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    Class StarEffect

    Represents any kind of constellation stars, that can be equipped and be applied to travelers with specific level and strength.

    Inheritance
    object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    Mirror.NetworkBehaviour
    DewNetworkBehaviour
    Actor
    AbilityInstance
    StatusEffect
    StarEffect
    Implements
    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    Inherited Members
    StatusEffect.DoAbility(Func<AbilityTrigger, bool>, Func<AbilityTrigger, Action>)
    StatusEffect.DoSkill<T>(Func<T, Action>)
    StatusEffect.DoSkill<T>(Action<T>)
    StatusEffect.isDestroyedOnRoomChange
    StatusEffect.victim
    StatusEffect.isCleansable
    StatusEffect.isBeneficialBuff
    StatusEffect.isKilledByCrowdControlImmunity
    StatusEffect.scaleDurationByTenacity
    StatusEffect.showIcon
    StatusEffect.icon
    StatusEffect.topColor
    StatusEffect.bottomColor
    StatusEffect.iconOrder
    StatusEffect.hideOnWorldHealthBar
    StatusEffect.startEffectVictim
    StatusEffect.endEffectVictim
    StatusEffect.addedMaterials
    StatusEffect.maxDuration
    StatusEffect.remainingDuration
    StatusEffect.normalizedDuration
    StatusEffect.numberDisplay
    StatusEffect.DoStatBonus()
    StatusEffect.DoStatBonus(StatBonus)
    StatusEffect.OnStartServer()
    StatusEffect.OnCreate()
    StatusEffect.FrameUpdate()
    StatusEffect.ActiveLogicUpdate(float)
    StatusEffect.OnDestroyActor()
    StatusEffect.SetTimer(float)
    StatusEffect.ShowOnScreenTimer(string, Color, bool)
    StatusEffect.HideOnScreenTimer()
    StatusEffect.SetTimer(float, float)
    StatusEffect.ResetTimer()
    StatusEffect.StopTimer()
    StatusEffect.GetActorReadableName()
    StatusEffect.GetCustomTooltipName()
    StatusEffect.GetCustomTooltipDescription()
    StatusEffect.HarmfulEffects
    StatusEffect.basicEffects
    StatusEffect.DoBasicEffect(BasicEffect)
    StatusEffect.DoSlow(float)
    StatusEffect.DoSpeed(float)
    StatusEffect.DoHaste(float)
    StatusEffect.DoCripple(float)
    StatusEffect.DoRoot()
    StatusEffect.DoSilence()
    StatusEffect.DoStun()
    StatusEffect.DoBlind()
    StatusEffect.DoAttackCritical(Action)
    StatusEffect.DoAttackOverride(AbilityTrigger, Action)
    StatusEffect.DoAttackOverride<T>(Action)
    StatusEffect.DoAttackEmpower(Action<EventInfoAttackEffect, int>, int, Action)
    StatusEffect.DoInvulnerable(Action<EventInfoDamageNegatedByImmunity>)
    StatusEffect.DoUnstoppable()
    StatusEffect.DoInvisible()
    StatusEffect.DoProtected(Action<EventInfoDamageNegatedByImmunity>)
    StatusEffect.DoUncollidable()
    StatusEffect.DoArmorBoost(float)
    StatusEffect.DoArmorReduction(float)
    StatusEffect.DoDeathInterrupt(Action<EventInfoKill>, int)
    StatusEffect.DoShield(float, Action<EventInfoDamageNegatedByShield>)
    StatusEffect.DoFakeMaxHealthEffect(float)
    StatusEffect.StopAllBasicEffects()
    StatusEffect.StopBasicEffect(BasicEffect)
    AbilityInstance.useBudgetSystem
    AbilityInstance.maxBudget
    AbilityInstance.currentCostSum
    AbilityInstance.currentCostSumPerPlayer
    AbilityInstance.ResetBudget()
    AbilityInstance.budgetPressure
    AbilityInstance.Budget_ShouldPlayEffects()
    AbilityInstance.Budget_ShouldDoFullCalculations()
    AbilityInstance.info
    AbilityInstance.skillLevel
    AbilityInstance.startEffectNoStop
    AbilityInstance.startEffect
    AbilityInstance.endEffect
    AbilityInstance.budgetCost
    AbilityInstance.chain
    AbilityInstance.gem
    AbilityInstance.tvDefaultHarmfulEffectTargets
    AbilityInstance.tvDefaultUsefulEffectTargets
    AbilityInstance.tvDefaultAllExceptSelf
    AbilityInstance.hasOngoingSequences
    AbilityInstance.OnPrepare()
    AbilityInstance.OnStart()
    AbilityInstance.LogicUpdate(float)
    AbilityInstance.DestroyOnCondition(Func<bool>)
    AbilityInstance.DestroyOnDeath(Entity, bool)
    AbilityInstance.DestroyOnDestroy(Actor)
    AbilityInstance.StartSequence(IEnumerator)
    AbilityInstance.OnCreateSequenced()
    AbilityInstance.CreateStatusEffect<T>(T, Entity, Action<T>)
    AbilityInstance.CreateStatusEffect<T>(Entity, Action<T>)
    AbilityInstance.StartChargingChannel(ChargingChannel)
    AbilityInstance.effectiveLevel
    AbilityInstance.statEntity
    AbilityInstance.DefaultDamage(ScalingValue, float)
    AbilityInstance.PhysicalDamage(ScalingValue, float)
    AbilityInstance.MagicDamage(ScalingValue, float)
    AbilityInstance.PhysicalMagicDamage(ScalingValue, float)
    AbilityInstance.PureDamage(ScalingValue, float)
    AbilityInstance.Damage(ScalingValue, float)
    AbilityInstance.CreateDamage(DamageData.SourceType, ScalingValue, float)
    AbilityInstance.Heal(ScalingValue)
    AbilityInstance.GetValue(ScalingValue)
    AbilityInstance.GetValue<T>(T[])
    AbilityInstance.GetValue(StarScalingValue)
    AbilityInstance.GetValueInt(StarScalingValue)
    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.Awake()
    Actor.OnStartClient()
    Actor.ActiveFrameUpdate()
    Actor.ToString()
    Actor.CustomDestroyRoutine()
    Actor.ICleanup.canDestroy
    Actor.ICleanup.OnCleanup()
    Actor.isActive
    Actor.isDestroyed
    Actor.OnStopServer()
    Actor.OnStopClient()
    Actor.OnEnable()
    Actor.OnDisable()
    Actor.ShouldBeSavedWithRoom()
    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
    [SaveActor(true)]
    public class StarEffect : StatusEffect, ILogicUpdate, ICleanup, ICustomDestroyRoutine

    Fields

    maxStarLevel

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

    price

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

    requiredLevel

    Declaration
    [BoxGroup("Star Settings", true, false, 0)]
    [LabelText("Req. Mastery Level")]
    public int requiredLevel
    Field Value
    Type Description
    int

    starIcon

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

    type

    Declaration
    [BoxGroup("Star Settings", true, false, 0)]
    public StarType type
    Field Value
    Type Description
    StarType

    Properties

    hero

    Declaration
    public Hero hero { get; }
    Property Value
    Type Description
    Hero

    heroType

    Declaration
    public virtual Type heroType { get; }
    Property Value
    Type Description
    System.Type

    isMovementSkillType

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

    player

    Declaration
    public DewPlayer player { get; }
    Property Value
    Type Description
    DewPlayer

    skill

    Declaration
    public SkillTrigger skill { get; }
    Property Value
    Type Description
    SkillTrigger

    skills

    This never returns null.

    Declaration
    public SkillTrigger[] skills { get; }
    Property Value
    Type Description
    SkillTrigger[]

    skillType

    Declaration
    public virtual Type skillType { get; }
    Property Value
    Type Description
    System.Type

    strength

    Strength of this star effect. Usually 1.0f, but can be lower if non-flexible star is slotted in different category slot.

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

    Methods

    DoSkill(Action<SkillTrigger>)

    Do custom action on all matching skill. You can invoke the returned action to immediately call cleanup functions to stop the effect.

    Declaration
    public SafeAction DoSkill(Action<SkillTrigger> callback)
    Parameters
    Type Name Description
    System.Action<T><SkillTrigger> callback
    Returns
    Type Description
    SafeAction

    DoSkill(Func<SkillTrigger, Action>)

    Do custom action on all matching skill and do custom cleanup. You can invoke the returned action to immediately call cleanup functions to stop the effect.

    Declaration
    public SafeAction DoSkill(Func<SkillTrigger, Action> callback)
    Parameters
    Type Name Description
    System.Func<T, TResult><SkillTrigger, System.Action> callback
    Returns
    Type Description
    SafeAction

    DoSkillBonusAll(SkillBonus)

    Note the given bonus will be cloned. You can invoke the returned action to immediately call cleanup functions to stop the effect.

    Declaration
    public SafeAction DoSkillBonusAll(SkillBonus bonus)
    Parameters
    Type Name Description
    SkillBonus bonus
    Returns
    Type Description
    SafeAction

    IsIncompatibleWith(Hero, HeroLoadoutData)

    Declaration
    public bool IsIncompatibleWith(Hero h, HeroLoadoutData l)
    Parameters
    Type Name Description
    Hero h
    HeroLoadoutData l
    Returns
    Type Description
    bool

    IsSkillRelated(SkillTrigger)

    Declaration
    public bool IsSkillRelated(SkillTrigger s)
    Parameters
    Type Name Description
    SkillTrigger s
    Returns
    Type Description
    bool

    IsSkillRelated(string)

    Declaration
    public bool IsSkillRelated(string s)
    Parameters
    Type Name Description
    string s
    Returns
    Type Description
    bool

    Implements

    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine

    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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