Nostalgia.RemoveTileAsync.Add(Nostalgia.Cell)">
            <summary>
            Add the cell that you want to remove.
            </summary>
            <param name="cell">Cells to be removed.</param>
        </member>
        <member name="M:Nostalgia.RemoveTileAsync.GetInfo">
            <summary>
            Get the description of the processing content.
            </summary>
            <returns>Description of the processing content</returns>
        </member>
        <member name="M:Nostalgia.RemoveTileAsync.Process">
            <summary>
            Method for co-routine that performs processing
            <para>To start the process, please call <code>StartCoroutine(RemoveTileAsync.Process());</code>.</para>
            </summary>
            <returns>co-routine</returns>
        </member>
        <member name="T:Nostalgia.SortingLayer">
            <summary>
            Change the Sorting Layer of Renderer that is attached to the GameObject.
            </summary>
            <param name="SortingLayer" label="Sorting Layer">Specify Sorting Layer of 2D sprite.</param>
            <param name="OrderInLayer" label="Order in Layer">Specify the order within the same Sorting Layer.</param>
        </member>
        <member name="T:Nostalgia.SortingLayerFieldAttribute">
            <summary>
            Display Sorting Layer's selection pop-up Attribute.
            </summary>
            <remarks>When this Attribute is used for int type, SortingLayerID can be set from inspector.</remarks>
        </member>
        <member name="T:Nostalgia.Stamp">
            <summary>
            Class that contains the stamp information of the Map
            </summary>
        </member>
        <member name="F:Nostalgia.Stamp.map">
            <summary>
            Associated with Map
            </summary>
        </member>
        <member name="F:Nostalgia.Stamp.width">
            <summary>
            The number of cells of the width
            </summary>
        </member>
        <member name="F:Nostalgia.Stamp.height">
            <summary>
            The number of cells of height
            </summary>
        </member>
        <member name="T:Nostalgia.Stamp.Cell">
            <summary>
            Class to store the cells of the stamp
            </summary>
        </member>
        <member name="F:Nostalgia.Stamp.Cell.position">
            <summary>
            Position
            </summary>
        </member>
        <member name="F:Nostalgia.Stamp.Cell.tile">
            <summary>
            Tile
            </summary>
        </member>
        <member name="F:Nostalgia.Stamp.Cell.tilePos">
            <summary>
            Tile position
            </summary>
        </member>
        <member name="F:Nostalgia.Stamp.Cell.partsID">
            <summary>
            Parts ID
            </summary>
        </member>
        <member name="F:Nostalgia.Stamp.cells">
            <summary>
            List of cells
            </summary>
        </member>
        <member name="T:Nostalgia.Tile">
            <summary>
            Data of the tile.
            </summary>
            <param name="Name">Tile name</param>
        </member>
        <member name="P:Nostalgia.Tile.tileSet">
            <summary>
            The tile set.
            </summary>
        </member>
        <member name="T:Nostalgia.Tile.Type">
            <summary>
            Type of tile.
            </summary>
        </member>
        <member name="F:Nostalgia.Tile.Type.Normal">
            <summary>
            The tiles usually not auto tile.
            </summary>
        </member>
        <member name="F:Nostalgia.Tile.Type.AutoFloorVX">
            <summary>
            Auto tile compatible RPG Maker VX floor.
            </summary>
        </member>
        <member name="F:Nostalgia.Tile.Type.AutoFloorWolf">
            <summary>
            Auto tile compatible WOLF RPG Editor.
            </summary>
        </member>
        <member name="F:Nostalgia.Tile.type">
            <summary>
            Type of tile.
            </summary>
        </member>
        <member name="F:Nostalgia.Tile.position">
            <summary>
            Upper left coordinates on the texture (pixels).
            </summary>
        </member>
        <member name="F:Nostalgia.Tile.size">
            <summary>
            Width of one tile (pixels).
            </summary>
        </member>
        <member name="F:Nostalgia.Tile.width">
            <summary>
            width
            </summary>
        </member>
        <member name="F:Nostalgia.Tile.height">
            <summary>
            height
            </summary>
        </member>
        <member name="F:Nostalgia.Tile.uvShiftInside">
            <summary>
            Texel value of how far the UV is shifted inside the tile.
            </summary>
        </member>
        <member name="F:Nostalgia.Tile.animation">
            <summary>
            Number of frames to the frame animation. 
            <para>The image of the animation, you must be arranged to the right from the coordinates that you specify in the <see cref = "F:Nostalgia.Tile.position" />.</para>
            </summary>
        </member>
        <member name="F:Nostalgia.Tile.animationFrameRate">
            <summary>
            Animation frame rate.
            <para>If you specify a negative value to reverse playback.</para>
            </summary>
        </member>
        <member name="F:Nostalgia.Tile.color">
            <summary>
            Tile of color
            </summary>
        </member>
        <member name="F:Nostalgia.Tile.combinationGroupName">
            <summary>
            Combination group name
            <para>If the tile of the same combinationGroupName is adjacent to combine. combinationGroupName does not bind to other than the same tile in the case of empty.</para>
            </summary>
        </member>
        <member name="F:Nostalgia.Tile.combinationSideFlags">
            <summary>
            It controls the combination of each side.
            </summary>
        </member>
        <member name="F:Nostalgia.Tile._TileCollider">
            <summary>
            Tile collision detection.<br/>See <a href="https://nostalgia-docs.caitsithware.com/en/inspector/tilecolliders.html">Tile Collider</a> for configurable Tile Colliders.
            </summary>
        </member>
        <member name="P:Nostalgia.Tile.tileCollider">
            <summary>
            Tile Collider.
            </summary>
        </member>
        <member name="P:Nostalgia.Tile.tileColliderObj">
            <summary>
            Returns an Object of TileCollider.
            </summary>
        </member>
        <member name="P:Nostalgia.Tile.collider">
            <summary>
            Presence or absence of the Collider.
            </summary>
        </member>
        <member name="P:Nostalgia.Tile.physicsMaterial">
            <summary>
            PhysicsMaterial2D be set to Collider.
            </summary>
        </member>
        <member name="P:Nostalgia.Tile.isTrigger">
            <summary>
            Is Trigger be set to Collider.
            </summary>
        </member>
        <member name="P:Nostalgia.Tile.tileComponentCount">
            <summary>
            Returns the number of TileComponent
            </summary>
        </member>
        <member name="M:Nostalgia.Tile.GetTileComponentObjectFromIndex(System.Int32)">
            <summary>
            Returns an Object of TileComponent from index.
            </summary>
            <param name="index">Index</param>
            <returns>Returns an Object of TileComponent from index.</returns>
        </member>
        <member name="M:Nostalgia.Tile.GetTileComponentFromIndex(System.Int32)">
            <summary>
            Returns a TileComponent from index.
            </summary>
            <param name="index">Index</param>
            <returns>Returns a TileComponent from index.</returns>
        </member>
        <member name="M:Nostalgia.Tile.IndexToPos(System.Int32,System.Int32,System.Int32,UnityEngine.Vector2Int)">
            <summary>
            Get the Texture position from the index of the part.
            </summary>
            <returns>
            The texture position.
            </returns>
            <param name="index">
            Index.
            </param>
            <param name="x">
            The x coordinate(between 0 and 1).
            </param>
            <param name="y">
            The y coordinate(between 0 and 1).
            </param>
            <param name="tilePos">
            Tile position
            </param>
        </member>
        <member name="M:Nostalgia.Tile.SetTileCollider(System.Type)">
            <summary>
            Sets the TileCollider
            </summary>
            <param name="classType">Type of TileCollider</param>
        </member>
        <member name="M:Nostalgia.Tile.GetPartsWidth">
            <summary>
            Gets the width of the parts.
            </summary>
            <returns>
            The parts width.
            </returns>
        </member>
        <member name="M:Nostalgia.Tile.AddComponent(System.Type)">
            <summary>
            Adds the TileComponent.
            </summary>
            <returns>
            TileComponent that have been added.
            </returns>
            <param name="type">
            Type of the class you want to add.
            </param>
        </member>
        <member name="M:Nostalgia.Tile.AddComponent``1">
            <summary>
            Adds the TileComponent.
            </summary>
            <returns>
            TTileComponent that have been added.
            </returns>
            <typeparam name="T">
            Class of TileComponent to add.
            </typeparam>
        </member>
        <member name="M:Nostalgia.Tile.GetComponent(System.Type)">
            <summary>
            Gets the TileComponent.
            </summary>
            <returns>
            <para>TileComponent.</para>
            <para>The return value may be null if it was not.</para>
            </returns>
            <param name="type">
            Type of the class you want to get.
            </param>
        </member>
        <member name="M:Nostalgia.Tile.GetComponent``1">
            <summary>
            Gets the TileComponent.
            </summary>
            <returns>
            <para>TileComponent.</para>
            <para>The return value may be null if it was not.</para>
            </returns>
            <typeparam name="T">
            Class of TileComponent you want to get.
            </typeparam>
        </member>
        <member name="M:Nostalgia.Tile.GetComponents(System.Type)">
            <summary>
            Gets the TileComponents.
            </summary>
            <returns>
            Array of TileComponent.
            </returns>
            <param name="type">
            Type of the class you want to get.
            </param>
        </member>
        <member name="M:Nostalgia.Tile.GetComponents``1">
            <summary>
            Gets the TileComponents.
            </summary>
            <returns>
            Array of TileComponent.
            </returns>
            <typeparam name="T">
            Class of TileComponent you want to get.
            </typeparam>
        </member>
        <member name="M:Nostalgia.Tile.GetComponents(System.Type,System.Collections.Generic.List{Nostalgia.TileComponent})">
            <summary>
            Gets the TileComponents.
            </summary>
            <param name="type">
            Type of the class you want to get.
            </param>
            <param name="results">
            List to receive the results.
            </param>
        </member>
        <member name="M:Nostalgia.Tile.GetComponents``1(System.Collections.Generic.List{``0})">
            <summary>
            Gets the TileComponents.
            </summary>
            <typeparam name="T">
            Class of TileComponent you want to get.
            </typeparam>
            <param name="results">
            List to receive the results.
            </param>
        </member>
        <member name="M:Nostalgia.Tile.MoveComponent(System.Int32,System.Int32)">
            <summary>
            Move the order of TileComponent.
            </summary>
            <param name="from">
            Index of the moving source.
            </param>
            <param name="to">
            Index of the destination.
            </param>
        </member>
        <member name="M:Nostalgia.Tile.RemoveComponent(Nostalgia.TileComponent)">
            <summary>
            Remove the TileComponent.
            </summary>
            <param name="component">
            TileComponent you want to remove.
            </param>
        </member>
        <member name="M:Nostalgia.Tile.IsCombinationTile(Nostalgia.Tile)">
            <summary>
            Adjacent tile it is determined whether or not to Combining.
            </summary>
            <param name="tile">
            Tile
            </param>
            <returns>Returns true when combining.</returns>
        </member>
        <member name="M:Nostalgia.Tile.Changed">
            <summary>
            Notify that the tile has been changed.
            </summary>
        </member>
        <member name="M:Nostalgia.Tile.ChangedCollider">
            <summary>
            Notify that you have changed the tile Collider.
            </summary>
        </member>
        <member name="T:Nostalgia.TileBoxCollider">
            <summary>
            Box type of tile collider
            </summary>
        </member>
        <member name="F:Nostalgia.TileBoxCollider._IsCombine">
            <summary>
            Whether to combine Collider
            </summary>
        </member>
        <member name="F:Nostalgia.TileBoxCollider._IsSplitMapCollider">
            <summary>
            Whether to split MapCollider
            </summary>
        </member>
        <member name="F:Nostalgia.TileBoxCollider.size">
            <summary>
            Size
            </summary>
        </member>
        <member name="P:Nostalgia.TileBoxCollider.isCombine">
            <summary>
            Whether to combine Collider
            </summary>
        </member>
        <member name="P:Nostalgia.TileBoxCollider.isSplitMapCollider">
            <summary>
            Whether to split MapCollider
            </summary>
        </member>
        <member name="M:Nostalgia.TileBoxCollider.GetPolygons(UnityEngine.Vector2,System.Collections.Generic.List{System.Collections.Generic.List{UnityEngine.Vector2}})">
            <summary>
            Get polygons.
            </summary>
            <param name="cellPos">Cell position</param>
            <param name="polygons">List containing polygons</param>
        </member>
        <member name="M:Nostalgia.TileBoxCollider.UpdateColliderProperty(UnityEngine.Collider2D)">
            <summary>
            Method to update the property of Collider2D.
            Thing in the inherited class to describe the process of updating the property as needed here.
            </summary>
            <param name="collider">Collider</param>
            <returns>Whether the update</returns>
        </member>
        <member name="M:Nostalgia.TileBoxCollider.IsUpdateCollider(UnityEngine.Collider2D,UnityEngine.Vector2)">
            <summary>
            Determines whether the need to update the collider
            </summary>
            <param name="collider">Collider</param>
            <param name="cellPos">Cell position</param>
            <returns>If you need update true</returns>
        </member>
        <member name="T:Nostalgia.TileCircleCollider">
            <summary>
            Circle type of tile collider
            </summary>
        </member>
        <member name="F:Nostalgia.TileCircleCollider.radius">
            <summary>
            radius
            </summary>
        </member>
        <member name="M:Nostalgia.TileCircleCollider.UpdateColliderProperty(UnityEngine.Collider2D)">
            <summary>
            Method to update the property of Collider2D.
            Thing in the inherited class to describe the process of updating the property as needed here.
            </summary>
            <param name="collider">Collider</param>
            <returns>Whether the update</returns>
        </member>
        <member name="M:Nostalgia.TileCircleCollider.IsUpdateCollider(UnityEngine.Collider2D,UnityEngine.Vector2)">
            <summary>
            Determines whether the need to update the collider
            </summary>
            <param name="collider">Collider</param>
            <param name="cellPos">Cell position</param>
            <returns>If you need update true</returns>
        </member>
        <member name="T:Nostalgia.TileCollider`1">
            <summary>
            Convenient class to specify the type of Collider2D by generic
            </summary>
            <typeparam name="T">Type of Collider2D</typeparam>
        </member>
        <member name="M:Nostalgia.TileCollider`1.GetRequireColliderType">
            <summary>
            Get the type of request to Collider2D.
            </summary>
            <returns>Type of Collider2D</returns>
        </member>
        <member name="T:Nostalgia.TileColliderBase">
            <summary>
            Base class of TileCollider
            <para>If you want to inheritance be done from TileCollider class that corresponds to the generic.</para>
            </summary>
        </member>
        <member name="P:Nostalgia.TileColliderBase.tile">
            <summary>
            It is associated with tile
            </summary>
        </member>
        <member name="F:Nostalgia.TileColliderBase.offset">
            <summary>
            Offset in the case where the center of the tile is set to 0
            </summary>
        </member>
        <member name="F:Nostalgia.TileColliderBase.physicsMaterial">
            <summary>
            PhysicsMaterial2D be set to Collider.
            </summary>
        </member>
        <member name="F:Nostalgia.TileColliderBase.isTrigger">
            <summary>
            Is Trigger be set to Collider.
            </summary>
        </member>
        <member name="M:Nostalgia.TileColliderBase.GetRequireColliderType">
            <summary>
            Get the type of request to Collider2D.
            </summary>
            <returns>Type of Collider2D</returns>
        </member>
        <member name="M:Nostalgia.TileColliderBase.UpdateColliderProperty(UnityEngine.Collider2D)">
            <summary>
            Method to update the property of Collider2D.
            Thing in the inherited class to describe the process of updating the property as needed here.
            </summary>
            <param name="collider">Collider</param>
            <returns>Whether the update</returns>
        </member>
        <member name="M:Nostalgia.TileColliderBase.IsUpdateCollider(UnityEngine.Collider2D,UnityEngine.Vector2)">
            <summary>
            Determines whether the need to update the collider
            In the inherited class, to determine the change of property to each other as needed.
            </summary>
            <param name="collider">Collider</param>
            <param name="cellPos">Cell position</param>
            <returns>If you need update true</returns>
        </member>
        <member name="M:Nostalgia.TileColliderBase.UpdateCollider(UnityEngine.Collider2D,UnityEngine.GameObject,UnityEngine.Vector2,System.Boolean,System.Boolean@)">
            <summary>
            To update the Collider
            </summary>
            <param name="collider">Current Collider</param>
            <param name="colliderObject">GameObject to attach a Collider</param>
            <param name="pos">Position</param>
            <param name="isCellObject">Whether CellObject</param>
            <param name="changed">Whether changed</param>
            <returns>Updated Collider</returns>
        </member>
        <member name="M:Nostalgia.TileColliderBase.OnValidate">
            <summary>
            Called when the script is loaded or the value of the Inspector changes (Editor only)
            </summary>
        </member>
        <member name="T:Nostalgia.TileComponent">
            <summary>
            Base class of the Component can be added to the Tile.
            <para>To define the required data by inheriting this class.</para>
            </summary>
        </member>
        <member name="P:Nostalgia.TileComponent.tile">
            <summary>
            Gets the tile.
            </summary>
        </member>
        <member name="M:Nostalgia.TileComponent.AddComponent(System.Type)">
            <summary>
            Adds the TileComponent.
            </summary>
            <returns>
            TileComponent that have been added.
            </returns>
            <param name="type">
            Type of the class you want to add.
            </param>
        </member>
        <member name="M:Nostalgia.TileComponent.AddComponent``1">
            <summary>
            Adds the TileComponent.
            </summary>
            <returns>
            TileComponent that have been added.
            </returns>
            <typeparam name="T">
            Class of TileComponent to add.
            </typeparam>
        </member>
        <member name="M:Nostalgia.TileComponent.GetComponent(System.Type)">
            <summary>
            Gets the TileComponent.
            </summary>
            <returns>
            <para>TileComponent.</para>
            <para>The return value may be null if it was not.</para>
            </returns>
            <param name="type">
            Type of the class you want to get.
            </param>
        </member>
        <member name="M:Nostalgia.TileComponent.GetComponent``1">
            <summary>
            Gets the TileComponent.
            </summary>
            <returns>
            <para>TileComponent.</para>
            <para>The return value may be null if it was not.</para>
            </returns>
            <typeparam name="T">
            Class of TileComponent you want to get.
            </typeparam>
        </member>
        <member name="M:Nostalgia.TileComponent.GetComponents(System.Type)">
            <summary>
            Gets the TileComponents.
            </summary>
            <returns>
            Array of TileComponent.
            </returns>
            <param name="type">
            Type of the class you want to get.
            </param>
        </member>
        <member name="M:Nostalgia.TileComponent.GetComponets``1">
            <summary>
            Gets the TileComponents.
            </summary>
            <returns>
            Array of TileComponent.
            </returns>
            <typeparam name="T">
            Class of TileComponent you want to get.
            </typeparam>
        </member>
        <member name="T:Nostalgia.TileEdgeCollider">
            <summary>
            Edge type of tile collider
            </summary>
        </member>
        <member name="F:Nostalgia.TileEdgeCollider.loop">
            <summary>
            Whether start and end points of the vertices leads
            </summary>
        </member>
        <member name="F:Nostalgia.TileEdgeCollider.points">
            <summary>
            Array of vertices
            </summary>
        </member>
        <member name="M:Nostalgia.TileEdgeCollider.UpdateColliderProperty(UnityEngine.Collider2D)">
            <summary>
            Method to update the property of Collider2D.
            Thing in the inherited class to describe the process of updating the property as needed here.
            </summary>
            <param name="collider">Collider</param>
            <returns>Whether the update</returns>
        </member>
        <member name="M:Nostalgia.TileEdgeCollider.IsUpdateCollider(UnityEngine.Collider2D,UnityEngine.Vector2)">
            <summary>
            Determines whether the need to update the collider
            </summary>
            <param name="collider">Collider</param>
            <param name="cellPos">Cell position</param>
            <returns>If you need update true</returns>
        </member>
        <member name="T:Nostalgia.TilePolygonCollider">
            <summary>
            Polygon type of tile collider
            </summary>
        </member>
        <member name="F:Nostalgia.TilePolygonCollider._IsCombine">
            <summary>
            Whether to combine Collider
            </summary>
        </member>
        <member name="F:Nostalgia.TilePolygonCollider._IsSplitMapCollider">
            <summary>
            Whether to split MapCollider
            </summary>
        </member>
        <member name="P:Nostalgia.TilePolygonCollider.isCombine">
            <summary>
            Whether to combine Collider
            </summary>
        </member>
        <member name="P:Nostalgia.TilePolygonCollider.isSplitMapCollider">
            <summary>
            Whether to split MapCollider
            </summary>
        </member>
        <member name="T:Nostalgia.TilePolygonCollider.Path">
            <summary>
            Class that stores the vertices of each path
            </summary>
        </member>
        <member name="F:Nostalgia.TilePolygonCollider.Path.points">
            <summary>
            Array of vertices
            </summary>
        </member>
        <member name="F:Nostalgia.TilePolygonCollider.paths">
            <summary>
            Array of paths
            </summary>
        </member>
        <member name="M:Nostalgia.TilePolygonCollider.GetPolygons(UnityEngine.Vector2,System.Collections.Generic.List{System.Collections.Generic.List{UnityEngine.Vector2}})">
            <summary>
            Get polygons.
            </summary>
            <param name="cellPos">Cell position</param>
            <param name="polygons">List containing polygons</param>
        </member>
        <member name="M:Nostalgia.TilePolygonCollider.UpdateColliderProperty(UnityEngine.Collider2D)">
            <summary>
            Method to update the property of Collider2D.
            Thing in the inherited class to describe the process of updating the property as needed here.
            </summary>
            <param name="collider">Collider</param>
            <returns>Whether the update</returns>
        </member>
        <member name="M:Nostalgia.TilePolygonCollider.IsUpdateCollider(UnityEngine.Collider2D,UnityEngine.Vector2)">
            <summary>
            Determines whether the need to update the collider
            </summary>
            <param name="collider">Collider</param>
            <param name="cellPos">Cell position</param>
            <returns>If you need update true</returns>
        </member>
        <member name="T:Nostalgia.TileSet">
            <summary>
            Data of the tile set.
            </summary>
            <param name="ImportFromSprites" order="1">Import tiles from sprites<br/>See the manual for more information.</param>
            <param name="TileSettings" order="3">Select tile settings<br />See <a href="https://nostalgia-docs.caitsithware.com/en/inspector/assets/Classes/tile.html">Tile</a>for more information.</param>
        </member>
        <member name="F:Nostalgia.TileSet.material">
            <summary>
            The material.
            </summary>
        </member>
        <member name="F:Nostalgia.TileSet._Tiles">
            <summary>
            List of stored tiles
            </summary>
        </member>
        <member name="P:Nostalgia.TileSet.tileCount">
            <summary>
            Get the number of tiles.
            </summary>
        </member>
        <member name="M:Nostalgia.TileSet.GetTile(System.Int32)">
            <summary>
            Get the tile from the index.
            </summary>
            <param name="index">index</param>
            <returns>tile</returns>
        </member>
        <member name="M:Nostalgia.TileSet.FindTile(System.String)">
            <summary>
            Find tile from name.
            </summary>
            <param name="name">name</param>
            <returns>tile</returns>
        </member>
        <member name="M:Nostalgia.TileSet.IndexOfTile(Nostalgia.Tile)">
            <summary>
            Get the index from the tile.
            </summary>
            <param name="tile">tile</param>
            <returns>index</returns>
        </member>
        <member name="M:Nostalgia.TileSet.ReattachCell(Nostalgia.Cell)">
            <summary>
            Re-attach the Cell of Tile
            </summary>
            <param name="cell">Cell</param>
        </member>
        <member name="M:Nostalgia.TileSet.ReattachStamp(Nostalgia.Stamp)">
            <summary>
            Re-attach the Stamp of Tile
            </summary>
            <param name="stamp">Stamp</param>
        </member>
        <member name="M:Nostalgia.TileSet.AddTile">
            <summary>
            Adds the tile.
            </summary>
            <returns>
            The added tile.
            </returns>
        </member>
        <member name="M:Nostalgia.TileSet.InsertTile(System.Int32)">
            <summary>
            Inserts the tile.
            </summary>
            <returns>
            The inserted tile.
            </returns>
            <param name="index">
            Index of the insert destination.
            </param>
        </member>
        <member name="M:Nostalgia.TileSet.RemoveTile(Nostalgia.Tile)">
            <summary>
            Removes the tile.
            </summary>
            <param name="tile">
            Tile you want to remove.
            </param>
        </member>
        <member name="M:Nostalgia.TileSet.OnPreDestroy">
            <summary>
            Called when deleting a TileSet.
            </summary>
        </member>
        <member name="T:Nostalgia.TypeUtility">
            <summary>
            Type utility class
            </summary>
        </member>
        <member name="M:Nostalgia.TypeUtility.IsAssignableFrom(System.Type,System.Type)">
            <summary>
            It is judged whether or not it is an assignable type.
            </summary>
            <param name="type">型</param>
            <param name="c">Type to be compared</param>
            <returns>Returns true if an instance of c can be assigned to an instance of type.</returns>
        </member>
        <member name="M:Nostalgia.TypeUtility.IsSubclassOf(System.Type,System.Type)">
            <summary>
            Determine whether it is a derived type or not.
            </summary>
            <param name="type">Type</param>
            <param name="c">Type to be compared</param>
            <returns>Returns true if type is derived from c.</returns>
        </member>
    </members>
</doc>
