Search Results for

    Show / Hide Table of Contents

    Class Monster

    Represents all enemy entities in the game.

    Inheritance
    object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    Mirror.NetworkBehaviour
    DewNetworkBehaviour
    Actor
    Entity
    Monster
    BossMonster
    Mon_DreamTeller
    Mon_RedGiant
    Mon_RedMan
    Implements
    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    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.currentHealth
    Entity.currentMana
    Entity.maxHealth
    Entity.maxMana
    Entity.normalizedHealth
    Entity.normalizedMana
    Entity.isAlive
    Entity.isDead
    Entity.level
    Entity.agentPosition
    Entity.section
    Entity.lastSection
    Entity.Awake()
    Entity.OnPrepare()
    Entity.OnStopServer()
    Entity.ActiveLogicUpdate(float)
    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)
    Entity.LoadEntityModelLocal()
    Entity.OnModelLoaded()
    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.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
    public class Monster : Entity, ILogicUpdate, ICleanup, ICustomDestroyRoutine

    Fields

    chasePredictiveness

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

    chaseRandomness

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

    disableLoot

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

    type

    Declaration
    [BoxGroup("Monster Settings", true, false, 0)]
    public Monster.MonsterType type
    Field Value
    Type Description
    Monster.MonsterType

    Properties

    campPosition

    Available on server.

    Declaration
    [SaveVar(SaveVarFlags.Default)]
    public Vector3? campPosition { get; }
    Property Value
    Type Description
    UnityEngine.Vector3?

    defaultOwner

    Declaration
    protected override DewPlayer defaultOwner { get; }
    Property Value
    Type Description
    DewPlayer
    Overrides
    Entity.defaultOwner

    isHunter

    Declaration
    public bool isHunter { get; set; }
    Property Value
    Type Description
    bool

    populationCost

    Declaration
    public float populationCost { get; set; }
    Property Value
    Type Description
    float

    spawnPosOverride

    Override spawn position for this monster. This has higher priority than all other spawn pos overrides.

    Declaration
    public virtual Vector3? spawnPosOverride { get; }
    Property Value
    Type Description
    UnityEngine.Vector3?

    spawnRotOverride

    Override spawn rotation for this monster. This has higher priority than all other spawn rot overrides.

    Declaration
    public virtual Quaternion? spawnRotOverride { get; }
    Property Value
    Type Description
    UnityEngine.Quaternion?

    Methods

    AIUpdate(ref EntityAIContext)

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

    GetStaggerSettings()

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

    OnCreate()

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

    OnDestroyActor()

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

    OnStartServer()

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

    Implements

    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine

    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)
    In This Article
    Back to top Shape of Dreams API Documentation