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    Class DashAttackInstance

    Inheritance
    object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    Mirror.NetworkBehaviour
    DewNetworkBehaviour
    Actor
    AbilityInstance
    DamageInstance
    DashAttackInstance
    Implements
    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    Inherited Members
    DamageInstance.hitEffect
    DamageInstance.mainEffect
    DamageInstance.range
    DamageInstance.hittable
    DamageInstance.duplicateCheck
    DamageInstance.cooldownTime
    DamageInstance.cancelIfCasterDead
    DamageInstance.destroyWhenDone
    DamageInstance.type
    DamageInstance.dmgFactor
    DamageInstance.multiplyDamageByMaxHp
    DamageInstance.procCoefficient
    DamageInstance.origin
    DamageInstance.isDamageOverTime
    DamageInstance.forceMergeNumbers
    DamageInstance.attackEffect
    DamageInstance.attackEffectType
    DamageInstance.knockupAmount
    DamageInstance.applyElemental
    DamageInstance.elementalChance
    DamageInstance.elemental
    DamageInstance.doKnockback
    DamageInstance.useDirectionOfCast
    DamageInstance.closeEnemyMultiplier
    DamageInstance.closeEnemyDistanceThreshold
    DamageInstance.knockbackSettings
    DamageInstance.heroDamageMultiplier
    DamageInstance.monsterDamageMultiplier
    DamageInstance.strengthMultiplier
    DamageInstance.onHit
    DamageInstance.OnDestroyActor()
    DamageInstance.CheckShouldBeDestroyed()
    DamageInstance.DoCollisionChecks()
    DamageInstance.OnCollisionCheck()
    DamageInstance.ShouldUseDefaultAbilityTargetValidator()
    DamageInstance.OnValidateTarget(Entity)
    DamageInstance.OnHit(Entity)
    DamageInstance.IsDuplicate(Entity)
    DamageInstance.AddToDuplicateTracker(Entity)
    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.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 class DashAttackInstance : DamageInstance, ILogicUpdate, ICleanup, ICustomDestroyRoutine

    Fields

    damageGracePeriod

    Declaration
    [Title("Dash Attack Instance", null, TitleAlignments.Left, true, true)]
    public float damageGracePeriod
    Field Value
    Type Description
    float

    dash

    Declaration
    [InlineProperty]
    [HideLabel]
    public Dash dash
    Field Value
    Type Description
    Dash

    isDirectionMode

    Declaration
    public bool isDirectionMode
    Field Value
    Type Description
    bool

    Methods

    ActiveFrameUpdate()

    Declaration
    protected override void ActiveFrameUpdate()
    Overrides
    Actor.ActiveFrameUpdate()

    ActiveLogicUpdate(float)

    Declaration
    protected override void ActiveLogicUpdate(float dt)
    Parameters
    Type Name Description
    float dt
    Overrides
    Actor.ActiveLogicUpdate(float)

    OnBeforeDispatchDamage(ref DamageData, Entity)

    Declaration
    protected override void OnBeforeDispatchDamage(ref DamageData dmg, Entity target)
    Parameters
    Type Name Description
    DamageData dmg
    Entity target
    Overrides
    DamageInstance.OnBeforeDispatchDamage(ref DamageData, Entity)

    OnCreate()

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

    OnSetupDash(DispByDestination)

    Declaration
    protected virtual void OnSetupDash(DispByDestination disp)
    Parameters
    Type Name Description
    DispByDestination disp

    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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