Class GameEffect
Game effects are arbitrary effects / conditions, that are either temporary or permanent, that persists in save. Think StatusEffect for the game.
Use Dew.CreateActor to spawn them.
Inheritance
object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
Mirror.NetworkBehaviour
GameEffect
Inherited Members
Namespace: Global
Assembly: Dew.Core.dll
Syntax
[SaveActor(true)]
public class GameEffect : Actor, ILogicUpdate, ICleanup, ICustomDestroyRoutine
Fields
endEffect
Declaration
[BoxGroup("Effects", true, false, 0)]
public GameObject endEffect
Field Value
| Type | Description |
|---|---|
| UnityEngine.GameObject |
loopEffect
Declaration
[BoxGroup("Effects", true, false, 0)]
public GameObject loopEffect
Field Value
| Type | Description |
|---|---|
| UnityEngine.GameObject |
startEffect
Declaration
[BoxGroup("Effects", true, false, 0)]
public GameObject startEffect
Field Value
| Type | Description |
|---|---|
| UnityEngine.GameObject |
Properties
isDestroyedOnRoomChange
Declaration
public override bool isDestroyedOnRoomChange { get; }
Property Value
| Type | Description |
|---|---|
| bool |
Overrides
Methods
OnCreate()
Declaration
protected override void OnCreate()
Overrides
OnDestroyActor()
Declaration
protected override void OnDestroyActor()
Overrides
ShouldBeSavedWithRoom()
Declaration
public override bool ShouldBeSavedWithRoom()
Returns
| Type | Description |
|---|---|
| bool |