Class GameManager
Inheritance
object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
Mirror.NetworkBehaviour
GameManager
Assembly: Dew.Core.dll
Syntax
public class GameManager : NetworkedManagerBase<GameManager>, ILogicUpdate
Fields
ClientEvent_OnAmbientLevelChanged
Called everywhere when ambient level changes
Declaration
public SafeAction<int, int> ClientEvent_OnAmbientLevelChanged
Field Value
ClientEvent_OnDifficultyChanged
Called everywhere when threat level changes
Declaration
public SafeAction<DewDifficultySettings, DewDifficultySettings> ClientEvent_OnDifficultyChanged
Field Value
ClientEvent_OnGameConcluded
Called everywhere when game is concluded
Declaration
public SafeAction ClientEvent_OnGameConcluded
Field Value
disableStuckCheck
Declaration
public bool disableStuckCheck
Field Value
gainedExpMultiplier
Declaration
[NonSerialized]
public float gainedExpMultiplier
Field Value
ges
Declaration
public DewGameplayExperienceSettings ges
Field Value
gesTemplate
Declaration
[FormerlySerializedAs("gss")]
public DewGameplayExperienceSettings gesTemplate
Field Value
goldCostMultiplier
Declaration
[NonSerialized]
public float goldCostMultiplier
Field Value
goldIncomeMultiplier
Declaration
[NonSerialized]
public float goldIncomeMultiplier
Field Value
playerRejoinData
Declaration
[SaveVar(SaveVarFlags.Default)]
public Dictionary<string, DewPersistence.PlayerData> playerRejoinData
Field Value
predictionStrengthOverride
Declaration
public Func<float> predictionStrengthOverride
Field Value
| Type |
Description |
| System.Func<TResult><float> |
|
Properties
ambientLevel
Declaration
[SaveVar(SaveVarFlags.Default)]
public int ambientLevel { get; set; }
Property Value
difficulty
Declaration
[SaveVar(SaveVarFlags.Default)]
public DewDifficultySettings difficulty { get; set; }
Property Value
elapsedGameTime
Elapsed game time in seconds.
Declaration
[SaveVar(SaveVarFlags.Default)]
public float elapsedGameTime { get; set; }
Property Value
isGameConcluded
Declaration
public bool isGameConcluded { get; }
Property Value
isGameOverEnabled
Declaration
public bool isGameOverEnabled { get; set; }
Property Value
isGameTimePaused
Declaration
public bool isGameTimePaused { get; }
Property Value
isGameTimePausedByAfk
Declaration
public bool isGameTimePausedByAfk { get; set; }
Property Value
isGameTimePausedByGame
Declaration
public bool isGameTimePausedByGame { get; set; }
Property Value
isMidRunSaveLocked
Is continue save blocked by LockMidRunSave()? Available everywhere.
Declaration
public bool isMidRunSaveLocked { get; }
Property Value
isSpawnOverPopulation
Declaration
public bool isSpawnOverPopulation { get; }
Property Value
maxAndSpawnedPopulationMultiplier
Declaration
public float maxAndSpawnedPopulationMultiplier { get; set; }
Property Value
maxSpawnedPopulation
Declaration
public float maxSpawnedPopulation { get; }
Property Value
runId
Globally unique identifier of this run. This is consistent across all clients.
Declaration
[SaveVar(SaveVarFlags.Default)]
public string runId { get; set; }
Property Value
spawnedPopulation
Total population excluding env spawns. => Spawns from combat areas.
Declaration
public float spawnedPopulation { get; }
Property Value
Methods
Awake()
Declaration
protected override void Awake()
Overrides
NetworkedManagerBase<GameManager>.Awake()
CallOnReady(Action)
Call provided function if the game is ready. (Client is ready, Server is not loading scene, has local hero, map is loaded, screen is shown)
If not ready, the function call will be delayed until it is.
Available on server and clients.
Declaration
public static void CallOnReady(Action action)
Parameters
| Type |
Name |
Description |
| System.Action |
action |
|
CollectAllPlayersRejoinData()
Declaration
public void CollectAllPlayersRejoinData()
CollectPlayerRejoinData(DewPlayer)
Declaration
public void CollectPlayerRejoinData(DewPlayer p)
Parameters
ConcludePureWhiteDream()
Declaration
public void ConcludePureWhiteDream()
ConcludeUnknownFate()
Declaration
public void ConcludeUnknownFate()
GetAdjustedDroppedExperienceAmount(float)
Declaration
public float GetAdjustedDroppedExperienceAmount(float original)
Parameters
| Type |
Name |
Description |
| float |
original |
|
Returns
GetAdjustedGoldAmount_Cost_Service(float)
Declaration
public float GetAdjustedGoldAmount_Cost_Service(float baseAmount)
Parameters
| Type |
Name |
Description |
| float |
baseAmount |
|
Returns
GetAdjustedGoldAmount_Cost(float)
Declaration
public float GetAdjustedGoldAmount_Cost(float amount)
Parameters
| Type |
Name |
Description |
| float |
amount |
|
Returns
GetAdjustedGoldAmount_Income(float)
Declaration
public float GetAdjustedGoldAmount_Income(float amount)
Parameters
| Type |
Name |
Description |
| float |
amount |
|
Returns
GetAdjustedGoldAmount(float)
Declaration
public float GetAdjustedGoldAmount(float amount)
Parameters
| Type |
Name |
Description |
| float |
amount |
|
Returns
GetAdjustedMonsterSpawnPopulation(float, bool, bool)
Declaration
public float GetAdjustedMonsterSpawnPopulation(float original, bool ignoreTurnMultiplier = false, bool ignoreCoopMultiplier = false)
Parameters
| Type |
Name |
Description |
| float |
original |
|
| bool |
ignoreTurnMultiplier |
|
| bool |
ignoreCoopMultiplier |
|
Returns
GetAdjustedMonsterWaves(int, DewRandom)
Declaration
public int GetAdjustedMonsterWaves(int original, DewRandom random = null)
Parameters
| Type |
Name |
Description |
| int |
original |
|
| DewRandom |
random |
|
Returns
GetAdjustedMonsterWavesMultiplier()
Declaration
public float GetAdjustedMonsterWavesMultiplier()
Returns
GetBossMonsterDamageMultiplierByScaling(float)
Declaration
public float GetBossMonsterDamageMultiplierByScaling(float customZoneIndex = NaN)
Parameters
| Type |
Name |
Description |
| float |
customZoneIndex |
|
Returns
GetBossMonsterHealthMultiplierByScaling(float)
Declaration
public float GetBossMonsterHealthMultiplierByScaling(float customZoneIndex = NaN)
Parameters
| Type |
Name |
Description |
| float |
customZoneIndex |
|
Returns
GetCleanseGemMinQuality()
Declaration
public int GetCleanseGemMinQuality()
Returns
GetCleanseGoldCost(Gem)
Declaration
public int GetCleanseGoldCost(Gem gem)
Parameters
| Type |
Name |
Description |
| Gem |
gem |
|
Returns
GetCleanseGoldCost(SkillTrigger)
Declaration
public int GetCleanseGoldCost(SkillTrigger skill)
Parameters
Returns
GetCleanseReturnedDreamDust(DewPlayer, Gem)
Declaration
public int GetCleanseReturnedDreamDust(DewPlayer player, Gem gem)
Parameters
Returns
GetCleanseReturnedDreamDust(DewPlayer, SkillTrigger)
Declaration
public int GetCleanseReturnedDreamDust(DewPlayer player, SkillTrigger skill)
Parameters
Returns
GetCleanseSkillMinLevel()
Declaration
public int GetCleanseSkillMinLevel()
Returns
GetDifficulty()
Declaration
protected virtual DewDifficultySettings GetDifficulty()
Returns
GetExpDropFromEntity(Entity)
Declaration
public float GetExpDropFromEntity(Entity ent)
Parameters
| Type |
Name |
Description |
| Entity |
ent |
|
Returns
GetGainedSkillHastePerSkillLevel(SkillTrigger)
Declaration
public float GetGainedSkillHastePerSkillLevel(SkillTrigger skillTrigger)
Parameters
Returns
GetGemUpgradeAddedQuality()
Declaration
public int GetGemUpgradeAddedQuality()
Returns
GetGemUpgradeDreamDustCost(Gem)
Declaration
public int GetGemUpgradeDreamDustCost(Gem gem)
Parameters
| Type |
Name |
Description |
| Gem |
gem |
|
Returns
GetGemUpgradeDreamDustCost(int)
Declaration
public int GetGemUpgradeDreamDustCost(int quality)
Parameters
| Type |
Name |
Description |
| int |
quality |
|
Returns
GetKillGoldAmount(Entity)
Declaration
public int GetKillGoldAmount(Entity ent)
Parameters
| Type |
Name |
Description |
| Entity |
ent |
|
Returns
GetLucidDreams()
Declaration
public virtual IList<string> GetLucidDreams()
Returns
| Type |
Description |
| System.Collections.Generic.IList<T><string> |
|
GetMiniBossMonsterDamageMultiplierByScaling(float)
Declaration
public float GetMiniBossMonsterDamageMultiplierByScaling(float customZoneIndex = NaN)
Parameters
| Type |
Name |
Description |
| float |
customZoneIndex |
|
Returns
GetMiniBossMonsterHealthMultiplierByScaling(float)
Declaration
public float GetMiniBossMonsterHealthMultiplierByScaling(float customZoneIndex = NaN)
Parameters
| Type |
Name |
Description |
| float |
customZoneIndex |
|
Returns
GetMonsterBonusHealthPercentageByMultiplayer(Monster)
Declaration
public float GetMonsterBonusHealthPercentageByMultiplayer(Monster m)
Parameters
Returns
GetMonsterBonusPowerPercentage(Monster)
Declaration
public float GetMonsterBonusPowerPercentage(Monster m)
Parameters
Returns
GetMultiplayerDifficultyFactor(bool)
Get amount of extra players. Solo: 0, Two: 1, ...
If reduceWhenDead is set, dead player will contribute 55% percent instead of 100% to the factor.
Declaration
public float GetMultiplayerDifficultyFactor(bool reduceWhenDead)
Parameters
| Type |
Name |
Description |
| bool |
reduceWhenDead |
|
Returns
GetMultiplier_Imp(double, double, double, double, double, int)
Declaration
public static float GetMultiplier_Imp(double x, double a, double b, double c, double d, int linearStart)
Parameters
| Type |
Name |
Description |
| double |
x |
|
| double |
a |
|
| double |
b |
|
| double |
c |
|
| double |
d |
|
| int |
linearStart |
|
Returns
GetPredictionStrength()
Declaration
public float GetPredictionStrength()
Returns
GetRegularMonsterDamageMultiplierByScaling(float)
Declaration
public float GetRegularMonsterDamageMultiplierByScaling(float customZoneIndex = NaN)
Parameters
| Type |
Name |
Description |
| float |
customZoneIndex |
|
Returns
GetRegularMonsterHealthMultiplierByScaling(float)
Declaration
public float GetRegularMonsterHealthMultiplierByScaling(float customZoneIndex = NaN)
Parameters
| Type |
Name |
Description |
| float |
customZoneIndex |
|
Returns
GetSkillUpgradeDreamDustCost(SkillTrigger)
Declaration
public int GetSkillUpgradeDreamDustCost(SkillTrigger skill)
Parameters
Returns
GetSkillUpgradeDreamDustCost(int)
Declaration
public int GetSkillUpgradeDreamDustCost(int level)
Parameters
| Type |
Name |
Description |
| int |
level |
|
Returns
GetSpecialRewardAmount_DreamDust()
Declaration
public float GetSpecialRewardAmount_DreamDust()
Returns
GetSpecialRewardAmount_Gold()
Declaration
public float GetSpecialRewardAmount_Gold()
Returns
GetSpecialSkillChanceMultiplier()
Declaration
public float GetSpecialSkillChanceMultiplier()
Returns
GetStrongHealthScalingMultiplier_Imp(float)
Declaration
public static float GetStrongHealthScalingMultiplier_Imp(float zi)
Parameters
| Type |
Name |
Description |
| float |
zi |
|
Returns
GetUniversalDamageScalingMultiplier_Imp(float)
Declaration
public static float GetUniversalDamageScalingMultiplier_Imp(float zi)
Parameters
| Type |
Name |
Description |
| float |
zi |
|
Returns
GetWeakHealthScalingMultiplier_Imp(float)
Declaration
public static float GetWeakHealthScalingMultiplier_Imp(float zi)
Parameters
| Type |
Name |
Description |
| float |
zi |
|
Returns
IsContinueSaveSupported()
Is continue-saving a normal thing in this game manager? If not, no continue save will be made, and user will not be notified with any save-related things.
Used to tell apart from normal game and special games like tutorial.
Declaration
public virtual bool IsContinueSaveSupported()
Returns
Can the game be saved mid-run right now? Usually save is made every travel, but after clearing the room, the game can be saved mid-run e.g. before exiting the game.
Declaration
public bool IsEligibleForMidRunSave()
Returns
IsLazyCallReady()
Declaration
public virtual bool IsLazyCallReady()
Returns
LoadNextZone()
Declaration
public virtual void LoadNextZone()
LockMidRunSave()
Calling this will lock mid-run save.
If a continue save hasn't been made for more than 20 seconds, a continue save will be immediately made.
This call MUST BE ACCOMPANIED by the same number of UnlockMidRunSave() calls.
Declaration
public void LockMidRunSave()
LogicUpdate(float)
Declaration
public override void LogicUpdate(float dt)
Parameters
| Type |
Name |
Description |
| float |
dt |
|
Overrides
OnDestroy()
Declaration
protected override void OnDestroy()
Overrides
OnStart()
Declaration
public override void OnStart()
Overrides
OnStartServer()
Declaration
public override void OnStartServer()
Overrides
ResetGameplayExperienceSettings()
Declaration
public void ResetGameplayExperienceSettings()
SaveContinueData(LoadNodeSettings)
Declaration
public void SaveContinueData(LoadNodeSettings s)
Parameters
SaveContinueDataMidRun()
Declaration
public void SaveContinueDataMidRun()
SetAmbientLevel(int)
Level will be clamped accordingly to GSS.
Declaration
public void SetAmbientLevel(int newLevel)
Parameters
| Type |
Name |
Description |
| int |
newLevel |
|
SetDisconnectedForEveryoneElse()
Declaration
public void SetDisconnectedForEveryoneElse()
SetElapsedGameTime(float)
Declaration
public void SetElapsedGameTime(float newTime)
Parameters
| Type |
Name |
Description |
| float |
newTime |
|
UnlockMidRunSave()
Calling this will unlock and allow mid-run saves.
This call MUST BE DONE AFTER LockMidRunSave() calls.
Declaration
public void UnlockMidRunSave()
UpdateSpawnedPopulation()
Declaration
public void UpdateSpawnedPopulation()
WrapUpAndShowResult(ResultType)
Declaration
public void WrapUpAndShowResult(DewGameResult.ResultType type)
Parameters
Implements
Extension Methods