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    Class DamageInstance

    Inheritance
    object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    Mirror.NetworkBehaviour
    DewNetworkBehaviour
    Actor
    AbilityInstance
    DamageInstance
    DashAttackInstance
    InstantDamageInstance
    TickDamageInstance
    Implements
    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    Inherited Members
    AbilityInstance.useBudgetSystem
    AbilityInstance.maxBudget
    AbilityInstance.currentCostSum
    AbilityInstance.currentCostSumPerPlayer
    AbilityInstance.ResetBudget()
    AbilityInstance.budgetPressure
    AbilityInstance.Budget_ShouldPlayEffects()
    AbilityInstance.Budget_ShouldDoFullCalculations()
    AbilityInstance.info
    AbilityInstance.skillLevel
    AbilityInstance.startEffectNoStop
    AbilityInstance.startEffect
    AbilityInstance.endEffect
    AbilityInstance.budgetCost
    AbilityInstance.chain
    AbilityInstance.gem
    AbilityInstance.tvDefaultHarmfulEffectTargets
    AbilityInstance.tvDefaultUsefulEffectTargets
    AbilityInstance.tvDefaultAllExceptSelf
    AbilityInstance.hasOngoingSequences
    AbilityInstance.OnPrepare()
    AbilityInstance.OnStart()
    AbilityInstance.LogicUpdate(float)
    AbilityInstance.DestroyOnCondition(Func<bool>)
    AbilityInstance.DestroyOnDeath(Entity, bool)
    AbilityInstance.DestroyOnDestroy(Actor)
    AbilityInstance.StartSequence(IEnumerator)
    AbilityInstance.OnCreateSequenced()
    AbilityInstance.CreateStatusEffect<T>(T, Entity, Action<T>)
    AbilityInstance.CreateStatusEffect<T>(Entity, Action<T>)
    AbilityInstance.GetActorReadableName()
    AbilityInstance.StartChargingChannel(ChargingChannel)
    AbilityInstance.effectiveLevel
    AbilityInstance.statEntity
    AbilityInstance.DefaultDamage(ScalingValue, float)
    AbilityInstance.PhysicalDamage(ScalingValue, float)
    AbilityInstance.MagicDamage(ScalingValue, float)
    AbilityInstance.PhysicalMagicDamage(ScalingValue, float)
    AbilityInstance.PureDamage(ScalingValue, float)
    AbilityInstance.Damage(ScalingValue, float)
    AbilityInstance.CreateDamage(DamageData.SourceType, ScalingValue, float)
    AbilityInstance.Heal(ScalingValue)
    AbilityInstance.GetValue(ScalingValue)
    AbilityInstance.GetValue<T>(T[])
    AbilityInstance.GetValue(StarScalingValue)
    AbilityInstance.GetValueInt(StarScalingValue)
    Actor.TrackKills(float, Action<EventInfoKill>)
    Actor.CustomRpc_RegisterClientMessageHandler<T>(Action<T>)
    Actor.CustomRpc_ClearClientMessageHandlers()
    Actor.CustomRpc_UnregisterClientMessageHandler<T>()
    Actor.CustomRpc_UnregisterClientMessageHandler<T>(Action<T>)
    Actor.CustomRpc_RegisterServerMessageHandler<T>(Action<T>)
    Actor.CustomRpc_RegisterServerMessageHandler<T>(string, Action<T, DewPlayer>)
    Actor.CustomRpc_ClearServerMessageHandlers()
    Actor.CustomRpc_UnregisterServerMessageHandler<T>()
    Actor.CustomRpc_UnregisterServerMessageHandler<T>(Action<T>)
    Actor.CustomRpc_UnregisterServerMessageHandler<T>(Action<T, DewPlayer>)
    Actor.CustomRpc_SendMessageToServer<T>(T)
    Actor.CustomRpc_SendMessageToClient<T>(DewPlayer, T)
    Actor.CustomRpc_SendMessageToAllClients<T>(T)
    Actor.ActorEvent_OnAbilityInstanceCreated
    Actor.ActorEvent_OnAbilityInstanceBeforePrepare
    Actor.ActorEvent_OnDealDamage
    Actor.ActorEvent_OnDoHeal
    Actor.ActorEvent_OnDoManaHeal
    Actor.ActorEvent_OnSpendMana
    Actor.ActorEvent_OnKill
    Actor.ActorEvent_OnAttackHit
    Actor.ActorEvent_OnAttackEffectTriggered
    Actor.ActorEvent_OnSpawnSummon
    Actor.ActorEvent_OnApplyElemental
    Actor.ActorEvent_OnGiveShield
    Actor.ClientActorEvent_OnDestroyed
    Actor.ClientActorEvent_OnCreate
    Actor.DoHeal(HealData, Entity, ReactionChain)
    Actor.DoManaHeal(HealData, Entity, ReactionChain)
    Actor.DefaultDamage(float, float)
    Actor.PhysicalDamage(float, float)
    Actor.MagicDamage(float, float)
    Actor.PureDamage(float, float)
    Actor.CreateDamage(DamageData.SourceType, float, float)
    Actor.Heal(float)
    Actor.DealDamage(DamageData, Entity, ReactionChain)
    Actor.DoBasicAttackHit(Entity, bool, bool, float, float)
    Actor.TriggerAttackEffects(Entity, float, AttackEffectType, ReactionChain)
    Actor.RefundMana(float, Entity)
    Actor.SpendMana(float, Entity)
    Actor.CreateAbilityInstance<T>(T, Vector3, Quaternion?, CastInfo, Action<T>)
    Actor.CreateAbilityInstance<T>(Vector3, Quaternion?, CastInfo, Action<T>)
    Actor.CreateAbilityInstance(Type, Vector3, Quaternion?, CastInfo, Action<AbilityInstance>)
    Actor.CreateStatusEffect<T>(T, Entity, CastInfo, Action<T>)
    Actor.CreateStatusEffect<T>(Entity, CastInfo, Action<T>)
    Actor.CreateStatusEffect(Type, Entity, CastInfo, Action<StatusEffect>)
    Actor.GiveShield(Entity, float, float, bool, ReactionChain)
    Actor.CreateActor<T>(Vector3, Quaternion?, Action<T>)
    Actor.CreateActor<T>(T, Vector3, Quaternion?, Action<T>)
    Actor.SpawnEntity<T>(Vector3, Quaternion?, DewPlayer, int, Action<T>)
    Actor.SpawnEntity<T>(T, Vector3, Quaternion?, DewPlayer, int, Action<T>)
    Actor.Teleport(Entity, Vector3)
    Actor.ShowOnScreenTimerLocally(OnScreenTimerHandle)
    Actor.HideOnScreenTimerLocally(OnScreenTimerHandle)
    Actor.ApplyElemental(ElementalType, Entity, int)
    Actor.KilledByUnstoppableEffects
    Actor.ScaleDurationByTenacityEffects
    Actor.CreateBasicEffect(Entity, BasicEffect, float, string, DuplicateEffectBehavior)
    Actor.SpawnSummon<T>(Vector3, Quaternion?, Action<T>)
    Actor.ApplyCooldownReduction(AbilityTrigger, float, bool, bool)
    Actor.ApplyCooldownReductionByRatio(AbilityTrigger, float, bool)
    Actor.ResetCooldown(AbilityTrigger, bool)
    Actor.ApplyCooldownReductionByRatio(AbilityTrigger, CooldownReductionByRatioSettings)
    Actor.ApplyCooldownReduction(AbilityTrigger, CooldownReductionSettings)
    Actor.dealtDamageProcessor
    Actor.dealtHealProcessor
    Actor.dealtManaHealProcessor
    Actor.dealtShieldProcessor
    Actor.dealtCooldownReductionProcessor
    Actor.dealtCooldownReductionByRatioProcessor
    Actor.spawnedChildVarDefProcessor
    Actor.ProcessShieldAmount(float, Entity)
    Actor.ProcessSpawnedChildVarDefProcessor(ref VariantDef, Type)
    Actor.persistentData
    Actor.persistentSyncedData
    Actor.ClientEvent_OnPersistentSyncedDataChanged
    Actor.OnCreate_ActorData()
    Actor.HasData<T>()
    Actor.RemoveData<T>()
    Actor.RemoveData(object)
    Actor.AddData<T>(T)
    Actor.TryGetData<T>(out T)
    Actor.GetData<T>()
    Actor.FindData<T>(Predicate<T>)
    Actor.TryFindData<T>(Predicate<T>, out T)
    Actor.isDestroyedOnRoomChange
    Actor.isNewInstance
    Actor.creationTime
    Actor.persistentNetId
    Actor.isDestroyLocked
    Actor.parentActor
    Actor.position
    Actor.rotation
    Actor.chainTempName
    Actor.children
    Actor.childrenInNetwork
    Actor.Awake()
    Actor.OnStartServer()
    Actor.OnStartClient()
    Actor.FrameUpdate()
    Actor.ActiveFrameUpdate()
    Actor.ActiveLogicUpdate(float)
    Actor.ToString()
    Actor.CustomDestroyRoutine()
    Actor.ICleanup.canDestroy
    Actor.ICleanup.OnCleanup()
    Actor.isActive
    Actor.isDestroyed
    Actor.OnStopServer()
    Actor.OnStopClient()
    Actor.OnEnable()
    Actor.OnDisable()
    Actor.ShouldBeSavedWithRoom()
    Actor.ICustomDestroyRoutine.CustomDestroyRoutine()
    Actor.GetNetworkAuthorityConnection()
    Actor.GetOriginalName()
    Actor.parentActorNetId
    Actor.ancestors
    Actor.firstEntity
    Actor.firstTrigger
    Actor.IsDescendantOf(Actor)
    Actor.IsDescendantOf<T>()
    Actor.FindFirstAncestorOfType<T>()
    Actor.FindFirstOfType<T>()
    Actor.Destroy()
    Actor.DestroyIfActive()
    Actor.LockDestroy()
    Actor.UnlockDestroy()
    Actor.IsExcludedFromRoomSave()
    Actor.ExcludeFromRoomSave()
    Actor.ClearExcludeFromRoomSave()
    DewNetworkBehaviour.FxPlayNewNetworked(GameObject, Vector3, Quaternion?)
    DewNetworkBehaviour.FxPlayNewNetworked(GameObject, Entity)
    DewNetworkBehaviour.FxPlayNewNetworked(GameObject, Entity, Vector3, Quaternion?)
    DewNetworkBehaviour.FxPlayNewNetworked(GameObject)
    DewNetworkBehaviour.FxPlayNetworked(GameObject)
    DewNetworkBehaviour.FxPlayNetworked(GameObject, Vector3, Quaternion?)
    DewNetworkBehaviour.FxPlayNetworked(GameObject, Entity)
    DewNetworkBehaviour.FxPlayNetworked(GameObject, Entity, Vector3, Quaternion?)
    DewNetworkBehaviour.FxStopNetworked(GameObject)
    DewNetworkBehaviour.FxPlayNew(GameObject)
    DewNetworkBehaviour.FxPlayNew(GameObject, Vector3, Quaternion?)
    DewNetworkBehaviour.FxPlayNew(GameObject, Entity)
    DewNetworkBehaviour.FxPlayNew(GameObject, Entity, Vector3, Quaternion?)
    DewNetworkBehaviour.FxPlay(GameObject)
    DewNetworkBehaviour.FxPlay(GameObject, Vector3, Quaternion?)
    DewNetworkBehaviour.FxPlay(GameObject, Entity)
    DewNetworkBehaviour.FxPlay(GameObject, Entity, Vector3, Quaternion?)
    DewNetworkBehaviour.FxStop(GameObject)
    DewNetworkBehaviour.FxApplySpeedMultiplier(GameObject, float)
    DewNetworkBehaviour.FxApplySpeedMultiplierNetworked(GameObject, float)
    DewNetworkBehaviour.InvalidateInstance()
    DewNetworkBehaviour.OnLateStart()
    DewNetworkBehaviour.OnLateStartServer()
    DewNetworkBehaviour.OnStop()
    DewNetworkBehaviour.OnDestroy()
    DewNetworkBehaviour.GetComponent<T>(out T)
    Namespace: Global
    Assembly: Dew.Core.dll
    Syntax
    public abstract class DamageInstance : AbilityInstance, ILogicUpdate, ICleanup, ICustomDestroyRoutine

    Fields

    applyElemental

    Declaration
    public bool applyElemental
    Field Value
    Type Description
    bool

    attackEffect

    Declaration
    public float attackEffect
    Field Value
    Type Description
    float

    attackEffectType

    Declaration
    [ShowIf("@attackEffect > 0.001f", true)]
    public AttackEffectType attackEffectType
    Field Value
    Type Description
    AttackEffectType

    cancelIfCasterDead

    Declaration
    public bool cancelIfCasterDead
    Field Value
    Type Description
    bool

    closeEnemyDistanceThreshold

    Declaration
    public float closeEnemyDistanceThreshold
    Field Value
    Type Description
    float

    closeEnemyMultiplier

    Declaration
    public float closeEnemyMultiplier
    Field Value
    Type Description
    float

    cooldownTime

    Declaration
    [ShowIf("_isCooldownCheck", true)]
    public float cooldownTime
    Field Value
    Type Description
    float

    destroyWhenDone

    Declaration
    public bool destroyWhenDone
    Field Value
    Type Description
    bool

    dmgFactor

    Declaration
    public ScalingValue dmgFactor
    Field Value
    Type Description
    ScalingValue

    doKnockback

    Declaration
    public bool doKnockback
    Field Value
    Type Description
    bool

    duplicateCheck

    Declaration
    public DamageInstance.DuplicateCheckType duplicateCheck
    Field Value
    Type Description
    DamageInstance.DuplicateCheckType

    elemental

    Declaration
    [ShowIf("applyElemental", true)]
    public ElementalType elemental
    Field Value
    Type Description
    ElementalType

    elementalChance

    Declaration
    [ShowIf("applyElemental", true)]
    public float elementalChance
    Field Value
    Type Description
    float

    forceMergeNumbers

    Declaration
    public bool forceMergeNumbers
    Field Value
    Type Description
    bool

    heroDamageMultiplier

    Declaration
    public float heroDamageMultiplier
    Field Value
    Type Description
    float

    hitEffect

    Declaration
    [Title("Effects", null, TitleAlignments.Left, true, true)]
    public GameObject hitEffect
    Field Value
    Type Description
    UnityEngine.GameObject

    hittable

    Declaration
    public AbilityTargetValidator hittable
    Field Value
    Type Description
    AbilityTargetValidator

    isDamageOverTime

    Declaration
    public bool isDamageOverTime
    Field Value
    Type Description
    bool

    knockbackSettings

    Declaration
    [ShowIf("doKnockback", true)]
    [InlineProperty]
    [HideLabel]
    public Knockback knockbackSettings
    Field Value
    Type Description
    Knockback

    knockupAmount

    Declaration
    [Title("Extras", null, TitleAlignments.Left, true, true)]
    public float knockupAmount
    Field Value
    Type Description
    float

    mainEffect

    Declaration
    [LabelText("Main Effect (Obsolete, Use Start Effect)")]
    [HideIf("@mainEffect == null", true)]
    public GameObject mainEffect
    Field Value
    Type Description
    UnityEngine.GameObject

    monsterDamageMultiplier

    Declaration
    public float monsterDamageMultiplier
    Field Value
    Type Description
    float

    multiplyDamageByMaxHp

    Declaration
    public bool multiplyDamageByMaxHp
    Field Value
    Type Description
    bool

    onHit

    Declaration
    public SafeAction<Entity> onHit
    Field Value
    Type Description
    SafeAction<Entity>

    origin

    Declaration
    public DamageInstance.OriginType origin
    Field Value
    Type Description
    DamageInstance.OriginType

    procCoefficient

    Declaration
    public float procCoefficient
    Field Value
    Type Description
    float

    range

    Declaration
    [Title("General", null, TitleAlignments.Left, true, true)]
    public DewCollider range
    Field Value
    Type Description
    DewCollider

    strengthMultiplier

    Affects damage amount, knockup amount and proc coefficient.

    Declaration
    public float strengthMultiplier
    Field Value
    Type Description
    float

    type

    Declaration
    [Title("Damage", null, TitleAlignments.Left, true, true)]
    public DamageData.SourceType type
    Field Value
    Type Description
    DamageData.SourceType

    useDirectionOfCast

    Declaration
    [ShowIf("doKnockback", true)]
    public bool useDirectionOfCast
    Field Value
    Type Description
    bool

    Methods

    AddToDuplicateTracker(Entity)

    Declaration
    protected void AddToDuplicateTracker(Entity ent)
    Parameters
    Type Name Description
    Entity ent

    CheckShouldBeDestroyed()

    Declaration
    protected bool CheckShouldBeDestroyed()
    Returns
    Type Description
    bool

    DoCollisionChecks()

    Can be called multiple times. Duplicates will be excluded.

    Declaration
    protected void DoCollisionChecks()

    IsDuplicate(Entity)

    Declaration
    protected bool IsDuplicate(Entity ent)
    Parameters
    Type Name Description
    Entity ent
    Returns
    Type Description
    bool

    OnBeforeDispatchDamage(ref DamageData, Entity)

    Called on server to process damage before applying it.

    Declaration
    protected virtual void OnBeforeDispatchDamage(ref DamageData dmg, Entity target)
    Parameters
    Type Name Description
    DamageData dmg
    Entity target

    OnCollisionCheck()

    Declaration
    protected virtual void OnCollisionCheck()

    OnCreate()

    Declaration
    protected override void OnCreate()
    Overrides
    AbilityInstance.OnCreate()

    OnDestroyActor()

    Declaration
    protected override void OnDestroyActor()
    Overrides
    AbilityInstance.OnDestroyActor()

    OnHit(Entity)

    Called on server when this instance hits an entity.

    Declaration
    protected virtual void OnHit(Entity entity)
    Parameters
    Type Name Description
    Entity entity

    OnValidateTarget(Entity)

    Called on server to validate hits on entity. Return false here to ignore certain hit on an entity.

    Declaration
    protected virtual bool OnValidateTarget(Entity entity)
    Parameters
    Type Name Description
    Entity entity
    Returns
    Type Description
    bool

    ShouldUseDefaultAbilityTargetValidator()

    Declaration
    protected virtual bool ShouldUseDefaultAbilityTargetValidator()
    Returns
    Type Description
    bool

    Implements

    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine

    Extension Methods

    ActorCheck.IsNullOrInactive(Actor)
    DewGUI.SetExpandHeight<T>(T, bool)
    DewGUI.SetExpandHeight<T>(T, float)
    DewGUI.SetExpandWidth<T>(T, bool)
    DewGUI.SetExpandWidth<T>(T, float)
    DewGUI.SetHeight<T>(T, float)
    DewGUI.SetText<T>(T, string)
    DewGUI.SetTextLocalized<T>(T, string)
    DewGUI.SetWidth<T>(T, float)
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