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    Class Hero

    Traveler. Can level up on their own, possess SkillTriggers (memories) and et cetra.

    Inheritance
    object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    Mirror.NetworkBehaviour
    DewNetworkBehaviour
    Actor
    Entity
    Hero
    Implements
    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    IExcludeFromPool
    Inherited Members
    Entity.AI
    Entity.Animation
    Entity.Ability
    Entity.Control
    Entity.Status
    Entity.Visual
    Entity.Sound
    Entity.isSleeping
    Entity.ClientEntityEvent_OnIsSleepingChanged
    Entity.EntityEvent_OnTakeManaHeal
    Entity.EntityEvent_OnTakeHeal
    Entity.EntityEvent_OnTakeShield
    Entity.EntityEvent_OnTakeDamage
    Entity.EntityEvent_OnDeath
    Entity.EntityEvent_OnGetManaSpent
    Entity.EntityEvent_OnAttackFired
    Entity.EntityEvent_OnAttackFiredBeforePrepare
    Entity.EntityEvent_OnAttackHit
    Entity.EntityEvent_OnAttackTaken
    Entity.EntityEvent_OnAttackMissed
    Entity.EntityEvent_OnAttackDodged
    Entity.EntityEvent_OnDamageNegatedByImmunity
    Entity.EntityEvent_OnDamageNegatedByShield
    Entity.ClientEntityEvent_OnStatusEffectAdded
    Entity.ClientEntityEvent_OnStatusEffectRemoved
    Entity.EntityEvent_OnAttackEffectTriggered
    Entity.EntityEvent_OnCastComplete
    Entity.EntityEvent_OnCastCompleteBeforePrepare
    Entity.takenDamageProcessor
    Entity.takenHealProcessor
    Entity.takenManaHealProcessor
    Entity.takenShieldProcessor
    Entity.owner
    Entity.defaultOwner
    Entity.currentHealth
    Entity.currentMana
    Entity.maxHealth
    Entity.maxMana
    Entity.normalizedHealth
    Entity.normalizedMana
    Entity.isAlive
    Entity.isDead
    Entity.level
    Entity.agentPosition
    Entity.section
    Entity.lastSection
    Entity.OnPrepare()
    Entity.OnStopServer()
    Entity.OnDrawGizmos()
    Entity.Stagger(Vector3?)
    Entity.ProcessReceivedDamage(ref DamageData, Actor)
    Entity.ProcessReceivedHeal(ref HealData, Actor)
    Entity.ProcessReceivedManaHeal(ref HealData, Actor)
    Entity.ProcessReceivedShield(ref HealData, Actor)
    Entity.CheckEnemyOrNeutral(Entity)
    Entity.GetRelation(Entity)
    Entity.GetTeamRelation(DewPlayer)
    Entity.Kill()
    Entity.KillNoInterrupt()
    Entity.OnDeath(EventInfoKill)
    Entity.GetActorReadableName()
    Entity.WakeUp()
    Entity.Sleep()
    Entity.ShouldBeSavedWithRoom()
    Entity.GetNetworkAuthorityConnection()
    Entity.CanAggroTo(Entity)
    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.OnStartClient()
    Actor.LogicUpdate(float)
    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.OnStop()
    DewNetworkBehaviour.OnDestroy()
    DewNetworkBehaviour.GetComponent<T>(out T)
    Namespace: Global
    Assembly: Dew.Core.dll
    Syntax
    [RequireComponent(typeof(HeroSkill))]
    public class Hero : Entity, ILogicUpdate, ICleanup, ICustomDestroyRoutine, IExcludeFromPool

    Fields

    accessories

    Declaration
    [SaveVar(SaveVarFlags.Default)]
    public readonly SyncList<string> accessories
    Field Value
    Type Description
    Mirror.SyncList<T><string>

    cDestruction

    Declaration
    [BoxGroup("Constellation Settings", true, false, 0)]
    public HeroConstellationSettings cDestruction
    Field Value
    Type Description
    HeroConstellationSettings

    cDisplayBaseAngle

    Declaration
    [BoxGroup("Constellation Settings", true, false, 0)]
    public float cDisplayBaseAngle
    Field Value
    Type Description
    float

    cFlexible

    Declaration
    [BoxGroup("Constellation Settings", true, false, 0)]
    public HeroConstellationSettings cFlexible
    Field Value
    Type Description
    HeroConstellationSettings

    cImagination

    Declaration
    [BoxGroup("Constellation Settings", true, false, 0)]
    public HeroConstellationSettings cImagination
    Field Value
    Type Description
    HeroConstellationSettings

    classType

    Declaration
    [BoxGroup("Hero Settings", true, false, 0)]
    public Hero.HeroClassType classType
    Field Value
    Type Description
    Hero.HeroClassType

    ClientHeroEvent_OnIsInCombatChanged

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

    ClientHeroEvent_OnKillOrAssist

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

    ClientHeroEvent_OnKnockedOut

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

    ClientHeroEvent_OnLevelChanged

    Declaration
    public SafeAction<EventInfoHeroLevelUp> ClientHeroEvent_OnLevelChanged
    Field Value
    Type Description
    SafeAction<EventInfoHeroLevelUp>

    ClientHeroEvent_OnRevive

    Declaration
    public SafeAction<Hero> ClientHeroEvent_OnRevive
    Field Value
    Type Description
    SafeAction<Hero>

    ClientHeroEvent_OnSkillUse

    Declaration
    public SafeAction<EventInfoSkillUse> ClientHeroEvent_OnSkillUse
    Field Value
    Type Description
    SafeAction<EventInfoSkillUse>

    cLife

    Declaration
    [BoxGroup("Constellation Settings", true, false, 0)]
    public HeroConstellationSettings cLife
    Field Value
    Type Description
    HeroConstellationSettings

    decoConstellationPrefab

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

    difficulty

    Declaration
    [BoxGroup("Hero Settings", true, false, 0)]
    public Hero.HeroDifficulty difficulty
    Field Value
    Type Description
    Hero.HeroDifficulty

    dismantleProcessor

    Declaration
    public DataProcessorGroup<int, Hero, Actor> dismantleProcessor
    Field Value
    Type Description
    DataProcessorGroup<int, Hero, Actor>

    excludeFromPool

    Declaration
    [BoxGroup("Hero Settings", true, false, 0)]
    public bool excludeFromPool
    Field Value
    Type Description
    bool

    HeroEvent_OnAbilityInstanceBeforePrepareFromSkill

    Declaration
    public SafeAction<EventInfoSkillAbilityInstance> HeroEvent_OnAbilityInstanceBeforePrepareFromSkill
    Field Value
    Type Description
    SafeAction<EventInfoSkillAbilityInstance>

    HeroEvent_OnAbilityInstanceCreatedFromSkill

    Declaration
    public SafeAction<EventInfoSkillAbilityInstance> HeroEvent_OnAbilityInstanceCreatedFromSkill
    Field Value
    Type Description
    SafeAction<EventInfoSkillAbilityInstance>

    icon

    Declaration
    [BoxGroup("Hero Settings", true, false, 0)]
    public Sprite icon
    Field Value
    Type Description
    UnityEngine.Sprite

    InCombatCheckInterval

    Declaration
    public const float InCombatCheckInterval = 0.5
    Field Value
    Type Description
    float

    isWeaponHolstered

    Checked locally.

    Declaration
    [NonSerialized]
    public bool isWeaponHolstered
    Field Value
    Type Description
    bool

    mainColor

    Declaration
    [BoxGroup("Hero Settings", true, false, 0)]
    public Color mainColor
    Field Value
    Type Description
    UnityEngine.Color

    MarkAsInCombatDuration

    Declaration
    public const float MarkAsInCombatDuration = 2
    Field Value
    Type Description
    float

    maxLevelOverride

    Declaration
    public int? maxLevelOverride
    Field Value
    Type Description
    int?

    summons

    Available everywhere.

    Declaration
    [NonSerialized]
    public List<Summon> summons
    Field Value
    Type Description
    System.Collections.Generic.List<T><Summon>

    Properties

    exp

    Declaration
    [SaveVar(SaveVarFlags.ApplyAfterCreation)]
    public int exp { get; }
    Property Value
    Type Description
    int

    isDestroyedOnRoomChange

    Declaration
    public override bool isDestroyedOnRoomChange { get; }
    Property Value
    Type Description
    bool
    Overrides
    Actor.isDestroyedOnRoomChange

    isInCombat

    Did this hero dealt damage to an enemy or took damage from an enemy?
    Available everywhere.

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

    isKnockedOut

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

    loadout

    Declaration
    public HeroLoadoutData loadout { get; set; }
    Property Value
    Type Description
    HeroLoadoutData

    maxExp

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

    maxLevel

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

    Skill

    Declaration
    public HeroSkill Skill { get; }
    Property Value
    Type Description
    HeroSkill

    skin

    Declaration
    public string skin { get; set; }
    Property Value
    Type Description
    string

    Methods

    ActiveLogicUpdate(float)

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

    AIUpdate(ref EntityAIContext)

    Declaration
    protected override void AIUpdate(ref EntityAIContext context)
    Parameters
    Type Name Description
    EntityAIContext context
    Overrides
    Entity.AIUpdate(ref EntityAIContext)

    Awake()

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

    CmdTeleportToWaypoint(Room_Waypoint)

    Declaration
    public void CmdTeleportToWaypoint(Room_Waypoint waypoint)
    Parameters
    Type Name Description
    Room_Waypoint waypoint

    FrameUpdate()

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

    GetConstellationSettings(StarType)

    Declaration
    public HeroConstellationSettings GetConstellationSettings(StarType type)
    Parameters
    Type Name Description
    StarType type
    Returns
    Type Description
    HeroConstellationSettings

    GetStaggerSettings()

    Declaration
    protected override Entity.StaggerSettings GetStaggerSettings()
    Returns
    Type Description
    Entity.StaggerSettings
    Overrides
    Entity.GetStaggerSettings()

    IsMeleeHero()

    Declaration
    public bool IsMeleeHero()
    Returns
    Type Description
    bool

    IsRangedHero()

    Declaration
    public bool IsRangedHero()
    Returns
    Type Description
    bool

    LoadEntityModelLocal()

    Declaration
    public override void LoadEntityModelLocal()
    Overrides
    Entity.LoadEntityModelLocal()

    MarkAsInCombat()

    Declaration
    public void MarkAsInCombat()

    OnDestroyActor()

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

    OnLateStartServer()

    Declaration
    public override void OnLateStartServer()
    Overrides
    DewNetworkBehaviour.OnLateStartServer()

    OnModelLoaded()

    Declaration
    public override void OnModelLoaded()
    Overrides
    Entity.OnModelLoaded()

    OnStart()

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

    OnStartAuthority()

    Declaration
    public override void OnStartAuthority()
    Overrides
    Mirror.NetworkBehaviour.OnStartAuthority()

    OnStartServer()

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

    OnStopAuthority()

    Declaration
    public override void OnStopAuthority()
    Overrides
    Mirror.NetworkBehaviour.OnStopAuthority()

    ReceiveExperience(int)

    Add to experience of this hero.

    Declaration
    public void ReceiveExperience(int amount)
    Parameters
    Type Name Description
    int amount

    Explicit Interface Implementations

    IExcludeFromPool.excludeFromPool

    Declaration
    bool IExcludeFromPool.excludeFromPool { get; }
    Returns
    Type Description
    bool

    Implements

    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    IExcludeFromPool

    Extension Methods

    ActorCheck.IsNullOrInactive(Actor)
    EntityCheck.IsAnyBoss(Entity)
    EntityCheck.IsNullInactiveDeadOrKnockedOut(Entity)
    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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