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    Class Rift_Sidetrack

    Rift for moving in and out of sidetracking. e.g. Fragment of Radiance Rift to fight Apollonas

    Inheritance
    object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    Mirror.NetworkBehaviour
    DewNetworkBehaviour
    Actor
    Rift
    Rift_Sidetrack
    Implements
    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    IInteractable
    IBanRoomNodesNearby
    Inherited Members
    Rift.isDestroyedOnRoomChange
    Rift.IInteractable.priority
    Rift.fxCharge
    Rift.fxOpen
    Rift.fxLoop
    Rift.fxLocked
    Rift.fxUnlocked
    Rift.fxActivate
    Rift.chargeDuration
    Rift.afterOpenInteractableDelay
    Rift.isOpen
    Rift.isLocked
    Rift.OnCreate()
    Rift.OnDestroyActor()
    Rift.interactPivot
    Rift.canInteractWithMouse
    Rift.focusDistance
    Rift.CanInteract(Entity)
    Rift.IInteractable.OnInteract(Entity, bool)
    Rift.Open()
    Rift.Close()
    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.OnStartServer()
    Actor.OnStart()
    Actor.OnStartClient()
    Actor.LogicUpdate(float)
    Actor.FrameUpdate()
    Actor.ActiveFrameUpdate()
    Actor.ActiveLogicUpdate(float)
    Actor.GetActorReadableName()
    Actor.ToString()
    Actor.CustomDestroyRoutine()
    Actor.ICleanup.canDestroy
    Actor.ICleanup.OnCleanup()
    Actor.isActive
    Actor.isDestroyed
    Actor.OnPrepare()
    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
    [DewResourceLink(ResourceLinkBy.Name)]
    public class Rift_Sidetrack : Rift, ILogicUpdate, ICleanup, ICustomDestroyRoutine, IInteractable, IBanRoomNodesNearby

    Fields

    allowedZones

    Declaration
    [InfoBox("All zones will be allowed to have this modifier", InfoMessageType.Info, "@allowedZones == null || allowedZones.Length == 0")]
    [InfoBox("@GetZoneValidationMessage(allowedZones)", InfoMessageType.Error, "@GetZoneValidationMessage(allowedZones) != null")]
    [ShowIf("@spawnChance > 0", true)]
    public string[] allowedZones
    Field Value
    Type Description
    string[]

    mainColor

    Declaration
    public Color mainColor
    Field Value
    Type Description
    UnityEngine.Color

    manualRoomNames

    Declaration
    [HideIf("useWildcardPattern", true)]
    [LabelText("Room Names")]
    public List<string> manualRoomNames
    Field Value
    Type Description
    System.Collections.Generic.List<T><string>

    oncePerLoop

    Declaration
    [ShowIf("@spawnChance > 0", true)]
    public bool oncePerLoop
    Field Value
    Type Description
    bool

    softInstance

    Declaration
    public static Rift_Sidetrack softInstance
    Field Value
    Type Description
    Rift_Sidetrack

    spawnChance

    Declaration
    [Title("Natural Spawn Settings", null, TitleAlignments.Left, true, true)]
    public float spawnChance
    Field Value
    Type Description
    float

    useWildcardPattern

    Declaration
    [Title("Destination", null, TitleAlignments.Left, true, true)]
    public bool useWildcardPattern
    Field Value
    Type Description
    bool

    wildcardPattern

    Declaration
    [ShowIf("useWildcardPattern", true)]
    public string wildcardPattern
    Field Value
    Type Description
    string

    Properties

    instance

    If you expect the instance to be null, you MUST USE softInstance in Update loops.
    This will call FindObjectOfType if current instance is null, which can be very expensive.

    Declaration
    public static Rift_Sidetrack instance { get; }
    Property Value
    Type Description
    Rift_Sidetrack

    isValid

    Is this sidetrack rift valid for use? Sidetrack rifts with no rooms are invalid.

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

    Methods

    Awake()

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

    GetConfirmMessage()

    Declaration
    protected virtual string GetConfirmMessage()
    Returns
    Type Description
    string

    OnInteractRift(Hero)

    Declaration
    protected override bool OnInteractRift(Hero hero)
    Parameters
    Type Name Description
    Hero hero
    Returns
    Type Description
    bool
    Overrides
    Rift.OnInteractRift(Hero)

    ShouldBeSavedWithRoom()

    Declaration
    public override bool ShouldBeSavedWithRoom()
    Returns
    Type Description
    bool
    Overrides
    Rift.ShouldBeSavedWithRoom()

    TravelImmediately()

    Declaration
    public virtual void TravelImmediately()

    Implements

    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    IInteractable
    IBanRoomNodesNearby

    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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