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    Class TickDamageInstance

    Inheritance
    object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    Mirror.NetworkBehaviour
    DewNetworkBehaviour
    Actor
    AbilityInstance
    DamageInstance
    TickDamageInstance
    Implements
    ILogicUpdate
    ICleanup
    ICustomDestroyRoutine
    Inherited Members
    DamageInstance.hitEffect
    DamageInstance.mainEffect
    DamageInstance.range
    DamageInstance.hittable
    DamageInstance.duplicateCheck
    DamageInstance.cooldownTime
    DamageInstance.cancelIfCasterDead
    DamageInstance.destroyWhenDone
    DamageInstance.type
    DamageInstance.dmgFactor
    DamageInstance.multiplyDamageByMaxHp
    DamageInstance.procCoefficient
    DamageInstance.origin
    DamageInstance.isDamageOverTime
    DamageInstance.forceMergeNumbers
    DamageInstance.attackEffect
    DamageInstance.attackEffectType
    DamageInstance.knockupAmount
    DamageInstance.applyElemental
    DamageInstance.elementalChance
    DamageInstance.elemental
    DamageInstance.doKnockback
    DamageInstance.useDirectionOfCast
    DamageInstance.closeEnemyMultiplier
    DamageInstance.closeEnemyDistanceThreshold
    DamageInstance.knockbackSettings
    DamageInstance.heroDamageMultiplier
    DamageInstance.monsterDamageMultiplier
    DamageInstance.strengthMultiplier
    DamageInstance.onHit
    DamageInstance.OnCreate()
    DamageInstance.CheckShouldBeDestroyed()
    DamageInstance.DoCollisionChecks()
    DamageInstance.OnCollisionCheck()
    DamageInstance.ShouldUseDefaultAbilityTargetValidator()
    DamageInstance.OnValidateTarget(Entity)
    DamageInstance.OnHit(Entity)
    DamageInstance.OnBeforeDispatchDamage(ref DamageData, Entity)
    DamageInstance.IsDuplicate(Entity)
    DamageInstance.AddToDuplicateTracker(Entity)
    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.CreateStatusEffect<T>(T, Entity, Action<T>)
    AbilityInstance.CreateStatusEffect<T>(Entity, Action<T>)
    AbilityInstance.GetActorReadableName()
    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.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.OnStartClient()
    Actor.FrameUpdate()
    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 class TickDamageInstance : DamageInstance, ILogicUpdate, ICleanup, ICustomDestroyRoutine

    Fields

    delay

    Declaration
    [Title("Tick Damage Instance", null, TitleAlignments.Left, true, true)]
    public float delay
    Field Value
    Type Description
    float

    fxLoop

    Declaration
    [LabelText("Fx Loop (After Delay)")]
    public GameObject fxLoop
    Field Value
    Type Description
    UnityEngine.GameObject

    fxPerTick

    Declaration
    public GameObject fxPerTick
    Field Value
    Type Description
    UnityEngine.GameObject

    fxTelegraph

    Declaration
    public GameObject fxTelegraph
    Field Value
    Type Description
    UnityEngine.GameObject

    tickInterval

    Declaration
    public float tickInterval
    Field Value
    Type Description
    float

    ticks

    Declaration
    public int ticks
    Field Value
    Type Description
    int

    Properties

    duration

    Declaration
    [ShowInInspector]
    public float duration { get; }
    Property Value
    Type Description
    float

    Methods

    ActiveLogicUpdate(float)

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

    OnCreateSequenced()

    Declaration
    protected override IEnumerator OnCreateSequenced()
    Returns
    Type Description
    System.Collections.IEnumerator
    Overrides
    AbilityInstance.OnCreateSequenced()

    OnDestroyActor()

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

    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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