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    Class Entity

    A living being with an health bar. e.g. Travelers, Spiders, Breakable Rocks, Merchants

    Inheritance
    object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    Mirror.NetworkBehaviour
    DewNetworkBehaviour
    Actor
    Entity
    Hero
    MockEntity
    Monster
    PropEntity
    Summon
    Implements
    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    Inherited Members
    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.OnStart()
    Actor.OnStartClient()
    Actor.LogicUpdate(float)
    Actor.FrameUpdate()
    Actor.ActiveFrameUpdate()
    Actor.ToString()
    Actor.CustomDestroyRoutine()
    Actor.ICleanup.canDestroy
    Actor.ICleanup.OnCleanup()
    Actor.isActive
    Actor.isDestroyed
    Actor.OnCreate()
    Actor.OnStopClient()
    Actor.OnEnable()
    Actor.OnDisable()
    Actor.ICustomDestroyRoutine.CustomDestroyRoutine()
    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
    [LogicUpdatePriority(-400)]
    [RequireComponent(typeof(EntityAI))]
    [RequireComponent(typeof(EntityAnimation))]
    [RequireComponent(typeof(EntityControl))]
    [RequireComponent(typeof(EntityStatus))]
    [RequireComponent(typeof(EntityVisual))]
    [RequireComponent(typeof(EntityAbility))]
    [RequireComponent(typeof(EntitySound))]
    public class Entity : Actor, ILogicUpdate, ICleanup, ICustomDestroyRoutine

    Fields

    ClientEntityEvent_OnIsSleepingChanged

    Declaration
    public SafeAction<bool> ClientEntityEvent_OnIsSleepingChanged
    Field Value
    Type Description
    SafeAction<bool>

    ClientEntityEvent_OnStatusEffectAdded

    Declaration
    public SafeAction<EventInfoStatusEffect> ClientEntityEvent_OnStatusEffectAdded
    Field Value
    Type Description
    SafeAction<EventInfoStatusEffect>

    ClientEntityEvent_OnStatusEffectRemoved

    Declaration
    public SafeAction<EventInfoStatusEffect> ClientEntityEvent_OnStatusEffectRemoved
    Field Value
    Type Description
    SafeAction<EventInfoStatusEffect>

    EntityEvent_OnAttackDodged

    Declaration
    public SafeAction<EventInfoAttackMissed> EntityEvent_OnAttackDodged
    Field Value
    Type Description
    SafeAction<EventInfoAttackMissed>

    EntityEvent_OnAttackEffectTriggered

    Declaration
    public SafeAction<EventInfoAttackEffect> EntityEvent_OnAttackEffectTriggered
    Field Value
    Type Description
    SafeAction<EventInfoAttackEffect>

    EntityEvent_OnAttackFired

    Declaration
    public SafeAction<EventInfoAttackFired> EntityEvent_OnAttackFired
    Field Value
    Type Description
    SafeAction<EventInfoAttackFired>

    EntityEvent_OnAttackFiredBeforePrepare

    Declaration
    public SafeAction<EventInfoAttackFired> EntityEvent_OnAttackFiredBeforePrepare
    Field Value
    Type Description
    SafeAction<EventInfoAttackFired>

    EntityEvent_OnAttackHit

    Declaration
    public SafeAction<EventInfoAttackHit> EntityEvent_OnAttackHit
    Field Value
    Type Description
    SafeAction<EventInfoAttackHit>

    EntityEvent_OnAttackMissed

    Declaration
    public SafeAction<EventInfoAttackMissed> EntityEvent_OnAttackMissed
    Field Value
    Type Description
    SafeAction<EventInfoAttackMissed>

    EntityEvent_OnAttackTaken

    Declaration
    public SafeAction<EventInfoAttackHit> EntityEvent_OnAttackTaken
    Field Value
    Type Description
    SafeAction<EventInfoAttackHit>

    EntityEvent_OnCastComplete

    Declaration
    public SafeAction<EventInfoCast> EntityEvent_OnCastComplete
    Field Value
    Type Description
    SafeAction<EventInfoCast>

    EntityEvent_OnCastCompleteBeforePrepare

    Declaration
    public SafeAction<EventInfoCast> EntityEvent_OnCastCompleteBeforePrepare
    Field Value
    Type Description
    SafeAction<EventInfoCast>

    EntityEvent_OnDamageNegatedByImmunity

    Declaration
    public SafeAction<EventInfoDamageNegatedByImmunity> EntityEvent_OnDamageNegatedByImmunity
    Field Value
    Type Description
    SafeAction<EventInfoDamageNegatedByImmunity>

    EntityEvent_OnDamageNegatedByShield

    Declaration
    public SafeAction<EventInfoDamageNegatedByShield> EntityEvent_OnDamageNegatedByShield
    Field Value
    Type Description
    SafeAction<EventInfoDamageNegatedByShield>

    EntityEvent_OnDeath

    Declaration
    public SafeAction<EventInfoKill> EntityEvent_OnDeath
    Field Value
    Type Description
    SafeAction<EventInfoKill>

    EntityEvent_OnGetManaSpent

    Declaration
    public SafeAction<EventInfoSpentMana> EntityEvent_OnGetManaSpent
    Field Value
    Type Description
    SafeAction<EventInfoSpentMana>

    EntityEvent_OnTakeDamage

    Declaration
    public SafeAction<EventInfoDamage> EntityEvent_OnTakeDamage
    Field Value
    Type Description
    SafeAction<EventInfoDamage>

    EntityEvent_OnTakeHeal

    Declaration
    public SafeAction<EventInfoHeal> EntityEvent_OnTakeHeal
    Field Value
    Type Description
    SafeAction<EventInfoHeal>

    EntityEvent_OnTakeManaHeal

    Declaration
    public SafeAction<EventInfoHeal> EntityEvent_OnTakeManaHeal
    Field Value
    Type Description
    SafeAction<EventInfoHeal>

    EntityEvent_OnTakeShield

    Declaration
    public SafeAction<EventInfoShield> EntityEvent_OnTakeShield
    Field Value
    Type Description
    SafeAction<EventInfoShield>

    takenDamageProcessor

    Processor for all received damages (Except pure damage). This is only valid on server.

    Declaration
    public DataProcessorGroup<DamageData, Actor, Entity> takenDamageProcessor
    Field Value
    Type Description
    DataProcessorGroup<DamageData, Actor, Entity>

    takenHealProcessor

    Processor for received heals. This is only valid on server.

    Declaration
    public DataProcessorGroup<HealData, Actor, Entity> takenHealProcessor
    Field Value
    Type Description
    DataProcessorGroup<HealData, Actor, Entity>

    takenManaHealProcessor

    Processor for received mana heals. This is only valid on server.

    Declaration
    public DataProcessorGroup<HealData, Actor, Entity> takenManaHealProcessor
    Field Value
    Type Description
    DataProcessorGroup<HealData, Actor, Entity>

    takenShieldProcessor

    Processor for received shields. This is only valid on server.

    Declaration
    public DataProcessorGroup<HealData, Actor, Entity> takenShieldProcessor
    Field Value
    Type Description
    DataProcessorGroup<HealData, Actor, Entity>

    Properties

    Ability

    Declaration
    public EntityAbility Ability { get; }
    Property Value
    Type Description
    EntityAbility

    agentPosition

    Declaration
    public Vector3 agentPosition { get; }
    Property Value
    Type Description
    UnityEngine.Vector3

    AI

    Declaration
    public EntityAI AI { get; }
    Property Value
    Type Description
    EntityAI

    Animation

    Declaration
    public EntityAnimation Animation { get; }
    Property Value
    Type Description
    EntityAnimation

    Control

    Declaration
    public EntityControl Control { get; }
    Property Value
    Type Description
    EntityControl

    currentHealth

    Declaration
    public float currentHealth { get; }
    Property Value
    Type Description
    float

    currentMana

    Declaration
    public float currentMana { get; }
    Property Value
    Type Description
    float

    defaultOwner

    Declaration
    protected virtual DewPlayer defaultOwner { get; }
    Property Value
    Type Description
    DewPlayer

    isAlive

    Declaration
    public bool isAlive { get; }
    Property Value
    Type Description
    bool

    isDead

    Declaration
    public bool isDead { get; }
    Property Value
    Type Description
    bool

    isSleeping

    Declaration
    public bool isSleeping { get; }
    Property Value
    Type Description
    bool

    lastSection

    Section that this entity resided in. Even though an entity leaves a section, this variable will not be cleared.
    Available on server. Can be null.

    Declaration
    public RoomSection lastSection { get; }
    Property Value
    Type Description
    RoomSection

    level

    Declaration
    public int level { get; }
    Property Value
    Type Description
    int

    maxHealth

    Declaration
    public float maxHealth { get; }
    Property Value
    Type Description
    float

    maxMana

    Declaration
    public float maxMana { get; }
    Property Value
    Type Description
    float

    normalizedHealth

    Declaration
    public float normalizedHealth { get; }
    Property Value
    Type Description
    float

    normalizedMana

    Declaration
    public float normalizedMana { get; }
    Property Value
    Type Description
    float

    owner

    Declaration
    [SaveVar(SaveVarFlags.Default)]
    public DewPlayer owner { get; set; }
    Property Value
    Type Description
    DewPlayer

    section

    Section that this entity resides in. Available on server.
    Can be null.

    Declaration
    public RoomSection section { get; }
    Property Value
    Type Description
    RoomSection

    Sound

    Declaration
    public EntitySound Sound { get; }
    Property Value
    Type Description
    EntitySound

    Status

    Declaration
    public EntityStatus Status { get; }
    Property Value
    Type Description
    EntityStatus

    Visual

    Declaration
    public EntityVisual Visual { get; }
    Property Value
    Type Description
    EntityVisual

    Methods

    ActiveLogicUpdate(float)

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

    AIUpdate(ref EntityAIContext)

    AI update will not fire if entity is channeling an ability.

    Declaration
    protected virtual void AIUpdate(ref EntityAIContext context)
    Parameters
    Type Name Description
    EntityAIContext context

    Awake()

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

    CanAggroTo(Entity)

    Declaration
    public virtual bool CanAggroTo(Entity target)
    Parameters
    Type Name Description
    Entity target
    Returns
    Type Description
    bool

    CheckEnemyOrNeutral(Entity)

    Declaration
    public bool CheckEnemyOrNeutral(Entity target)
    Parameters
    Type Name Description
    Entity target
    Returns
    Type Description
    bool

    GetActorReadableName()

    Declaration
    public override string GetActorReadableName()
    Returns
    Type Description
    string
    Overrides
    Actor.GetActorReadableName()

    GetNetworkAuthorityConnection()

    Declaration
    protected override NetworkConnectionToClient GetNetworkAuthorityConnection()
    Returns
    Type Description
    Mirror.NetworkConnectionToClient
    Overrides
    Actor.GetNetworkAuthorityConnection()

    GetRelation(Entity)

    Declaration
    public EntityRelation GetRelation(Entity other)
    Parameters
    Type Name Description
    Entity other
    Returns
    Type Description
    EntityRelation

    GetStaggerSettings()

    Declaration
    protected virtual Entity.StaggerSettings GetStaggerSettings()
    Returns
    Type Description
    Entity.StaggerSettings

    GetTeamRelation(DewPlayer)

    Declaration
    public TeamRelation GetTeamRelation(DewPlayer other)
    Parameters
    Type Name Description
    DewPlayer other
    Returns
    Type Description
    TeamRelation

    Kill()

    Kill this entity. Note this can be prevented by death interrupts.

    Declaration
    public void Kill()

    KillNoInterrupt()

    Kill this entity ignoring any death interrupts.

    Declaration
    public void KillNoInterrupt()

    LoadEntityModelLocal()

    Declaration
    public virtual void LoadEntityModelLocal()

    OnDeath(EventInfoKill)

    Called everywhere when this entity dies.

    Declaration
    protected virtual void OnDeath(EventInfoKill info)
    Parameters
    Type Name Description
    EventInfoKill info

    OnDestroyActor()

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

    OnDrawGizmos()

    Declaration
    protected virtual void OnDrawGizmos()

    OnModelLoaded()

    Declaration
    public virtual void OnModelLoaded()

    OnPrepare()

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

    OnStartServer()

    Declaration
    public override void OnStartServer()
    Overrides
    Actor.OnStartServer()

    OnStopServer()

    Declaration
    public override void OnStopServer()
    Overrides
    Actor.OnStopServer()

    ProcessReceivedDamage(ref DamageData, Actor)

    Process the given damage with this entity's received damage preprocessors.

    Declaration
    public void ProcessReceivedDamage(ref DamageData data, Actor actor)
    Parameters
    Type Name Description
    DamageData data
    Actor actor

    ProcessReceivedHeal(ref HealData, Actor)

    Process the given heal with this entity's received heal preprocessors.

    Declaration
    public void ProcessReceivedHeal(ref HealData data, Actor actor)
    Parameters
    Type Name Description
    HealData data
    Actor actor

    ProcessReceivedManaHeal(ref HealData, Actor)

    Process the given mana heal with this entity's received mana heal preprocessors.

    Declaration
    public void ProcessReceivedManaHeal(ref HealData data, Actor actor)
    Parameters
    Type Name Description
    HealData data
    Actor actor

    ProcessReceivedShield(ref HealData, Actor)

    Declaration
    public void ProcessReceivedShield(ref HealData data, Actor actor)
    Parameters
    Type Name Description
    HealData data
    Actor actor

    ShouldBeSavedWithRoom()

    Declaration
    public override bool ShouldBeSavedWithRoom()
    Returns
    Type Description
    bool
    Overrides
    Actor.ShouldBeSavedWithRoom()

    Sleep()

    Make this entity sleep.

    Declaration
    public void Sleep()

    Stagger(Vector3?)

    Declaration
    public void Stagger(Vector3? dir)
    Parameters
    Type Name Description
    UnityEngine.Vector3? dir

    WakeUp()

    Wake this entity up.

    Declaration
    public void WakeUp()

    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)
    EntityCheck.IsAnyBoss(Entity)
    EntityCheck.IsNullInactiveDeadOrKnockedOut(Entity)
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