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    Class EditSkillShrine

    Inheritance
    object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    Mirror.NetworkBehaviour
    DewNetworkBehaviour
    Actor
    Shrine
    EditSkillShrine
    Implements
    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    IInteractable
    IProp
    IBanRoomNodesNearby
    Inherited Members
    Shrine.isRegularReward
    Shrine.IInteractable.priority
    Shrine.ClientEvent_OnSuccessfulUse
    Shrine.mapVisibility
    Shrine.model
    Shrine.availableEffect
    Shrine.unavailableEffect
    Shrine.lockedEffect
    Shrine.unlockEffect
    Shrine.useLockedEffect
    Shrine.useEffect
    Shrine.useEffectLocal
    Shrine.interactableDelay
    Shrine.maxTotalUseCount
    Shrine.maxUseCountPerPlayer
    Shrine.useCooldown
    Shrine.baseGoldCost
    Shrine.unavailableByDefault
    Shrine.totalUseCount
    Shrine.isOnCooldown
    Shrine.ResetUseCounts()
    Shrine.GetUseCountByPlayer(DewPlayer)
    Shrine.isAvailable
    Shrine.isLocked
    Shrine.OnCreate()
    Shrine.MakeAvailable()
    Shrine.MakeUnavailable()
    Shrine.OnDestroyActor()
    Shrine.CanAfford(Entity)
    Shrine.interactPivot
    Shrine.canInteractWithMouse
    Shrine.focusDistance
    Shrine.CanInteract(Entity)
    Shrine.OnInteract(Entity, bool)
    Shrine.DoPostUseRoutines(Entity)
    Shrine.GetClosestPointOnShrine(Vector3)
    Shrine.GetRandomSpawnPosition(Vector3)
    Shrine.scaleSpawnRateWithPlayers
    Shrine.ShouldBeSavedWithRoom()
    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.OnStart()
    Actor.OnStartClient()
    Actor.LogicUpdate(float)
    Actor.FrameUpdate()
    Actor.ActiveFrameUpdate()
    Actor.ActiveLogicUpdate(float)
    Actor.GetActorReadableName()
    Actor.ToString()
    Actor.CustomDestroyRoutine()
    Actor.ICleanup.canDestroy
    Actor.ICleanup.OnCleanup()
    Actor.isActive
    Actor.isDestroyed
    Actor.OnPrepare()
    Actor.OnStopServer()
    Actor.OnStopClient()
    Actor.OnEnable()
    Actor.OnDisable()
    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 EditSkillShrine : Shrine, ILogicUpdate, ICleanup, ICustomDestroyRoutine, IInteractable, IProp, IBanRoomNodesNearby

    Fields

    canRepeatConfirmHold

    Declaration
    [BoxGroup("EditSkillShrine Settings", true, false, 0)]
    [ToggleLeft]
    public bool canRepeatConfirmHold
    Field Value
    Type Description
    bool

    canTargetGem

    Declaration
    [BoxGroup("EditSkillShrine Settings", true, false, 0)]
    [ToggleLeft]
    public bool canTargetGem
    Field Value
    Type Description
    bool

    canTargetSkill

    Declaration
    [BoxGroup("EditSkillShrine Settings", true, false, 0)]
    [ToggleLeft]
    public bool canTargetSkill
    Field Value
    Type Description
    bool

    fxEnterEditMode

    Declaration
    [BoxGroup("EditSkillShrine Settings", true, false, 0)]
    public GameObject fxEnterEditMode
    Field Value
    Type Description
    UnityEngine.GameObject

    fxEnterEditModeLocal

    Declaration
    [BoxGroup("EditSkillShrine Settings", true, false, 0)]
    public GameObject fxEnterEditModeLocal
    Field Value
    Type Description
    UnityEngine.GameObject

    GenericGemIndicatorColor

    Declaration
    public static readonly Color GenericGemIndicatorColor
    Field Value
    Type Description
    UnityEngine.Color

    GenericSkillIndicatorColor

    Declaration
    public static readonly Color GenericSkillIndicatorColor
    Field Value
    Type Description
    UnityEngine.Color

    shouldExitEditModeAfterAction

    Declaration
    [BoxGroup("EditSkillShrine Settings", true, false, 0)]
    [ToggleLeft]
    public bool shouldExitEditModeAfterAction
    Field Value
    Type Description
    bool

    Methods

    CmdActivateEditSkillAction(HeroSkillLocation?, GemLocation?, NetworkConnectionToClient)

    Declaration
    public void CmdActivateEditSkillAction(HeroSkillLocation? skillLoc, GemLocation? gemLoc, NetworkConnectionToClient sender = null)
    Parameters
    Type Name Description
    HeroSkillLocation? skillLoc
    GemLocation? gemLoc
    Mirror.NetworkConnectionToClient sender

    EnterEditSkill(DewPlayer, string)

    Make the player enter edit skill mode of this shrine.

    Declaration
    public void EnterEditSkill(DewPlayer player, string customData = null)
    Parameters
    Type Name Description
    DewPlayer player
    string customData

    EnterEditSkill(Entity, string)

    Make the player enter edit skill mode of this shrine.

    Declaration
    public void EnterEditSkill(Entity entity, string customData = null)
    Parameters
    Type Name Description
    Entity entity
    string customData

    GetCost(Entity)

    Declaration
    public override Cost? GetCost(Entity activator)
    Parameters
    Type Name Description
    Entity activator
    Returns
    Type Description
    Cost?
    Overrides
    Shrine.GetCost(Entity)

    GetCustomData(DewPlayer)

    Get the custom data for the player, provided with the EnterEditSkill call.
    Available everywhere.

    Declaration
    public string GetCustomData(DewPlayer player)
    Parameters
    Type Name Description
    DewPlayer player
    Returns
    Type Description
    string

    GetEditSkillBackdropColor()

    The color of the backdrop behind skill buttons in this edit skill mode. Disabled by default.

    Declaration
    public virtual Color GetEditSkillBackdropColor()
    Returns
    Type Description
    UnityEngine.Color

    GetEditSkillIndicatorColor()

    The color of the editskill indicator text.

    Declaration
    public virtual Color GetEditSkillIndicatorColor()
    Returns
    Type Description
    UnityEngine.Color

    GetEditSkillIndicatorRawText()

    Text to show on editskill indicator of this shrine's action.

    Declaration
    public virtual string GetEditSkillIndicatorRawText()
    Returns
    Type Description
    string

    GetTargetInfo(DewPlayer, GemLocation, Gem)

    Checked everywhere.

    Declaration
    public virtual EditSkillTargetInfo GetTargetInfo(DewPlayer player, GemLocation loc, Gem target)
    Parameters
    Type Name Description
    DewPlayer player
    GemLocation loc
    Gem target
    Returns
    Type Description
    EditSkillTargetInfo

    GetTargetInfo(DewPlayer, HeroSkillLocation, SkillTrigger)

    Checked everywhere.

    Declaration
    public virtual EditSkillTargetInfo GetTargetInfo(DewPlayer player, HeroSkillLocation loc, SkillTrigger target)
    Parameters
    Type Name Description
    DewPlayer player
    HeroSkillLocation loc
    SkillTrigger target
    Returns
    Type Description
    EditSkillTargetInfo

    GetTargetTypes(DewPlayer)

    Declaration
    public virtual EditSkillTargetType GetTargetTypes(DewPlayer player)
    Parameters
    Type Name Description
    DewPlayer player
    Returns
    Type Description
    EditSkillTargetType

    OnActivateEditSkill(DewPlayer, GemLocation, Gem)

    Called on server. Return true to denote success, which will show the activation effect, spend the cost, and deduct use count.
    Note this will be called only if all validations has been passed.

    Declaration
    protected virtual bool OnActivateEditSkill(DewPlayer player, GemLocation loc, Gem target)
    Parameters
    Type Name Description
    DewPlayer player
    GemLocation loc
    Gem target
    Returns
    Type Description
    bool

    OnActivateEditSkill(DewPlayer, HeroSkillLocation, SkillTrigger)

    Called on server. Return true to denote success, which will show the activation effect, spend the cost, and deduct use count.
    Note this will be called only if all validations has been passed.

    Declaration
    protected virtual bool OnActivateEditSkill(DewPlayer player, HeroSkillLocation loc, SkillTrigger target)
    Parameters
    Type Name Description
    DewPlayer player
    HeroSkillLocation loc
    SkillTrigger target
    Returns
    Type Description
    bool

    OnUse(Entity)

    Declaration
    protected override bool OnUse(Entity entity)
    Parameters
    Type Name Description
    Entity entity
    Returns
    Type Description
    bool
    Overrides
    Shrine.OnUse(Entity)

    ShouldExitEditModeAfterAction()

    Checked on local client. You can override this to dynamically adjust behavior for each player.

    Declaration
    public virtual bool ShouldExitEditModeAfterAction()
    Returns
    Type Description
    bool

    Implements

    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    IInteractable
    IProp
    IBanRoomNodesNearby

    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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