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    Class Shrine

    Inheritance
    object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    Mirror.NetworkBehaviour
    DewNetworkBehaviour
    Actor
    Shrine
    ChoiceShrine
    EditSkillShrine
    Implements
    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    IInteractable
    IProp
    IBanRoomNodesNearby
    Inherited Members
    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.Awake()
    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
    public abstract class Shrine : Actor, ILogicUpdate, ICleanup, ICustomDestroyRoutine, IInteractable, IProp, IBanRoomNodesNearby

    Fields

    availableEffect

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

    baseGoldCost

    Declaration
    [BoxGroup("Shrine Settings", true, false, 0)]
    public int baseGoldCost
    Field Value
    Type Description
    int

    ClientEvent_OnSuccessfulUse

    Called everywhere after an entity uses this shrine successfully.

    Declaration
    public SafeAction<Entity> ClientEvent_OnSuccessfulUse
    Field Value
    Type Description
    SafeAction<Entity>

    interactableDelay

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

    lockedEffect

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

    mapVisibility

    Declaration
    [BoxGroup("Shrine Settings", true, false, 0)]
    public MapItemVisibility mapVisibility
    Field Value
    Type Description
    MapItemVisibility

    maxTotalUseCount

    Declaration
    [SaveVar(SaveVarFlags.Default)]
    [FormerlySerializedAs("maxUseCount")]
    [BoxGroup("Shrine Settings", true, false, 0)]
    public int maxTotalUseCount
    Field Value
    Type Description
    int

    maxUseCountPerPlayer

    Declaration
    [BoxGroup("Shrine Settings", true, false, 0)]
    public int maxUseCountPerPlayer
    Field Value
    Type Description
    int

    model

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

    unavailableByDefault

    Declaration
    [ToggleLeft]
    [BoxGroup("Shrine Settings", true, false, 0)]
    public bool unavailableByDefault
    Field Value
    Type Description
    bool

    unavailableEffect

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

    unlockEffect

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

    useCooldown

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

    useEffect

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

    useEffectLocal

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

    useLockedEffect

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

    Properties

    canInteractWithMouse

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

    focusDistance

    Declaration
    public float focusDistance { get; }
    Property Value
    Type Description
    float

    interactPivot

    Declaration
    public virtual Transform interactPivot { get; }
    Property Value
    Type Description
    UnityEngine.Transform

    isAvailable

    Declaration
    [SaveVar(SaveVarFlags.Default)]
    public bool isAvailable { get; set; }
    Property Value
    Type Description
    bool

    isLocked

    Declaration
    [SaveVar(SaveVarFlags.Default)]
    public bool isLocked { get; set; }
    Property Value
    Type Description
    bool

    isOnCooldown

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

    isRegularReward

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

    scaleSpawnRateWithPlayers

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

    totalUseCount

    Declaration
    [SaveVar(SaveVarFlags.Default)]
    public int totalUseCount { get; set; }
    Property Value
    Type Description
    int

    Methods

    CanAfford(Entity)

    Checked everywhere.

    Declaration
    public AffordType CanAfford(Entity entity)
    Parameters
    Type Name Description
    Entity entity
    Returns
    Type Description
    AffordType

    CanInteract(Entity)

    Declaration
    public virtual bool CanInteract(Entity entity)
    Parameters
    Type Name Description
    Entity entity
    Returns
    Type Description
    bool

    DoPostUseRoutines(Entity)

    Deduct cost from the entity, increment use count and invoke callbacks.

    Declaration
    public void DoPostUseRoutines(Entity entity)
    Parameters
    Type Name Description
    Entity entity

    GetClosestPointOnShrine(Vector3)

    Declaration
    public Vector3 GetClosestPointOnShrine(Vector3 pos)
    Parameters
    Type Name Description
    UnityEngine.Vector3 pos
    Returns
    Type Description
    UnityEngine.Vector3

    GetCost(Entity)

    Get gold/health cost of this shrine for specified activator. This must return consistent values across server and clients.

    Declaration
    public virtual Cost? GetCost(Entity activator)
    Parameters
    Type Name Description
    Entity activator
    Returns
    Type Description
    Cost?

    GetRandomSpawnPosition(Vector3)

    Declaration
    public Vector3 GetRandomSpawnPosition(Vector3 activatorPos)
    Parameters
    Type Name Description
    UnityEngine.Vector3 activatorPos
    Returns
    Type Description
    UnityEngine.Vector3

    GetUseCountByPlayer(DewPlayer)

    Declaration
    public int GetUseCountByPlayer(DewPlayer player)
    Parameters
    Type Name Description
    DewPlayer player
    Returns
    Type Description
    int

    MakeAvailable()

    Forcibly make the shrine available for use. Callable on server.

    Declaration
    [Button]
    public void MakeAvailable()

    MakeUnavailable()

    Forcibly make the shrine unavailable for use. Callable on server.

    Declaration
    [Button]
    public void MakeUnavailable()

    OnCreate()

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

    OnDestroyActor()

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

    OnInteract(Entity, bool)

    Declaration
    public virtual void OnInteract(Entity entity, bool alt)
    Parameters
    Type Name Description
    Entity entity
    bool alt

    OnUse(Entity)

    Called on server when an entity uses this shrine. Return value must indicate success of this use.

    Returning true will play use effect, increment use count, and deduct cost from entity.

    Declaration
    protected abstract bool OnUse(Entity entity)
    Parameters
    Type Name Description
    Entity entity
    Returns
    Type Description
    bool

    ResetUseCounts()

    Declaration
    public void ResetUseCounts()

    ShouldBeSavedWithRoom()

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

    Explicit Interface Implementations

    IInteractable.priority

    Declaration
    int IInteractable.priority { get; }
    Returns
    Type Description
    int

    Implements

    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    IInteractable
    IProp
    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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