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                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>DontDestroyOnLoad</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Awake</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>DW_BoatController</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>MovementSpeed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>RotationSpeed</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>DW_BoatGUI</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>&lt;OnGUI&gt;m__0</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnGUI</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>System.Action</signature>
                        <name>&lt;&gt;f__am$cache0</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>DW_BuoyancyGUI</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>&lt;OnGUI&gt;m__0</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnGUI</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>string</signature>
                        <name>_sceneName</name>
                    </field>
                    <field>
                        <signature>System.Action</signature>
                        <name>&lt;&gt;f__am$cache0</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>DW_CameraFade</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Awake</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Die</name>
                    </method>
                    <method>
                        <signature>DW_CameraFade()</signature>
                        <name>get_instance</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>init</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnApplicationQuit</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnGUI</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Color)</signature>
                        <name>SetScreenOverlayColor</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Color, bool, float32)</signature>
                        <name>StartAlphaFade</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Color, bool, float32, float32)</signature>
                        <name>StartAlphaFade</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Color, bool, float32, float32, System.Action)</signature>
                        <name>StartAlphaFade</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.GUIStyle</signature>
                        <name>m_BackgroundStyle</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>m_CurrentScreenOverlayColor</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>m_DeltaColor</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_FadeDelay</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>m_FadeGUIDepth</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Texture2D</signature>
                        <name>m_FadeTexture</name>
                    </field>
                    <field>
                        <signature>System.Action</signature>
                        <name>m_OnFadeFinish</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>m_TargetScreenOverlayColor</name>
                    </field>
                    <field>
                        <signature>DW_CameraFade</signature>
                        <name>mInstance</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>DW_CameraFade()</signature>
                        <name>instance</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>DW_CharacterRipples</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>System.Collections.IEnumerator()</signature>
                        <name>AllowSplash</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>FixedUpdate</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.ParticleSystem, UnityEngine.Vector3)</signature>
                        <name>SpawnSplash</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.CharacterController</signature>
                        <name>_controller</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_isSubmerged</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_isSubmergedPrev</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_splashAllowed</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.WaterDetector</signature>
                        <name>_waterDetector</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>JumpSplashForce</name>
                    </field>
                    <field>
                        <signature>UnityEngine.ParticleSystem</signature>
                        <name>JumpSplashPrefab</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>JumpSplashRadius</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>SplashForce</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>SplashRadius</name>
                    </field>
                    <field>
                        <signature>UnityEngine.AudioClip[]</signature>
                        <name>SplashSounds</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>SplashThreshold</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>DW_CharacterRipples/&lt;AllowSplash&gt;c__Iterator0</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Dispose</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>MoveNext</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>object()</signature>
                        <name>System.Collections.Generic.IEnumerator&lt;object&gt;.get_Current</name>
                    </method>
                    <method>
                        <signature>object()</signature>
                        <name>System.Collections.IEnumerator.get_Current</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>object</signature>
                        <name>$current</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>$disposing</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>$PC</name>
                    </field>
                    <field>
                        <signature>DW_CharacterRipples</signature>
                        <name>$this</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>object()</signature>
                        <name>System.Collections.Generic.IEnumerator&lt;object&gt;.Current</name>
                    </property>
                    <property>
                        <signature>object()</signature>
                        <name>System.Collections.IEnumerator.Current</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>DW_DemoGUI</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>&lt;Update&gt;m__0</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>OnLevelWasLoaded</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>System.Action</signature>
                        <name>&lt;&gt;f__am$cache0</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Texture2D</signature>
                        <name>Logo</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>visible</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>DW_DragRigidBody</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(System.Action`1&lt;UnityEngine.Rigidbody&gt;)</signature>
                        <name>add_Dragging</name>
                    </method>
                    <method>
                        <signature>void(System.Action`1&lt;UnityEngine.Rigidbody&gt;)</signature>
                        <name>add_Released</name>
                    </method>
                    <method>
                        <signature>System.Collections.IEnumerator(float32)</signature>
                        <name>DragObject</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Camera()</signature>
                        <name>FindCamera</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Rigidbody()</signature>
                        <name>get_DraggedRigidbody</name>
                    </method>
                    <method>
                        <signature>void(System.Action`1&lt;UnityEngine.Rigidbody&gt;)</signature>
                        <name>remove_Dragging</name>
                    </method>
                    <method>
                        <signature>void(System.Action`1&lt;UnityEngine.Rigidbody&gt;)</signature>
                        <name>remove_Released</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.SpringJoint</signature>
                        <name>_springJoint</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>AngularDrag</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>AttachToCenterOfMass</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>Damper</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>Distance</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>Drag</name>
                    </field>
                    <field>
                        <signature>System.Action`1&lt;UnityEngine.Rigidbody&gt;</signature>
                        <name>Dragging</name>
                    </field>
                    <field>
                        <signature>UnityEngine.LayerMask</signature>
                        <name>Layers</name>
                    </field>
                    <field>
                        <signature>System.Action`1&lt;UnityEngine.Rigidbody&gt;</signature>
                        <name>Released</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>Spring</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.Rigidbody()</signature>
                        <name>DraggedRigidbody</name>
                    </property>
                </propertylist>
                <eventlist>
                    <event>
                        <signature>System.Action`1&lt;UnityEngine.Rigidbody&gt;</signature>
                        <name>Dragging</name>
                    </event>
                    <event>
                        <signature>System.Action`1&lt;UnityEngine.Rigidbody&gt;</signature>
                        <name>Released</name>
                    </event>
                </eventlist>
            </type>
            <type>
                <name>DW_DragRigidBody/&lt;DragObject&gt;c__Iterator0</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Dispose</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>MoveNext</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>object()</signature>
                        <name>System.Collections.Generic.IEnumerator&lt;object&gt;.get_Current</name>
                    </method>
                    <method>
                        <signature>object()</signature>
                        <name>System.Collections.IEnumerator.get_Current</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>object</signature>
                        <name>$current</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>$disposing</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>$PC</name>
                    </field>
                    <field>
                        <signature>DW_DragRigidBody</signature>
                        <name>$this</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Camera</signature>
                        <name>&lt;mainCamera&gt;__0</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>&lt;oldAngularDrag&gt;__0</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>&lt;oldDrag&gt;__0</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Ray</signature>
                        <name>&lt;ray&gt;__1</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>distance</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>object()</signature>
                        <name>System.Collections.Generic.IEnumerator&lt;object&gt;.Current</name>
                    </property>
                    <property>
                        <signature>object()</signature>
                        <name>System.Collections.IEnumerator.Current</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>DW_GameCamera</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>float32(float32, float32, float32)</signature>
                        <name>ClampAngle</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>LateUpdate</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reposition</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>UpdatePlayerFollow</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>_correctedDistance</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_currentDistance</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_desiredDistance</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>_targetPos</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_xDeg</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_yDeg</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>AngleX</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>AngleY</name>
                    </field>
                    <field>
                        <signature>UnityEngine.LayerMask</signature>
                        <name>CollisionLayers</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>Distance</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>MaxDistance</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>MinDistance</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>OffsetFromWall</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>PositionDampening</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>RotateToTarget</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>RotationDampening</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>SpeedDistance</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Transform</signature>
                        <name>Target</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>TargetHeight</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>XSpeed</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>YMaxLimit</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>YMinLimit</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>YSpeed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>ZoomDampening</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>ZoomRate</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>DW_GUILayout</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(string)</signature>
                        <name>Box</name>
                    </method>
                    <method>
                        <signature>bool(string, float32)</signature>
                        <name>Button</name>
                    </method>
                    <method>
                        <signature>bool(UnityEngine.GUIContent, float32)</signature>
                        <name>Button</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Rect)</signature>
                        <name>CheckTooltipRect</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Texture2D)</signature>
                        <name>DrawLogo</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Rect()</signature>
                        <name>GetCurrentRect</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>IsRuntimePlatformMobile</name>
                    </method>
                    <method>
                        <signature>void(string, bool)</signature>
                        <name>Label</name>
                    </method>
                    <method>
                        <signature>float32(float32, string, float32, float32)</signature>
                        <name>Slider</name>
                    </method>
                    <method>
                        <signature>float32(int32, string, float32, float32)</signature>
                        <name>Slider</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>Space</name>
                    </method>
                    <method>
                        <signature>bool(bool, string, bool&amp;)</signature>
                        <name>Toggle</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>UpdateScaleDesktop</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>UpdateScaleMobile</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>hovered</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>itemHeight</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>itemWidth</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>paddingLeft</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>scaleFactor</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>tooltip</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>tooltipActive</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>yPos</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>DW_HUDFPS</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>DoMyWindow</name>
                    </method>
                    <method>
                        <signature>System.Collections.IEnumerator()</signature>
                        <name>FPS</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnGUI</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>accum</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>allowDrag</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>color</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>frames</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>frequency</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>nbDecimal</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Rect</signature>
                        <name>realRect</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>sFPS</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Rect</signature>
                        <name>startRect</name>
                    </field>
                    <field>
                        <signature>UnityEngine.GUIStyle</signature>
                        <name>style</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>updateColor</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>DW_HUDFPS/&lt;FPS&gt;c__Iterator0</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Dispose</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>MoveNext</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>object()</signature>
                        <name>System.Collections.Generic.IEnumerator&lt;object&gt;.get_Current</name>
                    </method>
                    <method>
                        <signature>object()</signature>
                        <name>System.Collections.IEnumerator.get_Current</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>object</signature>
                        <name>$current</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>$disposing</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>$PC</name>
                    </field>
                    <field>
                        <signature>DW_HUDFPS</signature>
                        <name>$this</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>&lt;fps&gt;__1</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>object()</signature>
                        <name>System.Collections.Generic.IEnumerator&lt;object&gt;.Current</name>
                    </property>
                    <property>
                        <signature>object()</signature>
                        <name>System.Collections.IEnumerator.Current</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>DW_MouseSplash</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>FixedUpdate</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Camera</signature>
                        <name>Camera</name>
                    </field>
                    <field>
                        <signature>UnityEngine.RaycastHit</signature>
                        <name>hitInfo</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>prevPoint</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Ray</signature>
                        <name>ray</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>SplashForce</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>SplashRadius</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>tempPos</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.DynamicWater</signature>
                        <name>Water</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>DW_ObstructionGUI</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>&lt;OnGUI&gt;m__0</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnGUI</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>System.Action</signature>
                        <name>&lt;&gt;f__am$cache0</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Texture2D[]</signature>
                        <name>ObstructionMasks</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.SplashZone</signature>
                        <name>RainZone</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.DynamicWater</signature>
                        <name>Water</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>DW_PoolGUI</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>&lt;OnGUI&gt;m__0</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnGUI</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>string</signature>
                        <name>_sceneName</name>
                    </field>
                    <field>
                        <signature>System.Action</signature>
                        <name>&lt;&gt;f__am$cache0</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Transform</signature>
                        <name>BuoyantCrate</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.SplashZone</signature>
                        <name>RainZone</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.DynamicWater</signature>
                        <name>Water</name>
                    </field>
                    <field>
                        <signature>UnityEngine.ParticleSystem</signature>
                        <name>WaterfallParticleSystem</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.SplashZone</signature>
                        <name>WaterfallSplashZone</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>DW_SetCenterOfMass</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>CenterOfMassShift</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>DW_Swimming</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.CharacterController</signature>
                        <name>_controller</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_isSubmerged</name>
                    </field>
                    <field>
                        <signature>DW_ThirdPersonController</signature>
                        <name>_thirdPersonController</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.WaterDetector</signature>
                        <name>_waterDetector</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>SwimSpeed</name>
                    </field>
                    <field>
                        <signature>UnityEngine.KeyCode</signature>
                        <name>SwimUpKey</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>DW_ThirdPersonController</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ApplyGravity</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ApplyJumping</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Awake</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>CalculateJumpVerticalSpeed</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>DidJump</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>GetDirection</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>GetLockCameraTimer</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>GetSpeed</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>HasJumpReachedApex</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>IsGrounded</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>IsGroundedWithTimeout</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>IsJumping</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>IsMoving</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>IsMovingBackwards</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.ControllerColliderHit)</signature>
                        <name>OnControllerColliderHit</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>UpdateSmoothedMovementDirection</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Animation</signature>
                        <name>_animation</name>
                    </field>
                    <field>
                        <signature>DW_ThirdPersonController/CharacterState</signature>
                        <name>_characterState</name>
                    </field>
                    <field>
                        <signature>UnityEngine.CollisionFlags</signature>
                        <name>_collisionFlags</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>_inAirVelocity</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_isControllable</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_isMoving</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_jumping</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_jumpingReachedApex</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_lastGroundedTime</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_lastJumpButtonTime</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_lastJumpTime</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_lockCameraTimer</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>_moveDirection</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_moveSpeed</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_movingBack</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_walkTimeStart</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Camera</signature>
                        <name>Camera</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>CanJump</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>Gravity</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>GroundedTimeout</name>
                    </field>
                    <field>
                        <signature>UnityEngine.AnimationClip</signature>
                        <name>idleAnimation</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>InAirControlAcceleration</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>jumpAnimationSpeed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>JumpHeight</name>
                    </field>
                    <field>
                        <signature>UnityEngine.AnimationClip</signature>
                        <name>jumpPoseAnimation</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>JumpRepeatTime</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>JumpTimeout</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>landAnimationSpeed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>RotateSpeed</name>
                    </field>
                    <field>
                        <signature>UnityEngine.AnimationClip</signature>
                        <name>runAnimation</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>runMaxAnimationSpeed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>RunSpeed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>SpeedSmoothing</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>TrotAfterSeconds</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>trotMaxAnimationSpeed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>TrotSpeed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>VerticalSpeed</name>
                    </field>
                    <field>
                        <signature>UnityEngine.AnimationClip</signature>
                        <name>walkAnimation</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>walkMaxAnimationSpeed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>WalkSpeed</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>DW_ThirdPersonController/CharacterState</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>DW_ThirdPersonController/CharacterState</signature>
                        <name>Idle</name>
                    </field>
                    <field>
                        <signature>DW_ThirdPersonController/CharacterState</signature>
                        <name>Jumping</name>
                    </field>
                    <field>
                        <signature>DW_ThirdPersonController/CharacterState</signature>
                        <name>Running</name>
                    </field>
                    <field>
                        <signature>DW_ThirdPersonController/CharacterState</signature>
                        <name>Trotting</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                    <field>
                        <signature>DW_ThirdPersonController/CharacterState</signature>
                        <name>Walking</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>DW_UnderwaterThirdPersonAnimation</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.CharacterController</signature>
                        <name>_controller</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_initGravity</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_initJumpAnimationSpeed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_initLandAnimationSpeed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_initRunMaxAnimationSpeed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_initRunSpeed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_initTrotAnimationSpeed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_initTrotSpeed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_initWalkAnimationSpeed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_initWalkSpeed</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_isSubmerged</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_lerpedSlowdownFactor</name>
                    </field>
                    <field>
                        <signature>DW_ThirdPersonController</signature>
                        <name>_thirdPersonController</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.WaterDetector</signature>
                        <name>_waterDetector</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>UnderwaterSpeedFactor</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>DW_WaterBumpOffset</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Material</signature>
                        <name>mat</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector2</signature>
                        <name>offsetClamped</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Matrix4x4</signature>
                        <name>scrollMatrix</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>t</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>waveScale</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector2</signature>
                        <name>waveSpeed</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>DW_WaterSplash</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(LostPolygon.DynamicWaterSystem.IDynamicWaterFluidVolume)</signature>
                        <name>OnFluidVolumeEnter</name>
                    </method>
                    <method>
                        <signature>void(LostPolygon.DynamicWaterSystem.IDynamicWaterFluidVolume)</signature>
                        <name>OnFluidVolumeExit</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.ParticleSystem, UnityEngine.Vector3)</signature>
                        <name>SpawnSplash</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Rigidbody</signature>
                        <name>_rigidbody</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.IDynamicWaterSettings</signature>
                        <name>_water</name>
                    </field>
                    <field>
                        <signature>UnityEngine.ParticleSystem</signature>
                        <name>SplashPrefab</name>
                    </field>
                    <field>
                        <signature>UnityEngine.AudioClip[]</signature>
                        <name>SplashSounds</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>SplashThreshold</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>EncryptionController</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Awake</name>
                    </method>
                    <method>
                        <signature>EncryptionController()</signature>
                        <name>get_Instance</name>
                    </method>
                    <method>
                        <signature>void(EncryptionController)</signature>
                        <name>set_Instance</name>
                    </method>
                    <method>
                        <signature>System.Collections.IEnumerator(float32)</signature>
                        <name>SetEncryptionActive</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>string</signature>
                        <name>current_version</name>
                    </field>
                    <field>
                        <signature>UnityEngine.GameObject[]</signature>
                        <name>Encryptions</name>
                    </field>
                    <field>
                        <signature>EncryptionController</signature>
                        <name>instance</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>pro_pid</name>
                    </field>
                    <field>
                        <signature>string[]</signature>
                        <name>scenes</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>EncryptionController()</signature>
                        <name>Instance</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>EncryptionController/&lt;SetEncryptionActive&gt;c__Iterator0</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Dispose</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>MoveNext</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>object()</signature>
                        <name>System.Collections.Generic.IEnumerator&lt;object&gt;.get_Current</name>
                    </method>
                    <method>
                        <signature>object()</signature>
                        <name>System.Collections.IEnumerator.get_Current</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>object</signature>
                        <name>$current</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>$disposing</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>$PC</name>
                    </field>
                    <field>
                        <signature>EncryptionController</signature>
                        <name>$this</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>delay</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>object()</signature>
                        <name>System.Collections.Generic.IEnumerator&lt;object&gt;.Current</name>
                    </property>
                    <property>
                        <signature>object()</signature>
                        <name>System.Collections.IEnumerator.Current</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>EnumDesktopWindowsDelegate</name>
                <methodlist>
                    <method>
                        <signature>void(object, native int)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>System.IAsyncResult(native int, native int, System.AsyncCallback, object)</signature>
                        <name>BeginInvoke</name>
                    </method>
                    <method>
                        <signature>bool(System.IAsyncResult)</signature>
                        <name>EndInvoke</name>
                    </method>
                    <method>
                        <signature>bool(native int, native int)</signature>
                        <name>Invoke</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>ExampleWheelController</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>acceleration</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Rigidbody</signature>
                        <name>m_Rigidbody</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Renderer</signature>
                        <name>motionVectorRenderer</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>ExampleWheelController/Uniforms</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>_MotionAmount</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>Fish_Range_Manager</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Awake</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>Fish_Range_Manager</signature>
                        <name>m_instance</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_range_back</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_range_front</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_range_left</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_range_right</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Transform</signature>
                        <name>m_tar_back</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Transform</signature>
                        <name>m_tar_front</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Transform</signature>
                        <name>m_tar_Left</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Transform</signature>
                        <name>m_tar_right</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CGDataReferenceSelectorAttribute</name>
                <methodlist>
                    <method>
                        <signature>void(System.Type)</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>System.Type</signature>
                        <name>DataType</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CGResourceCollectionManagerAttribute</name>
                <methodlist>
                    <method>
                        <signature>void(string)</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>ShowCount</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CGResourceManagerAttribute</name>
                <methodlist>
                    <method>
                        <signature>void(string)</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>ReadOnly</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>ResourceName</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Components.CurvyDefaultEventHandler</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineEventArgs)</signature>
                        <name>DebugLog</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineMoveEventArgs)</signature>
                        <name>DebugLog</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineEventArgs)</signature>
                        <name>DebugLogStatic</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineMoveEventArgs)</signature>
                        <name>DebugLogStatic</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineMoveEventArgs)</signature>
                        <name>UseFollowUp</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineMoveEventArgs)</signature>
                        <name>UseFollowUpStatic</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineMoveEventArgs)</signature>
                        <name>UseRandomConnection</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineMoveEventArgs)</signature>
                        <name>UseRandomConnectionStatic</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Components.CurvyGLRenderer</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineBase)</signature>
                        <name>Add</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>CreateLineMaterial</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Components.GLSlotData(FluffyUnderware.Curvy.CurvySplineBase)</signature>
                        <name>getSlot</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnPostRender</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineEventArgs)</signature>
                        <name>OnSplineRefresh</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineBase)</signature>
                        <name>Remove</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>sanitize</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Material</signature>
                        <name>lineMaterial</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Components.GLSlotData&gt;</signature>
                        <name>Splines</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Components.CurvyLineRenderer</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Awake</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>bindEvents</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineBase()</signature>
                        <name>get_Spline</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineEventArgs)</signature>
                        <name>OnSplineRefresh</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Refresh</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineBase)</signature>
                        <name>set_Spline</name>
                    </method>
                    <method>
                        <signature>System.Collections.IEnumerator()</signature>
                        <name>Start</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>unbindEvents</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineBase</signature>
                        <name>m_Spline</name>
                    </field>
                    <field>
                        <signature>UnityEngine.LineRenderer</signature>
                        <name>mRenderer</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineBase()</signature>
                        <name>Spline</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Components.CurvyLineRenderer/&lt;Start&gt;c__Iterator0</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Dispose</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>MoveNext</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>object()</signature>
                        <name>System.Collections.Generic.IEnumerator&lt;object&gt;.get_Current</name>
                    </method>
                    <method>
                        <signature>object()</signature>
                        <name>System.Collections.IEnumerator.get_Current</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>object</signature>
                        <name>$current</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>$disposing</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>$PC</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Components.CurvyLineRenderer</signature>
                        <name>$this</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>object()</signature>
                        <name>System.Collections.Generic.IEnumerator&lt;object&gt;.Current</name>
                    </property>
                    <property>
                        <signature>object()</signature>
                        <name>System.Collections.IEnumerator.Current</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Components.GLSlotData</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>GetVertexData</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Material)</signature>
                        <name>Render</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>LineColor</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineBase</signature>
                        <name>Spline</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;UnityEngine.Vector3[]&gt;</signature>
                        <name>VertexData</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.ConnectionHeadingEnum</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.ConnectionHeadingEnum</signature>
                        <name>Auto</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.ConnectionHeadingEnum</signature>
                        <name>Minus</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.ConnectionHeadingEnum</signature>
                        <name>Plus</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.ConnectionHeadingEnum</signature>
                        <name>Sharp</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Controllers.PathController</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>AbsoluteToRelative</name>
                    </method>
                    <method>
                        <signature>void(float32&amp;, int32&amp;, FluffyUnderware.Curvy.CurvyController/MoveModeEnum, float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>Advance</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>BindEvents</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_DependenciesInitialized</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsConfigured</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Length</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGDataReference()</signature>
                        <name>get_Path</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGPath()</signature>
                        <name>get_PathData</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetInterpolatedSourcePosition</name>
                    </method>
                    <method>
                        <signature>void(float32, UnityEngine.Vector3&amp;, UnityEngine.Vector3&amp;, UnityEngine.Vector3&amp;)</signature>
                        <name>GetInterpolatedSourcePosition</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetOrientation</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetTangent</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyCGEventArgs)</signature>
                        <name>OnRefreshPath</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Prepare</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>RelativeToAbsolute</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGDataReference)</signature>
                        <name>set_Path</name>
                    </method>
                    <method>
                        <signature>System.Collections.IEnumerator()</signature>
                        <name>Start</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>UnbindEvents</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGDataReference</signature>
                        <name>m_Path</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>mKeepDistanceAt</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>DependenciesInitialized</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsConfigured</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Length</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGDataReference()</signature>
                        <name>Path</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGPath()</signature>
                        <name>PathData</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Controllers.PathController/&lt;Start&gt;c__Iterator0</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Dispose</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>MoveNext</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>object()</signature>
                        <name>System.Collections.Generic.IEnumerator&lt;object&gt;.get_Current</name>
                    </method>
                    <method>
                        <signature>object()</signature>
                        <name>System.Collections.IEnumerator.get_Current</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>object</signature>
                        <name>$current</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>$disposing</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>$PC</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Controllers.PathController</signature>
                        <name>$this</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>object()</signature>
                        <name>System.Collections.Generic.IEnumerator&lt;object&gt;.Current</name>
                    </property>
                    <property>
                        <signature>object()</signature>
                        <name>System.Collections.IEnumerator.Current</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Controllers.SplineController</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>AbsoluteToRelative</name>
                    </method>
                    <method>
                        <signature>void(float32&amp;, int32&amp;, FluffyUnderware.Curvy.CurvyController/MoveModeEnum, float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>Advance</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>BeginPreview</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>BindEvents</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>EndPreview</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_AdaptOnChange</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_DependenciesInitialized</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsConfigured</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsSwitching</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Length</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineMoveEvent()</signature>
                        <name>get_OnControlPointReached</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineMoveEvent()</signature>
                        <name>get_OnEndReached</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineMoveEvent()</signature>
                        <name>get_OnSwitch</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline()</signature>
                        <name>get_Spline</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_UseCache</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineBase, float32, UnityEngine.Vector3&amp;, UnityEngine.Vector3&amp;, UnityEngine.Vector3&amp;)</signature>
                        <name>getInterpolatedSourcePosition</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetInterpolatedSourcePosition</name>
                    </method>
                    <method>
                        <signature>void(float32, UnityEngine.Vector3&amp;, UnityEngine.Vector3&amp;, UnityEngine.Vector3&amp;)</signature>
                        <name>GetInterpolatedSourcePosition</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetOrientation</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetTangent</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyControlPointEventArgs)</signature>
                        <name>onBeforeCPChange</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineMoveEventArgs)</signature>
                        <name>onControlPointReachedEvent</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineMoveEventArgs)</signature>
                        <name>onEndReachedEvent</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineEventArgs)</signature>
                        <name>OnRefreshSpline</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineMoveEventArgs)</signature>
                        <name>onSwitchEvent</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Prepare</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Refresh</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>RelativeToAbsolute</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_AdaptOnChange</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineMoveEvent)</signature>
                        <name>set_OnControlPointReached</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineMoveEvent)</signature>
                        <name>set_OnEndReached</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineMoveEvent)</signature>
                        <name>set_OnSwitch</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySpline)</signature>
                        <name>set_Spline</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_UseCache</name>
                    </method>
                    <method>
                        <signature>System.Collections.IEnumerator()</signature>
                        <name>Start</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySpline, float32, float32)</signature>
                        <name>SwitchTo</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>UnbindEvents</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyController</signature>
                        <name>_active</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineMoveEvent</signature>
                        <name>m_OnControlPointReached</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineMoveEvent</signature>
                        <name>m_OnEndReached</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineMoveEvent</signature>
                        <name>m_OnSwitch</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySpline</signature>
                        <name>m_Spline</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_UseCache</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySpline</signature>
                        <name>mInitialSpline</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>mKeepDistanceAt</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>mSwitchDuration</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineMoveEventArgs</signature>
                        <name>mSwitchEventArgs</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>mSwitchStartTime</name>
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                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>AdaptOnChange</name>
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                    <property>
                        <signature>bool()</signature>
                        <name>DependenciesInitialized</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsConfigured</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsSwitching</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Length</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineMoveEvent()</signature>
                        <name>OnControlPointReached</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineMoveEvent()</signature>
                        <name>OnEndReached</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineMoveEvent()</signature>
                        <name>OnSwitch</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySpline()</signature>
                        <name>Spline</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>UseCache</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Controllers.SplineController/&lt;Start&gt;c__Iterator0</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Dispose</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>MoveNext</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>object()</signature>
                        <name>System.Collections.Generic.IEnumerator&lt;object&gt;.get_Current</name>
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                        <signature>object()</signature>
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                        <signature>int32</signature>
                        <name>$PC</name>
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                        <signature>void()</signature>
                        <name>.ctor</name>
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                        <signature>UnityEngine.UI.Graphic()</signature>
                        <name>get_graphic</name>
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                    <method>
                        <signature>UnityEngine.RectTransform()</signature>
                        <name>get_Rect</name>
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                    <method>
                        <signature>UnityEngine.UI.Text()</signature>
                        <name>get_Text</name>
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                    <method>
                        <signature>void(UnityEngine.Mesh)</signature>
                        <name>ModifyMesh</name>
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                    <method>
                        <signature>void(UnityEngine.UI.VertexHelper)</signature>
                        <name>ModifyMesh</name>
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                        <signature>void(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;)</signature>
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                        <signature>void()</signature>
                        <name>OnDisable</name>
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                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
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                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineEventArgs)</signature>
                        <name>OnRefreshSpline</name>
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                    <method>
                        <signature>void()</signature>
                        <name>Refresh</name>
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                        <signature>UnityEngine.UI.Graphic</signature>
                        <name>m_Graphic</name>
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                    <field>
                        <signature>UnityEngine.RectTransform</signature>
                        <name>mRect</name>
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                    <field>
                        <signature>UnityEngine.UI.Text</signature>
                        <name>mText</name>
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                        <name>graphic</name>
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                        <name>Rect</name>
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                    <property>
                        <signature>UnityEngine.UI.Text()</signature>
                        <name>Text</name>
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                <eventlist />
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                <name>FluffyUnderware.Curvy.Controllers.UITextSplineController/GlyphPlain</name>
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                        <signature>void()</signature>
                        <name>.ctor</name>
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                        <signature>void()</signature>
                        <name>calcRect</name>
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                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_Center</name>
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                    <method>
                        <signature>void(UnityEngine.Vector3[]&amp;, int32)</signature>
                        <name>Load</name>
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                    <method>
                        <signature>void(UnityEngine.Quaternion)</signature>
                        <name>Rotate</name>
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                    <method>
                        <signature>void(UnityEngine.Vector3[]&amp;, int32)</signature>
                        <name>Save</name>
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                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>Transpose</name>
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                        <name>Rect</name>
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                    <field>
                        <signature>UnityEngine.Vector3[]</signature>
                        <name>V</name>
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                <propertylist>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>Center</name>
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                </propertylist>
                <eventlist />
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            <type>
                <name>FluffyUnderware.Curvy.Controllers.UITextSplineController/GlyphQuad</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>void()</signature>
                        <name>calcRect</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_Center</name>
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                    <method>
                        <signature>void(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;, int32)</signature>
                        <name>Load</name>
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                    <method>
                        <signature>void(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;, int32)</signature>
                        <name>LoadTris</name>
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                    <method>
                        <signature>void(UnityEngine.Quaternion)</signature>
                        <name>Rotate</name>
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                    <method>
                        <signature>void(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;, int32)</signature>
                        <name>Save</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.UI.VertexHelper)</signature>
                        <name>Save</name>
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                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>Transpose</name>
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                <fieldlist>
                    <field>
                        <signature>UnityEngine.Rect</signature>
                        <name>Rect</name>
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                    <field>
                        <signature>UnityEngine.UIVertex[]</signature>
                        <name>V</name>
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                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>Center</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Controllers.VolumeController</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>AbsoluteToRelative</name>
                    </method>
                    <method>
                        <signature>void(float32&amp;, int32&amp;, FluffyUnderware.Curvy.CurvyController/MoveModeEnum, float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>Advance</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>BindEvents</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>CrossAbsoluteToRelative</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>CrossRelativeToAbsolute</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyClamping()</signature>
                        <name>get_CrossClamping</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_CrossFrom</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_CrossInitialPosition</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_CrossLength</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_CrossPosition</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.DevTools.RegionOptions`1&lt;float32&gt;()</signature>
                        <name>get_CrossRangeOptions</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_CrossTo</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_DependenciesInitialized</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsConfigured</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Length</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGDataReference()</signature>
                        <name>get_Volume</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGVolume()</signature>
                        <name>get_VolumeData</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetInterpolatedSourcePosition</name>
                    </method>
                    <method>
                        <signature>void(float32, UnityEngine.Vector3&amp;, UnityEngine.Vector3&amp;, UnityEngine.Vector3&amp;)</signature>
                        <name>GetInterpolatedSourcePosition</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetOrientation</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>getRangedCross</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetTangent</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>getUnrangedCross</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyCGEventArgs)</signature>
                        <name>OnRefreshPath</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Prepare</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>RelativeToAbsolute</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>set_CrossClamping</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_CrossFrom</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_CrossInitialPosition</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_CrossPosition</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_CrossTo</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGDataReference)</signature>
                        <name>set_Volume</name>
                    </method>
                    <method>
                        <signature>System.Collections.IEnumerator()</signature>
                        <name>Start</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>UnbindEvents</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyClamping</signature>
                        <name>m_CrossClamping</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_CrossInitialPosition</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.DevTools.FloatRegion</signature>
                        <name>m_CrossRange</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGDataReference</signature>
                        <name>m_Volume</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>mCrossTF</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>mKeepDistanceAt</name>
                    </field>
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                <propertylist>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvyClamping()</signature>
                        <name>CrossClamping</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>CrossFrom</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>CrossInitialPosition</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>CrossLength</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>CrossPosition</name>
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                    <property>
                        <signature>FluffyUnderware.DevTools.RegionOptions`1&lt;float32&gt;()</signature>
                        <name>CrossRangeOptions</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>CrossTo</name>
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                    <property>
                        <signature>bool()</signature>
                        <name>DependenciesInitialized</name>
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                    <property>
                        <signature>bool()</signature>
                        <name>IsConfigured</name>
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                    <property>
                        <signature>float32()</signature>
                        <name>Length</name>
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                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGDataReference()</signature>
                        <name>Volume</name>
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                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGVolume()</signature>
                        <name>VolumeData</name>
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                </propertylist>
                <eventlist />
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            <type>
                <name>FluffyUnderware.Curvy.Controllers.VolumeController/&lt;Start&gt;c__Iterator0</name>
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                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>void()</signature>
                        <name>Dispose</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>MoveNext</name>
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                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>object()</signature>
                        <name>System.Collections.Generic.IEnumerator&lt;object&gt;.get_Current</name>
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                    <method>
                        <signature>object()</signature>
                        <name>System.Collections.IEnumerator.get_Current</name>
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                        <signature>object</signature>
                        <name>$current</name>
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                    <field>
                        <signature>bool</signature>
                        <name>$disposing</name>
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                    <field>
                        <signature>int32</signature>
                        <name>$PC</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Controllers.VolumeController</signature>
                        <name>$this</name>
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                </fieldlist>
                <propertylist>
                    <property>
                        <signature>object()</signature>
                        <name>System.Collections.Generic.IEnumerator&lt;object&gt;.Current</name>
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                    <property>
                        <signature>object()</signature>
                        <name>System.Collections.IEnumerator.Current</name>
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                </propertylist>
                <eventlist />
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            <type>
                <name>FluffyUnderware.Curvy.CurvyAdvBezierModeEnum</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyAdvBezierModeEnum</signature>
                        <name>Combine</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyAdvBezierModeEnum</signature>
                        <name>Direction</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyAdvBezierModeEnum</signature>
                        <name>Length</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyAdvBezierModeEnum</signature>
                        <name>None</name>
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                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
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            <type>
                <name>FluffyUnderware.Curvy.CurvyBezierModeEnum</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyBezierModeEnum</signature>
                        <name>Combine</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyBezierModeEnum</signature>
                        <name>Connections</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyBezierModeEnum</signature>
                        <name>Direction</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyBezierModeEnum</signature>
                        <name>Length</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyBezierModeEnum</signature>
                        <name>None</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
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            <type>
                <name>FluffyUnderware.Curvy.CurvyCGEvent</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyCGEventArgs</name>
                <methodlist>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGModule)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CurvyGenerator, FluffyUnderware.Curvy.Generator.CGModule)</signature>
                        <name>.ctor</name>
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                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CurvyGenerator</signature>
                        <name>Generator</name>
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                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModule</signature>
                        <name>Module</name>
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                    <field>
                        <signature>UnityEngine.MonoBehaviour</signature>
                        <name>Sender</name>
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                <propertylist />
                <eventlist />
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            <type>
                <name>FluffyUnderware.Curvy.CurvyClamping</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyClamping</signature>
                        <name>Clamp</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyClamping</signature>
                        <name>Loop</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyClamping</signature>
                        <name>PingPong</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
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                <propertylist />
                <eventlist />
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            <type>
                <name>FluffyUnderware.Curvy.CurvyConnection</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>addControlPoint</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment[])</signature>
                        <name>AddControlPoints</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>AutoSetFollowUp</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyConnection(FluffyUnderware.Curvy.CurvySplineSegment[])</signature>
                        <name>Create</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Delete</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.CurvySplineSegment&gt;()</signature>
                        <name>get_ControlPoints</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Count</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(int32)</signature>
                        <name>get_Item</name>
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                    <method>
                        <signature>FluffyUnderware.DevTools.TTransform()</signature>
                        <name>get_TTransform</name>
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                    <method>
                        <signature>void()</signature>
                        <name>OnDestroy</name>
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                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.CurvySplineSegment&gt;(FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>OtherControlPoints</name>
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                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment, bool)</signature>
                        <name>RemoveControlPoint</name>
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                    <method>
                        <signature>void()</signature>
                        <name>synchronize</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Transform)</signature>
                        <name>SynchronizeINTERNAL</name>
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                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
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                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.CurvySplineSegment&gt;</signature>
                        <name>m_ControlPoints</name>
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                    <field>
                        <signature>FluffyUnderware.DevTools.TTransform</signature>
                        <name>mTTransform</name>
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                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.CurvySplineSegment&gt;()</signature>
                        <name>ControlPoints</name>
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                    <property>
                        <signature>int32()</signature>
                        <name>Count</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(int32)</signature>
                        <name>Item</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.DevTools.TTransform()</signature>
                        <name>TTransform</name>
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                <eventlist />
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            <type>
                <name>FluffyUnderware.Curvy.CurvyController</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>AbsoluteToRelative</name>
                    </method>
                    <method>
                        <signature>void(float32&amp;, int32&amp;, FluffyUnderware.Curvy.CurvyController/MoveModeEnum, float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>Advance</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Apply</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>applyPositionAndRotation</name>
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                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>ApplyTransformPosition</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Quaternion)</signature>
                        <name>ApplyTransformRotation</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>BeginPreview</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>BindEvents</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>EditorUpdate</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>EndPreview</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>FixedUpdate</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_AbsolutePosition</name>
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                    <method>
                        <signature>float32()</signature>
                        <name>get_AbsSpeed</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_Active</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_AdaptOnChange</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_Animate</name>
                    </method>
                    <method>
                        <signature>UnityEngine.AnimationCurve()</signature>
                        <name>get_Animation</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyClamping()</signature>
                        <name>get_Clamping</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_DampingDirection</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_DampingUp</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_DeltaTime</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_DependenciesInitialized</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Direction</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IgnoreDirection</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_InitialPosition</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsConfigured</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsInitialized</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsPaused</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsPlaying</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Length</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_maxPosition</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyController/MoveModeEnum()</signature>
                        <name>get_MoveMode</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_OffsetAngle</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_OffsetCompensation</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_OffsetRadius</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyControllerEvent()</signature>
                        <name>get_OnAnimationEnd</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.OrientationAxisEnum()</signature>
                        <name>get_OrientationAxis</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.OrientationModeEnum()</signature>
                        <name>get_OrientationMode</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_PlayAutomatically</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Position</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyPositionMode()</signature>
                        <name>get_PositionMode</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_RelativePosition</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_ResetOnStop</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_SingleShot</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Space()</signature>
                        <name>get_Space</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Speed</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_TimeScale</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Transform()</signature>
                        <name>get_Transform</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>getAnimationTF</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetInterpolatedSourcePosition</name>
                    </method>
                    <method>
                        <signature>void(float32, UnityEngine.Vector3&amp;, UnityEngine.Vector3&amp;, UnityEngine.Vector3&amp;)</signature>
                        <name>GetInterpolatedSourcePosition</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetOrientation</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Quaternion(UnityEngine.Vector3, UnityEngine.Vector3, bool)</signature>
                        <name>GetRotation</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetTangent</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>GetTF</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>LateUpdate</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Vector3, float32, float32)</signature>
                        <name>offsetPosition</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyControllerEventArgs(FluffyUnderware.Curvy.CurvyControllerEventArgs)</signature>
                        <name>OnAnimationEndEvent</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnTransformParentChanged</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Pause</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Play</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Prepare</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Refresh</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>RelativeToAbsolute</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_AbsolutePosition</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_AdaptOnChange</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_Animate</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.AnimationCurve)</signature>
                        <name>set_Animation</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>set_Clamping</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_DampingDirection</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_DampingUp</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_Direction</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_IgnoreDirection</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_InitialPosition</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyController/MoveModeEnum)</signature>
                        <name>set_MoveMode</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_OffsetAngle</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_OffsetCompensation</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_OffsetRadius</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyControllerEvent)</signature>
                        <name>set_OnAnimationEnd</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.OrientationAxisEnum)</signature>
                        <name>set_OrientationAxis</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.OrientationModeEnum)</signature>
                        <name>set_OrientationMode</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_PlayAutomatically</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Position</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyPositionMode)</signature>
                        <name>set_PositionMode</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_RelativePosition</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_ResetOnStop</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_SingleShot</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Space)</signature>
                        <name>set_Space</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Speed</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_TimeScale</name>
                    </method>
                    <method>
                        <signature>void(string)</signature>
                        <name>SetFromString</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Stop</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>UnbindEvents</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>UserAfterInit</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>UserAfterUpdate</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>Warp</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>m_AdaptOnChange</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_Animate</name>
                    </field>
                    <field>
                        <signature>UnityEngine.AnimationCurve</signature>
                        <name>m_Animation</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyClamping</signature>
                        <name>m_Clamping</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_DampingDirection</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_DampingUp</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_IgnoreDirection</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_InitialPosition</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyController/MoveModeEnum</signature>
                        <name>m_MoveMode</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_OffsetAngle</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_OffsetCompensation</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_OffsetRadius</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyControllerEvent</signature>
                        <name>m_OnAnimationEnd</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.OrientationAxisEnum</signature>
                        <name>m_OrientationAxis</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.OrientationModeEnum</signature>
                        <name>m_OrientationMode</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_PlayAutomatically</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyPositionMode</signature>
                        <name>m_PositionMode</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_ResetOnStop</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_SingleShot</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Space</signature>
                        <name>m_Space</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_Speed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_TimeScale</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>mDampingDirVelocity</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>mDampingUpVelocity</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>mDirection</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>mForceUpdate</name>
                    </field>
                    <field>
                        <signature>UnityEngine.GameObject</signature>
                        <name>mGameObject</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>mInitialVirtualPos</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>mIsPausing</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>mIsPlaying</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>mIsPrepared</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>mOffsetCompensation</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>mShotStartDistance</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>mShotStartTF</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>mShotTime</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>mTF</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>oldOff</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>oldPos</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyUpdateMethod</signature>
                        <name>UpdateIn</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>float32()</signature>
                        <name>AbsolutePosition</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>AbsSpeed</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>Active</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>AdaptOnChange</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>Animate</name>
                    </property>
                    <property>
                        <signature>UnityEngine.AnimationCurve()</signature>
                        <name>Animation</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvyClamping()</signature>
                        <name>Clamping</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>DampingDirection</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>DampingUp</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>DeltaTime</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>DependenciesInitialized</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>Direction</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IgnoreDirection</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>InitialPosition</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsConfigured</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsInitialized</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsPaused</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsPlaying</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Length</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>maxPosition</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvyController/MoveModeEnum()</signature>
                        <name>MoveMode</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>OffsetAngle</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>OffsetCompensation</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>OffsetRadius</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvyControllerEvent()</signature>
                        <name>OnAnimationEnd</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.OrientationAxisEnum()</signature>
                        <name>OrientationAxis</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.OrientationModeEnum()</signature>
                        <name>OrientationMode</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>PlayAutomatically</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Position</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvyPositionMode()</signature>
                        <name>PositionMode</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>RelativePosition</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>ResetOnStop</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>SingleShot</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Space()</signature>
                        <name>Space</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Speed</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>TimeScale</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Transform()</signature>
                        <name>Transform</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyController/MoveModeEnum</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyController/MoveModeEnum</signature>
                        <name>AbsoluteExtrapolate</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyController/MoveModeEnum</signature>
                        <name>AbsolutePrecise</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyController/MoveModeEnum</signature>
                        <name>Relative</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyControllerEvent</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyControllerEventArgs</name>
                <methodlist>
                    <method>
                        <signature>void(UnityEngine.MonoBehaviour, FluffyUnderware.Curvy.CurvyController)</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyController</signature>
                        <name>Controller</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyControlPointEvent</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyControlPointEventArgs</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySpline)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.MonoBehaviour, FluffyUnderware.Curvy.CurvySpline, FluffyUnderware.Curvy.CurvySplineSegment, FluffyUnderware.Curvy.CurvyControlPointEventArgs/ModeEnum, object)</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment</signature>
                        <name>ControlPoint</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyControlPointEventArgs/ModeEnum</signature>
                        <name>Mode</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyControlPointEventArgs/ModeEnum</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyControlPointEventArgs/ModeEnum</signature>
                        <name>AddAfter</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyControlPointEventArgs/ModeEnum</signature>
                        <name>AddBefore</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyControlPointEventArgs/ModeEnum</signature>
                        <name>Added</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyControlPointEventArgs/ModeEnum</signature>
                        <name>Delete</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyControlPointEventArgs/ModeEnum</signature>
                        <name>None</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyEventArgs</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>object</signature>
                        <name>Data</name>
                    </field>
                    <field>
                        <signature>UnityEngine.MonoBehaviour</signature>
                        <name>Sender</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyGizmoHelper</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment, UnityEngine.Color)</signature>
                        <name>BoundsGizmo</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>ConnectionGizmo</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment, bool, UnityEngine.Color)</signature>
                        <name>ControlPointGizmo</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment, UnityEngine.Color)</signature>
                        <name>SegmentApproximationGizmo</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment, UnityEngine.Color, float32)</signature>
                        <name>SegmentCurveGizmo</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment, UnityEngine.Color)</signature>
                        <name>SegmentOrientationAnchorGizmo</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment, UnityEngine.Color)</signature>
                        <name>SegmentOrientationGizmo</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment, UnityEngine.Color)</signature>
                        <name>SegmentTangentGizmo</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Matrix4x4</signature>
                        <name>Matrix</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyGlobalManager</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Awake</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyConnection[]()</signature>
                        <name>get_Connections</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.DevTools.ComponentPool()</signature>
                        <name>get_ControlPointPool</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.DevTools.PoolManager()</signature>
                        <name>get_PoolManager</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_ShowApproximationGizmo</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_ShowBoundsGizmo</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_ShowCurveGizmo</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_ShowLabelsGizmo</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_ShowMetadataGizmo</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_ShowOrientationGizmo</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_ShowTangentsGizmo</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyConnection[](FluffyUnderware.Curvy.CurvySpline[])</signature>
                        <name>GetContainingConnections</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>LoadRuntimeSettings</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.DevTools.IDTSingleton)</signature>
                        <name>MergeDoubleLoaded</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>SaveRuntimeSettings</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_ShowApproximationGizmo</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_ShowBoundsGizmo</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_ShowCurveGizmo</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_ShowLabelsGizmo</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_ShowMetadataGizmo</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_ShowOrientationGizmo</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_ShowTangentsGizmo</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>DefaultGizmoColor</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>DefaultGizmoSelectionColor</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyInterpolation</signature>
                        <name>DefaultInterpolation</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>GizmoControlPointSize</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>GizmoOrientationColor</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>GizmoOrientationLength</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineGizmos</signature>
                        <name>Gizmos</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>HideManager</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>MaxCachePPU</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.DevTools.ComponentPool</signature>
                        <name>mControlPointPool</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.DevTools.PoolManager</signature>
                        <name>mPoolManager</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>SceneViewResolution</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>SplineLayer</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvyConnection[]()</signature>
                        <name>Connections</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.DevTools.ComponentPool()</signature>
                        <name>ControlPointPool</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.DevTools.PoolManager()</signature>
                        <name>PoolManager</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>ShowApproximationGizmo</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>ShowBoundsGizmo</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>ShowCurveGizmo</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>ShowLabelsGizmo</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>ShowMetadataGizmo</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>ShowOrientationGizmo</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>ShowTangentsGizmo</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyImportExport</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySpline, string)</signature>
                        <name>&lt;Import&gt;m__0</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment, string)</signature>
                        <name>&lt;Import&gt;m__1</name>
                    </method>
                    <method>
                        <signature>void(string, FluffyUnderware.Curvy.CurvySpline[], FluffyUnderware.Curvy.Utils.CurvySerializationSpace)</signature>
                        <name>Deserialize</name>
                    </method>
                    <method>
                        <signature>void(string, FluffyUnderware.Curvy.CurvySplineSegment, FluffyUnderware.Curvy.Utils.CurvySerializationSpace)</signature>
                        <name>Deserialize</name>
                    </method>
                    <method>
                        <signature>void(string, UnityEngine.Transform, FluffyUnderware.Curvy.Utils.CurvySerializationSpace)</signature>
                        <name>Deserialize</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Export</name>
                    </method>
                    <method>
                        <signature>void(string, FluffyUnderware.Curvy.Utils.CurvySerializationSpace, FluffyUnderware.Curvy.CurvySpline[])</signature>
                        <name>ExportToFile</name>
                    </method>
                    <method>
                        <signature>void(string, FluffyUnderware.Curvy.Utils.CurvySerializationSpace, FluffyUnderware.Curvy.CurvySplineSegment[])</signature>
                        <name>ExportToFile</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Import</name>
                    </method>
                    <method>
                        <signature>void(string, FluffyUnderware.Curvy.CurvySpline[], FluffyUnderware.Curvy.Utils.CurvySerializationSpace)</signature>
                        <name>ImportFromFile</name>
                    </method>
                    <method>
                        <signature>void(string, FluffyUnderware.Curvy.CurvySplineSegment, FluffyUnderware.Curvy.Utils.CurvySerializationSpace)</signature>
                        <name>ImportFromFile</name>
                    </method>
                    <method>
                        <signature>void(string, UnityEngine.Transform, FluffyUnderware.Curvy.Utils.CurvySerializationSpace)</signature>
                        <name>ImportFromFile</name>
                    </method>
                    <method>
                        <signature>string(string)</signature>
                        <name>loadFile</name>
                    </method>
                    <method>
                        <signature>void(string, string)</signature>
                        <name>saveFile</name>
                    </method>
                    <method>
                        <signature>string(FluffyUnderware.Curvy.Utils.CurvySerializationSpace, FluffyUnderware.Curvy.CurvySpline[])</signature>
                        <name>Serialize</name>
                    </method>
                    <method>
                        <signature>string(FluffyUnderware.Curvy.Utils.CurvySerializationSpace, FluffyUnderware.Curvy.CurvySplineSegment[])</signature>
                        <name>Serialize</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySpline[]</signature>
                        <name>ApplyTo</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyImportExport/ExportOptions</signature>
                        <name>ExportOption</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>FilePath</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment</signature>
                        <name>InsertAfter</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyImportExport/ImportOptions</signature>
                        <name>Mode</name>
                    </field>
                    <field>
                        <signature>System.Action`2&lt;FluffyUnderware.Curvy.CurvySplineSegment,string&gt;</signature>
                        <name>mOnDeserializedCP</name>
                    </field>
                    <field>
                        <signature>System.Action`2&lt;FluffyUnderware.Curvy.CurvySpline,string&gt;</signature>
                        <name>mOnDeserializedSpline</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyControlPointEvent</signature>
                        <name>OnDeserializedCP</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineEvent</signature>
                        <name>OnDeserializedSpline</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.CurvySplineSegment&gt;</signature>
                        <name>SourceControlPoints</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.CurvySpline&gt;</signature>
                        <name>SourceSplines</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Utils.CurvySerializationSpace</signature>
                        <name>Space</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Transform</signature>
                        <name>Target</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyImportExport/ExportOptions</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyImportExport/ExportOptions</signature>
                        <name>ControlPoints</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyImportExport/ExportOptions</signature>
                        <name>Splines</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyImportExport/ImportOptions</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyImportExport/ImportOptions</signature>
                        <name>Apply</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyImportExport/ImportOptions</signature>
                        <name>Create</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyImportExport/ImportOptions</signature>
                        <name>Insert</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyInterpolation</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyInterpolation</signature>
                        <name>Bezier</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyInterpolation</signature>
                        <name>CatmullRom</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyInterpolation</signature>
                        <name>Linear</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyInterpolation</signature>
                        <name>TCB</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyMetadataBase</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Awake</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>get_ControlPoint</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline()</signature>
                        <name>get_Spline</name>
                    </method>
                    <method>
                        <arity>1</arity>
                        <signature>!!0(bool, bool, bool)</signature>
                        <name>GetNextData</name>
                    </method>
                    <method>
                        <arity>1</arity>
                        <signature>!!0(bool, bool, bool)</signature>
                        <name>GetPreviousData</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>SetDirty</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment</signature>
                        <name>mCP</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>ControlPoint</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySpline()</signature>
                        <name>Spline</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyOrientation</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyOrientation</signature>
                        <name>Dynamic</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyOrientation</signature>
                        <name>None</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyOrientation</signature>
                        <name>Static</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyOrientationSwirl</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyOrientationSwirl</signature>
                        <name>AnchorGroup</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyOrientationSwirl</signature>
                        <name>AnchorGroupAbs</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyOrientationSwirl</signature>
                        <name>None</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyOrientationSwirl</signature>
                        <name>Segment</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyPlane</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyPlane</signature>
                        <name>XY</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyPlane</signature>
                        <name>XZ</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyPlane</signature>
                        <name>YZ</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyPositionMode</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyPositionMode</signature>
                        <name>Relative</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyPositionMode</signature>
                        <name>WorldUnits</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyRepeatingOrderEnum</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyRepeatingOrderEnum</signature>
                        <name>Random</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyRepeatingOrderEnum</signature>
                        <name>Row</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyShape</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>applyPlane</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Quaternion)</signature>
                        <name>applyRotation</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ApplyShape</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Delete</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_Persistent</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyPlane()</signature>
                        <name>get_Plane</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.Dictionary`2&lt;FluffyUnderware.Curvy.CurvyShapeInfo,System.Type&gt;()</signature>
                        <name>get_ShapeDefinitions</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline()</signature>
                        <name>get_Spline</name>
                    </method>
                    <method>
                        <signature>string(System.Type)</signature>
                        <name>GetShapeName</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;string&gt;(bool)</signature>
                        <name>GetShapesMenuNames</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;string&gt;(System.Type, int32&amp;, bool)</signature>
                        <name>GetShapesMenuNames</name>
                    </method>
                    <method>
                        <signature>System.Type(string)</signature>
                        <name>GetShapeType</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>PrepareControlPoints</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyInterpolation, FluffyUnderware.Curvy.CurvyOrientation, int32, bool)</signature>
                        <name>PrepareSpline</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Refresh</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyShape(string)</signature>
                        <name>Replace</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_Persistent</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyPlane)</signature>
                        <name>set_Plane</name>
                    </method>
                    <method>
                        <signature>void(int32, UnityEngine.Vector3)</signature>
                        <name>SetBezierHandleIn</name>
                    </method>
                    <method>
                        <signature>void(int32, UnityEngine.Vector3)</signature>
                        <name>SetBezierHandleOut</name>
                    </method>
                    <method>
                        <signature>void(float32, bool, bool, FluffyUnderware.Curvy.CurvySplineSegment[])</signature>
                        <name>SetBezierHandles</name>
                    </method>
                    <method>
                        <signature>void(int32, float32)</signature>
                        <name>SetBezierHandles</name>
                    </method>
                    <method>
                        <signature>void(int32, float32, float32)</signature>
                        <name>SetBezierHandles</name>
                    </method>
                    <method>
                        <signature>void(int32, UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Space)</signature>
                        <name>SetBezierHandles</name>
                    </method>
                    <method>
                        <signature>void(int32[])</signature>
                        <name>SetCGHardEdges</name>
                    </method>
                    <method>
                        <signature>void(int32, UnityEngine.Vector3)</signature>
                        <name>SetPosition</name>
                    </method>
                    <method>
                        <signature>void(int32, UnityEngine.Quaternion)</signature>
                        <name>SetRotation</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>Dirty</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_Persistent</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyPlane</signature>
                        <name>m_Plane</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>mLoadingInEditor</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.Dictionary`2&lt;FluffyUnderware.Curvy.CurvyShapeInfo,System.Type&gt;</signature>
                        <name>mShapeDefs</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySpline</signature>
                        <name>mSpline</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>Persistent</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvyPlane()</signature>
                        <name>Plane</name>
                    </property>
                    <property>
                        <signature>System.Collections.Generic.Dictionary`2&lt;FluffyUnderware.Curvy.CurvyShapeInfo,System.Type&gt;()</signature>
                        <name>ShapeDefinitions</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySpline()</signature>
                        <name>Spline</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyShape2D</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyShapeInfo</name>
                <methodlist>
                    <method>
                        <signature>void(string, bool)</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>Is2D</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>Name</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvySpline</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>int32(FluffyUnderware.Curvy.CurvySplineSegment, FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>&lt;UpgradeVersion&gt;m__0</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>Add</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment[](UnityEngine.Vector3[])</signature>
                        <name>Add</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ApplyControlPointsNames</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Awake</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Vector3, float32)</signature>
                        <name>Bezier</name>
                    </method>
                    <method>
                        <signature>float32(float32, float32, float32, float32, float32)</signature>
                        <name>BezierTangent</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Vector3, float32)</signature>
                        <name>BezierTangent</name>
                    </method>
                    <method>
                        <signature>int32(int32, float32, float32)</signature>
                        <name>CalculateCacheSize</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>canHaveManualEndCP</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Vector3, float32)</signature>
                        <name>CatmullRom</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Clear</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>clearBounds</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline()</signature>
                        <name>Create</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline(FluffyUnderware.Curvy.CurvySpline)</signature>
                        <name>Create</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>Delete</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(float32, float32&amp;, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>DistanceToSegment</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>DistanceToSegment</name>
                    </method>
                    <method>
                        <signature>float32(float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>DistanceToTF</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>doUpdate</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment, FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>Equalize</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32&amp;, int32&amp;, float32, FluffyUnderware.Curvy.CurvyClamping, bool)</signature>
                        <name>eventAwareMove</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32&amp;, int32&amp;, float32, FluffyUnderware.Curvy.CurvyClamping, bool)</signature>
                        <name>eventAwareMoveDistance</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>FixedUpdate</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Flip</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_AutoEndTangents</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_AutoHandleDistance</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Bias</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Bounds()</signature>
                        <name>get_Bounds</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_CacheDensity</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_CacheSize</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_CheckTransform</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_Closed</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Continuity</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_ControlPointCount</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Count</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_Dirty</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>get_FirstVisibleControlPoint</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Color()</signature>
                        <name>get_GizmoColor</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Color()</signature>
                        <name>get_GizmoSelectionColor</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyInterpolation()</signature>
                        <name>get_Interpolation</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsClosed</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsContinuous</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(int32)</signature>
                        <name>get_Item</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>get_LastVisibleControlPoint</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline()</signature>
                        <name>get_NextSpline</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyOrientation()</signature>
                        <name>get_Orientation</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline()</signature>
                        <name>get_PreviousSpline</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_RestrictTo2D</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.CurvySplineSegment&gt;()</signature>
                        <name>get_Segments</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Tension</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyUpdateMethod()</signature>
                        <name>get_UpdateIn</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_UsePooling</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_UseThreading</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3[](UnityEngine.Space)</signature>
                        <name>GetApproximation</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3[]()</signature>
                        <name>GetApproximationT</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3[]()</signature>
                        <name>GetApproximationUpVectors</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Bounds()</signature>
                        <name>getBounds</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>getCurrentAnchorGroup</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Component(System.Type, float32)</signature>
                        <name>GetMetadata</name>
                    </method>
                    <method>
                        <signature>float32(UnityEngine.Vector3)</signature>
                        <name>GetNearestPointTF</name>
                    </method>
                    <method>
                        <signature>float32(UnityEngine.Vector3, int32, int32)</signature>
                        <name>GetNearestPointTF</name>
                    </method>
                    <method>
                        <signature>float32(UnityEngine.Vector3, UnityEngine.Vector3&amp;)</signature>
                        <name>GetNearestPointTF</name>
                    </method>
                    <method>
                        <signature>float32(UnityEngine.Vector3, UnityEngine.Vector3&amp;, int32, int32)</signature>
                        <name>GetNearestPointTF</name>
                    </method>
                    <method>
                        <signature>bool(FluffyUnderware.Curvy.CurvySplineSegment, int32, FluffyUnderware.Curvy.CurvySplineSegment&amp;, int32&amp;, FluffyUnderware.Curvy.CurvySplineSegment[]&amp;)</signature>
                        <name>getNextApproximationPoint</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(FluffyUnderware.Curvy.CurvySplineSegment, float32, float32, float32&amp;)</signature>
                        <name>getNextSegmentWithinRange</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(FluffyUnderware.Curvy.CurvySplineSegment, float32, float32, float32, float32&amp;)</signature>
                        <name>getNextSegmentWithinRangeDistance</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Quaternion(float32, bool)</signature>
                        <name>GetOrientationFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetOrientationUpFast</name>
                    </method>
                    <method>
                        <signature>bool(FluffyUnderware.Curvy.CurvySplineSegment, int32, FluffyUnderware.Curvy.CurvySplineSegment&amp;, int32&amp;, FluffyUnderware.Curvy.CurvySplineSegment[]&amp;)</signature>
                        <name>getPreviousApproximationPoint</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetTangent</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32, UnityEngine.Vector3)</signature>
                        <name>GetTangent</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetTangentFast</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>InsertAfter</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>InsertBefore</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>Interpolate</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32, FluffyUnderware.Curvy.CurvyInterpolation)</signature>
                        <name>Interpolate</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>InterpolateFast</name>
                    </method>
                    <method>
                        <arity>2</arity>
                        <signature>!!1(float32)</signature>
                        <name>InterpolateMetadata</name>
                    </method>
                    <method>
                        <signature>object(System.Type, float32)</signature>
                        <name>InterpolateMetadata</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>InterpolateScale</name>
                    </method>
                    <method>
                        <signature>bool(bool&amp;, bool&amp;, bool&amp;)</signature>
                        <name>IsPlanar</name>
                    </method>
                    <method>
                        <signature>bool(FluffyUnderware.Curvy.CurvyPlane)</signature>
                        <name>IsPlanar</name>
                    </method>
                    <method>
                        <signature>bool(int32&amp;)</signature>
                        <name>IsPlanar</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>JoinWith</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>LateUpdate</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyPlane)</signature>
                        <name>MakePlanar</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>MakePlanar</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32&amp;, int32&amp;, float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>Move</name>
                    </method>
                    <method>
                        <signature>bool(float32&amp;, float32, float32, float32, UnityEngine.Vector3&amp;, UnityEngine.Vector3&amp;, float32&amp;, float32, bool, float32)</signature>
                        <name>MoveByAngleExtINTERNAL</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32&amp;, int32&amp;, float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>MoveByLengthFast</name>
                    </method>
                    <method>
                        <signature>void(int32, int32, FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>MoveControlPoints</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32&amp;, int32&amp;, float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>MoveFast</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Normalize</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDestroy</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Refresh</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>float32(FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>SegmentToTF</name>
                    </method>
                    <method>
                        <signature>float32(FluffyUnderware.Curvy.CurvySplineSegment, float32)</signature>
                        <name>SegmentToTF</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_AutoEndTangents</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_AutoHandleDistance</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Bias</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_CacheDensity</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_CheckTransform</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_Closed</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Continuity</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Color)</signature>
                        <name>set_GizmoColor</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Color)</signature>
                        <name>set_GizmoSelectionColor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyInterpolation)</signature>
                        <name>set_Interpolation</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyOrientation)</signature>
                        <name>set_Orientation</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_RestrictTo2D</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Tension</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyUpdateMethod)</signature>
                        <name>set_UpdateIn</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_UsePooling</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_UseThreading</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment, bool, bool)</signature>
                        <name>SetDirty</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>SetDirtyAll</name>
                    </method>
                    <method>
                        <signature>void(bool, bool)</signature>
                        <name>SetDirtyAll</name>
                    </method>
                    <method>
                        <signature>void(string)</signature>
                        <name>SetFromString</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>setLengthINTERNAL</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32, float32, float32, bool)</signature>
                        <name>SetPivot</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment, FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>Simplify</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment, FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>Subdivide</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>SyncHierarchyFromSpline</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>SyncSplineFromHierarchy</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Vector3, float32, float32, float32, float32, float32, float32, float32)</signature>
                        <name>TCB</name>
                    </method>
                    <method>
                        <signature>float32(float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>TFToDistance</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(float32, float32&amp;, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>TFToSegment</name>
                    </method>
                    <method>
                        <signature>int32(float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>TFToSegmentIndex</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(UnityEngine.Vector3)</signature>
                        <name>ToWorldPosition</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
                    </method>
                    <method>
                        <signature>bool(string, string)</signature>
                        <name>UpgradeVersion</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment</signature>
                        <name>_lastDistToSeg</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineMoveEventArgs</signature>
                        <name>_moveEventArgs</name>
                    </field>
                    <field>
                        <signature>System.Comparison`1&lt;FluffyUnderware.Curvy.CurvySplineSegment&gt;</signature>
                        <name>&lt;&gt;f__am$cache0</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.CurvySplineSegment&gt;</signature>
                        <name>ControlPoints</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>DOCLINK</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>DOCROOT</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_AutoEndTangents</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_AutoHandleDistance</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_Bias</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>m_CacheDensity</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_CheckTransform</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_Closed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_Continuity</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>m_GizmoColor</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>m_GizmoSelectionColor</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyInterpolation</signature>
                        <name>m_Interpolation</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyOrientation</signature>
                        <name>m_Orientation</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_RestrictTo2D</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_Tension</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyUpdateMethod</signature>
                        <name>m_UpdateIn</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_UsePooling</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_UseThreading</name>
                    </field>
                    <field>
                        <signature>System.Nullable`1&lt;UnityEngine.Bounds&gt;</signature>
                        <name>mBounds</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>mCacheSize</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.CurvySplineSegment&gt;</signature>
                        <name>mDirtyControlPoints</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>mDirtyCurve</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>mDirtyOrientation</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>mForceRefresh</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>mLastCPCount</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.CurvySplineSegment&gt;</signature>
                        <name>mSegments</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.DevTools.ThreadPoolWorker</signature>
                        <name>mThreadWorker</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>VERSION</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>VERSIONSHORT</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>WEBROOT</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>AutoEndTangents</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>AutoHandleDistance</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Bias</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Bounds()</signature>
                        <name>Bounds</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>CacheDensity</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>CacheSize</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>CheckTransform</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>Closed</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Continuity</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>ControlPointCount</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>Count</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>Dirty</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>FirstVisibleControlPoint</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Color()</signature>
                        <name>GizmoColor</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Color()</signature>
                        <name>GizmoSelectionColor</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvyInterpolation()</signature>
                        <name>Interpolation</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsClosed</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsContinuous</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(int32)</signature>
                        <name>Item</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>LastVisibleControlPoint</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySpline()</signature>
                        <name>NextSpline</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvyOrientation()</signature>
                        <name>Orientation</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySpline()</signature>
                        <name>PreviousSpline</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>RestrictTo2D</name>
                    </property>
                    <property>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.CurvySplineSegment&gt;()</signature>
                        <name>Segments</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Tension</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvyUpdateMethod()</signature>
                        <name>UpdateIn</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>UsePooling</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>UseThreading</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvySplineBase</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Awake</name>
                    </method>
                    <method>
                        <signature>float32(float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>ClampDistance</name>
                    </method>
                    <method>
                        <signature>float32(float32, FluffyUnderware.Curvy.CurvyClamping, float32, float32)</signature>
                        <name>ClampDistance</name>
                    </method>
                    <method>
                        <signature>float32(float32, int32&amp;, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>ClampDistance</name>
                    </method>
                    <method>
                        <signature>float32(float32, int32&amp;, FluffyUnderware.Curvy.CurvyClamping, float32, float32)</signature>
                        <name>ClampDistance</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Clear</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Destroy</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>DistanceToTF</name>
                    </method>
                    <method>
                        <signature>float32(float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>DistanceToTF</name>
                    </method>
                    <method>
                        <signature>float32(float32, float32, float32)</signature>
                        <name>ExtrapolateDistanceToTF</name>
                    </method>
                    <method>
                        <signature>float32(float32, float32, float32)</signature>
                        <name>ExtrapolateDistanceToTFFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Bounds()</signature>
                        <name>get_Bounds</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Count</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_Dirty</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsClosed</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsContinuous</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsInitialized</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Length</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyControlPointEvent()</signature>
                        <name>get_OnAfterControlPointAdd</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineEvent()</signature>
                        <name>get_OnAfterControlPointChanges</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyControlPointEvent()</signature>
                        <name>get_OnBeforeControlPointAdd</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyControlPointEvent()</signature>
                        <name>get_OnBeforeControlPointDelete</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineMoveEvent()</signature>
                        <name>get_OnMoveControlPointReached</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineMoveEvent()</signature>
                        <name>get_OnMoveEndReached</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineEvent()</signature>
                        <name>get_OnRefresh</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.DevTools.TTransform()</signature>
                        <name>get_TTransform</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3[](UnityEngine.Space)</signature>
                        <name>GetApproximation</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3[](float32, float32, bool)</signature>
                        <name>GetApproximationPoints</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3[]()</signature>
                        <name>GetApproximationT</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3[]()</signature>
                        <name>GetApproximationUpVectors</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32, float32, float32)</signature>
                        <name>GetExtrusionPoint</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32, float32, float32)</signature>
                        <name>GetExtrusionPointFast</name>
                    </method>
                    <method>
                        <arity>1</arity>
                        <signature>!!0(float32)</signature>
                        <name>GetMetadata</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Component(System.Type, float32)</signature>
                        <name>GetMetadata</name>
                    </method>
                    <method>
                        <signature>float32(UnityEngine.Vector3)</signature>
                        <name>GetNearestPointTF</name>
                    </method>
                    <method>
                        <signature>float32(UnityEngine.Vector3, UnityEngine.Vector3&amp;)</signature>
                        <name>GetNearestPointTF</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Quaternion(float32)</signature>
                        <name>GetOrientationFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Quaternion(float32, bool)</signature>
                        <name>GetOrientationFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetOrientationUpFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3[](float32, float32, float32, float32, float32, System.Collections.Generic.List`1&lt;float32&gt;&amp;, System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;&amp;, bool, float32)</signature>
                        <name>GetPolygon</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3[](float32, float32)</signature>
                        <name>GetPolygonByAngle</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32, float32)</signature>
                        <name>GetRotatedUp</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32, float32)</signature>
                        <name>GetRotatedUpFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetTangent</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32, UnityEngine.Vector3)</signature>
                        <name>GetTangent</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetTangentByDistance</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetTangentByDistanceFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetTangentFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>Interpolate</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32, FluffyUnderware.Curvy.CurvyInterpolation)</signature>
                        <name>Interpolate</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>InterpolateByDistance</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>InterpolateByDistanceFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>InterpolateFast</name>
                    </method>
                    <method>
                        <arity>2</arity>
                        <signature>!!1(float32)</signature>
                        <name>InterpolateMetadata</name>
                    </method>
                    <method>
                        <signature>object(System.Type, float32)</signature>
                        <name>InterpolateMetadata</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>InterpolateScale</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32, int32)</signature>
                        <name>InterpolateUserValue</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32&amp;, int32&amp;, float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>Move</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32&amp;, int32&amp;, float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>MoveBy</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32&amp;, int32&amp;, float32, FluffyUnderware.Curvy.CurvyClamping, float32)</signature>
                        <name>MoveBy</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32&amp;, int32&amp;, float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>MoveByAngle</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32&amp;, int32&amp;, float32, FluffyUnderware.Curvy.CurvyClamping, float32)</signature>
                        <name>MoveByAngle</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32&amp;, int32&amp;, float32, FluffyUnderware.Curvy.CurvyClamping, float32)</signature>
                        <name>MoveByAngleFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32&amp;, int32&amp;, float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>MoveByFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32&amp;, int32&amp;, float32, FluffyUnderware.Curvy.CurvyClamping, float32)</signature>
                        <name>MoveByFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32&amp;, int32&amp;, float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>MoveByLengthFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32&amp;, int32&amp;, float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>MoveFast</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyControlPointEventArgs(FluffyUnderware.Curvy.CurvyControlPointEventArgs)</signature>
                        <name>OnAfterControlPointAddEvent</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineEventArgs(FluffyUnderware.Curvy.CurvySplineEventArgs)</signature>
                        <name>OnAfterControlPointChangesEvent</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyControlPointEventArgs(FluffyUnderware.Curvy.CurvyControlPointEventArgs)</signature>
                        <name>OnBeforeControlPointAddEvent</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyControlPointEventArgs(FluffyUnderware.Curvy.CurvyControlPointEventArgs)</signature>
                        <name>OnBeforeControlPointDeleteEvent</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineMoveEventArgs(FluffyUnderware.Curvy.CurvySplineMoveEventArgs)</signature>
                        <name>OnMoveControlPointReachedEvent</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineEventArgs(FluffyUnderware.Curvy.CurvySplineEventArgs)</signature>
                        <name>OnRefreshEvent</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Refresh</name>
                    </method>
                    <method>
                        <signature>float32(FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>SegmentToTF</name>
                    </method>
                    <method>
                        <signature>float32(FluffyUnderware.Curvy.CurvySplineSegment, float32)</signature>
                        <name>SegmentToTF</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyControlPointEvent)</signature>
                        <name>set_OnAfterControlPointAdd</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineEvent)</signature>
                        <name>set_OnAfterControlPointChanges</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyControlPointEvent)</signature>
                        <name>set_OnBeforeControlPointAdd</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyControlPointEvent)</signature>
                        <name>set_OnBeforeControlPointDelete</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineMoveEvent)</signature>
                        <name>set_OnMoveControlPointReached</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineMoveEvent)</signature>
                        <name>set_OnMoveEndReached</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineEvent)</signature>
                        <name>set_OnRefresh</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>SetDirtyAll</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>TFToDistance</name>
                    </method>
                    <method>
                        <signature>float32(float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>TFToDistance</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(float32)</signature>
                        <name>TFToSegment</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(float32, float32&amp;)</signature>
                        <name>TFToSegment</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(float32, float32&amp;, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>TFToSegment</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>TFToSegment</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyControlPointEvent</signature>
                        <name>m_OnAfterControlPointAdd</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineEvent</signature>
                        <name>m_OnAfterControlPointChanges</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyControlPointEvent</signature>
                        <name>m_OnBeforeControlPointAdd</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyControlPointEvent</signature>
                        <name>m_OnBeforeControlPointDelete</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineMoveEvent</signature>
                        <name>m_OnMoveControlPointReached</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineMoveEvent</signature>
                        <name>m_OnMoveEndReached</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineEvent</signature>
                        <name>m_OnRefresh</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Bounds</signature>
                        <name>mBounds</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>mIsInitialized</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>mLength</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.DevTools.TTransform</signature>
                        <name>mTTransform</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>ShowGizmos</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.Bounds()</signature>
                        <name>Bounds</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>Count</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>Dirty</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsClosed</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsContinuous</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsInitialized</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Length</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvyControlPointEvent()</signature>
                        <name>OnAfterControlPointAdd</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineEvent()</signature>
                        <name>OnAfterControlPointChanges</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvyControlPointEvent()</signature>
                        <name>OnBeforeControlPointAdd</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvyControlPointEvent()</signature>
                        <name>OnBeforeControlPointDelete</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineMoveEvent()</signature>
                        <name>OnMoveControlPointReached</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineMoveEvent()</signature>
                        <name>OnMoveEndReached</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineEvent()</signature>
                        <name>OnRefresh</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.DevTools.TTransform()</signature>
                        <name>TTransform</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvySplineBase/&lt;GetPolygon&gt;c__AnonStorey0</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>&lt;&gt;m__0</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>angleFromLast</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>curPos</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>curTangent</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>distAccu</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>linearSteps</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;</signature>
                        <name>vPos</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;</signature>
                        <name>vTan</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;float32&gt;</signature>
                        <name>vTF</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvySplineEvent</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvySplineEventArgs</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.MonoBehaviour, FluffyUnderware.Curvy.CurvySpline, object)</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySpline</signature>
                        <name>Spline</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvySplineGizmos</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineGizmos</signature>
                        <name>All</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineGizmos</signature>
                        <name>Approximation</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineGizmos</signature>
                        <name>Bounds</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineGizmos</signature>
                        <name>Curve</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineGizmos</signature>
                        <name>Labels</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineGizmos</signature>
                        <name>Metadata</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineGizmos</signature>
                        <name>None</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineGizmos</signature>
                        <name>Orientation</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineGizmos</signature>
                        <name>Tangents</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvySplineGroup</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySpline[])</signature>
                        <name>Add</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Clear</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineGroup(FluffyUnderware.Curvy.CurvySpline[])</signature>
                        <name>Create</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySpline)</signature>
                        <name>Delete</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline(float32, float32&amp;, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>DistanceToSpline</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline(float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>DistanceToSpline</name>
                    </method>
                    <method>
                        <signature>float32(float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>DistanceToTF</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>doGetProperties</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>doRefreshLength</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Bounds()</signature>
                        <name>get_Bounds</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Count</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_Dirty</name>
                    </method>
                    <method>
                        <signature>float32[]()</signature>
                        <name>get_Distances</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsClosed</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsContinuous</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline(int32)</signature>
                        <name>get_Item</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.CurvySpline&gt;()</signature>
                        <name>get_Splines</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3[](UnityEngine.Space)</signature>
                        <name>GetApproximation</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3[]()</signature>
                        <name>GetApproximationT</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3[]()</signature>
                        <name>GetApproximationUpVectors</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Bounds()</signature>
                        <name>getBounds</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Component(System.Type, float32)</signature>
                        <name>GetMetadata</name>
                    </method>
                    <method>
                        <signature>float32(UnityEngine.Vector3)</signature>
                        <name>GetNearestPointTF</name>
                    </method>
                    <method>
                        <signature>float32(UnityEngine.Vector3, UnityEngine.Vector3&amp;)</signature>
                        <name>GetNearestPointTF</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Quaternion(float32, bool)</signature>
                        <name>GetOrientationFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetOrientationUpFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetTangent</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32, UnityEngine.Vector3)</signature>
                        <name>GetTangent</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetTangentFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>Interpolate</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>InterpolateFast</name>
                    </method>
                    <method>
                        <arity>2</arity>
                        <signature>!!1(float32)</signature>
                        <name>InterpolateMetadata</name>
                    </method>
                    <method>
                        <signature>object(System.Type, float32)</signature>
                        <name>InterpolateMetadata</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>InterpolateScale</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32, int32)</signature>
                        <name>InterpolateUserValue</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32&amp;, int32&amp;, float32, FluffyUnderware.Curvy.CurvyClamping, float32)</signature>
                        <name>MoveBy</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32&amp;, int32&amp;, float32, FluffyUnderware.Curvy.CurvyClamping, float32)</signature>
                        <name>MoveByFast</name>
                    </method>
                    <method>
                        <signature>bool(int32)</signature>
                        <name>NextSplineConnected</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineEventArgs)</signature>
                        <name>OnSplineRefresh</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Refresh</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>RemoveEmptySplines</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>float32(FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>SegmentToTF</name>
                    </method>
                    <method>
                        <signature>float32(FluffyUnderware.Curvy.CurvySplineSegment, float32)</signature>
                        <name>SegmentToTF</name>
                    </method>
                    <method>
                        <signature>void(float32[])</signature>
                        <name>set_Distances</name>
                    </method>
                    <method>
                        <signature>void(System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.CurvySpline&gt;)</signature>
                        <name>set_Splines</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>SetDirtyAll</name>
                    </method>
                    <method>
                        <signature>float32(FluffyUnderware.Curvy.CurvySpline, float32)</signature>
                        <name>SplineToTF</name>
                    </method>
                    <method>
                        <signature>System.Collections.IEnumerator()</signature>
                        <name>Start</name>
                    </method>
                    <method>
                        <signature>float32(float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>TFToDistance</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(float32, float32&amp;, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>TFToSegment</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline(float32)</signature>
                        <name>TFToSpline</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline(float32, float32&amp;)</signature>
                        <name>TFToSpline</name>
                    </method>
                    <method>
                        <signature>int32(float32, float32&amp;, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>TFToSplineIndex</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32[]</signature>
                        <name>&lt;Distances&gt;k__BackingField</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.CurvySpline&gt;</signature>
                        <name>m_Splines</name>
                    </field>
                    <field>
                        <signature>System.Nullable`1&lt;UnityEngine.Bounds&gt;</signature>
                        <name>mBounds</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>mDirty</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>mIsClosed</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>mIsContinuous</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.Bounds()</signature>
                        <name>Bounds</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>Count</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>Dirty</name>
                    </property>
                    <property>
                        <signature>float32[]()</signature>
                        <name>Distances</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsClosed</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsContinuous</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySpline(int32)</signature>
                        <name>Item</name>
                    </property>
                    <property>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.CurvySpline&gt;()</signature>
                        <name>Splines</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvySplineGroup/&lt;Start&gt;c__Iterator0</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Dispose</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>MoveNext</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>object()</signature>
                        <name>System.Collections.Generic.IEnumerator&lt;object&gt;.get_Current</name>
                    </method>
                    <method>
                        <signature>object()</signature>
                        <name>System.Collections.IEnumerator.get_Current</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>object</signature>
                        <name>$current</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>$disposing</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>$PC</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineGroup</signature>
                        <name>$this</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>&lt;i&gt;__1</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>object()</signature>
                        <name>System.Collections.Generic.IEnumerator&lt;object&gt;.Current</name>
                    </property>
                    <property>
                        <signature>object()</signature>
                        <name>System.Collections.IEnumerator.Current</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvySplineMoveEvent</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvySplineMoveEventArgs</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.MonoBehaviour, FluffyUnderware.Curvy.CurvySpline, FluffyUnderware.Curvy.CurvySplineSegment, float32, float32, int32, bool)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>float32(FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>AngleTo</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment, FluffyUnderware.Curvy.ConnectionHeadingEnum)</signature>
                        <name>Follow</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>SetPosition</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment, float32)</signature>
                        <name>SetPosition</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>Delta</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>Direction</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>TF</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>WorldUnits</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvySplineSegment</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ApplyName</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Awake</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>BakeOrientation</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ClearBoundsINTERNAL</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ClearSegmentIndexINTERNAL</name>
                    </method>
                    <method>
                        <signature>bool(FluffyUnderware.Curvy.CurvySplineSegment, bool, bool, FluffyUnderware.Curvy.ConnectionHeadingEnum)</signature>
                        <name>ConnectTo</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Delete</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>DeleteMetadata</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Disconnect</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>DistanceToLocalF</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>doGizmos</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_AutoBakeOrientation</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_AutoHandleDistance</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_AutoHandles</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Bounds()</signature>
                        <name>get_Bounds</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_CacheSize</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_CanHaveFollowUp</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_canHaveSwirl</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.CurvySplineSegment&gt;()</signature>
                        <name>get_ConnectedControlPoints</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyConnection()</signature>
                        <name>get_Connection</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_ConnectionSyncPosition</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_ConnectionSyncRotation</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_ControlPointIndex</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Distance</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_EndBias</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_EndContinuity</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_EndTension</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>get_FollowUp</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.ConnectionHeadingEnum()</signature>
                        <name>get_FollowUpHeading</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_HandleIn</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_HandleInPosition</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_HandleOut</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_HandleOutPosition</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyInterpolation()</signature>
                        <name>get_interpolation</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_isDynamicOrientation</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsFirstControlPoint</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsFirstSegment</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsFirstVisibleControlPoint</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsLastControlPoint</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsLastSegment</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsLastVisibleControlPoint</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsValidSegment</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsVisibleControlPoint</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Length</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_localPosition</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Quaternion()</signature>
                        <name>get_localRotation</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;UnityEngine.Component&gt;()</signature>
                        <name>get_MetaData</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>get_NextControlPoint</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>get_NextControlPointWithFollowUp</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>get_NextSegment</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Transform()</signature>
                        <name>get_NextTransform</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.DevTools.TTransform()</signature>
                        <name>get_NextTTransform</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_OrientationAnchor</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_OverrideGlobalBias</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_OverrideGlobalContinuity</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_OverrideGlobalTension</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_position</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>get_PreviousControlPoint</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>get_PreviousControlPointWithFollowUp</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>get_PreviousSegment</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Transform()</signature>
                        <name>get_PreviousTransform</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.DevTools.TTransform()</signature>
                        <name>get_PreviousTTransform</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Quaternion()</signature>
                        <name>get_rotation</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_SegmentIndex</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline()</signature>
                        <name>get_Spline</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_StartBias</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_StartContinuity</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_StartTension</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyOrientationSwirl()</signature>
                        <name>get_Swirl</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_SwirlTurns</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_SynchronizeTCB</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_TF</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.DevTools.TTransform()</signature>
                        <name>get_TTransform</name>
                    </method>
                    <method>
                        <signature>int32(float32, float32&amp;)</signature>
                        <name>getApproximationIndexINTERNAL</name>
                    </method>
                    <method>
                        <signature>float32(int32)</signature>
                        <name>getApproximationLocalF</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Bounds()</signature>
                        <name>getBounds</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>getFollowUpCP</name>
                    </method>
                    <method>
                        <arity>1</arity>
                        <signature>!!0(bool)</signature>
                        <name>GetMetadata</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Component(System.Type, bool)</signature>
                        <name>GetMetaData</name>
                    </method>
                    <method>
                        <signature>float32(UnityEngine.Vector3)</signature>
                        <name>GetNearestPointF</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(bool, bool)</signature>
                        <name>GetNextControlPoint</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Transform(bool)</signature>
                        <name>getNextNextTransform</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.DevTools.TTransform(bool)</signature>
                        <name>getNextNextTTransform</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>GetNextPosition</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Transform(bool)</signature>
                        <name>GetNextTransform</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.DevTools.TTransform(bool)</signature>
                        <name>GetNextTTransform</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Quaternion(float32)</signature>
                        <name>GetOrientationFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Quaternion(float32, bool)</signature>
                        <name>GetOrientationFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetOrientationUpFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>getOrthoUp0INTERNAL</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>getOrthoUp1INTERNAL</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(bool, bool)</signature>
                        <name>GetPreviousControlPoint</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>GetPreviousPosition</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Transform(bool)</signature>
                        <name>GetPreviousTransform</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.DevTools.TTransform(bool)</signature>
                        <name>GetPreviousTTransform</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetTangent</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32, UnityEngine.Vector3&amp;)</signature>
                        <name>GetTangent</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>GetTangentFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>Interpolate</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32, FluffyUnderware.Curvy.CurvyInterpolation)</signature>
                        <name>Interpolate</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>interpolateBezier</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>interpolateCatmull</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>InterpolateFast</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>interpolateLinear</name>
                    </method>
                    <method>
                        <arity>2</arity>
                        <signature>!!1(float32)</signature>
                        <name>InterpolateMetadata</name>
                    </method>
                    <method>
                        <signature>object(System.Type, float32)</signature>
                        <name>InterpolateMetadata</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>InterpolateScale</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32)</signature>
                        <name>interpolateTCB</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>LocalFToDistance</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>LocalFToTF</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnAfterPop</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnBeforePush</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDestroy</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDrawGizmos</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDrawGizmosSelected</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>refreshCurveINTERNAL</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3&amp;)</signature>
                        <name>refreshOrientationPTFINTERNAL</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>refreshOrientationStaticINTERNAL</name>
                    </method>
                    <method>
                        <signature>void(bool, bool, bool)</signature>
                        <name>RefreshTransform</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ReloadMetaData</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>reSettleINTERNAL</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_AutoBakeOrientation</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_AutoHandleDistance</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_AutoHandles</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_CacheSize</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyConnection)</signature>
                        <name>set_Connection</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_ConnectionSyncPosition</name>
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                    <method>
                        <signature>void(bool)</signature>
                        <name>set_ConnectionSyncRotation</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_ControlPointIndex</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Distance</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_EndBias</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_EndContinuity</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_EndTension</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>set_FollowUp</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.ConnectionHeadingEnum)</signature>
                        <name>set_FollowUpHeading</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_HandleIn</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_HandleInPosition</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_HandleOut</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_HandleOutPosition</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Length</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_localPosition</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Quaternion)</signature>
                        <name>set_localRotation</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_OrientationAnchor</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_OverrideGlobalBias</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_OverrideGlobalContinuity</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_OverrideGlobalTension</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_position</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Quaternion)</signature>
                        <name>set_rotation</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_StartBias</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_StartContinuity</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_StartTension</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyOrientationSwirl)</signature>
                        <name>set_Swirl</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_SwirlTurns</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_SynchronizeTCB</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>SetAsFirstCP</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3, UnityEngine.Space, FluffyUnderware.Curvy.CurvyBezierModeEnum)</signature>
                        <name>SetBezierHandleIn</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3, UnityEngine.Space, FluffyUnderware.Curvy.CurvyBezierModeEnum)</signature>
                        <name>SetBezierHandleOut</name>
                    </method>
                    <method>
                        <signature>void(float32, bool, bool)</signature>
                        <name>SetBezierHandles</name>
                    </method>
                    <method>
                        <signature>void(float32, UnityEngine.Vector3, UnityEngine.Vector3, bool, bool)</signature>
                        <name>SetBezierHandles</name>
                    </method>
                    <method>
                        <signature>void(bool, bool)</signature>
                        <name>SetDirty</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment, FluffyUnderware.Curvy.ConnectionHeadingEnum)</signature>
                        <name>SetFollowUp</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3&amp;, float32&amp;, float32)</signature>
                        <name>smoothOrientationINTERNAL</name>
                    </method>
                    <method>
                        <signature>bool(float32, float32)</signature>
                        <name>SnapToFitSplineLength</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline()</signature>
                        <name>SplitSpline</name>
                    </method>
                    <method>
                        <signature>int32(object)</signature>
                        <name>System.IComparable.CompareTo</name>
                    </method>
                    <method>
                        <signature>string()</signature>
                        <name>ToString</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>&lt;CacheSize&gt;k__BackingField</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>&lt;Distance&gt;k__BackingField</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>&lt;Length&gt;k__BackingField</name>
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                    <field>
                        <signature>UnityEngine.Vector3[]</signature>
                        <name>Approximation</name>
                    </field>
                    <field>
                        <signature>float32[]</signature>
                        <name>ApproximationDistances</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3[]</signature>
                        <name>ApproximationT</name>
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                    <field>
                        <signature>UnityEngine.Vector3[]</signature>
                        <name>ApproximationUp</name>
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                    <field>
                        <signature>bool</signature>
                        <name>m_AutoBakeOrientation</name>
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                    <field>
                        <signature>float32</signature>
                        <name>m_AutoHandleDistance</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_AutoHandles</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyConnection</signature>
                        <name>m_Connection</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_ConnectionSyncPosition</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_ConnectionSyncRotation</name>
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                    <field>
                        <signature>float32</signature>
                        <name>m_EndBias</name>
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                    <field>
                        <signature>float32</signature>
                        <name>m_EndContinuity</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_EndTension</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment</signature>
                        <name>m_FollowUp</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.ConnectionHeadingEnum</signature>
                        <name>m_FollowUpHeading</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>m_HandleIn</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>m_HandleOut</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_OrientationAnchor</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_OverrideGlobalBias</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_OverrideGlobalContinuity</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_OverrideGlobalTension</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_StartBias</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_StartContinuity</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_StartTension</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyOrientationSwirl</signature>
                        <name>m_Swirl</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_SwirlTurns</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_SynchronizeTCB</name>
                    </field>
                    <field>
                        <signature>System.Nullable`1&lt;UnityEngine.Bounds&gt;</signature>
                        <name>mBounds</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>mCacheLastDistanceToLocalFIndex</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>mControlPointIndex</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;UnityEngine.Component&gt;</signature>
                        <name>mMetaData</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>mSegmentIndex</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySpline</signature>
                        <name>mSpline</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>mStepSize</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.DevTools.TTransform</signature>
                        <name>mTTransform</name>
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                        <signature>bool()</signature>
                        <name>AutoBakeOrientation</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>AutoHandleDistance</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>AutoHandles</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Bounds()</signature>
                        <name>Bounds</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>CacheSize</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>CanHaveFollowUp</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>canHaveSwirl</name>
                    </property>
                    <property>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.CurvySplineSegment&gt;()</signature>
                        <name>ConnectedControlPoints</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvyConnection()</signature>
                        <name>Connection</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>ConnectionSyncPosition</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>ConnectionSyncRotation</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>ControlPointIndex</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Distance</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>EndBias</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>EndContinuity</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>EndTension</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>FollowUp</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.ConnectionHeadingEnum()</signature>
                        <name>FollowUpHeading</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>HandleIn</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>HandleInPosition</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>HandleOut</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>HandleOutPosition</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvyInterpolation()</signature>
                        <name>interpolation</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>isDynamicOrientation</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsFirstControlPoint</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsFirstSegment</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsFirstVisibleControlPoint</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsLastControlPoint</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsLastSegment</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsLastVisibleControlPoint</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsValidSegment</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsVisibleControlPoint</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Length</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>localPosition</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Quaternion()</signature>
                        <name>localRotation</name>
                    </property>
                    <property>
                        <signature>System.Collections.Generic.List`1&lt;UnityEngine.Component&gt;()</signature>
                        <name>MetaData</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>NextControlPoint</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>NextControlPointWithFollowUp</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>NextSegment</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Transform()</signature>
                        <name>NextTransform</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.DevTools.TTransform()</signature>
                        <name>NextTTransform</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>OrientationAnchor</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>OverrideGlobalBias</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>OverrideGlobalContinuity</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>OverrideGlobalTension</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>position</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>PreviousControlPoint</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>PreviousControlPointWithFollowUp</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>PreviousSegment</name>
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                    <property>
                        <signature>UnityEngine.Transform()</signature>
                        <name>PreviousTransform</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.DevTools.TTransform()</signature>
                        <name>PreviousTTransform</name>
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                        <signature>UnityEngine.Quaternion()</signature>
                        <name>rotation</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>SegmentIndex</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySpline()</signature>
                        <name>Spline</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>StartBias</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>StartContinuity</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>StartTension</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvyOrientationSwirl()</signature>
                        <name>Swirl</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>SwirlTurns</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>SynchronizeTCB</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>TF</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.DevTools.TTransform()</signature>
                        <name>TTransform</name>
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                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyUISpline</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyUISpline()</signature>
                        <name>CreateUISpline</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.CurvyUpdateMethod</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyUpdateMethod</signature>
                        <name>FixedUpdate</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyUpdateMethod</signature>
                        <name>LateUpdate</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyUpdateMethod</signature>
                        <name>Update</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Examples.ChaseCam</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>LateUpdate</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>ChaseTime</name>
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                    <field>
                        <signature>UnityEngine.Transform</signature>
                        <name>LookAt</name>
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                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>mLastPos</name>
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                    <field>
                        <signature>UnityEngine.Transform</signature>
                        <name>MoveTo</name>
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                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>mRollVelocity</name>
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                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>mVelocity</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Transform</signature>
                        <name>RollTo</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Examples.CurvyCamController</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(float32&amp;, int32&amp;, FluffyUnderware.Curvy.CurvyController/MoveModeEnum, float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>Advance</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>Down</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>Fric</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>Mass</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>MaxSpeed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>MinSpeed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>Up</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Examples.HeightMetadata</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>object()</signature>
                        <name>get_Value</name>
                    </method>
                    <method>
                        <signature>float32(FluffyUnderware.Curvy.ICurvyMetadata, float32)</signature>
                        <name>Interpolate</name>
                    </method>
                    <method>
                        <signature>object(FluffyUnderware.Curvy.ICurvyMetadata, float32)</signature>
                        <name>InterpolateObject</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>m_Height</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>object()</signature>
                        <name>Value</name>
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                        <signature>void(FluffyUnderware.Curvy.Generator.CGBoundsGroup/DistributionModeEnum)</signature>
                        <name>set_DistributionMode</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_FirstRepeating</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.DevTools.FloatRegion)</signature>
                        <name>set_Height</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_KeepTogether</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_LastRepeating</name>
                    </method>
                    <method>
                        <signature>void(string)</signature>
                        <name>set_Name</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.DevTools.FloatRegion)</signature>
                        <name>set_PositionOffset</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.DevTools.IntRegion)</signature>
                        <name>set_RepeatingItems</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyRepeatingOrderEnum)</signature>
                        <name>set_RepeatingOrder</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGBoundsGroup/RotationModeEnum)</signature>
                        <name>set_RotationMode</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_RotationOffset</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_RotationScatter</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.DevTools.FloatRegion)</signature>
                        <name>set_SpaceAfter</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.DevTools.FloatRegion)</signature>
                        <name>set_SpaceBefore</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Weight</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGBoundsGroup/DistributionModeEnum</signature>
                        <name>m_DistributionMode</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.DevTools.FloatRegion</signature>
                        <name>m_Height</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGBoundsGroupItem&gt;</signature>
                        <name>m_Items</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_KeepTogether</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>m_Name</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.DevTools.FloatRegion</signature>
                        <name>m_PositionOffset</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.DevTools.IntRegion</signature>
                        <name>m_RepeatingItems</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyRepeatingOrderEnum</signature>
                        <name>m_RepeatingOrder</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGBoundsGroup/RotationModeEnum</signature>
                        <name>m_RotationMode</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>m_RotationOffset</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>m_RotationScatter</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.DevTools.FloatRegion</signature>
                        <name>m_SpaceAfter</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.DevTools.FloatRegion</signature>
                        <name>m_SpaceBefore</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_Weight</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.DevTools.WeightedRandom`1&lt;int32&gt;</signature>
                        <name>mItemBag</name>
                    </field>
                </fieldlist>
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                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGBoundsGroup/DistributionModeEnum()</signature>
                        <name>DistributionMode</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>FirstRepeating</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.DevTools.FloatRegion()</signature>
                        <name>Height</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>ItemCount</name>
                    </property>
                    <property>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGBoundsGroupItem&gt;()</signature>
                        <name>Items</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>KeepTogether</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>lastItemIndex</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>LastRepeating</name>
                    </property>
                    <property>
                        <signature>string()</signature>
                        <name>Name</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.DevTools.FloatRegion()</signature>
                        <name>PositionOffset</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.DevTools.RegionOptions`1&lt;float32&gt;()</signature>
                        <name>PositionRangeOptions</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.DevTools.RegionOptions`1&lt;int32&gt;()</signature>
                        <name>RepeatingGroupsOptions</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.DevTools.IntRegion()</signature>
                        <name>RepeatingItems</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvyRepeatingOrderEnum()</signature>
                        <name>RepeatingOrder</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGBoundsGroup/RotationModeEnum()</signature>
                        <name>RotationMode</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>RotationOffset</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>RotationScatter</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.DevTools.FloatRegion()</signature>
                        <name>SpaceAfter</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.DevTools.FloatRegion()</signature>
                        <name>SpaceBefore</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Weight</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGBoundsGroup/DistributionModeEnum</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGBoundsGroup/DistributionModeEnum</signature>
                        <name>Parent</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGBoundsGroup/DistributionModeEnum</signature>
                        <name>Self</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGBoundsGroup/RotationModeEnum</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGBoundsGroup/RotationModeEnum</signature>
                        <name>Direction</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGBoundsGroup/RotationModeEnum</signature>
                        <name>Full</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGBoundsGroup/RotationModeEnum</signature>
                        <name>Horizontal</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGBoundsGroup/RotationModeEnum</signature>
                        <name>Independent</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGBoundsGroupItem</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Weight</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Weight</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>Index</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_Weight</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>float32()</signature>
                        <name>Weight</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGColliderEnum</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGColliderEnum</signature>
                        <name>Box</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGColliderEnum</signature>
                        <name>Mesh</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGColliderEnum</signature>
                        <name>None</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGColliderEnum</signature>
                        <name>Sphere</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGData</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <arity>1</arity>
                        <signature>!!0()</signature>
                        <name>Clone</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Count</name>
                    </method>
                    <method>
                        <signature>System.DateTime()</signature>
                        <name>get_Timestamp</name>
                    </method>
                    <method>
                        <signature>int32(float32[]&amp;, float32, float32&amp;)</signature>
                        <name>getGenericFIndex</name>
                    </method>
                    <method>
                        <signature>bool(FluffyUnderware.Curvy.Generator.CGData)</signature>
                        <name>op_Implicit</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Touch</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>System.DateTime</signature>
                        <name>mTimestamp</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>Name</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>int32()</signature>
                        <name>Count</name>
                    </property>
                    <property>
                        <signature>System.DateTime()</signature>
                        <name>Timestamp</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGDataInfoAttribute</name>
                <methodlist>
                    <method>
                        <signature>void(float32, float32, float32, float32)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(string)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Color)</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>Color</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGDataReference</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGModule, string)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CurvyGenerator, string, string)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Clear</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGData[]()</signature>
                        <name>get_Data</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_HasValue</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsEmpty</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGModule()</signature>
                        <name>get_Module</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot()</signature>
                        <name>get_Slot</name>
                    </method>
                    <method>
                        <signature>string()</signature>
                        <name>get_SlotName</name>
                    </method>
                    <method>
                        <arity>1</arity>
                        <signature>!!0[]()</signature>
                        <name>GetAllData</name>
                    </method>
                    <method>
                        <arity>1</arity>
                        <signature>!!0()</signature>
                        <name>GetData</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGModule, string)</signature>
                        <name>setINTERNAL</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CurvyGenerator, string, string)</signature>
                        <name>setINTERNAL</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModule</signature>
                        <name>m_Module</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>m_SlotName</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot</signature>
                        <name>mSlot</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGData[]()</signature>
                        <name>Data</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>HasValue</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsEmpty</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGModule()</signature>
                        <name>Module</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot()</signature>
                        <name>Slot</name>
                    </property>
                    <property>
                        <signature>string()</signature>
                        <name>SlotName</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGDataRequestMetaCGOptions</name>
                <methodlist>
                    <method>
                        <signature>void(bool, bool, bool, bool)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>bool(object)</signature>
                        <name>Equals</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>GetHashCode</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>CheckExtendedUV</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>CheckHardEdges</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>CheckMaterialID</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>IncludeControlPoints</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGDataRequestParameter</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>bool(FluffyUnderware.Curvy.Generator.CGDataRequestParameter)</signature>
                        <name>op_Implicit</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGDataRequestRasterization</name>
                <methodlist>
                    <method>
                        <signature>void(float32, float32, int32, float32, FluffyUnderware.Curvy.Generator.CGDataRequestRasterization/ModeEnum)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGDataRequestRasterization)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>bool(object)</signature>
                        <name>Equals</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>GetHashCode</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGDataRequestRasterization(float32, float32, int32)</signature>
                        <name>RequestEven</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGDataRequestRasterization(float32, float32, int32, float32)</signature>
                        <name>RequestOptimized</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>AngleThreshold</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>Length</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGDataRequestRasterization/ModeEnum</signature>
                        <name>Mode</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>Resolution</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>Start</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGDataRequestRasterization/ModeEnum</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGDataRequestRasterization/ModeEnum</signature>
                        <name>Even</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGDataRequestRasterization/ModeEnum</signature>
                        <name>Optimized</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGGameObject</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGGameObject)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGGameObjectProperties)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.GameObject)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.GameObject, UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Vector3)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <arity>1</arity>
                        <signature>!!0()</signature>
                        <name>Clone</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGGameObject(FluffyUnderware.Curvy.Generator.CGGameObject, UnityEngine.GameObject, UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Vector3)</signature>
                        <name>Get</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Matrix4x4()</signature>
                        <name>get_Matrix</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>RecalculateBounds</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.GameObject</signature>
                        <name>Object</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>Rotate</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>Scale</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>Translate</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.Matrix4x4()</signature>
                        <name>Matrix</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGGameObjectProperties</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.GameObject)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Matrix4x4()</signature>
                        <name>get_Matrix</name>
                    </method>
                    <method>
                        <signature>UnityEngine.GameObject()</signature>
                        <name>get_Object</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_Rotation</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_Scale</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_Translation</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.GameObject)</signature>
                        <name>set_Object</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_Rotation</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_Scale</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_Translation</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.GameObject</signature>
                        <name>m_Object</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>m_Rotation</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>m_Scale</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>m_Translation</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.Matrix4x4()</signature>
                        <name>Matrix</name>
                    </property>
                    <property>
                        <signature>UnityEngine.GameObject()</signature>
                        <name>Object</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>Rotation</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>Scale</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>Translation</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGGameObjectResourceCollection</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Count</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Component[]()</signature>
                        <name>get_ItemsArray</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;UnityEngine.Transform&gt;</signature>
                        <name>Items</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;string&gt;</signature>
                        <name>PoolNames</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>int32()</signature>
                        <name>Count</name>
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                    <property>
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                        <name>ItemsArray</name>
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                <eventlist />
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                <name>FluffyUnderware.Curvy.Generator.CGGameObjectResourceLoader</name>
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                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>UnityEngine.Component(FluffyUnderware.Curvy.Generator.CGModule, string)</signature>
                        <name>Create</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGModule, UnityEngine.Component, string, bool)</signature>
                        <name>Destroy</name>
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                <propertylist />
                <eventlist />
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            <type>
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                        <signature>FluffyUnderware.Curvy.Generator.CGKeepAspectMode</signature>
                        <name>Off</name>
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                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGKeepAspectMode</signature>
                        <name>ScaleU</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGKeepAspectMode</signature>
                        <name>ScaleV</name>
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                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
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                <propertylist />
                <eventlist />
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                <name>FluffyUnderware.Curvy.Generator.CGMaterialSettings</name>
                <methodlist>
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                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGKeepAspectMode</signature>
                        <name>KeepAspect</name>
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                    <field>
                        <signature>bool</signature>
                        <name>SwapUV</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector2</signature>
                        <name>UVOffset</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>UVRotation</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector2</signature>
                        <name>UVScale</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
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            <type>
                <name>FluffyUnderware.Curvy.Generator.CGMaterialSettingsEx</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>MaterialID</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
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            <type>
                <name>FluffyUnderware.Curvy.Generator.CGMeshProperties</name>
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                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>void(UnityEngine.Mesh)</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>UnityEngine.Material[]()</signature>
                        <name>get_Material</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Matrix4x4()</signature>
                        <name>get_Matrix</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Mesh()</signature>
                        <name>get_Mesh</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_Rotation</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_Scale</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_Translation</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Material[])</signature>
                        <name>set_Material</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Mesh)</signature>
                        <name>set_Mesh</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_Rotation</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_Scale</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_Translation</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Material[]</signature>
                        <name>m_Material</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Mesh</signature>
                        <name>m_Mesh</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>m_Rotation</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>m_Scale</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>m_Translation</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.Material[]()</signature>
                        <name>Material</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Matrix4x4()</signature>
                        <name>Matrix</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Mesh()</signature>
                        <name>Mesh</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>Rotation</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>Scale</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>Translation</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGMeshResource</name>
                <methodlist>
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                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Awake</name>
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                    <method>
                        <signature>bool(UnityEngine.Bounds)</signature>
                        <name>canAddMeshCollider</name>
                    </method>
                    <method>
                        <signature>bool(FluffyUnderware.Curvy.Generator.CGColliderEnum)</signature>
                        <name>ColliderMatches</name>
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                    <method>
                        <signature>UnityEngine.Collider()</signature>
                        <name>get_Collider</name>
                    </method>
                    <method>
                        <signature>UnityEngine.MeshRenderer()</signature>
                        <name>get_Renderer</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnAfterPop</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnBeforePush</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Mesh()</signature>
                        <name>Prepare</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>RemoveCollider</name>
                    </method>
                    <method>
                        <signature>bool(FluffyUnderware.Curvy.Generator.CGColliderEnum, bool, UnityEngine.PhysicMaterial)</signature>
                        <name>UpdateCollider</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Collider</signature>
                        <name>mCollider</name>
                    </field>
                    <field>
                        <signature>UnityEngine.MeshRenderer</signature>
                        <name>mRenderer</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.Collider()</signature>
                        <name>Collider</name>
                    </property>
                    <property>
                        <signature>UnityEngine.MeshRenderer()</signature>
                        <name>Renderer</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGMeshResourceCollection</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Count</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Component[]()</signature>
                        <name>get_ItemsArray</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGMeshResource&gt;</signature>
                        <name>Items</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>int32()</signature>
                        <name>Count</name>
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                    <property>
                        <signature>UnityEngine.Component[]()</signature>
                        <name>ItemsArray</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGMeshResourceLoader</name>
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                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Component(FluffyUnderware.Curvy.Generator.CGModule, string)</signature>
                        <name>Create</name>
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                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGModule, UnityEngine.Component, string, bool)</signature>
                        <name>Destroy</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
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            <type>
                <name>FluffyUnderware.Curvy.Generator.CGModule</name>
                <methodlist>
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                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>UnityEngine.Component(string, string, int32)</signature>
                        <name>AddManagedResource</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Awake</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>checkOnStateChangedINTERNAL</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGModule(FluffyUnderware.Curvy.Generator.CurvyGenerator)</signature>
                        <name>CopyTo</name>
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                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGModule&gt;()</signature>
                        <name>decrementChilds</name>
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                    <method>
                        <signature>void()</signature>
                        <name>Delete</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>DeleteAllPrefabPools</name>
                    </method>
                    <method>
                        <signature>void(string, UnityEngine.Component, string, bool)</signature>
                        <name>DeleteManagedResource</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>doRefresh</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_Active</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_CircularReferenceError</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_Dirty</name>
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                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CurvyGenerator()</signature>
                        <name>get_Generator</name>
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                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.ModuleInfoAttribute()</signature>
                        <name>get_Info</name>
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                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGModuleInputSlot&gt;()</signature>
                        <name>get_Input</name>
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                    <method>
                        <signature>System.Collections.Generic.Dictionary`2&lt;string,FluffyUnderware.Curvy.Generator.CGModuleInputSlot&gt;()</signature>
                        <name>get_InputByName</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_IsConfigured</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsInitialized</name>
                    </method>
                    <method>
                        <signature>string()</signature>
                        <name>get_ModuleName</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyCGEvent()</signature>
                        <name>get_OnBeforeRefresh</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyCGEvent()</signature>
                        <name>get_OnRefresh</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGModuleOutputSlot&gt;()</signature>
                        <name>get_Output</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.Dictionary`2&lt;string,FluffyUnderware.Curvy.Generator.CGModuleOutputSlot&gt;()</signature>
                        <name>get_OutputByName</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_RandomizeSeed</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Seed</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_UniqueID</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.DevTools.IPool&gt;()</signature>
                        <name>GetAllPrefabPools</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.ModuleInfoAttribute()</signature>
                        <name>getInfo</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleLink(FluffyUnderware.Curvy.Generator.CGModuleInputSlot, FluffyUnderware.Curvy.Generator.CGModuleOutputSlot)</signature>
                        <name>GetInputLink</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGModuleLink&gt;(FluffyUnderware.Curvy.Generator.CGModuleInputSlot)</signature>
                        <name>GetInputLinks</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot(string)</signature>
                        <name>GetInputSlot</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGModuleInputSlot&gt;(System.Type)</signature>
                        <name>GetInputSlots</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleLink(System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGModuleLink&gt;, FluffyUnderware.Curvy.Generator.CGModuleSlot, FluffyUnderware.Curvy.Generator.CGModuleSlot)</signature>
                        <name>GetLink</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGModuleLink&gt;(System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGModuleLink&gt;, FluffyUnderware.Curvy.Generator.CGModuleSlot)</signature>
                        <name>GetLinks</name>
                    </method>
                    <method>
                        <signature>bool(System.Collections.Generic.List`1&lt;UnityEngine.Component&gt;&amp;, System.Collections.Generic.List`1&lt;string&gt;&amp;)</signature>
                        <name>GetManagedResources</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleLink(FluffyUnderware.Curvy.Generator.CGModuleOutputSlot, FluffyUnderware.Curvy.Generator.CGModuleInputSlot)</signature>
                        <name>GetOutputLink</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGModuleLink&gt;(FluffyUnderware.Curvy.Generator.CGModuleOutputSlot)</signature>
                        <name>GetOutputLinks</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot(string)</signature>
                        <name>GetOutputSlot</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGModuleOutputSlot&gt;(System.Type)</signature>
                        <name>GetOutputSlots</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.DevTools.PrefabPool(UnityEngine.GameObject)</signature>
                        <name>GetPrefabPool</name>
                    </method>
                    <method>
                        <arity>1</arity>
                        <signature>!!0(FluffyUnderware.Curvy.Generator.CGDataRequestParameter[]&amp;)</signature>
                        <name>GetRequestParameter</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.SlotInfo(System.Reflection.FieldInfo)</signature>
                        <name>getSlotInfo</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Initialize</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>initializeSort</name>
                    </method>
                    <method>
                        <signature>bool(UnityEngine.Component)</signature>
                        <name>IsManagedResource</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>loadSlots</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyCGEventArgs(FluffyUnderware.Curvy.CurvyCGEventArgs)</signature>
                        <name>OnBeforeRefreshEvent</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDestroy</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDidApplyAnimationProperties</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyCGEventArgs(FluffyUnderware.Curvy.CurvyCGEventArgs)</signature>
                        <name>OnRefreshEvent</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnStateChange</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnTemplateCreated</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Refresh</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ReInitializeLinkedSlots</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGDataRequestParameter[]&amp;, FluffyUnderware.Curvy.Generator.CGDataRequestParameter)</signature>
                        <name>RemoveRequestParameter</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>renameManagedResourcesINTERNAL</name>
                    </method>
                    <method>
                        <signature>void(string, UnityEngine.Component, int32)</signature>
                        <name>RenameResource</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_Active</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_CircularReferenceError</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_Dirty</name>
                    </method>
                    <method>
                        <signature>void(System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGModuleInputSlot&gt;)</signature>
                        <name>set_Input</name>
                    </method>
                    <method>
                        <signature>void(System.Collections.Generic.Dictionary`2&lt;string,FluffyUnderware.Curvy.Generator.CGModuleInputSlot&gt;)</signature>
                        <name>set_InputByName</name>
                    </method>
                    <method>
                        <signature>void(string)</signature>
                        <name>set_ModuleName</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyCGEvent)</signature>
                        <name>set_OnBeforeRefresh</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyCGEvent)</signature>
                        <name>set_OnRefresh</name>
                    </method>
                    <method>
                        <signature>void(System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGModuleOutputSlot&gt;)</signature>
                        <name>set_Output</name>
                    </method>
                    <method>
                        <signature>void(System.Collections.Generic.Dictionary`2&lt;string,FluffyUnderware.Curvy.Generator.CGModuleOutputSlot&gt;)</signature>
                        <name>set_OutputByName</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_RandomizeSeed</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_Seed</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>setSeed</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>setTreeDirtyState</name>
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                    <method>
                        <signature>void()</signature>
                        <name>setTreeDirtyStateChange</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>SetUniqueIdINTERNAL</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>usesRandom</name>
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                        <signature>bool</signature>
                        <name>&lt;CircularReferenceError&gt;k__BackingField</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGModuleInputSlot&gt;</signature>
                        <name>&lt;Input&gt;k__BackingField</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.Dictionary`2&lt;string,FluffyUnderware.Curvy.Generator.CGModuleInputSlot&gt;</signature>
                        <name>&lt;InputByName&gt;k__BackingField</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGModuleOutputSlot&gt;</signature>
                        <name>&lt;Output&gt;k__BackingField</name>
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                    <field>
                        <signature>System.Collections.Generic.Dictionary`2&lt;string,FluffyUnderware.Curvy.Generator.CGModuleOutputSlot&gt;</signature>
                        <name>&lt;OutputByName&gt;k__BackingField</name>
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                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGModuleLink&gt;</signature>
                        <name>InputLinks</name>
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                    <field>
                        <signature>bool</signature>
                        <name>m_Active</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>m_ModuleName</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyCGEvent</signature>
                        <name>m_OnBeforeRefresh</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyCGEvent</signature>
                        <name>m_OnRefresh</name>
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                    <field>
                        <signature>bool</signature>
                        <name>m_RandomizeSeed</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>m_Seed</name>
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                    <field>
                        <signature>int32</signature>
                        <name>m_UniqueID</name>
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                    <field>
                        <signature>bool</signature>
                        <name>mDirty</name>
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                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CurvyGenerator</signature>
                        <name>mGenerator</name>
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                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.ModuleInfoAttribute</signature>
                        <name>mInfo</name>
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                    <field>
                        <signature>bool</signature>
                        <name>mInitialized</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>mIsConfiguredInternal</name>
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                    <field>
                        <signature>bool</signature>
                        <name>mLastIsConfiguredState</name>
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                    <field>
                        <signature>bool</signature>
                        <name>mStateChangeDirty</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGModuleLink&gt;</signature>
                        <name>OutputLinks</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleProperties</signature>
                        <name>Properties</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>SortAncestors</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;string&gt;</signature>
                        <name>UIMessages</name>
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                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>Active</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>CircularReferenceError</name>
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                    <property>
                        <signature>bool()</signature>
                        <name>Dirty</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CurvyGenerator()</signature>
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                    <method>
                        <signature>void(int32, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Vector3)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Index</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Matrix4x4()</signature>
                        <name>get_Matrix</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_Position</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Quaternion()</signature>
                        <name>get_Rotation</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_Scale</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_Position</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Quaternion)</signature>
                        <name>set_Rotation</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_Scale</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Transform)</signature>
                        <name>ToTransform</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>m_Index</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>m_Position</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Quaternion</signature>
                        <name>m_Rotation</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>m_Scale</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>int32()</signature>
                        <name>Index</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Matrix4x4()</signature>
                        <name>Matrix</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>Position</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Quaternion()</signature>
                        <name>Rotation</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>Scale</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGSpots</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGSpot[])</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGSpots)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGSpot&gt;[])</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <arity>1</arity>
                        <signature>!!0()</signature>
                        <name>Clone</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Count</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGSpot[]</signature>
                        <name>Points</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>int32()</signature>
                        <name>Count</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGUtility</name>
                <methodlist>
                    <method>
                        <signature>int32(int32, float32[])</signature>
                        <name>CalculateSamplePointsCacheSize</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector2[](UnityEngine.Vector2[])</signature>
                        <name>CalculateUV2</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.ControlPointOption&gt;(FluffyUnderware.Curvy.Generator.CGDataRequestMetaCGOptions, FluffyUnderware.Curvy.CurvySpline, float32, float32, bool, int32&amp;, float32&amp;)</signature>
                        <name>GetControlPointsWithOptions</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGUVEnum</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGUVEnum</signature>
                        <name>U</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGUVEnum</signature>
                        <name>V</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGVMesh</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGMeshProperties)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGVMesh)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGVolume)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGVolume, FluffyUnderware.DevTools.IntRegion)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(int32, bool, bool, bool, bool)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Mesh, UnityEngine.Material[], UnityEngine.Matrix4x4)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGVSubMesh)</signature>
                        <name>AddSubMesh</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Mesh()</signature>
                        <name>AsMesh</name>
                    </method>
                    <method>
                        <arity>1</arity>
                        <signature>!!0()</signature>
                        <name>Clone</name>
                    </method>
                    <method>
                        <arity>1</arity>
                        <signature>void(!!0[]&amp;, !!0[]&amp;, int32, int32)</signature>
                        <name>copyData</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGVMesh(FluffyUnderware.Curvy.Generator.CGVMesh, FluffyUnderware.Curvy.Generator.CGVolume, bool, bool)</signature>
                        <name>Get</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGVMesh(FluffyUnderware.Curvy.Generator.CGVMesh, FluffyUnderware.Curvy.Generator.CGVolume, FluffyUnderware.DevTools.IntRegion, bool, bool)</signature>
                        <name>Get</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Count</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_HasNormals</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_HasTangents</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_HasUV</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_HasUV2</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_TriangleCount</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Material[]()</signature>
                        <name>GetMaterials</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGVSubMesh(UnityEngine.Material, bool)</signature>
                        <name>GetMaterialSubMesh</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGVMesh)</signature>
                        <name>MergeVMesh</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGVMesh, UnityEngine.Matrix4x4)</signature>
                        <name>MergeVMesh</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>RecalculateBounds</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>RecalculateUV2</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>SetSubMeshCount</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Mesh&amp;)</signature>
                        <name>ToMesh</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Matrix4x4)</signature>
                        <name>TRS</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Vector3[]</signature>
                        <name>Normal</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGVSubMesh[]</signature>
                        <name>SubMeshes</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector4[]</signature>
                        <name>Tangents</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector2[]</signature>
                        <name>UV</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector2[]</signature>
                        <name>UV2</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3[]</signature>
                        <name>Vertex</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>int32()</signature>
                        <name>Count</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>HasNormals</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>HasTangents</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>HasUV</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>HasUV2</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>TriangleCount</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGVolume</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGPath, FluffyUnderware.Curvy.Generator.CGShape)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGVolume)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(int32, FluffyUnderware.Curvy.Generator.CGShape)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>float32(int32)</signature>
                        <name>calcSegmentLength</name>
                    </method>
                    <method>
                        <arity>1</arity>
                        <signature>!!0()</signature>
                        <name>Clone</name>
                    </method>
                    <method>
                        <signature>float32(float32, float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>CrossDistanceToF</name>
                    </method>
                    <method>
                        <signature>float32(float32, float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>CrossFToDistance</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGVolume(FluffyUnderware.Curvy.Generator.CGVolume, FluffyUnderware.Curvy.Generator.CGPath, FluffyUnderware.Curvy.Generator.CGShape)</signature>
                        <name>Get</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_CrossSize</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_VertexCount</name>
                    </method>
                    <method>
                        <signature>int32(float32, float32&amp;)</signature>
                        <name>GetCrossFIndex</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>GetCrossLength</name>
                    </method>
                    <method>
                        <signature>int32(int32)</signature>
                        <name>GetSegmentIndex</name>
                    </method>
                    <method>
                        <signature>void(float32, int32&amp;, int32&amp;, float32&amp;)</signature>
                        <name>GetSegmentIndices</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3[](int32[])</signature>
                        <name>GetSegmentVertices</name>
                    </method>
                    <method>
                        <signature>int32(float32, float32&amp;)</signature>
                        <name>GetVertexIndex</name>
                    </method>
                    <method>
                        <signature>int32(float32, float32, float32&amp;, float32&amp;)</signature>
                        <name>GetVertexIndex</name>
                    </method>
                    <method>
                        <signature>void(float32, float32, UnityEngine.Vector3&amp;, UnityEngine.Vector3&amp;, UnityEngine.Vector3&amp;)</signature>
                        <name>InterpolateVolume</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32, float32)</signature>
                        <name>InterpolateVolumeDirection</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32, float32)</signature>
                        <name>InterpolateVolumePosition</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32, float32)</signature>
                        <name>InterpolateVolumeUp</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>CrossClosed</name>
                    </field>
                    <field>
                        <signature>float32[]</signature>
                        <name>CrossF</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>CrossFShift</name>
                    </field>
                    <field>
                        <signature>float32[]</signature>
                        <name>CrossMap</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.SamplePointsMaterialGroupCollection</signature>
                        <name>CrossMaterialGroups</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>CrossSeamless</name>
                    </field>
                    <field>
                        <signature>float32[]</signature>
                        <name>SegmentLength</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3[]</signature>
                        <name>Vertex</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3[]</signature>
                        <name>VertexNormal</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>int32()</signature>
                        <name>CrossSize</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>VertexCount</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGVSubMesh</name>
                <methodlist>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGVSubMesh)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(int32, UnityEngine.Material)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(int32[], UnityEngine.Material)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Material)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGVSubMesh, int32)</signature>
                        <name>Add</name>
                    </method>
                    <method>
                        <arity>1</arity>
                        <signature>!!0()</signature>
                        <name>Clone</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGVSubMesh(FluffyUnderware.Curvy.Generator.CGVSubMesh, int32, UnityEngine.Material)</signature>
                        <name>Get</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Count</name>
                    </method>
                    <method>
                        <signature>void(int32, int32)</signature>
                        <name>ShiftIndices</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Material</signature>
                        <name>Material</name>
                    </field>
                    <field>
                        <signature>int32[]</signature>
                        <name>Triangles</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>int32()</signature>
                        <name>Count</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CGYesNoAuto</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGYesNoAuto</signature>
                        <name>Auto</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGYesNoAuto</signature>
                        <name>No</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGYesNoAuto</signature>
                        <name>Yes</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.ControlPointOption</name>
                <methodlist>
                    <method>
                        <signature>void(float32, float32, bool, int32, bool, float32, bool, bool, float32, float32)</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>Distance</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>FirstU</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>HardEdge</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>Include</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>MaterialID</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>MaxStepDistance</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>SecondU</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>TF</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>UVEdge</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>UVShift</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.CurvyGenerator</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <arity>1</arity>
                        <signature>!!0()</signature>
                        <name>AddModule</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGModule(System.Type)</signature>
                        <name>AddModule</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ArrangeModules</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Awake</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Clear</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>clearModules</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CurvyGenerator()</signature>
                        <name>Create</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGModule)</signature>
                        <name>DeleteModule</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>doSortModules</name>
                    </method>
                    <method>
                        <arity>1</arity>
                        <signature>System.Collections.Generic.List`1&lt;!!0&gt;(bool)</signature>
                        <name>FindModules</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_AutoRefresh</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_Destroying</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsInitialized</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_MinDistance</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyCGEvent()</signature>
                        <name>get_OnRefresh</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.DevTools.PoolManager()</signature>
                        <name>get_PoolManager</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_RefreshDelay</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_RefreshDelayEditor</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_ShowDebug</name>
                    </method>
                    <method>
                        <arity>1</arity>
                        <signature>!!0(int32, bool)</signature>
                        <name>GetModule</name>
                    </method>
                    <method>
                        <arity>1</arity>
                        <signature>!!0(string, bool)</signature>
                        <name>GetModule</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGModule(int32, bool)</signature>
                        <name>GetModule</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGModule(string, bool)</signature>
                        <name>GetModule</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot(int32, string)</signature>
                        <name>GetModuleOutputSlot</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot(string, string)</signature>
                        <name>GetModuleOutputSlot</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGModule&gt;(bool)</signature>
                        <name>GetModules</name>
                    </method>
                    <method>
                        <signature>string(string)</signature>
                        <name>getUniqueModuleNameINTERNAL</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>Initialize</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDestroy</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyCGEventArgs(FluffyUnderware.Curvy.CurvyCGEventArgs)</signature>
                        <name>OnRefreshEvent</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>Refresh</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_AutoRefresh</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_Destroying</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_MinDistance</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyCGEvent)</signature>
                        <name>set_OnRefresh</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_RefreshDelay</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_RefreshDelayEditor</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_ShowDebug</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>sortModulesINTERNAL</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>&lt;Destroying&gt;k__BackingField</name>
                    </field>
                    <field>
                        <signature>bool</signature>
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                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot</signature>
                        <name>OutVolumeHollow</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>float32()</signature>
                        <name>AngleThreshold</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>ClampCross</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>ClampPath</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.IExternalInput()</signature>
                        <name>Cross</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>CrossAngleThreshold</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>CrossExtendedUV</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>CrossFrom</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>CrossGroups</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>CrossHardEdges</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>CrossIncludeControlPoints</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>CrossLength</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>CrossMaterials</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>CrossOptimize</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>CrossPosition</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.DevTools.RegionOptions`1&lt;float32&gt;()</signature>
                        <name>CrossRangeOptions</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>CrossResolution</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>CrossReverseNormals</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Quaternion()</signature>
                        <name>CrossRotation</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>CrossSamples</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.Modules.BuildShapeExtrusion/CrossShiftModeEnum()</signature>
                        <name>CrossShiftMode</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>CrossShiftValue</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>CrossTo</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>From</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>HollowInset</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>HollowReverseNormals</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Length</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>Optimize</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>PathSamples</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.DevTools.RegionOptions`1&lt;float32&gt;()</signature>
                        <name>RangeOptions</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>Resolution</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.Modules.BuildShapeExtrusion/ScaleModeEnum()</signature>
                        <name>ScaleMode</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>ScaleOffset</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGReferenceMode()</signature>
                        <name>ScaleReference</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>ScaleUniform</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>ScaleX</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>ScaleY</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>To</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.BuildShapeExtrusion/CrossShiftModeEnum</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.Modules.BuildShapeExtrusion/CrossShiftModeEnum</signature>
                        <name>ByOrientation</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.Modules.BuildShapeExtrusion/CrossShiftModeEnum</signature>
                        <name>Custom</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.Modules.BuildShapeExtrusion/CrossShiftModeEnum</signature>
                        <name>None</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.BuildShapeExtrusion/ScaleModeEnum</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.Modules.BuildShapeExtrusion/ScaleModeEnum</signature>
                        <name>Advanced</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.Modules.BuildShapeExtrusion/ScaleModeEnum</signature>
                        <name>Simple</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.BuildVolumeCaps</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3[](UnityEngine.Vector3[], UnityEngine.Matrix4x4, UnityEngine.Bounds&amp;)</signature>
                        <name>applyMat</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3[], UnityEngine.Vector2[]&amp;, int32, int32, FluffyUnderware.Curvy.Generator.CGMaterialSettings, UnityEngine.Bounds)</signature>
                        <name>applyUV</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Awake</name>
                    </method>
                    <method>
                        <signature>void(int32[]&amp;, int32, int32)</signature>
                        <name>flipTris</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_CloneStartCap</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGYesNoAuto()</signature>
                        <name>get_EndCap</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Material()</signature>
                        <name>get_EndMaterial</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGMaterialSettings()</signature>
                        <name>get_EndMaterialSettings</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_GenerateUV</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_ReverseTriOrder</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGYesNoAuto()</signature>
                        <name>get_StartCap</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Material()</signature>
                        <name>get_StartMaterial</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGMaterialSettings()</signature>
                        <name>get_StartMaterialSettings</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Matrix4x4(FluffyUnderware.Curvy.Generator.CGVolume, int32, bool)</signature>
                        <name>getMat</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.ThirdParty.LibTessDotNet.ContourVertex[](FluffyUnderware.Curvy.Generator.CGVolume, int32)</signature>
                        <name>make2DSegment</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Refresh</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_CloneStartCap</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGYesNoAuto)</signature>
                        <name>set_EndCap</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Material)</signature>
                        <name>set_EndMaterial</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_GenerateUV</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_ReverseTriOrder</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGYesNoAuto)</signature>
                        <name>set_StartCap</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Material)</signature>
                        <name>set_StartMaterial</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot</signature>
                        <name>InVolume</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot</signature>
                        <name>InVolumeHoles</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_CloneStartCap</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGYesNoAuto</signature>
                        <name>m_EndCap</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Material</signature>
                        <name>m_EndMaterial</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGMaterialSettings</signature>
                        <name>m_EndMaterialSettings</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_GenerateUV</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_ReverseTriOrder</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGYesNoAuto</signature>
                        <name>m_StartCap</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Material</signature>
                        <name>m_StartMaterial</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGMaterialSettings</signature>
                        <name>m_StartMaterialSettings</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot</signature>
                        <name>OutVMesh</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>CloneStartCap</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGYesNoAuto()</signature>
                        <name>EndCap</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Material()</signature>
                        <name>EndMaterial</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGMaterialSettings()</signature>
                        <name>EndMaterialSettings</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>GenerateUV</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>ReverseTriOrder</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGYesNoAuto()</signature>
                        <name>StartCap</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Material()</signature>
                        <name>StartMaterial</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGMaterialSettings()</signature>
                        <name>StartMaterialSettings</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.BuildVolumeMesh</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>AddMaterial</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Awake</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGVMesh, FluffyUnderware.Curvy.Generator.CGVolume, FluffyUnderware.DevTools.IntRegion)</signature>
                        <name>build</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGVMesh&amp;, FluffyUnderware.Curvy.Generator.CGVolume&amp;, FluffyUnderware.Curvy.Generator.SamplePointsMaterialGroup&amp;, int32, float32, int32, int32)</signature>
                        <name>createMaterialGroupUV</name>
                    </method>
                    <method>
                        <signature>int32(int32[]&amp;, int32&amp;, int32, int32, int32, bool)</signature>
                        <name>createPatchTriangles</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_GenerateUV</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_MaterialCount</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGMaterialSettingsEx&gt;()</signature>
                        <name>get_MaterialSetttings</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_ReverseTriOrder</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_Split</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_SplitLength</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Material(int32)</signature>
                        <name>GetMaterial</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.SamplePointsMaterialGroupCollection&gt;(FluffyUnderware.Curvy.Generator.CGVolume)</signature>
                        <name>getMaterialIDGroups</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGVolume)</signature>
                        <name>prepare</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGVMesh, System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.SamplePointsMaterialGroupCollection&gt;, int32, UnityEngine.Material[]&amp;)</signature>
                        <name>prepareSubMeshes</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Refresh</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>RemoveMaterial</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_GenerateUV</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_ReverseTriOrder</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_Split</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_SplitLength</name>
                    </method>
                    <method>
                        <signature>void(int32, UnityEngine.Material)</signature>
                        <name>SetMaterial</name>
                    </method>
                    <method>
                        <signature>bool(int32)</signature>
                        <name>validateMaterialIndex</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.SamplePointsMaterialGroupCollection&gt;</signature>
                        <name>groupsByMatID</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot</signature>
                        <name>InVolume</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_GenerateUV</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Material[]</signature>
                        <name>m_Material</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGMaterialSettingsEx&gt;</signature>
                        <name>m_MaterialSettings</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_ReverseTriOrder</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_Split</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_SplitLength</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot</signature>
                        <name>OutVMesh</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>GenerateUV</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>MaterialCount</name>
                    </property>
                    <property>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGMaterialSettingsEx&gt;()</signature>
                        <name>MaterialSetttings</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>ReverseTriOrder</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>Split</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>SplitLength</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.BuildVolumeSpots</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGBoundsGroup(string)</signature>
                        <name>AddGroup</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.Modules.BuildVolumeSpots/GroupSet(FluffyUnderware.Curvy.Generator.CGBoundsGroup, System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGSpot&gt;&amp;, float32&amp;, float32&amp;, bool)</signature>
                        <name>addGroupItems</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Clear</name>
                    </method>
                    <method>
                        <signature>int32[]()</signature>
                        <name>get_BoundsIndices</name>
                    </method>
                    <method>
                        <signature>UnityEngine.GUIContent[]()</signature>
                        <name>get_BoundsNames</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Count</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_CrossBase</name>
                    </method>
                    <method>
                        <signature>UnityEngine.AnimationCurve()</signature>
                        <name>get_CrossCurve</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_FirstRepeating</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_FitEnd</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_GroupCount</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGBoundsGroup&gt;()</signature>
                        <name>get_Groups</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_lastGroupIndex</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_LastRepeating</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Length</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGPath()</signature>
                        <name>get_Path</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.DevTools.FloatRegion()</signature>
                        <name>get_Range</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.DevTools.RegionOptions`1&lt;float32&gt;()</signature>
                        <name>get_RangeOptions</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.DevTools.RegionOptions`1&lt;int32&gt;()</signature>
                        <name>get_RepeatingGroupsOptions</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvyRepeatingOrderEnum()</signature>
                        <name>get_RepeatingOrder</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_Simulate</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_StartDistance</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_UsePath</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_UseVolume</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGVolume()</signature>
                        <name>get_Volume</name>
                    </method>
                    <method>
                        <signature>float32(float32, FluffyUnderware.Curvy.Generator.CGBoundsGroup)</signature>
                        <name>getCrossValue</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGBounds(int32)</signature>
                        <name>getItemBounds</name>
                    </method>
                    <method>
                        <signature>float32(FluffyUnderware.Curvy.Generator.CGBoundsGroup)</signature>
                        <name>getMinGroupDepth</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGSpot(int32, FluffyUnderware.Curvy.Generator.CGBoundsGroup&amp;, FluffyUnderware.Curvy.Generator.CGBounds&amp;, float32, float32)</signature>
                        <name>getSpot</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnStateChange</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>prepare</name>
                    </method>
                    <method>
                        <signature>void(System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGSpot&gt;&amp;, System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.Modules.BuildVolumeSpots/GroupSet&gt;&amp;, float32, float32)</signature>
                        <name>rebase</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Refresh</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGBoundsGroup)</signature>
                        <name>RemoveGroup</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_Count</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_CrossBase</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.AnimationCurve)</signature>
                        <name>set_CrossCurve</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_FirstRepeating</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_FitEnd</name>
                    </method>
                    <method>
                        <signature>void(System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGBoundsGroup&gt;)</signature>
                        <name>set_Groups</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_LastRepeating</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGPath)</signature>
                        <name>set_Path</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.DevTools.FloatRegion)</signature>
                        <name>set_Range</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvyRepeatingOrderEnum)</signature>
                        <name>set_RepeatingOrder</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_Simulate</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_StartDistance</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_UseVolume</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>&lt;Count&gt;k__BackingField</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGPath</signature>
                        <name>&lt;Path&gt;k__BackingField</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>&lt;StartDistance&gt;k__BackingField</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot</signature>
                        <name>InBounds</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot</signature>
                        <name>InPath</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_CrossBase</name>
                    </field>
                    <field>
                        <signature>UnityEngine.AnimationCurve</signature>
                        <name>m_CrossCurve</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_FitEnd</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGBoundsGroup&gt;</signature>
                        <name>m_Groups</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.DevTools.FloatRegion</signature>
                        <name>m_Range</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.DevTools.IntRegion</signature>
                        <name>m_RepeatingGroups</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyRepeatingOrderEnum</signature>
                        <name>m_RepeatingOrder</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_Simulate</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_UseVolume</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGBounds&gt;</signature>
                        <name>mBounds</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.DevTools.WeightedRandom`1&lt;int32&gt;</signature>
                        <name>mGroupBag</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>mGroupsHaveDepth</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot</signature>
                        <name>OutSpots</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGSpots</signature>
                        <name>SimulatedSpots</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>int32[]()</signature>
                        <name>BoundsIndices</name>
                    </property>
                    <property>
                        <signature>UnityEngine.GUIContent[]()</signature>
                        <name>BoundsNames</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>Count</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>CrossBase</name>
                    </property>
                    <property>
                        <signature>UnityEngine.AnimationCurve()</signature>
                        <name>CrossCurve</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>FirstRepeating</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>FitEnd</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>GroupCount</name>
                    </property>
                    <property>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGBoundsGroup&gt;()</signature>
                        <name>Groups</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>lastGroupIndex</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>LastRepeating</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Length</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGPath()</signature>
                        <name>Path</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.DevTools.FloatRegion()</signature>
                        <name>Range</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.DevTools.RegionOptions`1&lt;float32&gt;()</signature>
                        <name>RangeOptions</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.DevTools.RegionOptions`1&lt;int32&gt;()</signature>
                        <name>RepeatingGroupsOptions</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvyRepeatingOrderEnum()</signature>
                        <name>RepeatingOrder</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>Simulate</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>StartDistance</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>UsePath</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>UseVolume</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGVolume()</signature>
                        <name>Volume</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.BuildVolumeSpots/GroupSet</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;float32&gt;</signature>
                        <name>Distances</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGBoundsGroup</signature>
                        <name>Group</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;int32&gt;</signature>
                        <name>Items</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>Length</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.ConformPath</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGPath(UnityEngine.Transform, FluffyUnderware.Curvy.Generator.CGPath, UnityEngine.LayerMask, UnityEngine.Vector3, float32, float32, bool)</signature>
                        <name>Conform</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_Direction</name>
                    </method>
                    <method>
                        <signature>UnityEngine.LayerMask()</signature>
                        <name>get_LayerMask</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_MaxDistance</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Offset</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_PathIsClosed</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_PathLength</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_Warp</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGData[](FluffyUnderware.Curvy.Generator.CGModuleInputSlot, FluffyUnderware.Curvy.Generator.CGModuleOutputSlot, FluffyUnderware.Curvy.Generator.CGDataRequestParameter[])</signature>
                        <name>OnSlotDataRequest</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_Direction</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.LayerMask)</signature>
                        <name>set_LayerMask</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_MaxDistance</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Offset</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_Warp</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot</signature>
                        <name>InPath</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>m_Direction</name>
                    </field>
                    <field>
                        <signature>UnityEngine.LayerMask</signature>
                        <name>m_LayerMask</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_MaxDistance</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_Offset</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_Warp</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot</signature>
                        <name>OutPath</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>Direction</name>
                    </property>
                    <property>
                        <signature>UnityEngine.LayerMask()</signature>
                        <name>LayerMask</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>MaxDistance</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Offset</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>PathIsClosed</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>PathLength</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>Warp</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.CreateGameObject</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Clear</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_GameObjectCount</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGGameObjectResourceCollection()</signature>
                        <name>get_GameObjects</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Layer</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_MakeStatic</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDestroy</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnStateChange</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnTemplateCreated</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Refresh</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_Layer</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_MakeStatic</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot</signature>
                        <name>InGameObjectArray</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot</signature>
                        <name>InSpots</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>m_Layer</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_MakeStatic</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGGameObjectResourceCollection</signature>
                        <name>m_Resources</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>int32()</signature>
                        <name>GameObjectCount</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGGameObjectResourceCollection()</signature>
                        <name>GameObjects</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>Layer</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>MakeStatic</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.CreateMesh</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>int32(FluffyUnderware.Curvy.Generator.CGSpot, FluffyUnderware.Curvy.Generator.CGSpot)</signature>
                        <name>&lt;createSpotMeshes&gt;m__0</name>
                    </method>
                    <method>
                        <signature>int32(FluffyUnderware.Curvy.Generator.CGVMesh, FluffyUnderware.Curvy.Generator.CGVMesh)</signature>
                        <name>&lt;sortByVertexCount&gt;m__1</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Clear</name>
                    </method>
                    <method>
                        <signature>void(System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGVMesh&gt;&amp;, bool)</signature>
                        <name>createMeshes</name>
                    </method>
                    <method>
                        <signature>void(System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGVMesh&gt;&amp;, FluffyUnderware.Curvy.Generator.CGSpots&amp;, bool)</signature>
                        <name>createSpotMeshes</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGYesNoAuto()</signature>
                        <name>get_AddNormals</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGYesNoAuto()</signature>
                        <name>get_AddTangents</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_AddUV2</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Transform()</signature>
                        <name>get_AnchorOverride</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_AutoUpdateColliders</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_canGroupMeshes</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Rendering.ShadowCastingMode()</signature>
                        <name>get_CastShadows</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGColliderEnum()</signature>
                        <name>get_Collider</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_Combine</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_Convex</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_GroupMeshes</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Layer</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Rendering.LightProbeUsage()</signature>
                        <name>get_LightProbeUsage</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_MakeStatic</name>
                    </method>
                    <method>
                        <signature>UnityEngine.PhysicMaterial()</signature>
                        <name>get_Material</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_MeshCount</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGMeshResourceCollection()</signature>
                        <name>get_Meshes</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_ReceiveShadows</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Rendering.ReflectionProbeUsage()</signature>
                        <name>get_ReflectionProbes</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_UseLightProbes</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_VertexCount</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGMeshResource()</signature>
                        <name>getNewMesh</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnStateChange</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnTemplateCreated</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Refresh</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>removeUnusedResource</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>UnityEngine.GameObject(UnityEngine.Transform)</signature>
                        <name>SaveToScene</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGYesNoAuto)</signature>
                        <name>set_AddNormals</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGYesNoAuto)</signature>
                        <name>set_AddTangents</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_AddUV2</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Transform)</signature>
                        <name>set_AnchorOverride</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_AutoUpdateColliders</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Rendering.ShadowCastingMode)</signature>
                        <name>set_CastShadows</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGColliderEnum)</signature>
                        <name>set_Collider</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_Combine</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_Convex</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_GroupMeshes</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_Layer</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Rendering.LightProbeUsage)</signature>
                        <name>set_LightProbeUsage</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_MakeStatic</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.PhysicMaterial)</signature>
                        <name>set_Material</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_ReceiveShadows</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Rendering.ReflectionProbeUsage)</signature>
                        <name>set_ReflectionProbes</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_UseLightProbes</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_VertexCount</name>
                    </method>
                    <method>
                        <signature>void(System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGVMesh&gt;&amp;)</signature>
                        <name>sortByVertexCount</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>UpdateColliders</name>
                    </method>
                    <method>
                        <signature>bool(string, string)</signature>
                        <name>UpgradeVersion</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGMeshResource(FluffyUnderware.Curvy.Generator.CGVMesh&amp;)</signature>
                        <name>writeVMeshToMesh</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>System.Comparison`1&lt;FluffyUnderware.Curvy.Generator.CGSpot&gt;</signature>
                        <name>&lt;&gt;f__am$cache0</name>
                    </field>
                    <field>
                        <signature>System.Comparison`1&lt;FluffyUnderware.Curvy.Generator.CGVMesh&gt;</signature>
                        <name>&lt;&gt;f__am$cache1</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>&lt;VertexCount&gt;k__BackingField</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot</signature>
                        <name>InSpots</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot</signature>
                        <name>InVMeshArray</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGYesNoAuto</signature>
                        <name>m_AddNormals</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGYesNoAuto</signature>
                        <name>m_AddTangents</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_AddUV2</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Transform</signature>
                        <name>m_AnchorOverride</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_AutoUpdateColliders</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Rendering.ShadowCastingMode</signature>
                        <name>m_CastShadows</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGColliderEnum</signature>
                        <name>m_Collider</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_Combine</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_Convex</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_GroupMeshes</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>m_Layer</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Rendering.LightProbeUsage</signature>
                        <name>m_LightProbeUsage</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_MakeStatic</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PhysicMaterial</signature>
                        <name>m_Material</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGMeshResourceCollection</signature>
                        <name>m_MeshResources</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_ReceiveShadows</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Rendering.ReflectionProbeUsage</signature>
                        <name>m_ReflectionProbes</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_UseLightProbes</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>mCurrentMeshCount</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGYesNoAuto()</signature>
                        <name>AddNormals</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGYesNoAuto()</signature>
                        <name>AddTangents</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>AddUV2</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Transform()</signature>
                        <name>AnchorOverride</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>AutoUpdateColliders</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>canGroupMeshes</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Rendering.ShadowCastingMode()</signature>
                        <name>CastShadows</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGColliderEnum()</signature>
                        <name>Collider</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>Combine</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>Convex</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>GroupMeshes</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>Layer</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Rendering.LightProbeUsage()</signature>
                        <name>LightProbeUsage</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>MakeStatic</name>
                    </property>
                    <property>
                        <signature>UnityEngine.PhysicMaterial()</signature>
                        <name>Material</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>MeshCount</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.Generator.CGMeshResourceCollection()</signature>
                        <name>Meshes</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>ReceiveShadows</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Rendering.ReflectionProbeUsage()</signature>
                        <name>ReflectionProbes</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>UseLightProbes</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>VertexCount</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.DebugVMesh</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot</signature>
                        <name>InData</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>ShowUV</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>ShowVertexID</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>ShowVertices</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.DebugVolume</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot</signature>
                        <name>InData</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>Interpolate</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>InterpolateCrossF</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>InterpolatePathF</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.DevTools.IntRegion</signature>
                        <name>LimitCross</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>NormalColor</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>PathColor</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>ShowCrossSamples</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>ShowIndex</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>ShowMap</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>ShowNormals</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>ShowPathSamples</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>VolumeColor</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.InputGameObject</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGGameObjectProperties&gt;()</signature>
                        <name>get_GameObjects</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_SupportsIPE</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnTemplateCreated</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Refresh</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGGameObjectProperties&gt;</signature>
                        <name>m_GameObjects</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot</signature>
                        <name>OutGameObject</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGGameObjectProperties&gt;()</signature>
                        <name>GameObjects</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>SupportsIPE</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.InputMesh</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGMeshProperties&gt;()</signature>
                        <name>get_Meshes</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_SupportsIPE</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnTemplateCreated</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Refresh</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGMeshProperties&gt;</signature>
                        <name>m_Meshes</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot</signature>
                        <name>OutVMesh</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGMeshProperties&gt;()</signature>
                        <name>Meshes</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>SupportsIPE</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.InputSplinePath</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsConfigured</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsInitialized</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_PathIsClosed</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_PathLength</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline()</signature>
                        <name>get_Spline</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_SupportsIPE</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineEventArgs)</signature>
                        <name>m_Spline_OnRefresh</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGData[](FluffyUnderware.Curvy.Generator.CGModuleInputSlot, FluffyUnderware.Curvy.Generator.CGModuleOutputSlot, FluffyUnderware.Curvy.Generator.CGDataRequestParameter[])</signature>
                        <name>OnSlotDataRequest</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnTemplateCreated</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Refresh</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySpline)</signature>
                        <name>set_Spline</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySpline</signature>
                        <name>m_Spline</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot</signature>
                        <name>Path</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>IsConfigured</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsInitialized</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>PathIsClosed</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>PathLength</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySpline()</signature>
                        <name>Spline</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>SupportsIPE</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.InputSplineShape</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_FreeForm</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsConfigured</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsInitialized</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_PathIsClosed</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_PathLength</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline()</signature>
                        <name>get_Shape</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_SupportsIPE</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineEventArgs)</signature>
                        <name>m_Shape_OnRefresh</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGData[](FluffyUnderware.Curvy.Generator.CGModuleInputSlot, FluffyUnderware.Curvy.Generator.CGModuleOutputSlot, FluffyUnderware.Curvy.Generator.CGDataRequestParameter[])</signature>
                        <name>OnSlotDataRequest</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>RemoveManagedShape</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_FreeForm</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySpline)</signature>
                        <name>set_Shape</name>
                    </method>
                    <method>
                        <arity>1</arity>
                        <signature>!!0()</signature>
                        <name>SetManagedShape</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySpline</signature>
                        <name>m_Shape</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot</signature>
                        <name>OutShape</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>FreeForm</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsConfigured</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsInitialized</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>PathIsClosed</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>PathLength</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySpline()</signature>
                        <name>Shape</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>SupportsIPE</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.InputSpots</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGSpot&gt;()</signature>
                        <name>get_Spots</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnStateChange</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Refresh</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGSpot&gt;)</signature>
                        <name>set_Spots</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGSpot&gt;</signature>
                        <name>m_Spots</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot</signature>
                        <name>OutSpots</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.CGSpot&gt;()</signature>
                        <name>Spots</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.ModifierMixPaths</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Mix</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_PathIsClosed</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_PathLength</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGPath(FluffyUnderware.Curvy.Generator.CGPath, FluffyUnderware.Curvy.Generator.CGPath, float32)</signature>
                        <name>MixPath</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGData[](FluffyUnderware.Curvy.Generator.CGModuleInputSlot, FluffyUnderware.Curvy.Generator.CGModuleOutputSlot, FluffyUnderware.Curvy.Generator.CGDataRequestParameter[])</signature>
                        <name>OnSlotDataRequest</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Mix</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot</signature>
                        <name>InPathA</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot</signature>
                        <name>InPathB</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_Mix</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot</signature>
                        <name>OutPath</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>float32()</signature>
                        <name>Mix</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>PathIsClosed</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>PathLength</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.ModifierMixShapes</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Mix</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_PathIsClosed</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_PathLength</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGData[](FluffyUnderware.Curvy.Generator.CGModuleInputSlot, FluffyUnderware.Curvy.Generator.CGModuleOutputSlot, FluffyUnderware.Curvy.Generator.CGDataRequestParameter[])</signature>
                        <name>OnSlotDataRequest</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Mix</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot</signature>
                        <name>InShapeA</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot</signature>
                        <name>InShapeB</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_Mix</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot</signature>
                        <name>OutShape</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>float32()</signature>
                        <name>Mix</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>PathIsClosed</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>PathLength</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.ModifierTRSMesh</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Refresh</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot</signature>
                        <name>InVMesh</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot</signature>
                        <name>OutVMesh</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.ModifierTRSPath</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_PathIsClosed</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_PathLength</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGData[](FluffyUnderware.Curvy.Generator.CGModuleInputSlot, FluffyUnderware.Curvy.Generator.CGModuleOutputSlot, FluffyUnderware.Curvy.Generator.CGDataRequestParameter[])</signature>
                        <name>OnSlotDataRequest</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot</signature>
                        <name>InPath</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot</signature>
                        <name>OutPath</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>PathIsClosed</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>PathLength</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.ModifierTRSShape</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_PathIsClosed</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_PathLength</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGData[](FluffyUnderware.Curvy.Generator.CGModuleInputSlot, FluffyUnderware.Curvy.Generator.CGModuleOutputSlot, FluffyUnderware.Curvy.Generator.CGDataRequestParameter[])</signature>
                        <name>OnSlotDataRequest</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleInputSlot</signature>
                        <name>InShape</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGModuleOutputSlot</signature>
                        <name>OutShape</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>PathIsClosed</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>PathLength</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.Modules.Note</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>string()</signature>
                        <name>get_NoteText</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>void(string)</signature>
                        <name>set_NoteText</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>string</signature>
                        <name>m_Note</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>string()</signature>
                        <name>NoteText</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.OutputSlotInfo</name>
                <methodlist>
                    <method>
                        <signature>void(string, System.Type)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(System.Type)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>System.Type()</signature>
                        <name>get_DataType</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist>
                    <property>
                        <signature>System.Type()</signature>
                        <name>DataType</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.ResourceLoaderAttribute</name>
                <methodlist>
                    <method>
                        <signature>void(string)</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>string</signature>
                        <name>ResourceName</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.SamplePointsMaterialGroup</name>
                <methodlist>
                    <method>
                        <signature>void(int32)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_EndVertex</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_StartVertex</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_TriangleCount</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_VertexCount</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGVolume, float32&amp;, float32&amp;)</signature>
                        <name>GetLengths</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>MaterialID</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.SamplePointsPatch&gt;</signature>
                        <name>Patches</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>int32()</signature>
                        <name>EndVertex</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>StartVertex</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>TriangleCount</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>VertexCount</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.SamplePointsMaterialGroupCollection</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(System.Collections.Generic.IEnumerable`1&lt;FluffyUnderware.Curvy.Generator.SamplePointsMaterialGroup&gt;)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Generator.CGVolume, FluffyUnderware.Curvy.Generator.CGMaterialSettingsEx)</signature>
                        <name>CalculateAspectCorrection</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_TriangleCount</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>AspectCorrection</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>MaterialID</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>int32()</signature>
                        <name>TriangleCount</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.SamplePointsPatch</name>
                <methodlist>
                    <method>
                        <signature>void(int32)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_End</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_TriangleCount</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_End</name>
                    </method>
                    <method>
                        <signature>string()</signature>
                        <name>ToString</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>Count</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>Start</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>int32()</signature>
                        <name>End</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>TriangleCount</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.SamplePointUData</name>
                <methodlist>
                    <method>
                        <signature>void(int32, bool, float32, float32)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>string()</signature>
                        <name>ToString</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>FirstU</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>SecondU</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>UVEdge</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>Vertex</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.SlotInfo</name>
                <methodlist>
                    <method>
                        <signature>void(string, System.Type[])</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(System.Type[])</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>int32(object)</signature>
                        <name>CompareTo</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>Array</name>
                    </field>
                    <field>
                        <signature>System.Type[]</signature>
                        <name>DataTypes</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>Name</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>Tooltip</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.SplineInputModuleBase</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySpline, float32, float32, System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Generator.SamplePointUData&gt;, FluffyUnderware.Curvy.Generator.CGShape)</signature>
                        <name>CalculateExtendedUV</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.MetaCGOptions(FluffyUnderware.Curvy.CurvySpline, float32, FluffyUnderware.Curvy.CurvySplineSegment&amp;)</signature>
                        <name>findNextReferenceCPOptions</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.MetaCGOptions(FluffyUnderware.Curvy.CurvySpline, float32, FluffyUnderware.Curvy.CurvySplineSegment&amp;)</signature>
                        <name>findPreviousReferenceCPOptions</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>get_EndCP</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>get_StartCP</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_UseCache</name>
                    </method>
                    <method>
                        <signature>bool(FluffyUnderware.Curvy.CurvySpline)</signature>
                        <name>getPathClosed</name>
                    </method>
                    <method>
                        <signature>float32(FluffyUnderware.Curvy.CurvySpline)</signature>
                        <name>getPathLength</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySpline, FluffyUnderware.Curvy.Generator.CGDataRequestRasterization, float32&amp;, float32&amp;)</signature>
                        <name>getRange</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Generator.CGData(FluffyUnderware.Curvy.CurvySpline, bool, FluffyUnderware.Curvy.Generator.CGDataRequestRasterization, FluffyUnderware.Curvy.Generator.CGDataRequestMetaCGOptions)</signature>
                        <name>GetSplineData</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>set_EndCP</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment)</signature>
                        <name>set_StartCP</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_UseCache</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment</signature>
                        <name>m_EndCP</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment</signature>
                        <name>m_StartCP</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_UseCache</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>EndCP</name>
                    </property>
                    <property>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment()</signature>
                        <name>StartCP</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>UseCache</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.SplineInputModuleBase/&lt;GetSplineData&gt;c__AnonStorey0</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>&lt;&gt;m__0</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>curDist</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>curPos</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>curTan</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Generator.CGShape</signature>
                        <name>data</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>fullPath</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;</signature>
                        <name>pos</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;float32&gt;</signature>
                        <name>relF</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;float32&gt;</signature>
                        <name>sourceF</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvySpline</signature>
                        <name>spline</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>startDist</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;</signature>
                        <name>tan</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;</signature>
                        <name>up</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Generator.TRSModuleBase</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Matrix4x4()</signature>
                        <name>get_Matrix</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_Rotation</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_Scale</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_Transpose</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_Rotation</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_Scale</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_Transpose</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>m_Rotation</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>m_Scale</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>m_Transpose</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.Matrix4x4()</signature>
                        <name>Matrix</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>Rotation</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>Scale</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>Transpose</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.ICurvyInterpolatableMetadata</name>
                <methodlist>
                    <method>
                        <signature>object()</signature>
                        <name>get_Value</name>
                    </method>
                    <method>
                        <signature>object(FluffyUnderware.Curvy.ICurvyMetadata, float32)</signature>
                        <name>InterpolateObject</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist>
                    <property>
                        <signature>object()</signature>
                        <name>Value</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <arity>1</arity>
                <genericparameter sequence="0">
                    <name>U</name>
                </genericparameter>
                <name>FluffyUnderware.Curvy.ICurvyInterpolatableMetadata`1</name>
                <methodlist>
                    <method>
                        <signature>!0(FluffyUnderware.Curvy.ICurvyMetadata, float32)</signature>
                        <name>Interpolate</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.ICurvyMetadata</name>
                <methodlist />
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.MetaCGOptions</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_ExplicitU</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_FirstU</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_HardEdge</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_HasDifferentMaterial</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_MaterialID</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_MaxStepDistance</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_SecondU</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_showExplicitU</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_showFirstU</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_showSecondU</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_showUVEdge</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_UVEdge</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>GetDefinedFirstU</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>GetDefinedSecondU</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.MetaCGOptions(FluffyUnderware.Curvy.CurvySplineSegment&amp;)</signature>
                        <name>GetNextDefined</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.MetaCGOptions(FluffyUnderware.Curvy.CurvySplineSegment&amp;)</signature>
                        <name>GetPreviousDefined</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_ExplicitU</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_FirstU</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_HardEdge</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_MaterialID</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_MaxStepDistance</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_SecondU</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_UVEdge</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>m_ExplicitU</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_FirstU</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_HardEdge</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>m_MaterialID</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_MaxStepDistance</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_SecondU</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_UVEdge</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>ExplicitU</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>FirstU</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>HardEdge</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>HasDifferentMaterial</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>MaterialID</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>MaxStepDistance</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>SecondU</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>showExplicitU</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>showFirstU</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>showSecondU</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>showUVEdge</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>UVEdge</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.OrientationAxisEnum</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.OrientationAxisEnum</signature>
                        <name>Backward</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.OrientationAxisEnum</signature>
                        <name>Down</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.OrientationAxisEnum</signature>
                        <name>Forward</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.OrientationAxisEnum</signature>
                        <name>Left</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.OrientationAxisEnum</signature>
                        <name>Right</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.OrientationAxisEnum</signature>
                        <name>Up</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.OrientationModeEnum</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.OrientationModeEnum</signature>
                        <name>None</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.OrientationModeEnum</signature>
                        <name>Orientation</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.OrientationModeEnum</signature>
                        <name>Tangent</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Shapes.CSCircle</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ApplyShape</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Count</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Radius</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_Count</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Radius</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>m_Count</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_Radius</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>int32()</signature>
                        <name>Count</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Radius</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Shapes.CSPie</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ApplyShape</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(int32, int32, float32)</signature>
                        <name>cpPosition</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.Shapes.CSPie/EatModeEnum()</signature>
                        <name>get_Eat</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Empty</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_maxEmpty</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Roundness</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.Shapes.CSPie/EatModeEnum)</signature>
                        <name>set_Eat</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_Empty</name>
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                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Roundness</name>
                    </method>
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                <fieldlist>
                    <field>
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                        <name>m_Eat</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>m_Empty</name>
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                    <field>
                        <signature>float32</signature>
                        <name>m_Roundness</name>
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                        <name>Eat</name>
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                    <property>
                        <signature>int32()</signature>
                        <name>Empty</name>
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                    <property>
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                        <name>maxEmpty</name>
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                    <property>
                        <signature>float32()</signature>
                        <name>Roundness</name>
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                </propertylist>
                <eventlist />
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                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Shapes.CSPie/EatModeEnum</signature>
                        <name>Center</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Shapes.CSPie/EatModeEnum</signature>
                        <name>Left</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Shapes.CSPie/EatModeEnum</signature>
                        <name>Right</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
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            <type>
                <name>FluffyUnderware.Curvy.Shapes.CSRectangle</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ApplyShape</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Height</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Width</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Height</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Width</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>m_Height</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_Width</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>float32()</signature>
                        <name>Height</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Width</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Shapes.CSRoundedRectangle</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ApplyShape</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Height</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Roundness</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Width</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Height</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Roundness</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Width</name>
                    </method>
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                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>m_Height</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_Roundness</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_Width</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>float32()</signature>
                        <name>Height</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Roundness</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Width</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Shapes.CSSpiral</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ApplyShape</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Circles</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Count</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Radius</name>
                    </method>
                    <method>
                        <signature>UnityEngine.AnimationCurve()</signature>
                        <name>get_RadiusFactor</name>
                    </method>
                    <method>
                        <signature>UnityEngine.AnimationCurve()</signature>
                        <name>get_Z</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Circles</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_Count</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Radius</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.AnimationCurve)</signature>
                        <name>set_RadiusFactor</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.AnimationCurve)</signature>
                        <name>set_Z</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>m_Circles</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>m_Count</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_Radius</name>
                    </field>
                    <field>
                        <signature>UnityEngine.AnimationCurve</signature>
                        <name>m_RadiusFactor</name>
                    </field>
                    <field>
                        <signature>UnityEngine.AnimationCurve</signature>
                        <name>m_Z</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>float32()</signature>
                        <name>Circles</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>Count</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Radius</name>
                    </property>
                    <property>
                        <signature>UnityEngine.AnimationCurve()</signature>
                        <name>RadiusFactor</name>
                    </property>
                    <property>
                        <signature>UnityEngine.AnimationCurve()</signature>
                        <name>Z</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Shapes.CSStar</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ApplyShape</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_InnerRadius</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_InnerRoundness</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_OuterRadius</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_OuterRoundness</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Sides</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_InnerRadius</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_InnerRoundness</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_OuterRadius</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_OuterRoundness</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_Sides</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>m_InnerRadius</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_InnerRoundness</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_OuterRadius</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_OuterRoundness</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>m_Sides</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>float32()</signature>
                        <name>InnerRadius</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>InnerRoundness</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>OuterRadius</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>OuterRoundness</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>Sides</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Utils.CurvySerializationSpace</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Utils.CurvySerializationSpace</signature>
                        <name>Self</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Utils.CurvySerializationSpace</signature>
                        <name>World</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Utils.CurvySerializationSpace</signature>
                        <name>WorldSpline</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Utils.CurvyUtility</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>float32(float32, FluffyUnderware.Curvy.CurvyClamping, float32)</signature>
                        <name>ClampDistance</name>
                    </method>
                    <method>
                        <signature>float32(float32, FluffyUnderware.Curvy.CurvyClamping, float32, float32, float32)</signature>
                        <name>ClampDistance</name>
                    </method>
                    <method>
                        <signature>float32(float32, int32&amp;, FluffyUnderware.Curvy.CurvyClamping, float32)</signature>
                        <name>ClampDistance</name>
                    </method>
                    <method>
                        <signature>float32(float32, int32&amp;, FluffyUnderware.Curvy.CurvyClamping, float32, float32, float32)</signature>
                        <name>ClampDistance</name>
                    </method>
                    <method>
                        <signature>float32(float32, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>ClampTF</name>
                    </method>
                    <method>
                        <signature>float32(float32, int32&amp;, FluffyUnderware.Curvy.CurvyClamping)</signature>
                        <name>ClampTF</name>
                    </method>
                    <method>
                        <signature>float32(float32, int32&amp;, FluffyUnderware.Curvy.CurvyClamping, float32, float32)</signature>
                        <name>ClampTF</name>
                    </method>
                    <method>
                        <signature>float32(float32, FluffyUnderware.Curvy.CurvyClamping, float32, float32)</signature>
                        <name>ClampValue</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Material()</signature>
                        <name>GetDefaultMaterial</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <arity>1</arity>
                <genericparameter sequence="0">
                    <name>T</name>
                </genericparameter>
                <name>FluffyUnderware.Curvy.Utils.SerializedCurvyObject`1</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>!0(string)</signature>
                        <name>FromJson</name>
                    </method>
                    <method>
                        <signature>string()</signature>
                        <name>ToJson</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Utils.SerializedCurvyObjectHelper</name>
                <methodlist>
                    <method>
                        <signature>System.Type(string)</signature>
                        <name>GetJsonSerializedType</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Utils.SerializedCurvySpline</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySpline, FluffyUnderware.Curvy.Utils.CurvySerializationSpace)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline(FluffyUnderware.Curvy.CurvySpline, FluffyUnderware.Curvy.Utils.CurvySerializationSpace, System.Action`2&lt;FluffyUnderware.Curvy.CurvySplineSegment,string&gt;)</signature>
                        <name>Deserialize</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline(UnityEngine.Transform, FluffyUnderware.Curvy.Utils.CurvySerializationSpace, System.Action`2&lt;FluffyUnderware.Curvy.CurvySplineSegment,string&gt;)</signature>
                        <name>Deserialize</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySpline, FluffyUnderware.Curvy.Utils.CurvySerializationSpace, System.Action`2&lt;FluffyUnderware.Curvy.CurvySplineSegment,string&gt;)</signature>
                        <name>DeserializeInto</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>AutoEndTangents</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>BzAutoDist</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>CacheDensity</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>CheckTForm</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>Closed</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Utils.SerializedCurvySplineSegment[]</signature>
                        <name>ControlPoints</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>Data</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyInterpolation</signature>
                        <name>Interpolation</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>Keep2D</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>Name</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyOrientation</signature>
                        <name>Orientation</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>P</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>Pooling</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>R</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>Threading</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyUpdateMethod</signature>
                        <name>UpdateIn</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Utils.SerializedCurvySplineCollection</name>
                <methodlist>
                    <method>
                        <signature>void(System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.CurvySpline&gt;, FluffyUnderware.Curvy.Utils.CurvySerializationSpace)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline[](FluffyUnderware.Curvy.CurvySpline[], FluffyUnderware.Curvy.Utils.CurvySerializationSpace, System.Action`2&lt;FluffyUnderware.Curvy.CurvySpline,string&gt;, System.Action`2&lt;FluffyUnderware.Curvy.CurvySplineSegment,string&gt;)</signature>
                        <name>Deserialize</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySpline[](UnityEngine.Transform, FluffyUnderware.Curvy.Utils.CurvySerializationSpace, System.Action`2&lt;FluffyUnderware.Curvy.CurvySpline,string&gt;, System.Action`2&lt;FluffyUnderware.Curvy.CurvySplineSegment,string&gt;)</signature>
                        <name>Deserialize</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>string</signature>
                        <name>Data</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.Utils.SerializedCurvySpline[]</signature>
                        <name>Splines</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Utils.SerializedCurvySplineSegment</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment, FluffyUnderware.Curvy.Utils.CurvySerializationSpace)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(FluffyUnderware.Curvy.CurvySpline, FluffyUnderware.Curvy.Utils.CurvySerializationSpace)</signature>
                        <name>Deserialize</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment(FluffyUnderware.Curvy.CurvySplineSegment, FluffyUnderware.Curvy.Utils.CurvySerializationSpace)</signature>
                        <name>Deserialize</name>
                    </method>
                    <method>
                        <signature>void(FluffyUnderware.Curvy.CurvySplineSegment, FluffyUnderware.Curvy.Utils.CurvySerializationSpace)</signature>
                        <name>DeserializeInto</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>Anchor</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>Bake</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>BzAuto</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>BzAutoDist</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>BzIn</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>BzOut</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>Data</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>P</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>R</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.CurvyOrientationSwirl</signature>
                        <name>Swirl</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>SwirlT</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Utils.SerializedCurvySplineSegmentCollection</name>
                <methodlist>
                    <method>
                        <signature>void(System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.CurvySplineSegment&gt;, FluffyUnderware.Curvy.Utils.CurvySerializationSpace)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment[](FluffyUnderware.Curvy.CurvySpline, FluffyUnderware.Curvy.Utils.CurvySerializationSpace, System.Action`2&lt;FluffyUnderware.Curvy.CurvySplineSegment,string&gt;)</signature>
                        <name>Deserialize</name>
                    </method>
                    <method>
                        <signature>FluffyUnderware.Curvy.CurvySplineSegment[](FluffyUnderware.Curvy.CurvySplineSegment, FluffyUnderware.Curvy.Utils.CurvySerializationSpace, System.Action`2&lt;FluffyUnderware.Curvy.CurvySplineSegment,string&gt;)</signature>
                        <name>Deserialize</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>FluffyUnderware.Curvy.Utils.SerializedCurvySplineSegment[]</signature>
                        <name>ControlPoints</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>Data</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>FluffyUnderware.Curvy.Utils.Spline2Mesh</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>bool(UnityEngine.Mesh&amp;)</signature>
                        <name>Apply</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>buildMesh</name>
                    </method>
                    <method>
                        <signature>string()</signature>
                        <name>get_Error</name>
                    </method>
                    <method>
                        <signature>bool(FluffyUnderware.Curvy.Utils.SplinePolyLine)</signature>
                        <name>polyLineIsValid</name>
                    </method>
                    <method>
                        <signature>void(string)</signature>
                        <name>set_Error</name>
                    </method>
                    <method>
                        <signature>void(bool, UnityEngine.Vector2)</signature>
                        <name>SetBounds</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>triangulate</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>uvmap</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>string</signature>
                        <name>&lt;Error&gt;k__BackingField</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Utils.SplinePolyLine&gt;</signature>
                        <name>Holes</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;FluffyUnderware.Curvy.Utils.SplinePolyLine&gt;</signature>
                        <name>Lines</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>MeshName</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Mesh</signature>
                        <name>mMesh</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector2</signature>
                        <name>mNewBounds</name>
                    </field>
                    <field>
                        <signature>FluffyUnderware.Curvy.ThirdParty.LibTessDotNet.Tess</signature>
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                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>lookAt</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>speedX</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>speedY</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>y</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LiquidVolumeFX.CubeSpawn</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>expansion</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>instances</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>jitter</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>laps</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>radius</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LiquidVolumeFX.CylinderManager</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>circleRadius</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>heightMultiplier</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>numCylinders</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>scale</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>startingDelay</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LiquidVolumeFX.DETAIL</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>LiquidVolumeFX.DETAIL</signature>
                        <name>BumpTexture</name>
                    </field>
                    <field>
                        <signature>LiquidVolumeFX.DETAIL</signature>
                        <name>Default</name>
                    </field>
                    <field>
                        <signature>LiquidVolumeFX.DETAIL</signature>
                        <name>DefaultNoFlask</name>
                    </field>
                    <field>
                        <signature>LiquidVolumeFX.DETAIL</signature>
                        <name>Reflections</name>
                    </field>
                    <field>
                        <signature>LiquidVolumeFX.DETAIL</signature>
                        <name>Simple</name>
                    </field>
                    <field>
                        <signature>LiquidVolumeFX.DETAIL</signature>
                        <name>Smoke</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LiquidVolumeFX.FishAnimator</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LiquidVolumeFX.FlaskAnimator</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Awake</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>acceleration</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>alphaDuration</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>delay</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>direction</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>duration</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>finalPosition</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>finalRefractionBlur</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>initialPosition</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>level</name>
                    </field>
                    <field>
                        <signature>LiquidVolumeFX.LiquidVolume</signature>
                        <name>liquid</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>maxRange</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>minRange</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>rotationSpeed</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>speed</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LiquidVolumeFX.LiquidVolume</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>int32(UnityEngine.Vector3, UnityEngine.Vector3)</signature>
                        <name>&lt;ReadVertices&gt;m__0</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Color(UnityEngine.Color)</signature>
                        <name>ApplyGlobalAlpha</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>CheckInsideOut</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>CleanupBackFacesBuffer</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>CleanupBackFacesCameras</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>CleanupCommandBuffer</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>CleanupFrontFacesBuffer</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>CleanupFrontFacesCameras</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>CleanupRefractionBuffer</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>FixedUpdate</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_allowViewFromInside</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_alpha</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_blurIntensity</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector2()</signature>
                        <name>get_bumpDistortionOffset</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_bumpDistortionScale</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Texture2D()</signature>
                        <name>get_bumpMap</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_debugSpillPoint</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_deepObscurance</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_depthAware</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_depthAwareCustomPass</name>
                    </method>
                    <method>
                        <signature>LiquidVolumeFX.DETAIL()</signature>
                        <name>get_detail</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_distortionAmount</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Texture2D()</signature>
                        <name>get_distortionMap</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_ditherShadows</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_doubleSidedBias</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_emissionBrightness</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Color()</signature>
                        <name>get_emissionColor</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3()</signature>
                        <name>get_extentsScale</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_flaskGlossinessExternal</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_flaskGlossinessInternal</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_flaskThickness</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Color()</signature>
                        <name>get_flaskTint</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Color()</signature>
                        <name>get_foamColor</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_foamDensity</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_foamRaySteps</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_foamScale</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_foamThickness</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_foamTurbulence</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_foamVisibleFromBottom</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_foamWeight</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_frecuency</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_ignoreGravity</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_level</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Color()</signature>
                        <name>get_liquidColor1</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Color()</signature>
                        <name>get_liquidColor2</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_liquidRaySteps</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_liquidScale1</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_liquidScale2</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_liquidSurfaceYPosition</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_murkiness</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_noiseVariation</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_physicsAngularDamp</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_physicsMass</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_reactToForces</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Cubemap()</signature>
                        <name>get_reflectionTexture</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_refractionBlur</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_renderQueue</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_rotationLevelBias</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_scatteringAmount</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_scatteringEnabled</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_scatteringPower</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_smokeBaseObscurance</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Color()</signature>
                        <name>get_smokeColor</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_smokeEnabled</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_smokeRaySteps</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_smokeScale</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_smokeSpeed</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_sparklingAmount</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_sparklingIntensity</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_speed</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Texture2D()</signature>
                        <name>get_texture</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_textureAlpha</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector2()</signature>
                        <name>get_textureOffset</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector2()</signature>
                        <name>get_textureScale</name>
                    </method>
                    <method>
                        <signature>LiquidVolumeFX.TOPOLOGY()</signature>
                        <name>get_topology</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_turbulence1</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_turbulence2</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_upperLimit</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(UnityEngine.Vector3, UnityEngine.Vector3, float32)</signature>
                        <name>GetIntersection</name>
                    </method>
                    <method>
                        <signature>bool(UnityEngine.Vector3&amp;, float32&amp;, float32)</signature>
                        <name>GetSpillPoint</name>
                    </method>
                    <method>
                        <signature>bool(UnityEngine.Vector3&amp;, float32)</signature>
                        <name>GetSpillPoint</name>
                    </method>
                    <method>
                        <signature>float32(UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Vector3)</signature>
                        <name>GetTriangleArea</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDestroy</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDidApplyAnimationProperties</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnWillRenderObject</name>
                    </method>
                    <method>
                        <signature>bool(UnityEngine.Vector3)</signature>
                        <name>PointInAABB</name>
                    </method>
                    <method>
                        <signature>bool(UnityEngine.Vector3)</signature>
                        <name>PointInCylinder</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ReadVertices</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>RefreshMaterialProperties</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_allowViewFromInside</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_alpha</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_blurIntensity</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector2)</signature>
                        <name>set_bumpDistortionOffset</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_bumpDistortionScale</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Texture2D)</signature>
                        <name>set_bumpMap</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_debugSpillPoint</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_deepObscurance</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_depthAware</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_depthAwareCustomPass</name>
                    </method>
                    <method>
                        <signature>void(LiquidVolumeFX.DETAIL)</signature>
                        <name>set_detail</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_distortionAmount</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Texture2D)</signature>
                        <name>set_distortionMap</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_ditherShadows</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_doubleSidedBias</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_emissionBrightness</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Color)</signature>
                        <name>set_emissionColor</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3)</signature>
                        <name>set_extentsScale</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_flaskGlossinessExternal</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_flaskGlossinessInternal</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_flaskThickness</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Color)</signature>
                        <name>set_flaskTint</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Color)</signature>
                        <name>set_foamColor</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_foamDensity</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_foamRaySteps</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_foamScale</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_foamThickness</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_foamTurbulence</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_foamVisibleFromBottom</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_foamWeight</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_frecuency</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_ignoreGravity</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_level</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Color)</signature>
                        <name>set_liquidColor1</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Color)</signature>
                        <name>set_liquidColor2</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_liquidRaySteps</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_liquidScale1</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_liquidScale2</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_murkiness</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_noiseVariation</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_physicsAngularDamp</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_physicsMass</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_reactToForces</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Cubemap)</signature>
                        <name>set_reflectionTexture</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_refractionBlur</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_renderQueue</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_rotationLevelBias</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_scatteringAmount</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_scatteringEnabled</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_scatteringPower</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_smokeBaseObscurance</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Color)</signature>
                        <name>set_smokeColor</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_smokeEnabled</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_smokeRaySteps</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_smokeScale</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_smokeSpeed</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_sparklingAmount</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_sparklingIntensity</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_speed</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Texture2D)</signature>
                        <name>set_texture</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_textureAlpha</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector2)</signature>
                        <name>set_textureOffset</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector2)</signature>
                        <name>set_textureScale</name>
                    </method>
                    <method>
                        <signature>void(LiquidVolumeFX.TOPOLOGY)</signature>
                        <name>set_topology</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_turbulence1</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
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                        <signature>int32</signature>
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                        <signature>float32</signature>
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                        <signature>int32</signature>
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                        <signature>float32</signature>
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                        <signature>float32</signature>
                        <name>_archimedesForceFactor</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_archimedesForceMagnitude</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Bounds</signature>
                        <name>_bounds</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.BuoyancyForce/BuoyancyVoxel[]</signature>
                        <name>_buoyancyVoxels</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_calculateMassFromDensity</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Collider[]</signature>
                        <name>_colliders</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_density</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_dragInFluid</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_dragNonFluid</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_forceNormalizeFactor</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_isReady</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_maxSplashForce</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_maxSplashForceNormalized</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_processChildren</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.RecompiledMarker</signature>
                        <name>_recompileMarker</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_resolution</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Rigidbody</signature>
                        <name>_rigidbody</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_splashForceFactor</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_splashForceFactorNormalized</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_subMergedVolume</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_subMergedVolumePrev</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Transform</signature>
                        <name>_transform</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>_upDirection</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_volume</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>_voxelArchimedesForce</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.Vector3Int</signature>
                        <name>_voxelResolution</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_voxelSize</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_voxelsLength</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.IDynamicWaterFluidVolume</signature>
                        <name>_water</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>float32()</signature>
                        <name>AngularDragInFluid</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>CalculateMassFromDensity</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Density</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>DragInFluid</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>MaxSplashForce</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>ProcessChildren</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>Resolution</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>SplashForceFactor</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>SubmergedVolume</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.BuoyancyForce/BuoyancyVoxel</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>HadPassedWater</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>IsOnColliderEdge</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>Position</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.ColliderTools</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
                    </method>
                    <method>
                        <signature>bool(UnityEngine.Collider, UnityEngine.Vector3, float32)</signature>
                        <name>IsPointAtColliderEdge</name>
                    </method>
                    <method>
                        <signature>bool(UnityEngine.Collider, UnityEngine.Vector3, LostPolygon.DynamicWaterSystem.ColliderTools/ColliderSpecificTestEnum)</signature>
                        <name>IsPointInsideCollider</name>
                    </method>
                    <method>
                        <signature>bool(UnityEngine.Collider, UnityEngine.Vector3)</signature>
                        <name>IsPointInsideMeshCollider</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Vector3[]</signature>
                        <name>meshColliderCheckDirections</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.ColliderTools/ColliderSpecificTestEnum</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.ColliderTools/ColliderSpecificTestEnum</signature>
                        <name>None</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.ColliderTools/ColliderSpecificTestEnum</signature>
                        <name>Terrain</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.DynamicWater</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ClearMeshes</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>CreatePlaneCollider</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3, float32, float32)</signature>
                        <name>CreateSplash</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3, UnityEngine.Vector3, float32, float32)</signature>
                        <name>CreateSplash</name>
                    </method>
                    <method>
                        <signature>void(LostPolygon.DynamicWaterSystem.Vector2Int, LostPolygon.DynamicWaterSystem.Vector2Int, float32, float32)</signature>
                        <name>CreateSplashLine</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector2, float32, float32)</signature>
                        <name>CreateSplashNormalized</name>
                    </method>
                    <method>
                        <signature>unsigned int8[](int32, unsigned int8[])</signature>
                        <name>ErodeObstructionField</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>FixedUpdate</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_CalculateNormals</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Damping</name>
                    </method>
                    <method>
                        <signature>LostPolygon.DynamicWaterSystem.Vector2Int()</signature>
                        <name>get_GridSize</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_MeshBakeObstructionData</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_NodeSize</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_ObstructionDataErosion</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Texture2D()</signature>
                        <name>get_ObstructionMask</name>
                    </method>
                    <method>
                        <signature>UnityEngine.BoxCollider()</signature>
                        <name>get_PlaneCollider</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_Quality</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_SetTangents</name>
                    </method>
                    <method>
                        <signature>LostPolygon.DynamicWaterSystem.DynamicWaterSolver()</signature>
                        <name>get_Solver</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Speed</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_UseFastNormals</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_UseObstructions</name>
                    </method>
                    <method>
                        <signature>UnityEngine.GameObject[](string, UnityEngine.Bounds)</signature>
                        <name>GetGameObjectsWithTagInBounds</name>
                    </method>
                    <method>
                        <signature>LostPolygon.DynamicWaterSystem.DynamicWater/ObstructionInfo[](UnityEngine.GameObject[])</signature>
                        <name>GetObstructionInfoArray</name>
                    </method>
                    <method>
                        <signature>float32(float32, float32)</signature>
                        <name>GetWaterLevel</name>
                    </method>
                    <method>
                        <signature>float32(float32, float32, float32)</signature>
                        <name>GetWaterLevel</name>
                    </method>
                    <method>
                        <signature>float32(UnityEngine.Vector3)</signature>
                        <name>GetWaterLevel</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Initialize</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>MaxResolution</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>MaxSpeed</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDestroy</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDrawGizmos</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>PropertyChanged</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>RecalculateObstructions</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_CalculateNormals</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Damping</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_MeshBakeObstructionData</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_ObstructionDataErosion</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Texture2D)</signature>
                        <name>set_ObstructionMask</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_Quality</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_SetTangents</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Speed</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_UseFastNormals</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_UseObstructions</name>
                    </method>
                    <method>
                        <signature>LostPolygon.DynamicWaterSystem.Vector2Int(UnityEngine.Vector2, int32)</signature>
                        <name>SizeToGridResolution</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>StepSimulation</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>UpdateCollider</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>UpdateComponents</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>UpdateProperties</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>_calculateNormals</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_damping</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.Vector2Int</signature>
                        <name>_grid</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_meshBakeObstructionData</name>
                    </field>
                    <field>
                        <signature>UnityEngine.MeshFilter</signature>
                        <name>_meshFilter</name>
                    </field>
                    <field>
                        <signature>UnityEngine.MeshRenderer</signature>
                        <name>_meshRenderer</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_nodeSize</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector2</signature>
                        <name>_nodeSizeNormalized</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_obstructionDataErosion</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Texture2D</signature>
                        <name>_obstructionMask</name>
                    </field>
                    <field>
                        <signature>UnityEngine.BoxCollider</signature>
                        <name>_planeCollider</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_prevIsDirty</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_quality</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.RecompiledMarker</signature>
                        <name>_recompiledMarker</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_resolution</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_setTangents</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_speed</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_useFastNormals</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_useObstructions</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.DynamicWaterMesh</signature>
                        <name>_waterMesh</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.DynamicWaterMesh</signature>
                        <name>_waterMeshSimple</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.DynamicWaterSolver</signature>
                        <name>_waterSolver</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>DynamicWaterObstructionInvertedTag</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>DynamicWaterObstructionTag</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>PlaneColliderLayerName</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>UpdateWhenNotVisible</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>UsePlaneCollider</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>CalculateNormals</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Damping</name>
                    </property>
                    <property>
                        <signature>LostPolygon.DynamicWaterSystem.Vector2Int()</signature>
                        <name>GridSize</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>MeshBakeObstructionData</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>NodeSize</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>ObstructionDataErosion</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Texture2D()</signature>
                        <name>ObstructionMask</name>
                    </property>
                    <property>
                        <signature>UnityEngine.BoxCollider()</signature>
                        <name>PlaneCollider</name>
                    </property>
                    <property>
                        <signature>int32()</signature>
                        <name>Quality</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>SetTangents</name>
                    </property>
                    <property>
                        <signature>LostPolygon.DynamicWaterSystem.DynamicWaterSolver()</signature>
                        <name>Solver</name>
                    </property>
                    <property>
                        <signature>float32()</signature>
                        <name>Speed</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>UseFastNormals</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>UseObstructions</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.DynamicWater/ObstructionInfo</name>
                <methodlist>
                    <method>
                        <signature>void(UnityEngine.GameObject)</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Collider</signature>
                        <name>Collider</name>
                    </field>
                    <field>
                        <signature>UnityEngine.GameObject</signature>
                        <name>GameObject</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.ColliderTools/ColliderSpecificTestEnum</signature>
                        <name>SpecificTest</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.DynamicWaterMesh</name>
                <methodlist>
                    <method>
                        <signature>void(int32, UnityEngine.Vector2, LostPolygon.DynamicWaterSystem.IDynamicWaterSettings, unsigned int8[])</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>AllocateMeshArrays</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>AssignMesh</name>
                    </method>
                    <method>
                        <signature>void(unsigned int8[])</signature>
                        <name>CreateMeshGrid</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>FreeMesh</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsDirty</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsReady</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Mesh()</signature>
                        <name>get_Mesh</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_IsDirty</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_IsReady</name>
                    </method>
                    <method>
                        <signature>void(float32[], unsigned int8[])</signature>
                        <name>UpdateMesh</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.Vector2Int</signature>
                        <name>_grid</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_isDirty</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Mesh</signature>
                        <name>_mesh</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.MeshStruct</signature>
                        <name>_meshStruct</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_nodeSize</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.IDynamicWaterSettings</signature>
                        <name>_settings</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector2</signature>
                        <name>_size</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>&lt;IsReady&gt;k__BackingField</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>IsDirty</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsReady</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Mesh()</signature>
                        <name>Mesh</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.DynamicWaterSolver</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Awake</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector2, float32, float32)</signature>
                        <name>CreateSplashNormalized</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector2, float32, float32, float32[]&amp;)</signature>
                        <name>CreateSplashNormalized</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_CanInteract</name>
                    </method>
                    <method>
                        <signature>float32[]()</signature>
                        <name>get_Field</name>
                    </method>
                    <method>
                        <signature>unsigned int8[]()</signature>
                        <name>get_FieldObstruction</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsDirty</name>
                    </method>
                    <method>
                        <signature>float32(float32, float32)</signature>
                        <name>GetFieldValue</name>
                    </method>
                    <method>
                        <signature>void(LostPolygon.DynamicWaterSystem.Vector2Int)</signature>
                        <name>Initialize</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_CanInteract</name>
                    </method>
                    <method>
                        <signature>void(float32[])</signature>
                        <name>set_Field</name>
                    </method>
                    <method>
                        <signature>void(unsigned int8[])</signature>
                        <name>set_FieldObstruction</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_IsDirty</name>
                    </method>
                    <method>
                        <signature>void(float32, float32)</signature>
                        <name>StepSimulation</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>_canInteract</name>
                    </field>
                    <field>
                        <signature>float32[]</signature>
                        <name>_field</name>
                    </field>
                    <field>
                        <signature>unsigned int8[]</signature>
                        <name>_fieldObstruction</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.Vector2Int</signature>
                        <name>_grid</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_isDirty</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>_isInitialized</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>DirtyThreshold</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>CanInteract</name>
                    </property>
                    <property>
                        <signature>float32[]()</signature>
                        <name>Field</name>
                    </property>
                    <property>
                        <signature>unsigned int8[]()</signature>
                        <name>FieldObstruction</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>IsDirty</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.DynamicWaterSolverAdvancedAmbient</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector2, float32, float32)</signature>
                        <name>CreateSplashNormalized</name>
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                    <method>
                        <signature>float32(float32, float32)</signature>
                        <name>GetFieldValue</name>
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                    <method>
                        <signature>void(LostPolygon.DynamicWaterSystem.Vector2Int)</signature>
                        <name>Initialize</name>
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                    <method>
                        <signature>void(float32, float32)</signature>
                        <name>StepSimulation</name>
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                        <signature>float32[]</signature>
                        <name>_fieldSum</name>
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                    <field>
                        <signature>float32</signature>
                        <name>_time</name>
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                    <field>
                        <signature>bool</signature>
                        <name>OnlyAmbient</name>
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                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.DynamicWaterSolverAdvancedAmbient/Wave[]</signature>
                        <name>Waves</name>
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                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.DynamicWaterSolverAdvancedAmbient/Wave</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>Amplitude</name>
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                    <field>
                        <signature>float32</signature>
                        <name>Angle</name>
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                    <field>
                        <signature>UnityEngine.Vector2</signature>
                        <name>CircleShift</name>
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                    <field>
                        <signature>bool</signature>
                        <name>Circular</name>
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                    <field>
                        <signature>UnityEngine.Vector2</signature>
                        <name>Direction</name>
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                        <signature>bool</signature>
                        <name>Excluded</name>
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                    <field>
                        <signature>float32</signature>
                        <name>Frequency</name>
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                    <field>
                        <signature>UnityEngine.Vector2</signature>
                        <name>Position</name>
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                    <field>
                        <signature>int32</signature>
                        <name>Steepness</name>
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                    <field>
                        <signature>float32</signature>
                        <name>Velocity</name>
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                </fieldlist>
                <propertylist />
                <eventlist />
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            <type>
                <name>LostPolygon.DynamicWaterSystem.DynamicWaterSolverAmbientSimple</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector2, float32, float32)</signature>
                        <name>CreateSplashNormalized</name>
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                    <method>
                        <signature>float32(float32, float32)</signature>
                        <name>GetFieldValue</name>
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                    <method>
                        <signature>void(LostPolygon.DynamicWaterSystem.Vector2Int)</signature>
                        <name>Initialize</name>
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                    <method>
                        <signature>void(float32, float32)</signature>
                        <name>StepSimulation</name>
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                    <field>
                        <signature>float32[]</signature>
                        <name>_fieldSum</name>
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                    <field>
                        <signature>float32</signature>
                        <name>_time</name>
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                    <field>
                        <signature>float32</signature>
                        <name>AmbientWaveFrequency</name>
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                    <field>
                        <signature>float32</signature>
                        <name>AmbientWaveHeight</name>
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                    <field>
                        <signature>float32</signature>
                        <name>AmbientWaveSpeed</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>OnlyAmbient</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.DynamicWaterSolverSimulation</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector2, float32, float32)</signature>
                        <name>CreateSplashNormalized</name>
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                    <method>
                        <signature>float32(float32, float32)</signature>
                        <name>GetFieldValue</name>
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                    <method>
                        <signature>void(LostPolygon.DynamicWaterSystem.Vector2Int)</signature>
                        <name>Initialize</name>
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                    <method>
                        <signature>void(float32, float32)</signature>
                        <name>StepSimulation</name>
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                    <field>
                        <signature>float32</signature>
                        <name>_simulationSpeedNormalizationFactor</name>
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                    <field>
                        <signature>bool</signature>
                        <name>_switchField</name>
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                    <field>
                        <signature>float32[]</signature>
                        <name>FieldSim</name>
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                    <field>
                        <signature>float32[]</signature>
                        <name>FieldSimNew</name>
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                    <field>
                        <signature>float32[]</signature>
                        <name>FieldSimSpeed</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.FastFunctions</name>
                <methodlist>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>FastCos</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>FastInvSqrt</name>
                    </method>
                    <method>
                        <signature>bool(float32)</signature>
                        <name>FastIsNaN</name>
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                    <method>
                        <signature>float32(float32)</signature>
                        <name>FastLog2</name>
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                    <method>
                        <signature>float32(float32, float32)</signature>
                        <name>FastPow</name>
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                    <method>
                        <signature>float32(float32)</signature>
                        <name>FastPow2</name>
                    </method>
                    <method>
                        <signature>float32(float32, int32)</signature>
                        <name>FastPowInt</name>
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                    <method>
                        <signature>float32(float32)</signature>
                        <name>FastSin</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>FastSqrt</name>
                    </method>
                    <method>
                        <signature>float32(UnityEngine.Vector3)</signature>
                        <name>FastVector3Magnitude</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>Deg2Rad</name>
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                    <field>
                        <signature>float32</signature>
                        <name>DoublePi</name>
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                    <field>
                        <signature>float32</signature>
                        <name>HalfPi</name>
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                    <field>
                        <signature>float32</signature>
                        <name>InvDoublePi</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>InvertedByteMaxValue</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.FastFunctions/FloatIntUnion</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>f</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>i</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.FluidVolume</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>void()</signature>
                        <name>CreateCollider</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector3, float32, float32)</signature>
                        <name>CreateSplash</name>
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                    <method>
                        <signature>UnityEngine.BoxCollider()</signature>
                        <name>get_Collider</name>
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                    <method>
                        <signature>float32()</signature>
                        <name>get_Density</name>
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                    <method>
                        <signature>float32()</signature>
                        <name>get_Depth</name>
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                    <method>
                        <signature>UnityEngine.Vector2()</signature>
                        <name>get_Size</name>
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                    <method>
                        <signature>float32(float32, float32)</signature>
                        <name>GetWaterLevel</name>
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                    <method>
                        <signature>float32(float32, float32, float32)</signature>
                        <name>GetWaterLevel</name>
                    </method>
                    <method>
                        <signature>float32(UnityEngine.Vector3)</signature>
                        <name>GetWaterLevel</name>
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                    <method>
                        <signature>void()</signature>
                        <name>Initialize</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Transform()</signature>
                        <name>LostPolygon.DynamicWaterSystem.IDynamicWaterFluidVolume.get_transform</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDrawGizmos</name>
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                    <method>
                        <signature>void()</signature>
                        <name>PropertyChanged</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Density</name>
                    </method>
                    <method>
                        <signature>void(float32)</signature>
                        <name>set_Depth</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Vector2)</signature>
                        <name>set_Size</name>
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                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
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                    <method>
                        <signature>void()</signature>
                        <name>UpdateCollider</name>
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                <fieldlist>
                    <field>
                        <signature>UnityEngine.BoxCollider</signature>
                        <name>_collider</name>
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                    <field>
                        <signature>float32</signature>
                        <name>_density</name>
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                    <field>
                        <signature>float32</signature>
                        <name>_depth</name>
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                    <field>
                        <signature>UnityEngine.Vector2</signature>
                        <name>_size</name>
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                    <field>
                        <signature>UnityEngine.Transform</signature>
                        <name>_transform</name>
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                    <field>
                        <signature>string</signature>
                        <name>DynamicWaterTagName</name>
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                <propertylist>
                    <property>
                        <signature>UnityEngine.BoxCollider()</signature>
                        <name>Collider</name>
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                    <property>
                        <signature>float32()</signature>
                        <name>Density</name>
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                    <property>
                        <signature>float32()</signature>
                        <name>Depth</name>
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                    <property>
                        <signature>UnityEngine.Vector2()</signature>
                        <name>Size</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.GridMath</name>
                <methodlist>
                    <method>
                        <signature>void(int32, UnityEngine.Vector2, LostPolygon.DynamicWaterSystem.Vector2Int&amp;, float32&amp;)</signature>
                        <name>CalculateGrid</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.IDynamicWaterFieldState</name>
                <methodlist>
                    <method>
                        <signature>float32(float32, float32)</signature>
                        <name>GetWaterLevel</name>
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                    <method>
                        <signature>float32(float32, float32, float32)</signature>
                        <name>GetWaterLevel</name>
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                    <method>
                        <signature>float32(UnityEngine.Vector3)</signature>
                        <name>GetWaterLevel</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.IDynamicWaterFluidVolume</name>
                <methodlist>
                    <method>
                        <signature>void(UnityEngine.Vector3, float32, float32)</signature>
                        <name>CreateSplash</name>
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                    <method>
                        <signature>UnityEngine.BoxCollider()</signature>
                        <name>get_Collider</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>get_Density</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector2()</signature>
                        <name>get_Size</name>
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                    <method>
                        <signature>UnityEngine.Transform()</signature>
                        <name>get_transform</name>
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                </methodlist>
                <fieldlist />
                <propertylist>
                    <property>
                        <signature>UnityEngine.BoxCollider()</signature>
                        <name>Collider</name>
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                    <property>
                        <signature>float32()</signature>
                        <name>Density</name>
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                    <property>
                        <signature>UnityEngine.Vector2()</signature>
                        <name>Size</name>
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                    <property>
                        <signature>UnityEngine.Transform()</signature>
                        <name>transform</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.IDynamicWaterMeshSettings</name>
                <methodlist>
                    <method>
                        <signature>bool()</signature>
                        <name>get_CalculateNormals</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_SetTangents</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_UseFastNormals</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>CalculateNormals</name>
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                    <property>
                        <signature>bool()</signature>
                        <name>SetTangents</name>
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                    <property>
                        <signature>bool()</signature>
                        <name>UseFastNormals</name>
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                </propertylist>
                <eventlist />
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            <type>
                <name>LostPolygon.DynamicWaterSystem.IDynamicWaterSettings</name>
                <methodlist>
                    <method>
                        <signature>bool()</signature>
                        <name>get_CalculateNormals</name>
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                    <method>
                        <signature>LostPolygon.DynamicWaterSystem.Vector2Int()</signature>
                        <name>get_GridSize</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_MeshBakeObstructionData</name>
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                    <method>
                        <signature>float32()</signature>
                        <name>get_NodeSize</name>
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                    <method>
                        <signature>int32()</signature>
                        <name>get_ObstructionDataErosion</name>
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                    <method>
                        <signature>UnityEngine.BoxCollider()</signature>
                        <name>get_PlaneCollider</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_SetTangents</name>
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                    <method>
                        <signature>LostPolygon.DynamicWaterSystem.DynamicWaterSolver()</signature>
                        <name>get_Solver</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_UseFastNormals</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_UseObstructions</name>
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                    <method>
                        <signature>int32()</signature>
                        <name>MaxResolution</name>
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                    <method>
                        <signature>float32()</signature>
                        <name>MaxSpeed</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>CalculateNormals</name>
                    </property>
                    <property>
                        <signature>LostPolygon.DynamicWaterSystem.Vector2Int()</signature>
                        <name>GridSize</name>
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                    <property>
                        <signature>bool()</signature>
                        <name>MeshBakeObstructionData</name>
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                    <property>
                        <signature>float32()</signature>
                        <name>NodeSize</name>
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                    <property>
                        <signature>int32()</signature>
                        <name>ObstructionDataErosion</name>
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                    <property>
                        <signature>UnityEngine.BoxCollider()</signature>
                        <name>PlaneCollider</name>
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                    <property>
                        <signature>bool()</signature>
                        <name>SetTangents</name>
                    </property>
                    <property>
                        <signature>LostPolygon.DynamicWaterSystem.DynamicWaterSolver()</signature>
                        <name>Solver</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>UseFastNormals</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>UseObstructions</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.IDynamicWaterSolverFieldState</name>
                <methodlist>
                    <method>
                        <signature>float32(float32, float32)</signature>
                        <name>GetFieldValue</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.LinearWaveEqueationSolver</name>
                <methodlist>
                    <method>
                        <signature>void(float32[], float32[], float32[], unsigned int8[], LostPolygon.DynamicWaterSystem.Vector2Int, float32, float32, float32&amp;)</signature>
                        <name>Solve</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>MaxDt</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.MarkObstructionAsTerrain</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.MeshStruct</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Color32[]</signature>
                        <name>Colors32</name>
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                    <field>
                        <signature>UnityEngine.Vector3[]</signature>
                        <name>Normals</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector4[]</signature>
                        <name>Tangents</name>
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                    <field>
                        <signature>int32[]</signature>
                        <name>Triangles</name>
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                    <field>
                        <signature>UnityEngine.Vector2[]</signature>
                        <name>UV</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3[]</signature>
                        <name>Vertices</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.RecompiledMarker</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>LostPolygon.DynamicWaterSystem.SplashZone</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>System.Collections.IEnumerator()</signature>
                        <name>DoMakeSplash</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_IsRaining</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDrawGizmos</name>
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                    <method>
                        <signature>void(bool)</signature>
                        <name>set_IsRaining</name>
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                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>StartRain</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>StopRain</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.BoxCollider</signature>
                        <name>_collider</name>
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                    <field>
                        <signature>bool</signature>
                        <name>_isRaining</name>
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                    <field>
                        <signature>bool</signature>
                        <name>AutoStart</name>
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                    <field>
                        <signature>float32</signature>
                        <name>DropsPerSecond</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>ForceMax</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>ForceMin</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>RadiusMax</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>RadiusMin</name>
                    </field>
                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.DynamicWater</signature>
                        <name>Water</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>IsRaining</name>
                    </property>
                </propertylist>
                <eventlist />
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            <type>
                <name>LostPolygon.DynamicWaterSystem.SplashZone/&lt;DoMakeSplash&gt;c__Iterator0</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Dispose</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>MoveNext</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>object()</signature>
                        <name>System.Collections.Generic.IEnumerator&lt;object&gt;.get_Current</name>
                    </method>
                    <method>
                        <signature>object()</signature>
                        <name>System.Collections.IEnumerator.get_Current</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>object</signature>
                        <name>$current</name>
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                    <field>
                        <signature>bool</signature>
                        <name>$disposing</name>
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                    <field>
                        <signature>int32</signature>
                        <name>$PC</name>
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                    <field>
                        <signature>LostPolygon.DynamicWaterSystem.SplashZone</signature>
                        <name>$this</name>
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                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>&lt;point&gt;__1</name>
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                <propertylist>
                    <property>
                        <signature>object()</signature>
                        <name>System.Collections.Generic.IEnumerator&lt;object&gt;.Current</name>
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                    <property>
                        <signature>object()</signature>
                        <name>System.Collections.IEnumerator.Current</name>
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                </propertylist>
                <eventlist />
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            <type>
                <name>LostPolygon.DynamicWaterSystem.UnderwaterFog</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>SetFog</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Camera</signature>
                        <name>_camera</name>
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                    <field>
                        <signature>bool</signature>
                        <name>_defaultFog</name>
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                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>_defaultFogColor</name>
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                    <field>
                        <signature>float32</signature>
                        <name>_defaultFogDensity</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>_defaultFogEndDistance</name>
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                    <field>
                        <signature>UnityEngine.FogMode</signature>
                        <name>_defaultFogMode</name>
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                        <signature>bool(OSC.OSCBundle)</signature>
                        <name>ContainsCursors</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;OSC.OSCMessage&gt;(OSC.OSCBundle, string, string)</signature>
                        <name>FindByCommand</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;int32&gt;(OSC.OSCBundle)</signature>
                        <name>GetAliveCursors</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.Dictionary`2&lt;int32,Tuio.Tuio2DCursor&gt;(OSC.OSCBundle)</signature>
                        <name>GetCursors</name>
                    </method>
                    <method>
                        <signature>int32(OSC.OSCBundle)</signature>
                        <name>GetSequenceNumber</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>Tuio.TuioTracking</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>bool(System.Collections.Generic.KeyValuePair`2&lt;int32,Tuio.Tuio2DCursor&gt;)</signature>
                        <name>&lt;addNewCursors&gt;m__0</name>
                    </method>
                    <method>
                        <signature>Tuio.Tuio2DCursor(System.Collections.Generic.KeyValuePair`2&lt;int32,Tuio.Tuio2DCursor&gt;)</signature>
                        <name>&lt;addNewCursors&gt;m__1</name>
                    </method>
                    <method>
                        <signature>int32(System.Collections.Generic.KeyValuePair`2&lt;int32,Tuio.Tuio2DCursor&gt;)</signature>
                        <name>&lt;removeNotAlive&gt;m__2</name>
                    </method>
                    <method>
                        <signature>void(System.Collections.Generic.Dictionary`2&lt;int32,Tuio.Tuio2DCursor&gt;)</signature>
                        <name>addNewCursors</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>close</name>
                    </method>
                    <method>
                        <signature>void(Tuio.TuioConfiguration)</signature>
                        <name>ConfigureFramework</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ForceRefresh</name>
                    </method>
                    <method>
                        <signature>Tuio.Tuio2DCursor[]()</signature>
                        <name>GetTouchArray</name>
                    </method>
                    <method>
                        <signature>void(unsigned int8[])</signature>
                        <name>processData</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>rebind</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>receive</name>
                    </method>
                    <method>
                        <signature>void(System.IAsyncResult)</signature>
                        <name>receiveCallback</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>receiveDataAsync</name>
                    </method>
                    <method>
                        <signature>void(System.Collections.Generic.List`1&lt;int32&gt;)</signature>
                        <name>removeNotAlive</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Stop</name>
                    </method>
                    <method>
                        <signature>void(Tuio.Tuio2DCursor)</signature>
                        <name>TouchAdded</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>TouchHeld</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>TouchRemoved</name>
                    </method>
                    <method>
                        <signature>void(Tuio.Tuio2DCursor)</signature>
                        <name>TouchUpdated</name>
                    </method>
                    <method>
                        <signature>void(System.Collections.Generic.Dictionary`2&lt;int32,Tuio.Tuio2DCursor&gt;, System.Collections.Generic.List`1&lt;int32&gt;)</signature>
                        <name>updateSetCursors</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>System.Func`2&lt;System.Collections.Generic.KeyValuePair`2&lt;int32,Tuio.Tuio2DCursor&gt;,Tuio.Tuio2DCursor&gt;</signature>
                        <name>&lt;&gt;f__am$cache0</name>
                    </field>
                    <field>
                        <signature>System.Func`2&lt;System.Collections.Generic.KeyValuePair`2&lt;int32,Tuio.Tuio2DCursor&gt;,int32&gt;</signature>
                        <name>&lt;&gt;f__am$cache1</name>
                    </field>
                    <field>
                        <signature>Tuio.TuioConfiguration</signature>
                        <name>config</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.Dictionary`2&lt;int32,Tuio.Tuio2DCursor&gt;</signature>
                        <name>current</name>
                    </field>
                    <field>
                        <signature>System.Net.IPEndPoint</signature>
                        <name>endpoint</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>isrunning</name>
                    </field>
                    <field>
                        <signature>object</signature>
                        <name>m_lock</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>MaxErrorsToLog</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>msgReceived</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>numErrors</name>
                    </field>
                    <field>
                        <signature>System.Threading.Thread</signature>
                        <name>thr</name>
                    </field>
                    <field>
                        <signature>System.Net.Sockets.UdpClient</signature>
                        <name>udpreceiver</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>Tuio.TuioTracking/&lt;removeNotAlive&gt;c__AnonStorey0</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>bool(System.Collections.Generic.KeyValuePair`2&lt;int32,Tuio.Tuio2DCursor&gt;)</signature>
                        <name>&lt;&gt;m__0</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>System.Collections.Generic.List`1&lt;int32&gt;</signature>
                        <name>alive</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>TuioComponentBase</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>bool(Tuio.Touch)</signature>
                        <name>&lt;deleteNonCurrentTouches&gt;m__1</name>
                    </method>
                    <method>
                        <signature>int32(Tuio.Touch)</signature>
                        <name>&lt;deleteNonCurrentTouches&gt;m__2</name>
                    </method>
                    <method>
                        <signature>bool(Tuio.Touch)</signature>
                        <name>&lt;getNewTouches&gt;m__0</name>
                    </method>
                    <method>
                        <signature>bool(Tuio.Touch)</signature>
                        <name>&lt;updateEndedTouches&gt;m__3</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>BuildTouchDictionary</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Close</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>deleteNonCurrentTouches</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.Dictionary`2&lt;int32,Tuio.Touch&gt;()</signature>
                        <name>get_AllTouches</name>
                    </method>
                    <method>
                        <signature>System.Collections.Generic.List`1&lt;Tuio.Touch&gt;()</signature>
                        <name>getNewTouches</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>initialize</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>updateAllTouchesAsTemp</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>updateEndedTouches</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>updateTouches</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>System.Func`2&lt;Tuio.Touch,bool&gt;</signature>
                        <name>&lt;&gt;f__am$cache0</name>
                    </field>
                    <field>
                        <signature>System.Func`2&lt;Tuio.Touch,bool&gt;</signature>
                        <name>&lt;&gt;f__am$cache1</name>
                    </field>
                    <field>
                        <signature>System.Func`2&lt;Tuio.Touch,int32&gt;</signature>
                        <name>&lt;&gt;f__am$cache2</name>
                    </field>
                    <field>
                        <signature>System.Func`2&lt;Tuio.Touch,bool&gt;</signature>
                        <name>&lt;&gt;f__am$cache3</name>
                    </field>
                    <field>
                        <signature>float64</signature>
                        <name>ScreenHeight</name>
                    </field>
                    <field>
                        <signature>float64</signature>
                        <name>ScreenWidth</name>
                    </field>
                    <field>
                        <signature>System.Collections.Generic.Dictionary`2&lt;int32,Tuio.Touch&gt;</signature>
                        <name>TuioTouches</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>System.Collections.Generic.Dictionary`2&lt;int32,Tuio.Touch&gt;()</signature>
                        <name>AllTouches</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>TuioInput</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Touch(Tuio.Touch)</signature>
                        <name>&lt;UpdateTouches&gt;m__0</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Awake</name>
                    </method>
                    <method>
                        <signature>int32()</signature>
                        <name>get_touchCount</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Touch[]()</signature>
                        <name>get_touches</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Touch(int32)</signature>
                        <name>GetTouch</name>
                    </method>
                    <method>
                        <signature>TuioComponentBase(TuioComponentBase)</signature>
                        <name>InitTracking</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnApplicationQuit</name>
                    </method>
                    <method>
                        <signature>void(int32)</signature>
                        <name>set_touchCount</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Update</name>
                    </method>
                    <method>
                        <signature>void(TuioComponentBase)</signature>
                        <name>UpdateTouches</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>System.Func`2&lt;Tuio.Touch,UnityEngine.Touch&gt;</signature>
                        <name>&lt;&gt;f__am$cache0</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>&lt;touchCount&gt;k__BackingField</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Touch[]</signature>
                        <name>frameTouches</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>multiTouchEnabled</name>
                    </field>
                    <field>
                        <signature>TuioComponentBase</signature>
                        <name>tracking</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>int32()</signature>
                        <name>touchCount</name>
                    </property>
                    <property>
                        <signature>UnityEngine.Touch[]()</signature>
                        <name>touches</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>TuioTrackingComponent</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>Tuio.Touch(Tuio.Tuio2DCursor)</signature>
                        <name>buildTouch</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Close</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector2(Tuio.Tuio2DCursor)</signature>
                        <name>getRawPoint</name>
                    </method>
                    <method>
                        <signature>float32(float32, float64, bool)</signature>
                        <name>getScreenPoint</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector2(Tuio.Tuio2DCursor)</signature>
                        <name>getScreenPoint</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>initialize</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>updateTouches</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>Tuio.TuioTracking</signature>
                        <name>tracking</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.AmbientOcclusionComponent</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_active</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_ambientOnlySupported</name>
                    </method>
                    <method>
                        <signature>UnityEngine.PostProcessing.AmbientOcclusionComponent/OcclusionSource()</signature>
                        <name>get_occlusionSource</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Rendering.CameraEvent()</signature>
                        <name>GetCameraEvent</name>
                    </method>
                    <method>
                        <signature>UnityEngine.DepthTextureMode()</signature>
                        <name>GetCameraFlags</name>
                    </method>
                    <method>
                        <signature>string()</signature>
                        <name>GetName</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Rendering.CommandBuffer)</signature>
                        <name>PopulateCommandBuffer</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>string</signature>
                        <name>k_BlitShaderString</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>k_ShaderString</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Rendering.RenderTargetIdentifier[]</signature>
                        <name>m_MRT</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>active</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>ambientOnlySupported</name>
                    </property>
                    <property>
                        <signature>UnityEngine.PostProcessing.AmbientOcclusionComponent/OcclusionSource()</signature>
                        <name>occlusionSource</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.AmbientOcclusionComponent/OcclusionSource</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.AmbientOcclusionComponent/OcclusionSource</signature>
                        <name>DepthNormalsTexture</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.AmbientOcclusionComponent/OcclusionSource</signature>
                        <name>DepthTexture</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.AmbientOcclusionComponent/OcclusionSource</signature>
                        <name>GBuffer</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.AmbientOcclusionComponent/Uniforms</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>_Downsample</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_FogParams</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_Intensity</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_MainTex</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_OcclusionTexture</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_OcclusionTexture1</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_OcclusionTexture2</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_Radius</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_SampleCount</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_TempRT</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.AmbientOcclusionModel</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>UnityEngine.PostProcessing.AmbientOcclusionModel/Settings()</signature>
                        <name>get_settings</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.PostProcessing.AmbientOcclusionModel/Settings)</signature>
                        <name>set_settings</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.AmbientOcclusionModel/Settings</signature>
                        <name>m_Settings</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.AmbientOcclusionModel/Settings()</signature>
                        <name>settings</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.AmbientOcclusionModel/SampleCount</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.AmbientOcclusionModel/SampleCount</signature>
                        <name>High</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.AmbientOcclusionModel/SampleCount</signature>
                        <name>Low</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.AmbientOcclusionModel/SampleCount</signature>
                        <name>Lowest</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.AmbientOcclusionModel/SampleCount</signature>
                        <name>Medium</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.AmbientOcclusionModel/Settings</name>
                <methodlist>
                    <method>
                        <signature>UnityEngine.PostProcessing.AmbientOcclusionModel/Settings()</signature>
                        <name>get_defaultSettings</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>ambientOnly</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>downsampling</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>forceForwardCompatibility</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>highPrecision</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>intensity</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>radius</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.AmbientOcclusionModel/SampleCount</signature>
                        <name>sampleCount</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.AmbientOcclusionModel/Settings()</signature>
                        <name>defaultSettings</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.AntialiasingModel</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>UnityEngine.PostProcessing.AntialiasingModel/Settings()</signature>
                        <name>get_settings</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.PostProcessing.AntialiasingModel/Settings)</signature>
                        <name>set_settings</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.AntialiasingModel/Settings</signature>
                        <name>m_Settings</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.AntialiasingModel/Settings()</signature>
                        <name>settings</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.AntialiasingModel/FxaaConsoleSettings</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>edgeDetectionThreshold</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>edgeSharpnessAmount</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>minimumRequiredLuminance</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.AntialiasingModel/FxaaConsoleSettings[]</signature>
                        <name>presets</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>subpixelSpreadAmount</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.AntialiasingModel/FxaaPreset</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.AntialiasingModel/FxaaPreset</signature>
                        <name>Default</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.AntialiasingModel/FxaaPreset</signature>
                        <name>ExtremePerformance</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.AntialiasingModel/FxaaPreset</signature>
                        <name>ExtremeQuality</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.AntialiasingModel/FxaaPreset</signature>
                        <name>Performance</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.AntialiasingModel/FxaaPreset</signature>
                        <name>Quality</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.AntialiasingModel/FxaaQualitySettings</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>edgeDetectionThreshold</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>minimumRequiredLuminance</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.AntialiasingModel/FxaaQualitySettings[]</signature>
                        <name>presets</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>subpixelAliasingRemovalAmount</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
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                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32, float32)</signature>
                        <name>CalculateColorBalance</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Color, UnityEngine.Color, UnityEngine.Color, UnityEngine.Vector3&amp;, UnityEngine.Vector3&amp;, UnityEngine.Vector3&amp;)</signature>
                        <name>CalculateLiftGammaGain</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Color, UnityEngine.Color, UnityEngine.Color, UnityEngine.Vector3&amp;, UnityEngine.Vector3&amp;, UnityEngine.Vector3&amp;)</signature>
                        <name>CalculateSlopePowerOffset</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(float32, float32)</signature>
                        <name>CIExyToLMS</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(UnityEngine.Vector3, float32, float32)</signature>
                        <name>ClampVector</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>GenerateLut</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_active</name>
                    </method>
                    <method>
                        <signature>UnityEngine.TextureFormat()</signature>
                        <name>GetCurveFormat</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Texture2D()</signature>
                        <name>GetCurveTexture</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(UnityEngine.Color)</signature>
                        <name>GetGainValue</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(UnityEngine.Color)</signature>
                        <name>GetGammaValue</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(UnityEngine.Color)</signature>
                        <name>GetLiftValue</name>
                    </method>
                    <method>
                        <signature>UnityEngine.RenderTextureFormat()</signature>
                        <name>GetLutFormat</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(UnityEngine.Color)</signature>
                        <name>GetOffsetValue</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(UnityEngine.Color)</signature>
                        <name>GetPowerValue</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector3(UnityEngine.Color)</signature>
                        <name>GetSlopeValue</name>
                    </method>
                    <method>
                        <signature>bool(UnityEngine.RenderTexture)</signature>
                        <name>IsLogLutValid</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Color(UnityEngine.Color)</signature>
                        <name>NormalizeColor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnGUI</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Material)</signature>
                        <name>Prepare</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>StandardIlluminantY</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>k_CurvePrecision</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>k_CurveStep</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>k_InternalLogLutSize</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Texture2D</signature>
                        <name>m_GradingCurves</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Color[]</signature>
                        <name>m_pixels</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>active</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.ColorGradingComponent/Uniforms</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>_Balance</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_ChannelMixerBlue</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_ChannelMixerGreen</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_ChannelMixerRed</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_Contrast</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_Curves</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_ExposureEV</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_Gain</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_HueShift</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_InvGamma</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_Lift</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_LogLut</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_LogLut_Params</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_LutParams</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_NeutralTonemapperParams1</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_NeutralTonemapperParams2</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_Offset</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_Power</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_Saturation</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_Slope</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.ColorGradingCurve</name>
                <methodlist>
                    <method>
                        <signature>void(UnityEngine.AnimationCurve, float32, bool, UnityEngine.Vector2)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Cache</name>
                    </method>
                    <method>
                        <signature>float32(float32)</signature>
                        <name>Evaluate</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.AnimationCurve</signature>
                        <name>curve</name>
                    </field>
                    <field>
                        <signature>UnityEngine.AnimationCurve</signature>
                        <name>m_InternalLoopingCurve</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>m_Loop</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_Range</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_ZeroValue</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.ColorGradingModel</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>UnityEngine.RenderTexture()</signature>
                        <name>get_bakedLut</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_isDirty</name>
                    </method>
                    <method>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/Settings()</signature>
                        <name>get_settings</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnValidate</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.RenderTexture)</signature>
                        <name>set_bakedLut</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_isDirty</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.PostProcessing.ColorGradingModel/Settings)</signature>
                        <name>set_settings</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.RenderTexture</signature>
                        <name>&lt;bakedLut&gt;k__BackingField</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>&lt;isDirty&gt;k__BackingField</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/Settings</signature>
                        <name>m_Settings</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.RenderTexture()</signature>
                        <name>bakedLut</name>
                    </property>
                    <property>
                        <signature>bool()</signature>
                        <name>isDirty</name>
                    </property>
                    <property>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/Settings()</signature>
                        <name>settings</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.ColorGradingModel/BasicSettings</name>
                <methodlist>
                    <method>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/BasicSettings()</signature>
                        <name>get_defaultSettings</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>contrast</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>hueShift</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>postExposure</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>saturation</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>temperature</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>tint</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/BasicSettings()</signature>
                        <name>defaultSettings</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.ColorGradingModel/ChannelMixerSettings</name>
                <methodlist>
                    <method>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/ChannelMixerSettings()</signature>
                        <name>get_defaultSettings</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>blue</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>currentEditingChannel</name>
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                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>green</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Vector3</signature>
                        <name>red</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/ChannelMixerSettings()</signature>
                        <name>defaultSettings</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.ColorGradingModel/ColorWheelMode</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/ColorWheelMode</signature>
                        <name>Linear</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/ColorWheelMode</signature>
                        <name>Log</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.ColorGradingModel/ColorWheelsSettings</name>
                <methodlist>
                    <method>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/ColorWheelsSettings()</signature>
                        <name>get_defaultSettings</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/LinearWheelsSettings</signature>
                        <name>linear</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/LogWheelsSettings</signature>
                        <name>log</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/ColorWheelMode</signature>
                        <name>mode</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/ColorWheelsSettings()</signature>
                        <name>defaultSettings</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.ColorGradingModel/CurvesSettings</name>
                <methodlist>
                    <method>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/CurvesSettings()</signature>
                        <name>get_defaultSettings</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingCurve</signature>
                        <name>blue</name>
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                    <field>
                        <signature>int32</signature>
                        <name>e_CurrentEditingCurve</name>
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                    <field>
                        <signature>bool</signature>
                        <name>e_CurveB</name>
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                    <field>
                        <signature>bool</signature>
                        <name>e_CurveG</name>
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                    <field>
                        <signature>bool</signature>
                        <name>e_CurveR</name>
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                    <field>
                        <signature>bool</signature>
                        <name>e_CurveY</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingCurve</signature>
                        <name>green</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingCurve</signature>
                        <name>hueVShue</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingCurve</signature>
                        <name>hueVSsat</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingCurve</signature>
                        <name>lumVSsat</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingCurve</signature>
                        <name>master</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingCurve</signature>
                        <name>red</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingCurve</signature>
                        <name>satVSsat</name>
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                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/CurvesSettings()</signature>
                        <name>defaultSettings</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.ColorGradingModel/LinearWheelsSettings</name>
                <methodlist>
                    <method>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/LinearWheelsSettings()</signature>
                        <name>get_defaultSettings</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>gain</name>
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                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>gamma</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>lift</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/LinearWheelsSettings()</signature>
                        <name>defaultSettings</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.ColorGradingModel/LogWheelsSettings</name>
                <methodlist>
                    <method>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/LogWheelsSettings()</signature>
                        <name>get_defaultSettings</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>offset</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>power</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Color</signature>
                        <name>slope</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/LogWheelsSettings()</signature>
                        <name>defaultSettings</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.ColorGradingModel/Settings</name>
                <methodlist>
                    <method>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/Settings()</signature>
                        <name>get_defaultSettings</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/BasicSettings</signature>
                        <name>basic</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/ChannelMixerSettings</signature>
                        <name>channelMixer</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/ColorWheelsSettings</signature>
                        <name>colorWheels</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/CurvesSettings</signature>
                        <name>curves</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/TonemappingSettings</signature>
                        <name>tonemapping</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/Settings()</signature>
                        <name>defaultSettings</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.ColorGradingModel/Tonemapper</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/Tonemapper</signature>
                        <name>ACES</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/Tonemapper</signature>
                        <name>Neutral</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/Tonemapper</signature>
                        <name>None</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.ColorGradingModel/TonemappingSettings</name>
                <methodlist>
                    <method>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/TonemappingSettings()</signature>
                        <name>get_defaultSettings</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>neutralBlackIn</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>neutralBlackOut</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>neutralWhiteClip</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>neutralWhiteIn</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>neutralWhiteLevel</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>neutralWhiteOut</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/Tonemapper</signature>
                        <name>tonemapper</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel/TonemappingSettings()</signature>
                        <name>defaultSettings</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.DepthOfFieldComponent</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>float32()</signature>
                        <name>CalculateFocalLength</name>
                    </method>
                    <method>
                        <signature>float32(int32)</signature>
                        <name>CalculateMaxCoCRadius</name>
                    </method>
                    <method>
                        <signature>bool(int32, int32)</signature>
                        <name>CheckHistory</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_active</name>
                    </method>
                    <method>
                        <signature>UnityEngine.DepthTextureMode()</signature>
                        <name>GetCameraFlags</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.RenderTexture, UnityEngine.Material, bool, UnityEngine.Vector2, float32)</signature>
                        <name>Prepare</name>
                    </method>
                    <method>
                        <signature>UnityEngine.RenderTextureFormat(UnityEngine.RenderTextureFormat, UnityEngine.RenderTextureFormat)</signature>
                        <name>SelectFormat</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>k_FilmHeight</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>k_ShaderString</name>
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                    <field>
                        <signature>UnityEngine.RenderTexture</signature>
                        <name>m_CoCHistory</name>
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                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>active</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.DepthOfFieldComponent/Uniforms</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>_CoCTex</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_DepthOfFieldCoCTex</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_DepthOfFieldParams</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_DepthOfFieldTex</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_Distance</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_LensCoeff</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_MainTex</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_MaxCoC</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_RcpAspect</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_RcpMaxCoC</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_TaaParams</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.DepthOfFieldModel</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>UnityEngine.PostProcessing.DepthOfFieldModel/Settings()</signature>
                        <name>get_settings</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.PostProcessing.DepthOfFieldModel/Settings)</signature>
                        <name>set_settings</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.DepthOfFieldModel/Settings</signature>
                        <name>m_Settings</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.DepthOfFieldModel/Settings()</signature>
                        <name>settings</name>
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                <eventlist />
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            <type>
                <name>UnityEngine.PostProcessing.DepthOfFieldModel/KernelSize</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.DepthOfFieldModel/KernelSize</signature>
                        <name>Large</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.DepthOfFieldModel/KernelSize</signature>
                        <name>Medium</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.DepthOfFieldModel/KernelSize</signature>
                        <name>Small</name>
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                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.DepthOfFieldModel/KernelSize</signature>
                        <name>VeryLarge</name>
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                </fieldlist>
                <propertylist />
                <eventlist />
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            <type>
                <name>UnityEngine.PostProcessing.DepthOfFieldModel/Settings</name>
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                    <method>
                        <signature>UnityEngine.PostProcessing.DepthOfFieldModel/Settings()</signature>
                        <name>get_defaultSettings</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>aperture</name>
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                    <field>
                        <signature>float32</signature>
                        <name>focalLength</name>
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                    <field>
                        <signature>float32</signature>
                        <name>focusDistance</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.DepthOfFieldModel/KernelSize</signature>
                        <name>kernelSize</name>
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                    <field>
                        <signature>bool</signature>
                        <name>useCameraFov</name>
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                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.DepthOfFieldModel/Settings()</signature>
                        <name>defaultSettings</name>
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                <eventlist />
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            <type>
                <name>UnityEngine.PostProcessing.DitheringComponent</name>
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                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_active</name>
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                    <method>
                        <signature>void()</signature>
                        <name>LoadNoiseTextures</name>
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                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
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                    <method>
                        <signature>void(UnityEngine.Material)</signature>
                        <name>Prepare</name>
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                    <field>
                        <signature>int32</signature>
                        <name>k_TextureCount</name>
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                    <field>
                        <signature>UnityEngine.Texture2D[]</signature>
                        <name>noiseTextures</name>
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                    <field>
                        <signature>int32</signature>
                        <name>textureIndex</name>
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                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>active</name>
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                <eventlist />
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            <type>
                <name>UnityEngine.PostProcessing.DitheringComponent/Uniforms</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
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                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>_DitheringCoords</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_DitheringTex</name>
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                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.DitheringModel</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>UnityEngine.PostProcessing.DitheringModel/Settings()</signature>
                        <name>get_settings</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.PostProcessing.DitheringModel/Settings)</signature>
                        <name>set_settings</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.DitheringModel/Settings</signature>
                        <name>m_Settings</name>
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                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.DitheringModel/Settings()</signature>
                        <name>settings</name>
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                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.DitheringModel/Settings</name>
                <methodlist>
                    <method>
                        <signature>UnityEngine.PostProcessing.DitheringModel/Settings()</signature>
                        <name>get_defaultSettings</name>
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                </methodlist>
                <fieldlist />
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.DitheringModel/Settings()</signature>
                        <name>defaultSettings</name>
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                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.EyeAdaptationComponent</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_active</name>
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                    <method>
                        <signature>UnityEngine.Vector4()</signature>
                        <name>GetHistogramScaleOffsetRes</name>
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                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
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                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
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                    <method>
                        <signature>void()</signature>
                        <name>OnGUI</name>
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                    <method>
                        <signature>UnityEngine.Texture(UnityEngine.RenderTexture, UnityEngine.Material)</signature>
                        <name>Prepare</name>
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                    <method>
                        <signature>void()</signature>
                        <name>ResetHistory</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>k_HistogramBins</name>
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                    <field>
                        <signature>int32</signature>
                        <name>k_HistogramThreadX</name>
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                    <field>
                        <signature>int32</signature>
                        <name>k_HistogramThreadY</name>
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                    <field>
                        <signature>int32</signature>
                        <name>m_AutoExposurePingPing</name>
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                    <field>
                        <signature>UnityEngine.RenderTexture[]</signature>
                        <name>m_AutoExposurePool</name>
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                    <field>
                        <signature>UnityEngine.RenderTexture</signature>
                        <name>m_CurrentAutoExposure</name>
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                    <field>
                        <signature>UnityEngine.RenderTexture</signature>
                        <name>m_DebugHistogram</name>
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                    <field>
                        <signature>UnityEngine.ComputeShader</signature>
                        <name>m_EyeCompute</name>
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                    <field>
                        <signature>bool</signature>
                        <name>m_FirstFrame</name>
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                    <field>
                        <signature>UnityEngine.ComputeBuffer</signature>
                        <name>m_HistogramBuffer</name>
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                    <field>
                        <signature>unsigned int32[]</signature>
                        <name>s_EmptyHistogramBuffer</name>
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                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>active</name>
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                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.EyeAdaptationComponent/Uniforms</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
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                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>_AutoExposure</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_DebugWidth</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_ExposureCompensation</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_Params</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_ScaleOffsetRes</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_Speed</name>
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                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.EyeAdaptationModel</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>UnityEngine.PostProcessing.EyeAdaptationModel/Settings()</signature>
                        <name>get_settings</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.PostProcessing.EyeAdaptationModel/Settings)</signature>
                        <name>set_settings</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.EyeAdaptationModel/Settings</signature>
                        <name>m_Settings</name>
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                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.EyeAdaptationModel/Settings()</signature>
                        <name>settings</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.EyeAdaptationModel/EyeAdaptationType</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.EyeAdaptationModel/EyeAdaptationType</signature>
                        <name>Fixed</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.EyeAdaptationModel/EyeAdaptationType</signature>
                        <name>Progressive</name>
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                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
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                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.EyeAdaptationModel/Settings</name>
                <methodlist>
                    <method>
                        <signature>UnityEngine.PostProcessing.EyeAdaptationModel/Settings()</signature>
                        <name>get_defaultSettings</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.EyeAdaptationModel/EyeAdaptationType</signature>
                        <name>adaptationType</name>
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                    <field>
                        <signature>bool</signature>
                        <name>dynamicKeyValue</name>
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                    <field>
                        <signature>float32</signature>
                        <name>highPercent</name>
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                    <field>
                        <signature>float32</signature>
                        <name>keyValue</name>
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                    <field>
                        <signature>int32</signature>
                        <name>logMax</name>
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                    <field>
                        <signature>int32</signature>
                        <name>logMin</name>
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                    <field>
                        <signature>float32</signature>
                        <name>lowPercent</name>
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                    <field>
                        <signature>float32</signature>
                        <name>maxLuminance</name>
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                    <field>
                        <signature>float32</signature>
                        <name>minLuminance</name>
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                    <field>
                        <signature>float32</signature>
                        <name>speedDown</name>
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                    <field>
                        <signature>float32</signature>
                        <name>speedUp</name>
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                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.EyeAdaptationModel/Settings()</signature>
                        <name>defaultSettings</name>
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                <eventlist />
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            <type>
                <name>UnityEngine.PostProcessing.FogComponent</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_active</name>
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                    <method>
                        <signature>UnityEngine.Rendering.CameraEvent()</signature>
                        <name>GetCameraEvent</name>
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                    <method>
                        <signature>UnityEngine.DepthTextureMode()</signature>
                        <name>GetCameraFlags</name>
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                    <method>
                        <signature>string()</signature>
                        <name>GetName</name>
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                    <method>
                        <signature>void(UnityEngine.Rendering.CommandBuffer)</signature>
                        <name>PopulateCommandBuffer</name>
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                <fieldlist>
                    <field>
                        <signature>string</signature>
                        <name>k_ShaderString</name>
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                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>active</name>
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                <eventlist />
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            <type>
                <name>UnityEngine.PostProcessing.FogComponent/Uniforms</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
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                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>_Density</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_End</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_FogColor</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_Start</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_TempRT</name>
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                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.FogModel</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>UnityEngine.PostProcessing.FogModel/Settings()</signature>
                        <name>get_settings</name>
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                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.PostProcessing.FogModel/Settings)</signature>
                        <name>set_settings</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.FogModel/Settings</signature>
                        <name>m_Settings</name>
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                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.FogModel/Settings()</signature>
                        <name>settings</name>
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                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.FogModel/Settings</name>
                <methodlist>
                    <method>
                        <signature>UnityEngine.PostProcessing.FogModel/Settings()</signature>
                        <name>get_defaultSettings</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>excludeSkybox</name>
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                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.FogModel/Settings()</signature>
                        <name>defaultSettings</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.FxaaComponent</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_active</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.RenderTexture, UnityEngine.RenderTexture)</signature>
                        <name>Render</name>
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                </methodlist>
                <fieldlist />
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>active</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.FxaaComponent/Uniforms</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
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                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>_ConsoleSettings</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_QualitySettings</name>
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                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.GetSetAttribute</name>
                <methodlist>
                    <method>
                        <signature>void(string)</signature>
                        <name>.ctor</name>
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                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>dirty</name>
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                    <field>
                        <signature>string</signature>
                        <name>name</name>
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                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.GrainComponent</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>get_active</name>
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                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
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                    <method>
                        <signature>void(UnityEngine.Material)</signature>
                        <name>Prepare</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.RenderTexture</signature>
                        <name>m_GrainLookupRT</name>
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                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>active</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.GrainComponent/Uniforms</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>_Grain_Params1</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_Grain_Params2</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_GrainTex</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_Phase</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.GrainModel</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>UnityEngine.PostProcessing.GrainModel/Settings()</signature>
                        <name>get_settings</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.PostProcessing.GrainModel/Settings)</signature>
                        <name>set_settings</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.GrainModel/Settings</signature>
                        <name>m_Settings</name>
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                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.GrainModel/Settings()</signature>
                        <name>settings</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.GrainModel/Settings</name>
                <methodlist>
                    <method>
                        <signature>UnityEngine.PostProcessing.GrainModel/Settings()</signature>
                        <name>get_defaultSettings</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>colored</name>
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                    <field>
                        <signature>float32</signature>
                        <name>intensity</name>
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                    <field>
                        <signature>float32</signature>
                        <name>luminanceContribution</name>
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                    <field>
                        <signature>float32</signature>
                        <name>size</name>
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                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.GrainModel/Settings()</signature>
                        <name>defaultSettings</name>
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                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.GraphicsUtils</name>
                <methodlist>
                    <method>
                        <signature>void(UnityEngine.Material, int32)</signature>
                        <name>Blit</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Texture, UnityEngine.RenderTexture, UnityEngine.Material, int32, bool, bool)</signature>
                        <name>ClearAndBlit</name>
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                    <method>
                        <signature>void(UnityEngine.Object)</signature>
                        <name>Destroy</name>
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                    <method>
                        <signature>void()</signature>
                        <name>Dispose</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_isLinearColorSpace</name>
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                    <method>
                        <signature>UnityEngine.Mesh()</signature>
                        <name>get_quad</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_supportsDX11</name>
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                    <method>
                        <signature>UnityEngine.Texture2D()</signature>
                        <name>get_whiteTexture</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.Mesh</signature>
                        <name>s_Quad</name>
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                    <field>
                        <signature>UnityEngine.Texture2D</signature>
                        <name>s_WhiteTexture</name>
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                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>isLinearColorSpace</name>
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                    <property>
                        <signature>UnityEngine.Mesh()</signature>
                        <name>quad</name>
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                    <property>
                        <signature>bool()</signature>
                        <name>supportsDX11</name>
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                    <property>
                        <signature>UnityEngine.Texture2D()</signature>
                        <name>whiteTexture</name>
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                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.MaterialFactory</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Dispose</name>
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                    <method>
                        <signature>UnityEngine.Material(string)</signature>
                        <name>Get</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>System.Collections.Generic.Dictionary`2&lt;string,UnityEngine.Material&gt;</signature>
                        <name>m_Materials</name>
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                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.MinAttribute</name>
                <methodlist>
                    <method>
                        <signature>void(float32)</signature>
                        <name>.ctor</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>min</name>
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                </fieldlist>
                <propertylist />
                <eventlist />
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            <type>
                <name>UnityEngine.PostProcessing.MotionBlurComponent</name>
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                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_active</name>
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                    <method>
                        <signature>UnityEngine.PostProcessing.MotionBlurComponent/FrameBlendingFilter()</signature>
                        <name>get_frameBlendingFilter</name>
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                    <method>
                        <signature>UnityEngine.PostProcessing.MotionBlurComponent/ReconstructionFilter()</signature>
                        <name>get_reconstructionFilter</name>
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                    <method>
                        <signature>UnityEngine.Rendering.CameraEvent()</signature>
                        <name>GetCameraEvent</name>
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                    <method>
                        <signature>UnityEngine.DepthTextureMode()</signature>
                        <name>GetCameraFlags</name>
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                    <method>
                        <signature>string()</signature>
                        <name>GetName</name>
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                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Rendering.CommandBuffer)</signature>
                        <name>PopulateCommandBuffer</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>ResetHistory</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>m_FirstFrame</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.MotionBlurComponent/FrameBlendingFilter</signature>
                        <name>m_FrameBlendingFilter</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.MotionBlurComponent/ReconstructionFilter</signature>
                        <name>m_ReconstructionFilter</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>active</name>
                    </property>
                    <property>
                        <signature>UnityEngine.PostProcessing.MotionBlurComponent/FrameBlendingFilter()</signature>
                        <name>frameBlendingFilter</name>
                    </property>
                    <property>
                        <signature>UnityEngine.PostProcessing.MotionBlurComponent/ReconstructionFilter()</signature>
                        <name>reconstructionFilter</name>
                    </property>
                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.MotionBlurComponent/FrameBlendingFilter</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Rendering.CommandBuffer, float32, UnityEngine.Rendering.RenderTargetIdentifier, UnityEngine.Rendering.RenderTargetIdentifier, UnityEngine.Material)</signature>
                        <name>BlendFrames</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>CheckSupportCompression</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Dispose</name>
                    </method>
                    <method>
                        <signature>UnityEngine.PostProcessing.MotionBlurComponent/FrameBlendingFilter/Frame(int32)</signature>
                        <name>GetFrameRelative</name>
                    </method>
                    <method>
                        <signature>UnityEngine.RenderTextureFormat()</signature>
                        <name>GetPreferredRenderTextureFormat</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Rendering.CommandBuffer, UnityEngine.Rendering.RenderTargetIdentifier, int32, int32, UnityEngine.Material)</signature>
                        <name>PushFrame</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.MotionBlurComponent/FrameBlendingFilter/Frame[]</signature>
                        <name>m_FrameList</name>
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                    <field>
                        <signature>int32</signature>
                        <name>m_LastFrameCount</name>
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                    <field>
                        <signature>UnityEngine.RenderTextureFormat</signature>
                        <name>m_RawTextureFormat</name>
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                    <field>
                        <signature>bool</signature>
                        <name>m_UseCompression</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.MotionBlurComponent/FrameBlendingFilter/Frame</name>
                <methodlist>
                    <method>
                        <signature>float32(float32, float32)</signature>
                        <name>CalculateWeight</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Rendering.CommandBuffer, UnityEngine.Rendering.RenderTargetIdentifier, int32, int32, UnityEngine.Material)</signature>
                        <name>MakeRecord</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.Rendering.CommandBuffer, UnityEngine.Rendering.RenderTargetIdentifier, int32, int32, UnityEngine.RenderTextureFormat)</signature>
                        <name>MakeRecordRaw</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Release</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.RenderTexture</signature>
                        <name>chromaTexture</name>
                    </field>
                    <field>
                        <signature>UnityEngine.RenderTexture</signature>
                        <name>lumaTexture</name>
                    </field>
                    <field>
                        <signature>UnityEngine.Rendering.RenderTargetIdentifier[]</signature>
                        <name>m_MRT</name>
                    </field>
                    <field>
                        <signature>float32</signature>
                        <name>m_Time</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.MotionBlurComponent/Pass</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.MotionBlurComponent/Pass</signature>
                        <name>FrameBlendingChroma</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.MotionBlurComponent/Pass</signature>
                        <name>FrameBlendingRaw</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.MotionBlurComponent/Pass</signature>
                        <name>FrameCompression</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.MotionBlurComponent/Pass</signature>
                        <name>NeighborMax</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.MotionBlurComponent/Pass</signature>
                        <name>Reconstruction</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.MotionBlurComponent/Pass</signature>
                        <name>TileMax1</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.MotionBlurComponent/Pass</signature>
                        <name>TileMax2</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.MotionBlurComponent/Pass</signature>
                        <name>TileMaxV</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.MotionBlurComponent/Pass</signature>
                        <name>VelocitySetup</name>
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                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.MotionBlurComponent/ReconstructionFilter</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>CheckTextureFormatSupport</name>
                    </method>
                    <method>
                        <signature>bool()</signature>
                        <name>IsSupported</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.PostProcessing.PostProcessingContext, UnityEngine.Rendering.CommandBuffer, UnityEngine.PostProcessing.MotionBlurModel/Settings&amp;, UnityEngine.Rendering.RenderTargetIdentifier, UnityEngine.Rendering.RenderTargetIdentifier, UnityEngine.Material)</signature>
                        <name>ProcessImage</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.RenderTextureFormat</signature>
                        <name>m_PackedRTFormat</name>
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                    <field>
                        <signature>UnityEngine.RenderTextureFormat</signature>
                        <name>m_VectorRTFormat</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.MotionBlurComponent/Uniforms</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>_History1ChromaTex</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_History1LumaTex</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_History1Weight</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_History2ChromaTex</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_History2LumaTex</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_History2Weight</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_History3ChromaTex</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_History3LumaTex</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_History3Weight</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_History4ChromaTex</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_History4LumaTex</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_History4Weight</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_LoopCount</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_MainTex</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_MaxBlurRadius</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_NeighborMaxTex</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_RcpMaxBlurRadius</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_TempRT</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_Tile2RT</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_Tile4RT</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_Tile8RT</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_TileMaxLoop</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_TileMaxOffs</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_TileVRT</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_VelocityScale</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>_VelocityTex</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
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                <name>UnityEngine.PostProcessing.MotionBlurModel</name>
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                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>UnityEngine.PostProcessing.MotionBlurModel/Settings()</signature>
                        <name>get_settings</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.PostProcessing.MotionBlurModel/Settings)</signature>
                        <name>set_settings</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.MotionBlurModel/Settings</signature>
                        <name>m_Settings</name>
                    </field>
                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.MotionBlurModel/Settings()</signature>
                        <name>settings</name>
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                </propertylist>
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.MotionBlurModel/Settings</name>
                <methodlist>
                    <method>
                        <signature>UnityEngine.PostProcessing.MotionBlurModel/Settings()</signature>
                        <name>get_defaultSettings</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>frameBlending</name>
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                    <field>
                        <signature>int32</signature>
                        <name>sampleCount</name>
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                    <field>
                        <signature>float32</signature>
                        <name>shutterAngle</name>
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                </fieldlist>
                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.MotionBlurModel/Settings()</signature>
                        <name>defaultSettings</name>
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                </propertylist>
                <eventlist />
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                <name>UnityEngine.PostProcessing.PostProcessingBehaviour</name>
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                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <arity>1</arity>
                        <signature>UnityEngine.Rendering.CommandBuffer(UnityEngine.Rendering.CameraEvent, string)</signature>
                        <name>AddCommandBuffer</name>
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                    <method>
                        <arity>1</arity>
                        <signature>!!0(!!0)</signature>
                        <name>AddComponent</name>
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                    <method>
                        <signature>void()</signature>
                        <name>CheckObservers</name>
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                    <method>
                        <signature>void()</signature>
                        <name>DisableComponents</name>
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                    <method>
                        <arity>1</arity>
                        <signature>UnityEngine.Rendering.CommandBuffer(UnityEngine.Rendering.CameraEvent, string)</signature>
                        <name>GetCommandBuffer</name>
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                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
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                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
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                    <method>
                        <signature>void()</signature>
                        <name>OnGUI</name>
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                    <method>
                        <signature>void()</signature>
                        <name>OnPostRender</name>
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                    <method>
                        <signature>void()</signature>
                        <name>OnPreCull</name>
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                    <method>
                        <signature>void()</signature>
                        <name>OnPreRender</name>
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                    <method>
                        <signature>void(UnityEngine.RenderTexture, UnityEngine.RenderTexture)</signature>
                        <name>OnRenderImage</name>
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                    <method>
                        <arity>1</arity>
                        <signature>void()</signature>
                        <name>RemoveCommandBuffer</name>
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                    <method>
                        <signature>void()</signature>
                        <name>ResetTemporalEffects</name>
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                    <method>
                        <arity>1</arity>
                        <signature>void(UnityEngine.PostProcessing.PostProcessingComponentCommandBuffer`1&lt;!!0&gt;)</signature>
                        <name>TryExecuteCommandBuffer</name>
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                    <method>
                        <arity>1</arity>
                        <signature>bool(UnityEngine.PostProcessing.PostProcessingComponentRenderTexture`1&lt;!!0&gt;, UnityEngine.Material)</signature>
                        <name>TryPrepareUberImageEffect</name>
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                        <signature>System.Func`2&lt;UnityEngine.Vector2,UnityEngine.Matrix4x4&gt;</signature>
                        <name>jitteredMatrixFunc</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.AmbientOcclusionComponent</signature>
                        <name>m_AmbientOcclusion</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.BloomComponent</signature>
                        <name>m_Bloom</name>
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                    <field>
                        <signature>UnityEngine.Camera</signature>
                        <name>m_Camera</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ChromaticAberrationComponent</signature>
                        <name>m_ChromaticAberration</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingComponent</signature>
                        <name>m_ColorGrading</name>
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                    <field>
                        <signature>System.Collections.Generic.Dictionary`2&lt;System.Type,System.Collections.Generic.KeyValuePair`2&lt;UnityEngine.Rendering.CameraEvent,UnityEngine.Rendering.CommandBuffer&gt;&gt;</signature>
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                        <signature>System.Collections.Generic.List`1&lt;UnityEngine.PostProcessing.PostProcessingComponentBase&gt;</signature>
                        <name>m_Components</name>
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                        <signature>System.Collections.Generic.Dictionary`2&lt;UnityEngine.PostProcessing.PostProcessingComponentBase,bool&gt;</signature>
                        <name>m_ComponentStates</name>
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                        <signature>System.Collections.Generic.List`1&lt;UnityEngine.PostProcessing.PostProcessingComponentBase&gt;</signature>
                        <name>m_ComponentsToDisable</name>
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                        <signature>System.Collections.Generic.List`1&lt;UnityEngine.PostProcessing.PostProcessingComponentBase&gt;</signature>
                        <name>m_ComponentsToEnable</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.PostProcessingContext</signature>
                        <name>m_Context</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.BuiltinDebugViewsComponent</signature>
                        <name>m_DebugViews</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.DepthOfFieldComponent</signature>
                        <name>m_DepthOfField</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.DitheringComponent</signature>
                        <name>m_Dithering</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.EyeAdaptationComponent</signature>
                        <name>m_EyeAdaptation</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.FogComponent</signature>
                        <name>m_FogComponent</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.FxaaComponent</signature>
                        <name>m_Fxaa</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.GrainComponent</signature>
                        <name>m_Grain</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.MaterialFactory</signature>
                        <name>m_MaterialFactory</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.MotionBlurComponent</signature>
                        <name>m_MotionBlur</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.PostProcessingProfile</signature>
                        <name>m_PreviousProfile</name>
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                    <field>
                        <signature>bool</signature>
                        <name>m_RenderingInSceneView</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.RenderTextureFactory</signature>
                        <name>m_RenderTextureFactory</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionComponent</signature>
                        <name>m_ScreenSpaceReflection</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.TaaComponent</signature>
                        <name>m_Taa</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.UserLutComponent</signature>
                        <name>m_UserLut</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.VignetteComponent</signature>
                        <name>m_Vignette</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.PostProcessingProfile</signature>
                        <name>profile</name>
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                <arity>1</arity>
                <genericparameter sequence="0">
                    <name>T</name>
                </genericparameter>
                <name>UnityEngine.PostProcessing.PostProcessingComponent`1</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>!0()</signature>
                        <name>get_model</name>
                    </method>
                    <method>
                        <signature>UnityEngine.PostProcessing.PostProcessingModel()</signature>
                        <name>GetModel</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.PostProcessing.PostProcessingContext, !0)</signature>
                        <name>Init</name>
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                    <method>
                        <signature>void(!0)</signature>
                        <name>set_model</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>!0</signature>
                        <name>&lt;model&gt;k__BackingField</name>
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                </fieldlist>
                <propertylist>
                    <property>
                        <signature>!0()</signature>
                        <name>model</name>
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                <eventlist />
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                <name>UnityEngine.PostProcessing.PostProcessingComponentBase</name>
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                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_active</name>
                    </method>
                    <method>
                        <signature>UnityEngine.DepthTextureMode()</signature>
                        <name>GetCameraFlags</name>
                    </method>
                    <method>
                        <signature>UnityEngine.PostProcessing.PostProcessingModel()</signature>
                        <name>GetModel</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
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                </methodlist>
                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.PostProcessingContext</signature>
                        <name>context</name>
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                </fieldlist>
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>active</name>
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                <eventlist />
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            <type>
                <arity>1</arity>
                <genericparameter sequence="0">
                    <name>T</name>
                </genericparameter>
                <name>UnityEngine.PostProcessing.PostProcessingComponentCommandBuffer`1</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>UnityEngine.Rendering.CameraEvent()</signature>
                        <name>GetCameraEvent</name>
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                    <method>
                        <signature>string()</signature>
                        <name>GetName</name>
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                    <method>
                        <signature>void(UnityEngine.Rendering.CommandBuffer)</signature>
                        <name>PopulateCommandBuffer</name>
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                <fieldlist />
                <propertylist />
                <eventlist />
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            <type>
                <arity>1</arity>
                <genericparameter sequence="0">
                    <name>T</name>
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                <name>UnityEngine.PostProcessing.PostProcessingComponentRenderTexture`1</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>void(UnityEngine.Material)</signature>
                        <name>Prepare</name>
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                <fieldlist />
                <propertylist />
                <eventlist />
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                <name>UnityEngine.PostProcessing.PostProcessingContext</name>
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                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>int32()</signature>
                        <name>get_height</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_interrupted</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_isGBufferAvailable</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_isHdr</name>
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                    <method>
                        <signature>UnityEngine.Rect()</signature>
                        <name>get_viewport</name>
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                    <method>
                        <signature>int32()</signature>
                        <name>get_width</name>
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                    <method>
                        <signature>void()</signature>
                        <name>Interrupt</name>
                    </method>
                    <method>
                        <signature>UnityEngine.PostProcessing.PostProcessingContext()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(bool)</signature>
                        <name>set_interrupted</name>
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                </methodlist>
                <fieldlist>
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                        <signature>bool</signature>
                        <name>&lt;interrupted&gt;k__BackingField</name>
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                    <field>
                        <signature>UnityEngine.Camera</signature>
                        <name>camera</name>
                    </field>
                    <field>
                        <signature>UnityEngine.PostProcessing.MaterialFactory</signature>
                        <name>materialFactory</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.PostProcessingProfile</signature>
                        <name>profile</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.RenderTextureFactory</signature>
                        <name>renderTextureFactory</name>
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                    <property>
                        <signature>int32()</signature>
                        <name>height</name>
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                    <property>
                        <signature>bool()</signature>
                        <name>interrupted</name>
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                    <property>
                        <signature>bool()</signature>
                        <name>isGBufferAvailable</name>
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                    <property>
                        <signature>bool()</signature>
                        <name>isHdr</name>
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                    <property>
                        <signature>UnityEngine.Rect()</signature>
                        <name>viewport</name>
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                    <property>
                        <signature>int32()</signature>
                        <name>width</name>
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                <name>UnityEngine.PostProcessing.PostProcessingModel</name>
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                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                        <signature>bool()</signature>
                        <name>get_enabled</name>
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                        <signature>void()</signature>
                        <name>OnValidate</name>
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                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
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                    <method>
                        <signature>void(bool)</signature>
                        <name>set_enabled</name>
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                        <name>m_Enabled</name>
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                    <property>
                        <signature>bool()</signature>
                        <name>enabled</name>
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                <eventlist />
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            <type>
                <name>UnityEngine.PostProcessing.PostProcessingProfile</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.AmbientOcclusionModel</signature>
                        <name>ambientOcclusion</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.AntialiasingModel</signature>
                        <name>antialiasing</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.BloomModel</signature>
                        <name>bloom</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ChromaticAberrationModel</signature>
                        <name>chromaticAberration</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ColorGradingModel</signature>
                        <name>colorGrading</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.BuiltinDebugViewsModel</signature>
                        <name>debugViews</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.DepthOfFieldModel</signature>
                        <name>depthOfField</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.DitheringModel</signature>
                        <name>dithering</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.EyeAdaptationModel</signature>
                        <name>eyeAdaptation</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.FogModel</signature>
                        <name>fog</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.GrainModel</signature>
                        <name>grain</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.MotionBlurModel</signature>
                        <name>motionBlur</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionModel</signature>
                        <name>screenSpaceReflection</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.UserLutModel</signature>
                        <name>userLut</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.VignetteModel</signature>
                        <name>vignette</name>
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                <eventlist />
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                <name>UnityEngine.PostProcessing.RenderTextureFactory</name>
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                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>void()</signature>
                        <name>Dispose</name>
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                    <method>
                        <signature>UnityEngine.RenderTexture(int32, int32, int32, UnityEngine.RenderTextureFormat, UnityEngine.RenderTextureReadWrite, UnityEngine.FilterMode, UnityEngine.TextureWrapMode, string)</signature>
                        <name>Get</name>
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                    <method>
                        <signature>UnityEngine.RenderTexture(UnityEngine.RenderTexture)</signature>
                        <name>Get</name>
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                    <method>
                        <signature>void(UnityEngine.RenderTexture)</signature>
                        <name>Release</name>
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                        <signature>void()</signature>
                        <name>ReleaseAll</name>
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                        <signature>System.Collections.Generic.HashSet`1&lt;UnityEngine.RenderTexture&gt;</signature>
                        <name>m_TemporaryRTs</name>
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                <propertylist />
                <eventlist />
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            <type>
                <name>UnityEngine.PostProcessing.ScreenSpaceReflectionComponent</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_active</name>
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                    <method>
                        <signature>UnityEngine.Rendering.CameraEvent()</signature>
                        <name>GetCameraEvent</name>
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                    <method>
                        <signature>UnityEngine.DepthTextureMode()</signature>
                        <name>GetCameraFlags</name>
                    </method>
                    <method>
                        <signature>string()</signature>
                        <name>GetName</name>
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                    <method>
                        <signature>void()</signature>
                        <name>OnEnable</name>
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                    <method>
                        <signature>void(UnityEngine.Rendering.CommandBuffer)</signature>
                        <name>PopulateCommandBuffer</name>
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                <fieldlist>
                    <field>
                        <signature>bool</signature>
                        <name>k_BilateralUpsample</name>
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                    <field>
                        <signature>bool</signature>
                        <name>k_HighlightSuppression</name>
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                    <field>
                        <signature>bool</signature>
                        <name>k_TraceBehindObjects</name>
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                    <field>
                        <signature>bool</signature>
                        <name>k_TreatBackfaceHitAsMiss</name>
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                    <field>
                        <signature>int32[]</signature>
                        <name>m_ReflectionTextures</name>
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                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>active</name>
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                <eventlist />
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            <type>
                <name>UnityEngine.PostProcessing.ScreenSpaceReflectionComponent/PassIndex</name>
                <methodlist />
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                    <field>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionComponent/PassIndex</signature>
                        <name>BilateralKeyPack</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionComponent/PassIndex</signature>
                        <name>BlitDepthAsCSZ</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionComponent/PassIndex</signature>
                        <name>Blur</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionComponent/PassIndex</signature>
                        <name>CompositeFinal</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionComponent/PassIndex</signature>
                        <name>CompositeSSR</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionComponent/PassIndex</signature>
                        <name>HitPointToReflections</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionComponent/PassIndex</signature>
                        <name>MinMipGeneration</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionComponent/PassIndex</signature>
                        <name>PoissonBlur</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionComponent/PassIndex</signature>
                        <name>RayTraceStep</name>
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                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
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                </fieldlist>
                <propertylist />
                <eventlist />
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                <name>UnityEngine.PostProcessing.ScreenSpaceReflectionComponent/Uniforms</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
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                <fieldlist>
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                        <signature>int32</signature>
                        <name>_AdditiveReflection</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_AllowBackwardsRays</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_Axis</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_BilateralUpsampling</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_BlurTexture</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_CameraClipInfo</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_CameraToWorldMatrix</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_CurrentMipLevel</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_FadeDistance</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_FilteredReflections</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_FinalReflectionTexture</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_FresnelFade</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_FresnelFadePower</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_FullResolutionFiltering</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_HalfResolution</name>
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                        <signature>int32</signature>
                        <name>_HighlightSuppression</name>
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                        <signature>int32</signature>
                        <name>_HitPointTexture</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_InvScreenSize</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_LayerThickness</name>
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                        <signature>int32</signature>
                        <name>_MaxRayTraceDistance</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_MaxSteps</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_NormalAndRoughnessTexture</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_PixelsPerMeterAtOneMeter</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_ProjectToPixelMatrix</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_ProjInfo</name>
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                        <signature>int32</signature>
                        <name>_RayStepSize</name>
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                        <signature>int32</signature>
                        <name>_ReflectionBlur</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_ReflectionBufferSize</name>
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                        <signature>int32</signature>
                        <name>_ScreenEdgeFading</name>
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                        <signature>int32</signature>
                        <name>_ScreenSize</name>
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                        <signature>int32</signature>
                        <name>_SSRMultiplier</name>
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                        <signature>int32</signature>
                        <name>_TempTexture</name>
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                        <signature>int32</signature>
                        <name>_TraceBehindObjects</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_TreatBackfaceHitAsMiss</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_WorldToCameraMatrix</name>
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                <propertylist />
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                <name>UnityEngine.PostProcessing.ScreenSpaceReflectionModel</name>
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                        <signature>void()</signature>
                        <name>.ctor</name>
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                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/Settings()</signature>
                        <name>get_settings</name>
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                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
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                    <method>
                        <signature>void(UnityEngine.PostProcessing.ScreenSpaceReflectionModel/Settings)</signature>
                        <name>set_settings</name>
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                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/Settings</signature>
                        <name>m_Settings</name>
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                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/Settings()</signature>
                        <name>settings</name>
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                <name>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/IntensitySettings</name>
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                        <signature>float32</signature>
                        <name>fadeDistance</name>
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                    <field>
                        <signature>float32</signature>
                        <name>fresnelFade</name>
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                        <signature>float32</signature>
                        <name>fresnelFadePower</name>
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                        <signature>float32</signature>
                        <name>reflectionMultiplier</name>
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                <name>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/ReflectionSettings</name>
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                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/SSRReflectionBlendType</signature>
                        <name>blendType</name>
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                        <signature>int32</signature>
                        <name>iterationCount</name>
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                        <signature>float32</signature>
                        <name>maxDistance</name>
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                        <signature>bool</signature>
                        <name>reflectBackfaces</name>
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                    <field>
                        <signature>float32</signature>
                        <name>reflectionBlur</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/SSRResolution</signature>
                        <name>reflectionQuality</name>
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                        <signature>int32</signature>
                        <name>stepSize</name>
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                        <signature>float32</signature>
                        <name>widthModifier</name>
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                <eventlist />
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                <name>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/ScreenEdgeMask</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>intensity</name>
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                <propertylist />
                <eventlist />
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                <name>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/Settings</name>
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                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/Settings()</signature>
                        <name>get_defaultSettings</name>
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                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/IntensitySettings</signature>
                        <name>intensity</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/ReflectionSettings</signature>
                        <name>reflection</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/ScreenEdgeMask</signature>
                        <name>screenEdgeMask</name>
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                    <property>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/Settings()</signature>
                        <name>defaultSettings</name>
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                <eventlist />
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            <type>
                <name>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/SSRReflectionBlendType</name>
                <methodlist />
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                    <field>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/SSRReflectionBlendType</signature>
                        <name>Additive</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/SSRReflectionBlendType</signature>
                        <name>PhysicallyBased</name>
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                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
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                </fieldlist>
                <propertylist />
                <eventlist />
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                <name>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/SSRResolution</name>
                <methodlist />
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                    <field>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/SSRResolution</signature>
                        <name>High</name>
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                    <field>
                        <signature>UnityEngine.PostProcessing.ScreenSpaceReflectionModel/SSRResolution</signature>
                        <name>Low</name>
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                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
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                </fieldlist>
                <propertylist />
                <eventlist />
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                <name>UnityEngine.PostProcessing.TaaComponent</name>
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                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>UnityEngine.Vector2()</signature>
                        <name>GenerateRandomOffset</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_active</name>
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                    <method>
                        <signature>UnityEngine.Vector2()</signature>
                        <name>get_jitterVector</name>
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                    <method>
                        <signature>UnityEngine.DepthTextureMode()</signature>
                        <name>GetCameraFlags</name>
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                    <method>
                        <signature>float32(int32, int32)</signature>
                        <name>GetHaltonValue</name>
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                    <method>
                        <signature>UnityEngine.Matrix4x4(UnityEngine.Vector2)</signature>
                        <name>GetOrthographicProjectionMatrix</name>
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                    <method>
                        <signature>UnityEngine.Matrix4x4(UnityEngine.Vector2)</signature>
                        <name>GetPerspectiveProjectionMatrix</name>
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                    <method>
                        <signature>void()</signature>
                        <name>OnDisable</name>
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                    <method>
                        <signature>void(UnityEngine.RenderTexture, UnityEngine.RenderTexture)</signature>
                        <name>Render</name>
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                    <method>
                        <signature>void()</signature>
                        <name>ResetHistory</name>
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                    <method>
                        <signature>void(UnityEngine.Vector2)</signature>
                        <name>set_jitterVector</name>
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                    <method>
                        <signature>void(System.Func`2&lt;UnityEngine.Vector2,UnityEngine.Matrix4x4&gt;)</signature>
                        <name>SetProjectionMatrix</name>
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                        <signature>UnityEngine.Vector2</signature>
                        <name>&lt;jitterVector&gt;k__BackingField</name>
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                    <field>
                        <signature>int32</signature>
                        <name>k_SampleCount</name>
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                    <field>
                        <signature>string</signature>
                        <name>k_ShaderString</name>
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                    <field>
                        <signature>UnityEngine.RenderTexture</signature>
                        <name>m_HistoryTexture</name>
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                    <field>
                        <signature>UnityEngine.RenderBuffer[]</signature>
                        <name>m_MRT</name>
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                    <field>
                        <signature>bool</signature>
                        <name>m_ResetHistory</name>
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                    <field>
                        <signature>int32</signature>
                        <name>m_SampleIndex</name>
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                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>active</name>
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                    <property>
                        <signature>UnityEngine.Vector2()</signature>
                        <name>jitterVector</name>
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                <eventlist />
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            <type>
                <name>UnityEngine.PostProcessing.TaaComponent/Uniforms</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
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                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>_FinalBlendParameters</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_HistoryTex</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_Jitter</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_MainTex</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_SharpenParameters</name>
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                <propertylist />
                <eventlist />
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            <type>
                <name>UnityEngine.PostProcessing.TrackballAttribute</name>
                <methodlist>
                    <method>
                        <signature>void(string)</signature>
                        <name>.ctor</name>
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                <fieldlist>
                    <field>
                        <signature>string</signature>
                        <name>method</name>
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                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.TrackballGroupAttribute</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>UnityEngine.PostProcessing.UserLutComponent</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>bool()</signature>
                        <name>get_active</name>
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                    <method>
                        <signature>void()</signature>
                        <name>OnGUI</name>
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                    <method>
                        <signature>void(UnityEngine.Material)</signature>
                        <name>Prepare</name>
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                <fieldlist />
                <propertylist>
                    <property>
                        <signature>bool()</signature>
                        <name>active</name>
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                </propertylist>
                <eventlist />
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            <type>
                <name>UnityEngine.PostProcessing.UserLutComponent/Uniforms</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
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                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>_UserLut</name>
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                    <field>
                        <signature>int32</signature>
                        <name>_UserLut_Params</name>
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                <propertylist />
                <eventlist />
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                <name>UnityEngine.PostProcessing.UserLutModel</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
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                    <method>
                        <signature>UnityEngine.PostProcessing.UserLutModel/Settings()</signature>
                        <name>get_settings</name>
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                    <method>
                        <signature>void()</signature>
                        <name>Reset</name>
                    </method>
                    <method>
                        <signature>void(UnityEngine.PostProcessing.UserLutModel/Settings)</signature>
                        <name>set_settings</name>
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                <fieldlist>
                    <field>
                        <signature>UnityEngine.PostProcessing.UserLutModel/Settings</signature>
                        <name>m_Settings</name>
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                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.UserLutModel/Settings()</signature>
                        <name>settings</name>
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                <eventlist />
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            <type>
                <name>UnityEngine.PostProcessing.UserLutModel/Settings</name>
                <methodlist>
                    <method>
                        <signature>UnityEngine.PostProcessing.UserLutModel/Settings()</signature>
                        <name>get_defaultSettings</name>
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                <fieldlist>
                    <field>
                        <signature>float32</signature>
                        <name>contribution</name>
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                    <field>
                        <signature>UnityEngine.Texture2D</signature>
                        <name>lut</name>
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                <propertylist>
                    <property>
                        <signature>UnityEngine.PostProcessing.UserLutModel/Settings()</signature>
                        <name>defaultSettings</name>
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                        <signature>int32</signature>
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                        <signature>void()</signature>
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                        <signature>UnityEngine.PostProcessing.VignetteModel/Settings()</signature>
                        <name>get_settings</name>
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                        <signature>void()</signature>
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                        <signature>void(UnityEngine.PostProcessing.VignetteModel/Settings)</signature>
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                        <name>get_defaultSettings</name>
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                        <signature>UnityEngine.PostProcessing.VignetteModel/Mode</signature>
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                        <signature>UnityStandardAssets.ImageEffects.AAMode</signature>
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                        <signature>UnityStandardAssets.ImageEffects.AAMode</signature>
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                        <signature>UnityStandardAssets.ImageEffects.AAMode</signature>
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                        <signature>UnityStandardAssets.ImageEffects.AAMode</signature>
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                        <name>value__</name>
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                        <signature>void()</signature>
                        <name>.ctor</name>
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                        <signature>bool()</signature>
                        <name>CheckResources</name>
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                        <signature>UnityEngine.Material()</signature>
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                        <signature>void(UnityEngine.RenderTexture, UnityEngine.RenderTexture)</signature>
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                        <signature>UnityEngine.Material</signature>
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                        <signature>UnityEngine.Shader</signature>
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                        <signature>float32</signature>
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                        <signature>UnityEngine.Material</signature>
                        <name>materialFXAAII</name>
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                        <signature>UnityEngine.Material</signature>
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                        <signature>UnityEngine.Material</signature>
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                        <signature>UnityEngine.Material</signature>
                        <name>materialFXAAPreset3</name>
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                        <signature>UnityStandardAssets.ImageEffects.AAMode</signature>
                        <name>mode</name>
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                        <signature>UnityEngine.Material</signature>
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                        <signature>UnityEngine.Shader</signature>
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                        <name>offsetScale</name>
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                        <signature>UnityEngine.Shader</signature>
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                        <signature>UnityEngine.Shader</signature>
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                        <signature>void()</signature>
                        <name>.ctor</name>
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                        <signature>void(float32, UnityEngine.RenderTexture, UnityEngine.RenderTexture)</signature>
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                        <signature>void(UnityEngine.RenderTexture, UnityEngine.RenderTexture)</signature>
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                        <signature>void(float32, UnityEngine.RenderTexture, UnityEngine.RenderTexture)</signature>
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                        <signature>void(UnityEngine.Color, UnityEngine.RenderTexture, UnityEngine.RenderTexture)</signature>
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                        <signature>bool()</signature>
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                        <signature>void(UnityEngine.RenderTexture, UnityEngine.RenderTexture)</signature>
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                        <signature>void(float32, UnityEngine.RenderTexture, UnityEngine.RenderTexture)</signature>
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                        <signature>float32</signature>
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                        <signature>UnityEngine.Color</signature>
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                        <signature>UnityEngine.Material</signature>
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                        <signature>UnityEngine.Shader</signature>
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                        <signature>UnityEngine.Material</signature>
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                        <signature>UnityEngine.Shader</signature>
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                        <signature>bool</signature>
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                        <signature>UnityEngine.Color</signature>
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                        <signature>UnityEngine.Color</signature>
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                        <signature>UnityEngine.Color</signature>
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                        <signature>UnityEngine.Color</signature>
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                        <signature>float32</signature>
                        <name>flareRotation</name>
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                        <signature>UnityStandardAssets.ImageEffects.Bloom/HDRBloomMode</signature>
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                        <signature>float32</signature>
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                        <signature>int32</signature>
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                        <signature>float32</signature>
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                        <signature>UnityEngine.Material</signature>
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                        <signature>UnityStandardAssets.ImageEffects.Bloom/LensFlareStyle</signature>
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                        <signature>float32</signature>
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                        <signature>UnityEngine.Shader</signature>
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                        <signature>float32</signature>
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                        <signature>UnityEngine.Texture2D</signature>
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                        <signature>UnityStandardAssets.ImageEffects.Bloom/BloomQuality</signature>
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                        <signature>UnityEngine.Material</signature>
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                        <signature>UnityStandardAssets.ImageEffects.Bloom/BloomScreenBlendMode</signature>
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                        <signature>UnityEngine.Shader</signature>
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                        <signature>float32</signature>
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                        <signature>UnityStandardAssets.ImageEffects.Bloom/TweakMode</signature>
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                <propertylist />
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                <name>UnityStandardAssets.ImageEffects.Bloom/BloomQuality</name>
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                    <field>
                        <signature>UnityStandardAssets.ImageEffects.Bloom/BloomQuality</signature>
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                        <signature>UnityStandardAssets.ImageEffects.Bloom/BloomQuality</signature>
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                    <field>
                        <signature>int32</signature>
                        <name>value__</name>
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                        <signature>UnityStandardAssets.ImageEffects.Bloom/BloomScreenBlendMode</signature>
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                        <signature>UnityStandardAssets.ImageEffects.Bloom/BloomScreenBlendMode</signature>
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                        <signature>int32</signature>
                        <name>value__</name>
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                        <signature>UnityStandardAssets.ImageEffects.Bloom/HDRBloomMode</signature>
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                        <signature>UnityStandardAssets.ImageEffects.Bloom/HDRBloomMode</signature>
                        <name>Off</name>
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                        <signature>UnityStandardAssets.ImageEffects.Bloom/HDRBloomMode</signature>
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                        <signature>int32</signature>
                        <name>value__</name>
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                        <signature>UnityStandardAssets.ImageEffects.Bloom/LensFlareStyle</signature>
                        <name>Anamorphic</name>
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                        <signature>UnityStandardAssets.ImageEffects.Bloom/LensFlareStyle</signature>
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                        <signature>UnityStandardAssets.ImageEffects.Bloom/LensFlareStyle</signature>
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                        <signature>int32</signature>
                        <name>value__</name>
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                        <signature>UnityStandardAssets.ImageEffects.Bloom/TweakMode</signature>
                        <name>Basic</name>
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                        <signature>UnityStandardAssets.ImageEffects.Bloom/TweakMode</signature>
                        <name>Complex</name>
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                        <signature>int32</signature>
                        <name>value__</name>
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                        <signature>void()</signature>
                        <name>.ctor</name>
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                        <signature>bool()</signature>
                        <name>CheckResources</name>
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                    <method>
                        <signature>bool(UnityEngine.Shader)</signature>
                        <name>CheckShader</name>
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                        <signature>UnityEngine.Material(UnityEngine.Shader, UnityEngine.Material)</signature>
                        <name>CheckShaderAndCreateMaterial</name>
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                        <signature>bool()</signature>
                        <name>CheckSupport</name>
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                        <signature>bool(bool)</signature>
                        <name>CheckSupport</name>
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                        <signature>bool(bool, bool)</signature>
                        <name>CheckSupport</name>
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                        <signature>UnityEngine.Material(UnityEngine.Shader, UnityEngine.Material)</signature>
                        <name>CreateMaterial</name>
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                        <signature>void(UnityEngine.RenderTexture, UnityEngine.Material)</signature>
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                        <signature>bool()</signature>
                        <name>Dx11Support</name>
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                        <signature>void()</signature>
                        <name>NotSupported</name>
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                        <signature>void()</signature>
                        <name>OnEnable</name>
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                        <signature>void()</signature>
                        <name>ReportAutoDisable</name>
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                        <signature>void()</signature>
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                        <signature>bool</signature>
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                        <signature>bool</signature>
                        <name>supportHDRTextures</name>
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                        <signature>void()</signature>
                        <name>.ctor</name>
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                        <signature>void(UnityEngine.RenderTexture, UnityEngine.Material)</signature>
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                    <method>
                        <signature>void(float32, UnityEngine.RenderTexture, UnityEngine.RenderTexture, UnityEngine.Material, UnityEngine.Camera)</signature>
                        <name>DrawLowLevelPlaneAlignedWithCamera</name>
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                    <method>
                        <signature>void(float32, float32, float32, float32, UnityEngine.RenderTexture, UnityEngine.RenderTexture, UnityEngine.Material)</signature>
                        <name>DrawLowLevelQuad</name>
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                        <signature>void(UnityEngine.RenderTexture, UnityEngine.RenderTexture)</signature>
                        <name>OnRenderImage</name>
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                        <signature>void()</signature>
                        <name>.cctor</name>
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                        <signature>void()</signature>
                        <name>.ctor</name>
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                        <signature>void()</signature>
                        <name>Awake</name>
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                        <signature>System.Collections.IEnumerator()</signature>
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                        <signature>int32()</signature>
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                        <signature>UnityEngine.Touch[]()</signature>
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                        <signature>UnityEngine.Touch(int32)</signature>
                        <name>GetTouch</name>
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                        <signature>TuioComponentBase(TuioComponentBase)</signature>
                        <name>InitTracking</name>
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                        <signature>void()</signature>
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                        <signature>void(int32)</signature>
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                        <signature>void()</signature>
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                        <signature>void(TuioComponentBase)</signature>
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                        <signature>TuioComponentBase</signature>
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                        <signature>UnityEngine.Touch[]()</signature>
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                        <signature>void()</signature>
                        <name>.ctor</name>
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                        <signature>void()</signature>
                        <name>Dispose</name>
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                        <signature>bool()</signature>
                        <name>MoveNext</name>
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                        <signature>void()</signature>
                        <name>Reset</name>
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                        <signature>object()</signature>
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                        <signature>int32</signature>
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                        <signature>WM_Input</signature>
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                        <signature>void()</signature>
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                    </method>
                    <method>
                        <signature>native int(native int, native int, unsigned int32, native int, native int)</signature>
                        <name>CallWindowProc</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Close</name>
                    </method>
                    <method>
                        <signature>void(native int)</signature>
                        <name>CloseTouchInputHandle</name>
                    </method>
                    <method>
                        <signature>bool(native int, EnumDesktopWindowsDelegate, native int)</signature>
                        <name>EnumDesktopWindows</name>
                    </method>
                    <method>
                        <signature>void(string)</signature>
                        <name>FindWindow</name>
                    </method>
                    <method>
                        <signature>WM_Tracking/POINT(WM_Tracking/TOUCHINPUT)</signature>
                        <name>getClientPoint</name>
                    </method>
                    <method>
                        <signature>native int()</signature>
                        <name>GetForegroundWindow</name>
                    </method>
                    <method>
                        <signature>WM_Tracking/TOUCHINPUT[]()</signature>
                        <name>GetTouchArray</name>
                    </method>
                    <method>
                        <signature>bool(native int, int32, WM_Tracking/TOUCHINPUT[], int32)</signature>
                        <name>GetTouchInputInfo</name>
                    </method>
                    <method>
                        <signature>int32(native int, System.Text.StringBuilder, int32)</signature>
                        <name>GetWindowText</name>
                    </method>
                    <method>
                        <signature>int32(int32)</signature>
                        <name>HIWORD</name>
                    </method>
                    <method>
                        <signature>bool(native int)</signature>
                        <name>IsWindowVisible</name>
                    </method>
                    <method>
                        <signature>int32(int32)</signature>
                        <name>LOWORD</name>
                    </method>
                    <method>
                        <signature>void(native int, native int)</signature>
                        <name>processTouches</name>
                    </method>
                    <method>
                        <signature>bool(native int, unsigned int32)</signature>
                        <name>RegisterTouchWindow</name>
                    </method>
                    <method>
                        <signature>bool(native int, WM_Tracking/POINT&amp;)</signature>
                        <name>ScreenToClient</name>
                    </method>
                    <method>
                        <signature>native int(native int, int32, native int)</signature>
                        <name>SetWindowLong</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Start</name>
                    </method>
                    <method>
                        <signature>bool(native int)</signature>
                        <name>UnregisterTouchWindow</name>
                    </method>
                    <method>
                        <signature>void(WM_Tracking/TOUCHINPUT)</signature>
                        <name>updateTouchFromWM</name>
                    </method>
                    <method>
                        <signature>native int(native int, unsigned int32, native int, native int)</signature>
                        <name>wndProc</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>System.Collections.Generic.Dictionary`2&lt;int32,WM_Tracking/TOUCHINPUT&gt;</signature>
                        <name>current</name>
                    </field>
                    <field>
                        <signature>native int</signature>
                        <name>hMainWindow</name>
                    </field>
                    <field>
                        <signature>bool</signature>
                        <name>isrunning</name>
                    </field>
                    <field>
                        <signature>object</signature>
                        <name>m_lock</name>
                    </field>
                    <field>
                        <signature>WndProcDelegate</signature>
                        <name>newWndProc</name>
                    </field>
                    <field>
                        <signature>native int</signature>
                        <name>newWndProcPtr</name>
                    </field>
                    <field>
                        <signature>native int</signature>
                        <name>oldWndProcPtr</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>touchInputSize</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>WM_TOUCH</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>WM_Tracking/&lt;FindWindow&gt;c__AnonStorey0</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>bool(native int, native int)</signature>
                        <name>&lt;&gt;m__0</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>WM_Tracking</signature>
                        <name>$this</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>name</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>WM_Tracking/POINT</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>X</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>Y</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>WM_Tracking/TOUCHINPUT</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>int32</signature>
                        <name>cxContact</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>cyContact</name>
                    </field>
                    <field>
                        <signature>native int</signature>
                        <name>dwExtraInfo</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>dwFlags</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>dwID</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>dwMask</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>dwTime</name>
                    </field>
                    <field>
                        <signature>native int</signature>
                        <name>hSource</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>x</name>
                    </field>
                    <field>
                        <signature>int32</signature>
                        <name>y</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>WM_Tracking/WINDOWDATA</name>
                <methodlist />
                <fieldlist>
                    <field>
                        <signature>native int</signature>
                        <name>hWnd</name>
                    </field>
                    <field>
                        <signature>string</signature>
                        <name>pName</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>WM_TrackingComponent</name>
                <methodlist>
                    <method>
                        <signature>void()</signature>
                        <name>.cctor</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>Tuio.Touch(WM_Tracking/TOUCHINPUT)</signature>
                        <name>buildTouch</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>Close</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector2(WM_Tracking/TOUCHINPUT)</signature>
                        <name>getRawPoint</name>
                    </method>
                    <method>
                        <signature>float32(float32, float64, bool)</signature>
                        <name>getScreenPoint</name>
                    </method>
                    <method>
                        <signature>UnityEngine.Vector2(WM_Tracking/TOUCHINPUT)</signature>
                        <name>getScreenPoint</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>initialize</name>
                    </method>
                    <method>
                        <signature>void()</signature>
                        <name>updateTouches</name>
                    </method>
                </methodlist>
                <fieldlist>
                    <field>
                        <signature>WM_Tracking</signature>
                        <name>tracking</name>
                    </field>
                </fieldlist>
                <propertylist />
                <eventlist />
            </type>
            <type>
                <name>WndProcDelegate</name>
                <methodlist>
                    <method>
                        <signature>void(object, native int)</signature>
                        <name>.ctor</name>
                    </method>
                    <method>
                        <signature>System.IAsyncResult(native int, unsigned int32, native int, native int, System.AsyncCallback, object)</signature>
                        <name>BeginInvoke</name>
                    </method>
                    <method>
                        <signature>native int(System.IAsyncResult)</signature>
                        <name>EndInvoke</name>
                    </method>
                    <method>
                        <signature>native int(native int, unsigned int32, native int, native int)</signature>
                        <name>Invoke</name>
                    </method>
                </methodlist>
                <fieldlist />
                <propertylist />
                <eventlist />
            </type>
        </module>
    </mapping>
    <statistics>
        <statisticline>
            <description>Total Classes</description>
            <statistic>591</statistic>
        </statisticline>
        <statisticline>
            <description>Total Methods</description>
            <statistic>4076</statistic>
        </statisticline>
        <statisticline>
            <description>Total Fields</description>
            <statistic>2915</statistic>
        </statisticline>
        <statisticline>
            <description>Total Properties</description>
            <statistic>933</statistic>
        </statisticline>
        <statisticline>
            <description>Total Events</description>
            <statistic>3</statistic>
        </statisticline>
        <statisticline>
            <description>Total Classes Renamed</description>
            <statistic>0</statistic>
            <statistic>0.00%</statistic>
        </statisticline>
        <statisticline>
            <description>Total Methods Renamed</description>
            <statistic>0</statistic>
            <statistic>0.00%</statistic>
        </statisticline>
        <statisticline>
            <description>Total Fields Renamed</description>
            <statistic>0</statistic>
            <statistic>0.00%</statistic>
        </statisticline>
        <statisticline>
            <description>Total Properties Renamed</description>
            <statistic>0</statistic>
            <statistic>0.00%</statistic>
        </statisticline>
        <statisticline>
            <description>Total Events Renamed</description>
            <statistic>0</statistic>
            <statistic>0.00%</statistic>
        </statisticline>
    </statistics>
</dotfuscatorMap>