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    Class GameMod_Limbo

    Inheritance
    object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    Mirror.NetworkBehaviour
    DewNetworkBehaviour
    Actor
    GameEffect
    GameModifierBase
    GameMod_Limbo
    Implements
    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    IExcludeFromPool
    Inherited Members
    GameModifierBase.excludeFromPool
    GameModifierBase.IExcludeFromPool.excludeFromPool
    GameEffect.isDestroyedOnRoomChange
    GameEffect.ShouldBeSavedWithRoom()
    GameEffect.startEffect
    GameEffect.loopEffect
    GameEffect.endEffect
    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.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.GetActorReadableName()
    Actor.ToString()
    Actor.CustomDestroyRoutine()
    Actor.ICleanup.canDestroy
    Actor.ICleanup.OnCleanup()
    Actor.isActive
    Actor.isDestroyed
    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 class GameMod_Limbo : GameModifierBase, ILogicUpdate, ICleanup, ICustomDestroyRoutine, IExcludeFromPool

    Fields

    atkMovSpdPerDepth

    Declaration
    public float atkMovSpdPerDepth
    Field Value
    Type Description
    float

    atkMovSpdPerDepthMax

    Declaration
    public float atkMovSpdPerDepthMax
    Field Value
    Type Description
    float

    d1HuntSpeedAmp

    Declaration
    public float d1HuntSpeedAmp
    Field Value
    Type Description
    float

    d1SkillHaste

    Declaration
    public float d1SkillHaste
    Field Value
    Type Description
    float

    d2Armor

    Declaration
    public float d2Armor
    Field Value
    Type Description
    float

    d2DamageAmp

    Declaration
    public float d2DamageAmp
    Field Value
    Type Description
    float

    d3ExpReduction

    Declaration
    public float d3ExpReduction
    Field Value
    Type Description
    float

    d3GoldPriceAmp

    Declaration
    public float d3GoldPriceAmp
    Field Value
    Type Description
    float

    d3ShieldReduction

    Declaration
    public float d3ShieldReduction
    Field Value
    Type Description
    float

    d4ElementalDurationAmp

    Declaration
    public float d4ElementalDurationAmp
    Field Value
    Type Description
    float

    d4MirageSkinChance

    Declaration
    public float d4MirageSkinChance
    Field Value
    Type Description
    float

    d5BossAtkSpd

    Declaration
    public float d5BossAtkSpd
    Field Value
    Type Description
    float

    d5BossMovSpd

    Declaration
    public float d5BossMovSpd
    Field Value
    Type Description
    float

    depth

    Declaration
    [SaveVar(SaveVarFlags.Default)]
    [NonSerialized]
    public int depth
    Field Value
    Type Description
    int

    Methods

    ActiveLogicUpdate(float)

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

    GetCurrentUnlockedEvilLucidDreams()

    Declaration
    public static int GetCurrentUnlockedEvilLucidDreams()
    Returns
    Type Description
    int

    GetDepthLocalized(int)

    Declaration
    public static string GetDepthLocalized(int depth)
    Parameters
    Type Name Description
    int depth
    Returns
    Type Description
    string

    GetInsufficientRequirementMessage()

    Declaration
    public static string GetInsufficientRequirementMessage()
    Returns
    Type Description
    string

    GetMaxDepths()

    Declaration
    public static int GetMaxDepths()
    Returns
    Type Description
    int

    GetRequiredUnlockedEvilLucidDreams()

    Declaration
    public static int GetRequiredUnlockedEvilLucidDreams()
    Returns
    Type Description
    int

    IsLimboUnlocked()

    Declaration
    public static bool IsLimboUnlocked()
    Returns
    Type Description
    bool

    Lobby_GetDepth()

    Declaration
    public static int Lobby_GetDepth()
    Returns
    Type Description
    int

    Lobby_GetDepth(LobbyInstance)

    Declaration
    public static int Lobby_GetDepth(LobbyInstance lobby)
    Parameters
    Type Name Description
    LobbyInstance lobby
    Returns
    Type Description
    int

    Lobby_GetLimboDepthState(int)

    Declaration
    public static LimboDepthState Lobby_GetLimboDepthState(int depth)
    Parameters
    Type Name Description
    int depth
    Returns
    Type Description
    LimboDepthState

    Lobby_GetLimboDepthUnavailableReason(int)

    Declaration
    public static string Lobby_GetLimboDepthUnavailableReason(int depth)
    Parameters
    Type Name Description
    int depth
    Returns
    Type Description
    string

    Lobby_SetDepth(int)

    Declaration
    public static void Lobby_SetDepth(int depth)
    Parameters
    Type Name Description
    int depth

    OnCreate()

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

    OnDestroyActor()

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

    OnPrepare()

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

    OnStartClientLobby()

    Declaration
    public override void OnStartClientLobby()
    Overrides
    GameModifierBase.OnStartClientLobby()

    OnStartServerLobby()

    Declaration
    public override void OnStartServerLobby()
    Overrides
    GameModifierBase.OnStartServerLobby()

    Implements

    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    IExcludeFromPool

    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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