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GKGraphNode.xml
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GKGraphNode.xml
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<Type Name="GKGraphNode" FullName="GameplayKit.GKGraphNode">
<TypeSignature Language="C#" Value="public class GKGraphNode : Foundation.NSObject, Foundation.INSSecureCoding, IDisposable" />
<TypeSignature Language="ILAsm" Value=".class public auto ansi beforefieldinit GKGraphNode extends Foundation.NSObject implements class Foundation.INSCoding, class Foundation.INSSecureCoding, class ObjCRuntime.INativeObject, class System.IDisposable" />
<TypeSignature Language="DocId" Value="T:GameplayKit.GKGraphNode" />
<TypeSignature Language="F#" Value="type GKGraphNode = class
 inherit NSObject
 interface INSCoding
 interface INativeObject
 interface IDisposable
 interface INSSecureCoding" />
<AssemblyInfo>
<AssemblyName>Xamarin.iOS</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Base>
<BaseTypeName>Foundation.NSObject</BaseTypeName>
</Base>
<Interfaces>
<Interface>
<InterfaceName>Foundation.INSCoding</InterfaceName>
</Interface>
<Interface>
<InterfaceName>Foundation.INSSecureCoding</InterfaceName>
</Interface>
<Interface>
<InterfaceName>ObjCRuntime.INativeObject</InterfaceName>
</Interface>
<Interface>
<InterfaceName>System.IDisposable</InterfaceName>
</Interface>
</Interfaces>
<Attributes>
<Attribute>
<AttributeName>Foundation.Register("GKGraphNode", true)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.iOS, 9, 0, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.MacOSX, 10, 11, ObjCRuntime.PlatformArchitecture.Arch64, null)</AttributeName>
</Attribute>
</Attributes>
<Docs>
<summary>The base class for nodes in a <see cref="T:GameplayKit.GKGraph" />.</summary>
<remarks>To be added.</remarks>
<related type="externalDocumentation" href="https://developer.apple.com/library/ios/documentation/GameplayKit/Reference/GKGraphNode_Class/index.html">Apple documentation for <c>GKGraphNode</c></related>
</Docs>
<Members>
<Member MemberName=".ctor">
<MemberSignature Language="C#" Value="public GKGraphNode ();" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig specialname rtspecialname instance void .ctor() cil managed" />
<MemberSignature Language="DocId" Value="M:GameplayKit.GKGraphNode.#ctor" />
<MemberType>Constructor</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("init")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Advanced)</AttributeName>
</Attribute>
</Attributes>
<Parameters />
<Docs>
<summary>Default constructor, initializes a new instance of this class.</summary>
<remarks />
</Docs>
</Member>
<Member MemberName=".ctor">
<MemberSignature Language="C#" Value="public GKGraphNode (Foundation.NSCoder coder);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig specialname rtspecialname instance void .ctor(class Foundation.NSCoder coder) cil managed" />
<MemberSignature Language="DocId" Value="M:GameplayKit.GKGraphNode.#ctor(Foundation.NSCoder)" />
<MemberSignature Language="F#" Value="new GameplayKit.GKGraphNode : Foundation.NSCoder -> GameplayKit.GKGraphNode" Usage="new GameplayKit.GKGraphNode coder" />
<MemberType>Constructor</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("initWithCoder:")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.DesignatedInitializer</AttributeName>
</Attribute>
<Attribute>
<AttributeName>System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Advanced)</AttributeName>
</Attribute>
</Attributes>
<Parameters>
<Parameter Name="coder" Type="Foundation.NSCoder" />
</Parameters>
<Docs>
<param name="coder">The unarchiver object.</param>
<summary>A constructor that initializes the object from the data stored in the unarchiver object.</summary>
<remarks>
<para>This constructor is provided to allow the class to be initialized from an unarchiver (for example, during NIB deserialization). This is part of the <see cref="T:Foundation.NSCoding" /> protocol.</para>
<para>If developers want to create a subclass of this object and continue to support deserialization from an archive, they should implement a constructor with an identical signature: taking a single parameter of type <see cref="T:Foundation.NSCoder" /> and decorate it with the [Export("initWithCoder:"] attribute declaration.</para>
<para>The state of this object can also be serialized by using the companion method, EncodeTo.</para>
</remarks>
</Docs>
</Member>
<Member MemberName=".ctor">
<MemberSignature Language="C#" Value="protected GKGraphNode (Foundation.NSObjectFlag t);" />
<MemberSignature Language="ILAsm" Value=".method familyhidebysig specialname rtspecialname instance void .ctor(class Foundation.NSObjectFlag t) cil managed" />
<MemberSignature Language="DocId" Value="M:GameplayKit.GKGraphNode.#ctor(Foundation.NSObjectFlag)" />
<MemberSignature Language="F#" Value="new GameplayKit.GKGraphNode : Foundation.NSObjectFlag -> GameplayKit.GKGraphNode" Usage="new GameplayKit.GKGraphNode t" />
<MemberType>Constructor</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Advanced)</AttributeName>
</Attribute>
</Attributes>
<Parameters>
<Parameter Name="t" Type="Foundation.NSObjectFlag" />
</Parameters>
<Docs>
<param name="t">Unused sentinel value, pass NSObjectFlag.Empty.</param>
<summary>Constructor to call on derived classes to skip initialization and merely allocate the object.</summary>
<remarks>
<para>This constructor should be called by derived classes when they completely construct the object in managed code and merely want the runtime to allocate and initialize the NSObject. This is required to implement the two-step initialization process that Objective-C uses, the first step is to perform the object allocation, the second step is to initialize the object. When developers invoke the constructor that takes the NSObjectFlag.Empty they take advantage of a direct path that goes all the way up to NSObject to merely allocate the object's memory and bind the Objective-C and C# objects together. The actual initialization of the object is up to the developer.</para>
<para>This constructor is typically used by the binding generator to allocate the object, but prevent the actual initialization to take place. Once the allocation has taken place, the constructor has to initialize the object. With constructors generated by the binding generator this means that it manually invokes one of the "init" methods to initialize the object.</para>
<para>It is the developer's responsibility to completely initialize the object if they chain up using the NSObjectFlag.Empty path.</para>
<para>In general, if the developer's constructor invokes the NSObjectFlag.Empty base implementation, then it should be calling an Objective-C init method. If this is not the case, developers should instead chain to the proper constructor in their class. </para>
<para>The argument value is ignored and merely ensures that the only code that is executed is the construction phase is the basic NSObject allocation and runtime type registration. Typically the chaining would look like this:</para>
<example>
<code lang="csharp lang-csharp"><![CDATA[
//
// The NSObjectFlag merely allocates the object and registers the
// C# class with the Objective-C runtime if necessary, but no actual
// initXxx method is invoked, that is done later in the constructor
//
// This is taken from Xamarin.iOS's source code:
//
[Export ("initWithFrame:")]
public UIView (System.Drawing.RectangleF frame) : base (NSObjectFlag.Empty)
{
// Invoke the init method now.
var initWithFrame = new Selector ("initWithFrame:").Handle;
if (IsDirectBinding)
Handle = ObjCRuntime.Messaging.IntPtr_objc_msgSend_CGRect (this.Handle, initWithFrame, frame);
else
Handle = ObjCRuntime.Messaging.IntPtr_objc_msgSendSuper_CGRect (this.SuperHandle, initWithFrame, frame);
}
]]></code>
</example>
</remarks>
</Docs>
</Member>
<Member MemberName=".ctor">
<MemberSignature Language="C#" Value="protected internal GKGraphNode (IntPtr handle);" />
<MemberSignature Language="ILAsm" Value=".method familyorassemblyhidebysig specialname rtspecialname instance void .ctor(native int handle) cil managed" />
<MemberSignature Language="DocId" Value="M:GameplayKit.GKGraphNode.#ctor(System.IntPtr)" />
<MemberSignature Language="F#" Value="new GameplayKit.GKGraphNode : nativeint -> GameplayKit.GKGraphNode" Usage="new GameplayKit.GKGraphNode handle" />
<MemberType>Constructor</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Advanced)</AttributeName>
</Attribute>
</Attributes>
<Parameters>
<Parameter Name="handle" Type="System.IntPtr" />
</Parameters>
<Docs>
<param name="handle">Pointer (handle) to the unmanaged object.</param>
<summary>A constructor used when creating managed representations of unmanaged objects; Called by the runtime.</summary>
<remarks>
<para>This constructor is invoked by the runtime infrastructure (<see cref="M:ObjCRuntime.Runtime.GetNSObject(System.IntPtr)" />) to create a new managed representation for a pointer to an unmanaged Objective-C object. Developers should not invoke this method directly, instead they should call the GetNSObject method as it will prevent two instances of a managed object to point to the same native object.</para>
</remarks>
</Docs>
</Member>
<Member MemberName="AddConnections">
<MemberSignature Language="C#" Value="public virtual void AddConnections (GameplayKit.GKGraphNode[] nodes, bool bidirectional);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance void AddConnections(class GameplayKit.GKGraphNode[] nodes, bool bidirectional) cil managed" />
<MemberSignature Language="DocId" Value="M:GameplayKit.GKGraphNode.AddConnections(GameplayKit.GKGraphNode[],System.Boolean)" />
<MemberSignature Language="F#" Value="abstract member AddConnections : GameplayKit.GKGraphNode[] * bool -> unit
override this.AddConnections : GameplayKit.GKGraphNode[] * bool -> unit" Usage="gKGraphNode.AddConnections (nodes, bidirectional)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("addConnectionsToNodes:bidirectional:")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Void</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="nodes" Type="GameplayKit.GKGraphNode[]" />
<Parameter Name="bidirectional" Type="System.Boolean" />
</Parameters>
<Docs>
<param name="nodes">To be added.</param>
<param name="bidirectional">To be added.</param>
<summary>Connects this <see cref="T:GameplayKit.GKGraphNode" /> to each <see cref="T:GameplayKit.GKGraphNode" /> in <paramref name="nodes" />. If <paramref name="bidirectional" /> is <see langword="true" />, the connection is non-directed.</summary>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="ClassHandle">
<MemberSignature Language="C#" Value="public override IntPtr ClassHandle { get; }" />
<MemberSignature Language="ILAsm" Value=".property instance native int ClassHandle" />
<MemberSignature Language="DocId" Value="P:GameplayKit.GKGraphNode.ClassHandle" />
<MemberSignature Language="F#" Value="member this.ClassHandle : nativeint" Usage="GameplayKit.GKGraphNode.ClassHandle" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>System.IntPtr</ReturnType>
</ReturnValue>
<Docs>
<summary>The handle for this class.</summary>
<value>The pointer to the Objective-C class.</value>
<remarks>Each Xamarin.iOS class mirrors an unmanaged Objective-C class. This value contains the pointer to the Objective-C class, it is similar to calling objc_getClass with the object name.</remarks>
</Docs>
</Member>
<Member MemberName="ConnectedNodes">
<MemberSignature Language="C#" Value="public virtual GameplayKit.GKGraphNode[] ConnectedNodes { get; }" />
<MemberSignature Language="ILAsm" Value=".property instance class GameplayKit.GKGraphNode[] ConnectedNodes" />
<MemberSignature Language="DocId" Value="P:GameplayKit.GKGraphNode.ConnectedNodes" />
<MemberSignature Language="F#" Value="member this.ConnectedNodes : GameplayKit.GKGraphNode[]" Usage="GameplayKit.GKGraphNode.ConnectedNodes" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>get: Foundation.Export("connectedNodes")</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>GameplayKit.GKGraphNode[]</ReturnType>
</ReturnValue>
<Docs>
<summary>The array of <see cref="T:GameplayKit.GKGraphNode" /> objects to which this <see cref="T:GameplayKit.GKGraphNode" /> is connected.</summary>
<value>To be added.</value>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="EncodeTo">
<MemberSignature Language="C#" Value="public virtual void EncodeTo (Foundation.NSCoder encoder);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance void EncodeTo(class Foundation.NSCoder encoder) cil managed" />
<MemberSignature Language="DocId" Value="M:GameplayKit.GKGraphNode.EncodeTo(Foundation.NSCoder)" />
<MemberSignature Language="F#" Value="abstract member EncodeTo : Foundation.NSCoder -> unit
override this.EncodeTo : Foundation.NSCoder -> unit" Usage="gKGraphNode.EncodeTo encoder" />
<MemberType>Method</MemberType>
<Implements>
<InterfaceMember>M:Foundation.INSCoding.EncodeTo(Foundation.NSCoder)</InterfaceMember>
</Implements>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("encodeWithCoder:")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Void</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="encoder" Type="Foundation.NSCoder" />
</Parameters>
<Docs>
<param name="encoder">The encoder object where the state of the object will be stored</param>
<summary>Encodes the state of the object on the provided encoder</summary>
<remarks>
<para>This method is part of the <see cref="T:Foundation.NSCoding" /> protocol and is used by applications to preserve the state of the object into an archive.</para>
<para>Users will typically create a <see cref="T:Foundation.NSKeyedArchiver" /> and then invoke the <see cref="M:Foundation.NSKeyedArchiver.ArchiveRootObjectToFile(Foundation.NSObject,System.String)" /> which will call into this method</para>
<para>If developers want to allow their object to be archived, they should override this method and store their state in using the provided <paramref name="encoder" /> parameter. In addition, developers should also implement a constructor that takes an NSCoder argument and is exported with [Export ("initWithCoder:")]</para>
<example>
<code lang="csharp lang-csharp"><![CDATA[public void override EncodeTo (NSCoder coder){
coder.Encode (1, key: "version");
coder.Encode (userName, key: "userName");
coder.Encode (hostName, key: "hostName");]]></code>
</example>
</remarks>
</Docs>
</Member>
<Member MemberName="FindPathFrom">
<MemberSignature Language="C#" Value="public virtual GameplayKit.GKGraphNode[] FindPathFrom (GameplayKit.GKGraphNode startNode);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance class GameplayKit.GKGraphNode[] FindPathFrom(class GameplayKit.GKGraphNode startNode) cil managed" />
<MemberSignature Language="DocId" Value="M:GameplayKit.GKGraphNode.FindPathFrom(GameplayKit.GKGraphNode)" />
<MemberSignature Language="F#" Value="abstract member FindPathFrom : GameplayKit.GKGraphNode -> GameplayKit.GKGraphNode[]
override this.FindPathFrom : GameplayKit.GKGraphNode -> GameplayKit.GKGraphNode[]" Usage="gKGraphNode.FindPathFrom startNode" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("findPathFromNode:")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>GameplayKit.GKGraphNode[]</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="startNode" Type="GameplayKit.GKGraphNode" />
</Parameters>
<Docs>
<param name="startNode">To be added.</param>
<summary>Returns the shortest path from <paramref name="startNode" /> to this <see cref="T:GameplayKit.GKGraphNode" />.</summary>
<returns>The shortest path, in-order, from <paramref name="startNode" /> to <c>this</c>. If no path exists, returns an empty array.</returns>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="FindPathTo">
<MemberSignature Language="C#" Value="public virtual GameplayKit.GKGraphNode[] FindPathTo (GameplayKit.GKGraphNode goalNode);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance class GameplayKit.GKGraphNode[] FindPathTo(class GameplayKit.GKGraphNode goalNode) cil managed" />
<MemberSignature Language="DocId" Value="M:GameplayKit.GKGraphNode.FindPathTo(GameplayKit.GKGraphNode)" />
<MemberSignature Language="F#" Value="abstract member FindPathTo : GameplayKit.GKGraphNode -> GameplayKit.GKGraphNode[]
override this.FindPathTo : GameplayKit.GKGraphNode -> GameplayKit.GKGraphNode[]" Usage="gKGraphNode.FindPathTo goalNode" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("findPathToNode:")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>GameplayKit.GKGraphNode[]</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="goalNode" Type="GameplayKit.GKGraphNode" />
</Parameters>
<Docs>
<param name="goalNode">To be added.</param>
<summary>Finds the shortest path from this <see cref="T:GameplayKit.GKGraphNode" /> to <paramref name="goalNode" />.</summary>
<returns>The shortest path, in-order, from <c>this</c> to <paramref name="startNode" />. If no path exists, returns an empty array.</returns>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="GetCost">
<MemberSignature Language="C#" Value="public virtual float GetCost (GameplayKit.GKGraphNode node);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance float32 GetCost(class GameplayKit.GKGraphNode node) cil managed" />
<MemberSignature Language="DocId" Value="M:GameplayKit.GKGraphNode.GetCost(GameplayKit.GKGraphNode)" />
<MemberSignature Language="F#" Value="abstract member GetCost : GameplayKit.GKGraphNode -> single
override this.GetCost : GameplayKit.GKGraphNode -> single" Usage="gKGraphNode.GetCost node" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("costToNode:")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Single</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="node" Type="GameplayKit.GKGraphNode" />
</Parameters>
<Docs>
<param name="node">A directly-connected <see cref="T:GameplayKit.GKGraphNode" />.</param>
<summary>The real cost to traverse from this <see cref="T:GameplayKit.GKGraphNode" /> to the directly-connected node <paramref name="node" />.</summary>
<returns>To be added.</returns>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="GetEstimatedCost">
<MemberSignature Language="C#" Value="public virtual float GetEstimatedCost (GameplayKit.GKGraphNode node);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance float32 GetEstimatedCost(class GameplayKit.GKGraphNode node) cil managed" />
<MemberSignature Language="DocId" Value="M:GameplayKit.GKGraphNode.GetEstimatedCost(GameplayKit.GKGraphNode)" />
<MemberSignature Language="F#" Value="abstract member GetEstimatedCost : GameplayKit.GKGraphNode -> single
override this.GetEstimatedCost : GameplayKit.GKGraphNode -> single" Usage="gKGraphNode.GetEstimatedCost node" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("estimatedCostToNode:")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Single</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="node" Type="GameplayKit.GKGraphNode" />
</Parameters>
<Docs>
<param name="node">To be added.</param>
<summary>The estimated cost to traverse from this <see cref="T:GameplayKit.GKGraphNode" /> to <paramref name="node" />.</summary>
<returns>A value that must not exceed the true cost (see <see cref="M:GameplayKit.GKGraphNode.GetCost(GameplayKit.GKGraphNode)" />) of travel.</returns>
<remarks>
<para>This value is used in successive approximations of the true lowest-cost path. If overridden, this method must provide an admissible heuristic: the value returned must not exceed the true cost. (For instance, if there are no terrain effects or other complications, the straight line distance between node locations is admissible, since any real path will be at least that large.)</para>
<para>
<see cref="M:GameplayKit.GKGraphNode.GetCost(GameplayKit.GKGraphNode)" /> returns the true cost of traversing from a node to its connected neighbor. This method, if overloaded, must provide estimates for all nodes, whether they are connected or not.</para>
</remarks>
</Docs>
</Member>
<Member MemberName="RemoveConnections">
<MemberSignature Language="C#" Value="public virtual void RemoveConnections (GameplayKit.GKGraphNode[] nodes, bool bidirectional);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance void RemoveConnections(class GameplayKit.GKGraphNode[] nodes, bool bidirectional) cil managed" />
<MemberSignature Language="DocId" Value="M:GameplayKit.GKGraphNode.RemoveConnections(GameplayKit.GKGraphNode[],System.Boolean)" />
<MemberSignature Language="F#" Value="abstract member RemoveConnections : GameplayKit.GKGraphNode[] * bool -> unit
override this.RemoveConnections : GameplayKit.GKGraphNode[] * bool -> unit" Usage="gKGraphNode.RemoveConnections (nodes, bidirectional)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("removeConnectionsToNodes:bidirectional:")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Void</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="nodes" Type="GameplayKit.GKGraphNode[]" />
<Parameter Name="bidirectional" Type="System.Boolean" />
</Parameters>
<Docs>
<param name="nodes">To be added.</param>
<param name="bidirectional">To be added.</param>
<summary>Removes connections from this <see cref="T:GameplayKit.GKGraphNode" /> to <paramref name="nodes" />. If <paramref name="bidirectional" /> is <see langword="false" />, only the outward connections from <c>this</c> are removed.</summary>
<remarks>To be added.</remarks>
</Docs>
</Member>
</Members>
</Type>