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    Class PropEntity

    Inheritance
    object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    Mirror.NetworkBehaviour
    DewNetworkBehaviour
    Actor
    Entity
    PropEntity
    PropEnt_Merchant_Backpack
    PropEnt_Merchant_Base
    PropEnt_Stone_DreamDust
    PropEnt_Stone_Gold
    PropEnt_Stone_Nightmare
    Implements
    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    IProp
    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.Awake()
    Entity.OnPrepare()
    Entity.OnStartServer()
    Entity.OnStopServer()
    Entity.OnDestroyActor()
    Entity.ActiveLogicUpdate(float)
    Entity.OnDrawGizmos()
    Entity.Stagger(Vector3?)
    Entity.AIUpdate(ref EntityAIContext)
    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 PropEntity : Entity, ILogicUpdate, ICleanup, ICustomDestroyRoutine, IProp

    Fields

    hitInvulnerableTime

    Declaration
    [ShowIf("takeOneDamageOnHit", true)]
    public float hitInvulnerableTime
    Field Value
    Type Description
    float

    isUnstoppable

    Declaration
    public bool isUnstoppable
    Field Value
    Type Description
    bool

    takeOneDamageOnHit

    Declaration
    public bool takeOneDamageOnHit
    Field Value
    Type Description
    bool

    Properties

    isRegularReward

    Declaration
    public virtual bool isRegularReward { get; }
    Property Value
    Type Description
    bool

    scaleSpawnRateWithPlayers

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

    Methods

    GetStaggerSettings()

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

    OnCreate()

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

    Explicit Interface Implementations

    IProp.customSpawnRotation

    Declaration
    Quaternion? IProp.customSpawnRotation { get; }
    Returns
    Type Description
    UnityEngine.Quaternion?

    Implements

    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    IProp

    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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