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    Class StatusEffect

    Status effect is an effect that can be applied to an entity.

    Inheritance
    object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    Mirror.NetworkBehaviour
    DewNetworkBehaviour
    Actor
    AbilityInstance
    StatusEffect
    CurseStatusEffect
    MiniBossEffect
    MirageSkinEffect
    PersistentStatBonusEffect
    StackedStatusEffect
    StarEffect
    Implements
    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    Inherited Members
    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
    public abstract class StatusEffect : AbilityInstance, ILogicUpdate, ICleanup, ICustomDestroyRoutine

    Fields

    addedMaterials

    Declaration
    [BoxGroup("StatusEffect Settings", true, false, 0)]
    public Material[] addedMaterials
    Field Value
    Type Description
    UnityEngine.Material[]

    bottomColor

    Declaration
    [BoxGroup("StatusEffect Settings", true, false, 0)]
    [ShowIf("_showIcon", true)]
    public Color bottomColor
    Field Value
    Type Description
    UnityEngine.Color

    endEffectVictim

    Declaration
    [BoxGroup("StatusEffect Settings", true, false, 0)]
    [LabelText("End Effect")]
    public GameObject endEffectVictim
    Field Value
    Type Description
    UnityEngine.GameObject

    HarmfulEffects

    Declaration
    public const BasicEffectMask HarmfulEffects = Slow | Cripple | Root | Silence | Stun | Blind | ArmorReduction | HealReduction
    Field Value
    Type Description
    BasicEffectMask

    hideOnWorldHealthBar

    Declaration
    [BoxGroup("StatusEffect Settings", true, false, 0)]
    [ShowIf("_showIcon", true)]
    [ToggleLeft]
    public bool hideOnWorldHealthBar
    Field Value
    Type Description
    bool

    icon

    Declaration
    [BoxGroup("StatusEffect Settings", true, false, 0)]
    [ShowIf("_showIcon", true)]
    public Sprite icon
    Field Value
    Type Description
    UnityEngine.Sprite

    iconOrder

    Declaration
    [BoxGroup("StatusEffect Settings", true, false, 0)]
    [ShowIf("_showIcon", true)]
    public int iconOrder
    Field Value
    Type Description
    int

    isBeneficialBuff

    Declaration
    [FormerlySerializedAs("isBeneficial")]
    [BoxGroup("StatusEffect Settings", true, false, 0)]
    [ToggleLeft]
    public bool isBeneficialBuff
    Field Value
    Type Description
    bool

    isCleansable

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

    isKilledByCrowdControlImmunity

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

    scaleDurationByTenacity

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

    startEffectVictim

    Declaration
    [Title("Effects On Victim", null, TitleAlignments.Left, true, true)]
    [BoxGroup("StatusEffect Settings", true, false, 0)]
    [LabelText("Start Effect")]
    public GameObject startEffectVictim
    Field Value
    Type Description
    UnityEngine.GameObject

    topColor

    Declaration
    [BoxGroup("StatusEffect Settings", true, false, 0)]
    [ShowIf("_showIcon", true)]
    public Color topColor
    Field Value
    Type Description
    UnityEngine.Color

    Properties

    basicEffects

    List of BasicEffects this status effect is applying to the victim entity. Only available on server.

    Declaration
    public IReadOnlyList<BasicEffect> basicEffects { get; }
    Property Value
    Type Description
    System.Collections.Generic.IReadOnlyList<T><BasicEffect>

    isDestroyedOnRoomChange

    Declaration
    public override bool isDestroyedOnRoomChange { get; }
    Property Value
    Type Description
    bool
    Overrides
    Actor.isDestroyedOnRoomChange

    maxDuration

    Declaration
    public float? maxDuration { get; }
    Property Value
    Type Description
    float?

    normalizedDuration

    Normalized remaining duration. Starts on 1.0f and ends on 0.0f.

    Declaration
    public float? normalizedDuration { get; }
    Property Value
    Type Description
    float?

    numberDisplay

    Declaration
    public int? numberDisplay { get; set; }
    Property Value
    Type Description
    int?

    remainingDuration

    Declaration
    public float? remainingDuration { get; }
    Property Value
    Type Description
    float?

    showIcon

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

    victim

    Declaration
    [SaveVar(SaveVarFlags.Default)]
    public Entity victim { get; }
    Property Value
    Type Description
    Entity

    Methods

    ActiveLogicUpdate(float)

    Declaration
    protected override void ActiveLogicUpdate(float dt)
    Parameters
    Type Name Description
    float dt
    Overrides
    Actor.ActiveLogicUpdate(float)

    DoAbility(Func<AbilityTrigger, bool>, Func<AbilityTrigger, Action>)

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

    Declaration
    public SafeAction DoAbility(Func<AbilityTrigger, bool> condition, Func<AbilityTrigger, Action> callback)
    Parameters
    Type Name Description
    System.Func<T, TResult><AbilityTrigger, bool> condition
    System.Func<T, TResult><AbilityTrigger, System.Action> callback
    Returns
    Type Description
    SafeAction

    DoArmorBoost(float)

    ArmorBoost reduces all taken damage.

    Declaration
    public ArmorBoostEffect DoArmorBoost(float strength)
    Parameters
    Type Name Description
    float strength
    Returns
    Type Description
    ArmorBoostEffect

    DoArmorReduction(float)

    ArmorReduction increases all taken damage.

    Declaration
    public ArmorReductionEffect DoArmorReduction(float strength)
    Parameters
    Type Name Description
    float strength
    Returns
    Type Description
    ArmorReductionEffect

    DoAttackCritical(Action)

    AttackCritical makes the entity's attacks to always do a critical hit.

    Declaration
    public AttackCriticalEffect DoAttackCritical(Action onUse)
    Parameters
    Type Name Description
    System.Action onUse
    Returns
    Type Description
    AttackCriticalEffect

    DoAttackEmpower(Action<EventInfoAttackEffect, int>, int, Action)

    Note this will lock the status effect until basic attack instance is destroyed.

    Declaration
    public AttackEmpowerEffect DoAttackEmpower(Action<EventInfoAttackEffect, int> onAttackEffect, int maxTriggerCount = 2147483647, Action onDepleted = null)
    Parameters
    Type Name Description
    System.Action<T1, T2><EventInfoAttackEffect, int> onAttackEffect
    int maxTriggerCount
    System.Action onDepleted
    Returns
    Type Description
    AttackEmpowerEffect

    DoAttackOverride(AbilityTrigger, Action)

    AttackOverride replaces the entity's attack AbilityTrigger with something else.

    This version uses an existing ability trigger.

    Declaration
    public AttackOverrideEffect DoAttackOverride(AbilityTrigger trigger, Action onUse)
    Parameters
    Type Name Description
    AbilityTrigger trigger
    System.Action onUse
    Returns
    Type Description
    AttackOverrideEffect

    DoAttackOverride<T>(Action)

    AttackOverride replaces the entity's attack AbilityTrigger with something else.

    This version creates a new ability trigger of the given type and automatically disposes after use.

    Declaration
    public AttackOverrideEffect DoAttackOverride<T>(Action onUse) where T : AbilityTrigger
    Parameters
    Type Name Description
    System.Action onUse
    Returns
    Type Description
    AttackOverrideEffect
    Type Parameters
    Name Description
    T

    DoBasicEffect(BasicEffect)

    Declaration
    public void DoBasicEffect(BasicEffect eff)
    Parameters
    Type Name Description
    BasicEffect eff

    DoBlind()

    Blind makes the entity miss its attacks.

    Declaration
    public BlindEffect DoBlind()
    Returns
    Type Description
    BlindEffect

    DoCripple(float)

    Cripple reduces the entity's attack speed.

    Declaration
    public CrippleEffect DoCripple(float strength)
    Parameters
    Type Name Description
    float strength
    Returns
    Type Description
    CrippleEffect

    DoDeathInterrupt(Action<EventInfoKill>, int)

    Death Interrupt fires before entity's imminent death.
    DeathInterrupts with lower priority will be fired/checked earlier.
    Healing entity by any amount in an interrupt will prevent entity's death.
    If an interrupt prevents the death, other interrupts will not be fired.
    Note that interrupts can be ignored by Entity.KillNoInterrupt()

    Declaration
    public DeathInterruptEffect DoDeathInterrupt(Action<EventInfoKill> onInterrupt, int priority)
    Parameters
    Type Name Description
    System.Action<T><EventInfoKill> onInterrupt
    int priority
    Returns
    Type Description
    DeathInterruptEffect

    DoFakeMaxHealthEffect(float)

    FakeMaxHealth increases shown max health only in health bars.

    Declaration
    public FakeMaxHealthEffect DoFakeMaxHealthEffect(float amount)
    Parameters
    Type Name Description
    float amount
    Returns
    Type Description
    FakeMaxHealthEffect

    DoHaste(float)

    Haste increases the entity's attack speed.

    Declaration
    public HasteEffect DoHaste(float strength)
    Parameters
    Type Name Description
    float strength
    Returns
    Type Description
    HasteEffect

    DoInvisible()

    Invisible makes the entity untargetable by targeted abilities and undetectable to enemies. Note this doesn't change the entity's graphical visibility.

    Declaration
    public InvisibleEffect DoInvisible()
    Returns
    Type Description
    InvisibleEffect

    DoInvulnerable(Action<EventInfoDamageNegatedByImmunity>)

    Invulnerable makes the entity immune to damage and crowd controls.

    Declaration
    public InvulnerableEffect DoInvulnerable(Action<EventInfoDamageNegatedByImmunity> onDamageNegated = null)
    Parameters
    Type Name Description
    System.Action<T><EventInfoDamageNegatedByImmunity> onDamageNegated
    Returns
    Type Description
    InvulnerableEffect

    DoProtected(Action<EventInfoDamageNegatedByImmunity>)

    Protected makes the entity immune to damage.

    Declaration
    public ProtectedEffect DoProtected(Action<EventInfoDamageNegatedByImmunity> onDamageNegated)
    Parameters
    Type Name Description
    System.Action<T><EventInfoDamageNegatedByImmunity> onDamageNegated
    Returns
    Type Description
    ProtectedEffect

    DoRoot()

    Root impairs the entity's movement/movement ability.

    Declaration
    public RootEffect DoRoot()
    Returns
    Type Description
    RootEffect

    DoShield(float, Action<EventInfoDamageNegatedByShield>)

    Declaration
    public ShieldEffect DoShield(float amount, Action<EventInfoDamageNegatedByShield> onDamageNegated = null)
    Parameters
    Type Name Description
    float amount
    System.Action<T><EventInfoDamageNegatedByShield> onDamageNegated
    Returns
    Type Description
    ShieldEffect

    DoSilence()

    Silence prevents the entity from using abilities.

    Declaration
    public SilenceEffect DoSilence()
    Returns
    Type Description
    SilenceEffect

    DoSkill<T>(Action<T>)

    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<T>(Action<T> callback) where T : SkillTrigger
    Parameters
    Type Name Description
    System.Action<T><T> callback
    Returns
    Type Description
    SafeAction
    Type Parameters
    Name Description
    T

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

    DoSlow(float)

    Slow reduces the entity's movement speed.

    Declaration
    public SlowEffect DoSlow(float strength)
    Parameters
    Type Name Description
    float strength
    Returns
    Type Description
    SlowEffect

    DoSpeed(float)

    Speed increases the entity's movement speed.

    Declaration
    public SpeedEffect DoSpeed(float strength)
    Parameters
    Type Name Description
    float strength
    Returns
    Type Description
    SpeedEffect

    DoStatBonus()

    Do a stat bonus to victim that expires on destruction of this status effect.

    Declaration
    public StatBonus DoStatBonus()
    Returns
    Type Description
    StatBonus

    DoStatBonus(StatBonus)

    Do a stat bonus to victim that expires on destruction of this status effect.

    Declaration
    public StatBonus DoStatBonus(StatBonus bonus)
    Parameters
    Type Name Description
    StatBonus bonus
    Returns
    Type Description
    StatBonus

    DoStun()

    Stun prevents the entity from moving/using abilities/attacking.

    Declaration
    public StunEffect DoStun()
    Returns
    Type Description
    StunEffect

    DoUncollidable()

    Uncollidable makes the entity uncollidable by non-targeted projectiles and abilities.

    Declaration
    public UncollidableEffect DoUncollidable()
    Returns
    Type Description
    UncollidableEffect

    DoUnstoppable()

    Unstoppable makes the entity immune to crowd controls.

    Declaration
    public UnstoppableEffect DoUnstoppable()
    Returns
    Type Description
    UnstoppableEffect

    FrameUpdate()

    Declaration
    public override void FrameUpdate()
    Overrides
    Actor.FrameUpdate()

    GetActorReadableName()

    Declaration
    public override string GetActorReadableName()
    Returns
    Type Description
    string
    Overrides
    AbilityInstance.GetActorReadableName()

    GetCustomTooltipDescription()

    Called on the local client hovering over the status effect icon.

    Declaration
    public virtual string GetCustomTooltipDescription()
    Returns
    Type Description
    string

    GetCustomTooltipName()

    Called on the local client hovering over the status effect icon.

    Declaration
    public virtual string GetCustomTooltipName()
    Returns
    Type Description
    string

    HideOnScreenTimer()

    Hide this status effect's timer on the screen of the victim. Has no effect on non-player victim

    Declaration
    public void HideOnScreenTimer()

    OnCreate()

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

    OnDestroyActor()

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

    OnStartServer()

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

    ResetTimer()

    Reset a timer set by SetTimer to its initial duration.

    Declaration
    public void ResetTimer()

    SetTimer(float, float)

    Set a timer that kills this status effect on expiration. The timer will update fillAmount automatically.

    Declaration
    public void SetTimer(float maxDuration, float duration)
    Parameters
    Type Name Description
    float maxDuration
    float duration

    SetTimer(float)

    Set a timer that kills this status effect on expiration. The timer will update fillAmount automatically.

    Declaration
    public void SetTimer(float duration)
    Parameters
    Type Name Description
    float duration

    ShowOnScreenTimer(string, Color, bool)

    Show this status effect's timer on the screen of the victim. Has no effect on non-player victim

    Declaration
    public void ShowOnScreenTimer(string customNameKey = null, Color color = default, bool invertValue = false)
    Parameters
    Type Name Description
    string customNameKey
    UnityEngine.Color color
    bool invertValue

    StopAllBasicEffects()

    Declaration
    protected void StopAllBasicEffects()

    StopBasicEffect(BasicEffect)

    Declaration
    protected void StopBasicEffect(BasicEffect eff)
    Parameters
    Type Name Description
    BasicEffect eff

    StopTimer()

    Declaration
    public void StopTimer()

    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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