Class: Dew
- Namespace:
Global - Assembly:
Dew.Core.dll
public static class DewFields
| Name | Declaration | Description |
|---|---|---|
CharacterColor | public static readonly Color CharacterColor | |
CharacterColorHex | public static readonly string CharacterColorHex | |
CommonColor | public static readonly Color CommonColor | |
CommonColorHex | public static readonly string CommonColorHex | |
DestroyDelay | public const float DestroyDelay = 0.3 | |
DestructionColor | public static readonly Color DestructionColor | |
DreamDustColor | public static readonly Color DreamDustColor | |
EpicColor | public static readonly Color EpicColor | |
EpicColorHex | public static readonly string EpicColorHex | |
FlexibleColor | public static readonly Color FlexibleColor | |
GoldColor | public static readonly Color GoldColor | |
HealthColor | public static readonly Color HealthColor | |
HeroOrder | public static readonly List<string> HeroOrder | |
IdentityColor | public static readonly Color IdentityColor | |
IdentityColorHex | public static readonly string IdentityColorHex | |
ImaginationColor | public static readonly Color ImaginationColor | |
LegendaryColor | public static readonly Color LegendaryColor | |
LegendaryColorHex | public static readonly string LegendaryColorHex | |
LifeColor | public static readonly Color LifeColor | |
ObliterationSlotPrice | public static readonly int[] ObliterationSlotPrice | |
PlatinumCoinColor | public static readonly Color PlatinumCoinColor | |
RareColor | public static readonly Color RareColor | |
RareColorHex | public static readonly string RareColorHex | |
StardustColor | public static readonly Color StardustColor | |
UniqueColor | public static readonly Color UniqueColor | |
UniqueColorHex | public static readonly string UniqueColorHex |
Properties
| Name | Declaration | Description |
|---|---|---|
achievementsByName | public static IReadOnlyDictionary<string, Type> achievementsByName { get; } | |
allAchievements | public static IReadOnlyList<Type> allAchievements { get; } | |
allArtifacts | public static IReadOnlyList<Type> allArtifacts { get; } | |
allGameModifiers | public static IReadOnlyList<Type> allGameModifiers { get; } | |
allGems | public static IReadOnlyList<Type> allGems { get; } | |
allHeroes | public static IReadOnlyList<Type> allHeroes { get; } | |
allHeroSkills | public static IReadOnlyList<Type> allHeroSkills { get; } | |
allLucidDreams | public static IReadOnlyList<Type> allLucidDreams { get; } | |
allMonsters | public static IReadOnlyList<Type> allMonsters { get; } | |
allOldStars | public static IReadOnlyList<DewStarItemOld> allOldStars { get; } | |
allReveries | public static IReadOnlyList<DewReverieItem> allReveries { get; } | |
allRoomModifiers | public static IReadOnlyList<Type> allRoomModifiers { get; } | |
allSkills | public static IReadOnlyList<Type> allSkills { get; } | |
allStarTypes | public static IReadOnlyList<Type> allStarTypes { get; } | |
allTutorialItems | public static IReadOnlyList<Type> allTutorialItems { get; } | |
gameCanvas | public static Canvas gameCanvas { get; } | |
heroTypeOfOldStar | public static IReadOnlyDictionary<DewStarItemOld, Type> heroTypeOfOldStar { get; } | Contains all stars. Non-hero stars will have value of null. |
mainCamera | public static Camera mainCamera { get; } | |
resourceLinkTypes | public static IReadOnlyList<(Type, DewResourceLinkAttribute)> resourceLinkTypes { get; } | |
reveriesByName | public static IReadOnlyDictionary<string, DewReverieItem> reveriesByName { get; } |
Methods
CallDelayed(Action, int)
Call a function delayed by one frame.
public static void CallDelayed(Action func, int frameCount = 1)Parameters:
| Name | Type | Description |
|---|---|---|
func | System.Action | |
frameCount | int |
CallOnReady(MonoBehaviour, Func<bool>, Action)
public static void CallOnReady(MonoBehaviour caller, Func<bool> condition, Action func)Parameters:
| Name | Type | Description |
|---|---|---|
caller | UnityEngine.MonoBehaviour | |
condition | System.Func<TResult><bool> | |
func | System.Action |
ClearTypeReferences()
public static void ClearTypeReferences()ContainsData(IDictionary<string, string>, string, string, string)
public static bool ContainsData(this IDictionary<string, string> dict, string key0, string key1, string key2)Parameters:
| Name | Type | Description |
|---|---|---|
dict | System.Collections.Generic.IDictionary<TKey, TValue><string,string> | |
key0 | string | |
key1 | string | |
key2 | string |
Returns: bool
ContainsData(IDictionary<string, string>, string, string)
public static bool ContainsData(this IDictionary<string, string> dict, string key0, string key1)Parameters:
| Name | Type | Description |
|---|---|---|
dict | System.Collections.Generic.IDictionary<TKey, TValue><string,string> | |
key0 | string | |
key1 | string |
Returns: bool
ContainsData(IDictionary<string, string>, string)
public static bool ContainsData(this IDictionary<string, string> dict, string key0)Parameters:
| Name | Type | Description |
|---|---|---|
dict | System.Collections.Generic.IDictionary<TKey, TValue><string,string> | |
key0 | string |
Returns: bool
ConvertToStringInvariantCulture(object)
public static string ConvertToStringInvariantCulture(object value)Parameters:
| Name | Type | Description |
|---|---|---|
value | object |
Returns: string
CreateAbilityInstance<T>(T, Vector3, Quaternion?, Actor, CastInfo, Action<T>)
public static T CreateAbilityInstance<T>(T prefab, Vector3 position, Quaternion? rotation, Actor parent, CastInfo info, Action<T> beforePrepare = null) where T : AbilityInstanceParameters:
| Name | Type | Description |
|---|---|---|
prefab | T | |
position | UnityEngine.Vector3 | |
rotation | UnityEngine.Quaternion? | |
parent | Actor | |
info | CastInfo | |
beforePrepare | System.Action<T><T> | |
| `` | T |
Returns: T
CreateAbilityInstance<T>(Vector3, Quaternion?, Actor, CastInfo, Action<T>)
public static T CreateAbilityInstance<T>(Vector3 position, Quaternion? rotation, Actor parent, CastInfo info, Action<T> beforePrepare = null) where T : AbilityInstanceParameters:
| Name | Type | Description |
|---|---|---|
position | UnityEngine.Vector3 | |
rotation | UnityEngine.Quaternion? | |
parent | Actor | |
info | CastInfo | |
beforePrepare | System.Action<T><T> | |
| `` | T |
Returns: T
CreateAbilityTrigger<T>(T, Action<T>)
public static T CreateAbilityTrigger<T>(T trigger, Action<T> beforePrepare = null) where T : AbilityTriggerParameters:
| Name | Type | Description |
|---|---|---|
trigger | T | |
beforePrepare | System.Action<T><T> | |
| `` | T |
Returns: T
CreateAbilityTrigger<T>(Action<T>)
public static T CreateAbilityTrigger<T>(Action<T> beforeSpawn = null) where T : AbilityTriggerParameters:
| Name | Type | Description |
|---|---|---|
beforeSpawn | System.Action<T><T> | |
| `` | T |
Returns: T
CreateActor<T>()
public static T CreateActor<T>() where T : ActorParameters:
| Name | Type | Description |
|---|---|---|
| `` | T |
Returns: T
CreateActor<T>(T, Vector3, Quaternion?, Actor, Action<T>)
public static T CreateActor<T>(T prefab, Vector3 position, Quaternion? rotation, Actor parent = null, Action<T> beforePrepare = null) where T : ActorParameters:
| Name | Type | Description |
|---|---|---|
prefab | T | |
position | UnityEngine.Vector3 | |
rotation | UnityEngine.Quaternion? | |
parent | Actor | |
beforePrepare | System.Action<T><T> | |
| `` | T |
Returns: T
CreateActor<T>(Action<T>)
public static T CreateActor<T>(Action<T> beforePrepare = null) where T : ActorParameters:
| Name | Type | Description |
|---|---|---|
beforePrepare | System.Action<T><T> | |
| `` | T |
Returns: T
CreateActor<T>(Vector3, Quaternion?, Actor, Action<T>)
public static T CreateActor<T>(Vector3 position, Quaternion? rotation, Actor parent = null, Action<T> beforePrepare = null) where T : ActorParameters:
| Name | Type | Description |
|---|---|---|
position | UnityEngine.Vector3 | |
rotation | UnityEngine.Quaternion? | |
parent | Actor | |
beforePrepare | System.Action<T><T> | |
| `` | T |
Returns: T
CreateGem<T>(T, Vector3, int, DewPlayer, Action<T>)
public static T CreateGem<T>(T gem, Vector3 position, int quality, DewPlayer tempOwner = null, Action<T> beforePrepare = null) where T : GemParameters:
| Name | Type | Description |
|---|---|---|
gem | T | |
position | UnityEngine.Vector3 | |
quality | int | |
tempOwner | DewPlayer | |
beforePrepare | System.Action<T><T> | |
| `` | T |
Returns: T
CreateGem<T>(Vector3, int, DewPlayer, Action<T>)
public static T CreateGem<T>(Vector3 position, int quality, DewPlayer tempOwner = null, Action<T> beforePrepare = null) where T : GemParameters:
| Name | Type | Description |
|---|---|---|
position | UnityEngine.Vector3 | |
quality | int | |
tempOwner | DewPlayer | |
beforePrepare | System.Action<T><T> | |
| `` | T |
Returns: T
CreateSkillTrigger<T>(T, Vector3, int, DewPlayer, Action<T>)
public static T CreateSkillTrigger<T>(T trigger, Vector3 position, int level, DewPlayer tempOwner = null, Action<T> beforePrepare = null) where T : SkillTriggerParameters:
| Name | Type | Description |
|---|---|---|
trigger | T | |
position | UnityEngine.Vector3 | |
level | int | |
tempOwner | DewPlayer | |
beforePrepare | System.Action<T><T> | |
| `` | T |
Returns: T
CreateSkillTrigger<T>(Vector3, int, DewPlayer, Action<T>)
public static T CreateSkillTrigger<T>(Vector3 position, int level, DewPlayer tempOwner = null, Action<T> beforePrepare = null) where T : SkillTriggerParameters:
| Name | Type | Description |
|---|---|---|
position | UnityEngine.Vector3 | |
level | int | |
tempOwner | DewPlayer | |
beforePrepare | System.Action<T><T> | |
| `` | T |
Returns: T
CreateStatusEffect<T>(T, Entity, Actor, CastInfo, Action<T>)
Create a new status effect and attach it to an entity.This can return null if the creation fails:e.g. Trying to apply a status effect with isKilledByUnstoppable flag to an unstoppable/invulnerable entity.
public static T CreateStatusEffect<T>(T prefab, Entity victim, Actor parent, CastInfo info, Action<T> beforePrepare = null) where T : StatusEffectParameters:
| Name | Type | Description |
|---|---|---|
prefab | T | |
victim | Entity | |
parent | Actor | |
info | CastInfo | |
beforePrepare | System.Action<T><T> | |
| `` | T |
Returns: T
CreateStatusEffect<T>(Entity, Actor, CastInfo, Action<T>)
Create a new status effect and attach it to an entity.This can return null if the creation fails:e.g. Trying to apply a status effect with isKilledByUnstoppable flag to an unstoppable/invulnerable entity.
public static T CreateStatusEffect<T>(Entity victim, Actor parent, CastInfo info, Action<T> beforePrepare = null) where T : StatusEffectParameters:
| Name | Type | Description |
|---|---|---|
victim | Entity | |
parent | Actor | |
info | CastInfo | |
beforePrepare | System.Action<T><T> | |
| `` | T |
Returns: T
Debounce(Object, float, Action, object)
public static void Debounce(Object owner, float unscaledTime, Action callback, object id = null)Parameters:
| Name | Type | Description |
|---|---|---|
owner | UnityEngine.Object | |
unscaledTime | float | |
callback | System.Action | |
id | object |
Destroy(GameObject)
Destroy a networked game object. Despawning and destroying will be delayed for network RPCs and cleanups.
public static void Destroy(GameObject gameObject)Parameters:
| Name | Type | Description |
|---|---|---|
gameObject | UnityEngine.GameObject |
FilterNonOkayValues(ref float, float)
public static void FilterNonOkayValues(ref float v, float fallback = 0)Parameters:
| Name | Type | Description |
|---|---|---|
v | float | |
fallback | float |
FilterNonOkayValues(ref Vector2, Vector2)
public static void FilterNonOkayValues(ref Vector2 v, Vector2 fallback = default)Parameters:
| Name | Type | Description |
|---|---|---|
v | UnityEngine.Vector2 | |
fallback | UnityEngine.Vector2 |
FilterNonOkayValues(ref Vector3, Vector3)
public static void FilterNonOkayValues(ref Vector3 v, Vector3 fallback = default)Parameters:
| Name | Type | Description |
|---|---|---|
v | UnityEngine.Vector3 | |
fallback | UnityEngine.Vector3 |
FindActorOfType<T>()
public static T FindActorOfType<T>() where T : ActorParameters:
| Name | Type | Description |
|---|---|---|
| `` | T |
Returns: T
FindAllActorsOfType<T>(out ListReturnHandle<T>)
public static List<T> FindAllActorsOfType<T>(out ListReturnHandle<T> handle) where T : ActorParameters:
| Name | Type | Description |
|---|---|---|
handle | ListReturnHandle<T> | |
| `` | T |
Returns: System.Collections.Generic.List<T><T>
FindInterfaceOfType<T>(bool)
public static T FindInterfaceOfType<T>(bool includeInactive) where T : classParameters:
| Name | Type | Description |
|---|---|---|
includeInactive | bool | |
| `` | T |
Returns: T
FindInterfacesOfType<T>(bool)
public static T[] FindInterfacesOfType<T>(bool includeInactive) where T : classParameters:
| Name | Type | Description |
|---|---|---|
includeInactive | bool | |
| `` | T |
Returns: T[]
FormatBigNumbers(float, float, string)
public static string FormatBigNumbers(float number, float threshold, string format)Parameters:
| Name | Type | Description |
|---|---|---|
number | float | |
threshold | float | |
format | string |
Returns: string
GetAchievementColor(Type)
public static Color GetAchievementColor(Type achievementType)Parameters:
| Name | Type | Description |
|---|---|---|
achievementType | System.Type |
Returns: UnityEngine.Color
GetAchievementColorHex(Type)
public static string GetAchievementColorHex(Type achievementType)Parameters:
| Name | Type | Description |
|---|---|---|
achievementType | System.Type |
Returns: string
GetAliveHeroCount()
public static int GetAliveHeroCount()Returns: int
GetClosestAliveHero(Vector3, bool)
public static Hero GetClosestAliveHero(Vector3 pivot, bool fallbackToDead = true)Parameters:
| Name | Type | Description |
|---|---|---|
pivot | UnityEngine.Vector3 | |
fallbackToDead | bool |
Returns: Hero
GetClosestHeroDistance(Vector3, bool)
public static float GetClosestHeroDistance(Vector3 pivot, bool fallbackToDead = true)Parameters:
| Name | Type | Description |
|---|---|---|
pivot | UnityEngine.Vector3 | |
fallbackToDead | bool |
Returns: float
GetControlPresetWindow()
public static IControlPresetWindow GetControlPresetWindow()Returns: IControlPresetWindow
GetCoroutiner()
public static Coroutiner GetCoroutiner()Returns: Coroutiner
GetCurrencyColor(CurrencyType)
public static Color GetCurrencyColor(CurrencyType type)Parameters:
| Name | Type | Description |
|---|---|---|
type | CurrencyType |
Returns: UnityEngine.Color
GetCurrencyColorHex(CurrencyType)
public static string GetCurrencyColorHex(CurrencyType type)Parameters:
| Name | Type | Description |
|---|---|---|
type | CurrencyType |
Returns: string
GetCurrentMultiplayerCompatibilityVersion()
Used to check game compatibility between multiplayer host/clients.This special version is used to allow cross-platform multiplayer (DRM-Free, STOVE, Steam, e.g.)
public static string GetCurrentMultiplayerCompatibilityVersion()Returns: string
GetData<T>(IDictionary<string, string>, string, string, string)
public static T GetData<T>(this IDictionary<string, string> dict, string key0, string key1, string key2)Parameters:
| Name | Type | Description |
|---|---|---|
dict | System.Collections.Generic.IDictionary<TKey, TValue><string,string> | |
key0 | string | |
key1 | string | |
key2 | string | |
| `` | T |
Returns: T
GetData<T>(IDictionary<string, string>, string, string)
public static T GetData<T>(this IDictionary<string, string> dict, string key0, string key1)Parameters:
| Name | Type | Description |
|---|---|---|
dict | System.Collections.Generic.IDictionary<TKey, TValue><string,string> | |
key0 | string | |
key1 | string | |
| `` | T |
Returns: T
GetData<T>(IDictionary<string, string>, string)
public static T GetData<T>(this IDictionary<string, string> dict, string key0)Parameters:
| Name | Type | Description |
|---|---|---|
dict | System.Collections.Generic.IDictionary<TKey, TValue><string,string> | |
key0 | string | |
| `` | T |
Returns: T
GetDataKey(string, string, string)
public static string GetDataKey(string key0, string key1, string key2)Parameters:
| Name | Type | Description |
|---|---|---|
key0 | string | |
key1 | string | |
key2 | string |
Returns: string
GetDataKey(string, string)
public static string GetDataKey(string key0, string key1)Parameters:
| Name | Type | Description |
|---|---|---|
key0 | string | |
key1 | string |
Returns: string
GetDataKey(string)
public static string GetDataKey(string key0)Parameters:
| Name | Type | Description |
|---|---|---|
key0 | string |
Returns: string
GetDataOrDefault<T>(IDictionary<string, string>, string, T)
public static T GetDataOrDefault<T>(this IDictionary<string, string> dict, string key0, T defaultValue = default)Parameters:
| Name | Type | Description |
|---|---|---|
dict | System.Collections.Generic.IDictionary<TKey, TValue><string,string> | |
key0 | string | |
defaultValue | T | |
| `` | T |
Returns: T
GetDataOrDefault<T>(IDictionary<string, string>, string, string, T)
public static T GetDataOrDefault<T>(this IDictionary<string, string> dict, string key0, string key1, T defaultValue = default)Parameters:
| Name | Type | Description |
|---|---|---|
dict | System.Collections.Generic.IDictionary<TKey, TValue><string,string> | |
key0 | string | |
key1 | string | |
defaultValue | T | |
| `` | T |
Returns: T
GetDataOrDefault<T>(IDictionary<string, string>, string, string, string, T)
public static T GetDataOrDefault<T>(this IDictionary<string, string> dict, string key0, string key1, string key2, T defaultValue = default)Parameters:
| Name | Type | Description |
|---|---|---|
dict | System.Collections.Generic.IDictionary<TKey, TValue><string,string> | |
key0 | string | |
key1 | string | |
key2 | string | |
defaultValue | T | |
| `` | T |
Returns: T
GetDefaultObliterationSlots()
public static int GetDefaultObliterationSlots()Returns: int
GetDejavuCost(Object, int)
public static int GetDejavuCost(Object target, int wins = -1)Parameters:
| Name | Type | Description |
|---|---|---|
target | UnityEngine.Object | |
wins | int |
Returns: int
GetDejavuMaxWins(Object)
public static int GetDejavuMaxWins(Object target)Parameters:
| Name | Type | Description |
|---|---|---|
target | UnityEngine.Object |
Returns: int
GetGoodRewardPosition(Vector3, float)
This applies random offset to pivot and avoids nearby IBanRoomNodesNearby, items and interactables.The position will be traversable by nearest hero.
public static Vector3 GetGoodRewardPosition(Vector3 pivot, float randomOffset = 2)Parameters:
| Name | Type | Description |
|---|---|---|
pivot | UnityEngine.Vector3 | |
randomOffset | float |
Returns: UnityEngine.Vector3
GetHex(Color)
public static string GetHex(Color color)Parameters:
| Name | Type | Description |
|---|---|---|
color | UnityEngine.Color |
Returns: string
GetMaxObliterationSlots()
public static int GetMaxObliterationSlots()Returns: int
GetMultiplayerCompatibilityVersion(string)
public static string GetMultiplayerCompatibilityVersion(string bundleVersion)Parameters:
| Name | Type | Description |
|---|---|---|
bundleVersion | string |
Returns: string
GetNavMeshPath(Vector3, Vector3)
public static NavMeshPath GetNavMeshPath(Vector3 start, Vector3 end)Parameters:
| Name | Type | Description |
|---|---|---|
start | UnityEngine.Vector3 | |
end | UnityEngine.Vector3 |
Returns: UnityEngine.AI.NavMeshPath
GetNavMeshPathStatus(Vector3, Vector3)
public static NavMeshPathStatus GetNavMeshPathStatus(Vector3 start, Vector3 end)Parameters:
| Name | Type | Description |
|---|---|---|
start | UnityEngine.Vector3 | |
end | UnityEngine.Vector3 |
Returns: UnityEngine.AI.NavMeshPathStatus
GetObliterationMinAllowedHeroes()
public static int GetObliterationMinAllowedHeroes()Returns: int
GetObliterationMinAllowedItemsPerRarity()
public static int GetObliterationMinAllowedItemsPerRarity()Returns: int
GetObliterationSlotPrice(int)
public static int GetObliterationSlotPrice(int slotIndex)Parameters:
| Name | Type | Description |
|---|---|---|
slotIndex | int |
Returns: int
GetOriginalName(string)
Clean the given name removing (Clone) or variant suffixes.Useful when trying to figure out id of name-linked resources.
public static string GetOriginalName(string name)Parameters:
| Name | Type | Description |
|---|---|---|
name | string |
Returns: string
GetParentDirectory(string)
public static string GetParentDirectory(string path)Parameters:
| Name | Type | Description |
|---|---|---|
path | string |
Returns: string
GetPositionOnGround(Vector3, float)
public static Vector3 GetPositionOnGround(Vector3 position, float yDiffRange = 50)Parameters:
| Name | Type | Description |
|---|---|---|
position | UnityEngine.Vector3 | |
yDiffRange | float |
Returns: UnityEngine.Vector3
GetProjectRootPath()
public static string GetProjectRootPath()Returns: string
GetRarityColor(Rarity)
public static Color GetRarityColor(Rarity rarity)Parameters:
| Name | Type | Description |
|---|---|---|
rarity | Rarity |
Returns: UnityEngine.Color
GetRarityColor(SkinRarity)
public static Color GetRarityColor(SkinRarity rarity)Parameters:
| Name | Type | Description |
|---|---|---|
rarity | SkinRarity |
Returns: UnityEngine.Color
GetRarityColorHex(Rarity)
Gets rarity color with prefix #.
public static string GetRarityColorHex(Rarity rarity)Parameters:
| Name | Type | Description |
|---|---|---|
rarity | Rarity |
Returns: string
GetRarityColorHex(SkinRarity)
public static string GetRarityColorHex(SkinRarity rarity)Parameters:
| Name | Type | Description |
|---|---|---|
rarity | SkinRarity |
Returns: string
GetReadableTimespanConcise(TimeSpan)
public static string GetReadableTimespanConcise(TimeSpan t)Parameters:
| Name | Type | Description |
|---|---|---|
t | System.TimeSpan |
Returns: string
GetReadableTimespanDetailed(TimeSpan)
public static string GetReadableTimespanDetailed(TimeSpan t)Parameters:
| Name | Type | Description |
|---|---|---|
t | System.TimeSpan |
Returns: string
GetRequiredAchievementOfTarget(string)
public static Type GetRequiredAchievementOfTarget(string targetTypeName)Parameters:
| Name | Type | Description |
|---|---|---|
targetTypeName | string |
Returns: System.Type
GetRequiredAchievementOfTarget(Type)
public static Type GetRequiredAchievementOfTarget(Type targetType)Parameters:
| Name | Type | Description |
|---|---|---|
targetType | System.Type |
Returns: System.Type
GetRequiredMasteryLevelForStarSlotUnlock(int)
public static int GetRequiredMasteryLevelForStarSlotUnlock(int index)Parameters:
| Name | Type | Description |
|---|---|---|
index | int |
Returns: int
GetRequiredMasteryPointsToLevelUp(int)
public static long GetRequiredMasteryPointsToLevelUp(int currentLevel)Parameters:
| Name | Type | Description |
|---|---|---|
currentLevel | int |
Returns: long
GetRequiredStardustForStarSlotUnlock(int)
public static int GetRequiredStardustForStarSlotUnlock(int index)Parameters:
| Name | Type | Description |
|---|---|---|
index | int |
Returns: int
GetRewardedMasteryPoints(float)
public static long GetRewardedMasteryPoints(float minutes)Parameters:
| Name | Type | Description |
|---|---|---|
minutes | float |
Returns: long
GetStarCategoryColor(StarType)
public static Color GetStarCategoryColor(StarType type)Parameters:
| Name | Type | Description |
|---|---|---|
type | StarType |
Returns: UnityEngine.Color
GetStardustRewardOnLevelUpAmount(int)
public static int GetStardustRewardOnLevelUpAmount(int nextLevel)Parameters:
| Name | Type | Description |
|---|---|---|
nextLevel | int |
Returns: int
GetTypeFromShortName(string)
public static Type GetTypeFromShortName(string typeName)Parameters:
| Name | Type | Description |
|---|---|---|
typeName | string |
Returns: System.Type
GetUIComponentBelowCursor<T>(bool)
public static T GetUIComponentBelowCursor<T>(bool includeParent = true) where T : ComponentParameters:
| Name | Type | Description |
|---|---|---|
includeParent | bool | |
| `` | T |
Returns: T
GetUnlockedTargetsOfAchievement(Type)
public static List<Type> GetUnlockedTargetsOfAchievement(Type achievementType)Parameters:
| Name | Type | Description |
|---|---|---|
achievementType | System.Type |
Returns: System.Collections.Generic.List<T><System.Type>
GetValidAgentDestination_Closest(Vector3, Vector3)
Returns a point that is pathable from start position that is the closest to the end point.
public static Vector3 GetValidAgentDestination_Closest(Vector3 start, Vector3 end)Parameters:
| Name | Type | Description |
|---|---|---|
start | UnityEngine.Vector3 | |
end | UnityEngine.Vector3 |
Returns: UnityEngine.Vector3
GetValidAgentDestination_LinearSweep(Vector3, Vector3)
Returns a point that is pathable from start position, sweeping linearly across two points.
public static Vector3 GetValidAgentDestination_LinearSweep(Vector3 start, Vector3 end)Parameters:
| Name | Type | Description |
|---|---|---|
start | UnityEngine.Vector3 | |
end | UnityEngine.Vector3 |
Returns: UnityEngine.Vector3
GetValidAgentPosition(Vector3, float)
public static Vector3 GetValidAgentPosition(Vector3 pos, float threshold = 10)Parameters:
| Name | Type | Description |
|---|---|---|
pos | UnityEngine.Vector3 | |
threshold | float |
Returns: UnityEngine.Vector3
Helper_GetInstanceOfActor<T>(ref T)
This is a helper function for instance / softInstance management of actors.
public static T Helper_GetInstanceOfActor<T>(ref T softInstance) where T : ActorParameters:
| Name | Type | Description |
|---|---|---|
softInstance | T | |
| `` | T |
Returns: T
InitAllTypeReferences()
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
public static void InitAllTypeReferences()InstantiateActor_Imp<T>(T, Vector3, Quaternion?, Actor)
public static T InstantiateActor_Imp<T>(T prefab, Vector3 position, Quaternion? rotation, Actor parent) where T : ActorParameters:
| Name | Type | Description |
|---|---|---|
prefab | T | |
position | UnityEngine.Vector3 | |
rotation | UnityEngine.Quaternion? | |
parent | Actor | |
| `` | T |
Returns: T
InstantiateAndSpawn<T>(T, Action<T>)
public static T InstantiateAndSpawn<T>(T prefab, Action<T> beforeSpawn = null) where T : ComponentParameters:
| Name | Type | Description |
|---|---|---|
prefab | T | |
beforeSpawn | System.Action<T><T> | |
| `` | T |
Returns: T
InstantiateAndSpawn<T>(T, Vector3, Quaternion?, Action<T>)
public static T InstantiateAndSpawn<T>(T prefab, Vector3 position, Quaternion? rotation, Action<T> beforeSpawn = null) where T : ComponentParameters:
| Name | Type | Description |
|---|---|---|
prefab | T | |
position | UnityEngine.Vector3 | |
rotation | UnityEngine.Quaternion? | |
beforeSpawn | System.Action<T><T> | |
| `` | T |
Returns: T
InstantiateAndSpawn<T>(Action<T>)
public static T InstantiateAndSpawn<T>(Action<T> beforeSpawn = null) where T : ComponentParameters:
| Name | Type | Description |
|---|---|---|
beforeSpawn | System.Action<T><T> | |
| `` | T |
Returns: T
InstantiateAndSpawn<T>(Vector3, Quaternion?, Action<T>)
public static T InstantiateAndSpawn<T>(Vector3 position, Quaternion? rotation, Action<T> beforeSpawn = null) where T : ComponentParameters:
| Name | Type | Description |
|---|---|---|
position | UnityEngine.Vector3 | |
rotation | UnityEngine.Quaternion? | |
beforeSpawn | System.Action<T><T> | |
| `` | T |
Returns: T
IntToRoman(int)
public static string IntToRoman(int num)Parameters:
| Name | Type | Description |
|---|---|---|
num | int |
Returns: string
IsAccessoryIncludedInGame(string)
public static bool IsAccessoryIncludedInGame(string type)Parameters:
| Name | Type | Description |
|---|---|---|
type | string |
Returns: bool
IsAchievementIncludedInGame(string)
public static bool IsAchievementIncludedInGame(string typeStr)Parameters:
| Name | Type | Description |
|---|---|---|
typeStr | string |
Returns: bool
IsAnyActorBeingDestroyed()
public static bool IsAnyActorBeingDestroyed()Returns: bool
IsArtifactIncludedInGame(string)
public static bool IsArtifactIncludedInGame(string type)Parameters:
| Name | Type | Description |
|---|---|---|
type | string |
Returns: bool
IsBeingDestroyed(GameObject)
public static bool IsBeingDestroyed(GameObject gameObject)Parameters:
| Name | Type | Description |
|---|---|---|
gameObject | UnityEngine.GameObject |
Returns: bool
IsChristmas()
public static bool IsChristmas()Returns: bool
IsCurseIncludedInGame(string)
public static bool IsCurseIncludedInGame(string type)Parameters:
| Name | Type | Description |
|---|---|---|
type | string |
Returns: bool
IsDejavuFree(string)
public static bool IsDejavuFree(string typeName)Parameters:
| Name | Type | Description |
|---|---|---|
typeName | string |
Returns: bool
IsDejavuFree(Object)
public static bool IsDejavuFree(Object target)Parameters:
| Name | Type | Description |
|---|---|---|
target | UnityEngine.Object |
Returns: bool
IsEmoteIncludedInGame(string)
public static bool IsEmoteIncludedInGame(string type)Parameters:
| Name | Type | Description |
|---|---|---|
type | string |
Returns: bool
IsExcludedFromPool(string)
public static bool IsExcludedFromPool(string type)Parameters:
| Name | Type | Description |
|---|---|---|
type | string |
Returns: bool
IsGameModifierIncludedInGame(string)
public static bool IsGameModifierIncludedInGame(string type)Parameters:
| Name | Type | Description |
|---|---|---|
type | string |
Returns: bool
IsGemIncludedInGame(string)
public static bool IsGemIncludedInGame(string type)Parameters:
| Name | Type | Description |
|---|---|---|
type | string |
Returns: bool
IsHeroIncludedInGame(string)
public static bool IsHeroIncludedInGame(string type)Parameters:
| Name | Type | Description |
|---|---|---|
type | string |
Returns: bool
IsLucidDreamIncludedInGame(string)
public static bool IsLucidDreamIncludedInGame(string type)Parameters:
| Name | Type | Description |
|---|---|---|
type | string |
Returns: bool
IsMeleeHero(HeroClassType)
public static bool IsMeleeHero(Hero.HeroClassType type)Parameters:
| Name | Type | Description |
|---|---|---|
type | Hero.HeroClassType |
Returns: bool
IsMonsterIncludedInGame(string)
public static bool IsMonsterIncludedInGame(string type)Parameters:
| Name | Type | Description |
|---|---|---|
type | string |
Returns: bool
IsNametagIncludedInGame(string)
public static bool IsNametagIncludedInGame(string type)Parameters:
| Name | Type | Description |
|---|---|---|
type | string |
Returns: bool
IsNearChristmas()
public static bool IsNearChristmas()Returns: bool
IsNotPlayableOnTop(Vector3)
public static bool IsNotPlayableOnTop(Vector3 pos)Parameters:
| Name | Type | Description |
|---|---|---|
pos | UnityEngine.Vector3 |
Returns: bool
IsOkay(Displacement)
Check floating values if they're not infinity nor NaNs.This will print out exceptions for getting stack traces in Cloud Diagnostics.
public static bool IsOkay(Displacement d)Parameters:
| Name | Type | Description |
|---|---|---|
d | Displacement |
Returns: bool
IsOkay(double)
Check floating values if they're not infinity nor NaNs.This will print out exceptions for getting stack traces in Cloud Diagnostics.
public static bool IsOkay(double d)Parameters:
| Name | Type | Description |
|---|---|---|
d | double |
Returns: bool
IsOkay(float)
Check floating values if they're not infinity nor NaNs.This will print out exceptions for getting stack traces in Cloud Diagnostics.
public static bool IsOkay(float f)Parameters:
| Name | Type | Description |
|---|---|---|
f | float |
Returns: bool
IsOkay(Vector2)
Check floating values if they're not infinity nor NaNs.This will print out exceptions for getting stack traces in Cloud Diagnostics.
public static bool IsOkay(Vector2 v)Parameters:
| Name | Type | Description |
|---|---|---|
v | UnityEngine.Vector2 |
Returns: bool
IsOkay(Vector3)
Check floating values if they're not infinity nor NaNs.This will print out exceptions for getting stack traces in Cloud Diagnostics.
public static bool IsOkay(Vector3 v)Parameters:
| Name | Type | Description |
|---|---|---|
v | UnityEngine.Vector3 |
Returns: bool
IsOkay(Vector4)
Check floating values if they're not infinity nor NaNs.This will print out exceptions for getting stack traces in Cloud Diagnostics.
public static bool IsOkay(Vector4 v)Parameters:
| Name | Type | Description |
|---|---|---|
v | UnityEngine.Vector4 |
Returns: bool
IsRangedHero(HeroClassType)
public static bool IsRangedHero(Hero.HeroClassType type)Parameters:
| Name | Type | Description |
|---|---|---|
type | Hero.HeroClassType |
Returns: bool
IsRoomModifierIncludedInGame(string)
public static bool IsRoomModifierIncludedInGame(string type)Parameters:
| Name | Type | Description |
|---|---|---|
type | string |
Returns: bool
IsSkillIncludedInGame(string)
public static bool IsSkillIncludedInGame(string type)Parameters:
| Name | Type | Description |
|---|---|---|
type | string |
Returns: bool
IsSkinIncludedInGame(string)
public static bool IsSkinIncludedInGame(string type)Parameters:
| Name | Type | Description |
|---|---|---|
type | string |
Returns: bool
IsStarIncludedInGame(string)
public static bool IsStarIncludedInGame(string type)Parameters:
| Name | Type | Description |
|---|---|---|
type | string |
Returns: bool
IsTreasureIncludedInGame(string)
public static bool IsTreasureIncludedInGame(string type)Parameters:
| Name | Type | Description |
|---|---|---|
type | string |
Returns: bool
IsZoneIncludedInGame(string)
public static bool IsZoneIncludedInGame(string type)Parameters:
| Name | Type | Description |
|---|---|---|
type | string |
Returns: bool
NicifyVariableName(string)
Converts a variable name string into a human-readable label. Example: "helloThere_fella" becomes "Hello There Fella".
public static string NicifyVariableName(this string input)Parameters:
| Name | Type | Description |
|---|---|---|
input | string |
Returns: string
OpenURL(string, OpenURLSettings)
public static void OpenURL(string url, OpenURLSettings settings = null)Parameters:
| Name | Type | Description |
|---|---|---|
url | string | |
settings | OpenURLSettings |
PrepareAndSpawnActor_Imp<T>(T, Action<T>)
public static T PrepareAndSpawnActor_Imp<T>(T newActor, Action<T> beforePrepare) where T : ActorParameters:
| Name | Type | Description |
|---|---|---|
newActor | T | |
beforePrepare | System.Action<T><T> | |
| `` | T |
Returns: T
PrepareAndSpawnHero_Imp<T>(T, DewPlayer, int, HeroLoadoutData, string, Action<T>)
public static T PrepareAndSpawnHero_Imp<T>(T newEntity, DewPlayer owner, int level, HeroLoadoutData loadout, string skin, Action<T> beforePrepare) where T : HeroParameters:
| Name | Type | Description |
|---|---|---|
newEntity | T | |
owner | DewPlayer | |
level | int | |
loadout | HeroLoadoutData | |
skin | string | |
beforePrepare | System.Action<T><T> | |
| `` | T |
Returns: T
PrepareAndSpawnStatusEffect_Imp<T>(T, Entity, Actor, CastInfo, Action<T>)
public static T PrepareAndSpawnStatusEffect_Imp<T>(T newSe, Entity victim, Actor parent, CastInfo info, Action<T> beforePrepare) where T : StatusEffectParameters:
| Name | Type | Description |
|---|---|---|
newSe | T | |
victim | Entity | |
parent | Actor | |
info | CastInfo | |
beforePrepare | System.Action<T><T> | |
| `` | T |
Returns: T
QuitApplication(bool)
public static void QuitApplication(bool dontSave = false)Parameters:
| Name | Type | Description |
|---|---|---|
dontSave | bool |
RaycastAllUIElementsBelowCursor(out ListReturnHandle<RaycastResult>)
public static List<RaycastResult> RaycastAllUIElementsBelowCursor(out ListReturnHandle<RaycastResult> handle)Parameters:
| Name | Type | Description |
|---|---|---|
handle | ListReturnHandle<RaycastResult> |
Returns: System.Collections.Generic.List<T><RaycastResult>
RaycastAllUIElementsBelowCursor(List<RaycastResult>)
public static void RaycastAllUIElementsBelowCursor(List<RaycastResult> results)Parameters:
| Name | Type | Description |
|---|---|---|
results | System.Collections.Generic.List<T><RaycastResult> |
RaycastAllUIElementsBelowScreenPoint(Vector2, out ListReturnHandle<RaycastResult>)
public static List<RaycastResult> RaycastAllUIElementsBelowScreenPoint(Vector2 screenPoint, out ListReturnHandle<RaycastResult> handle)Parameters:
| Name | Type | Description |
|---|---|---|
screenPoint | UnityEngine.Vector2 | |
handle | ListReturnHandle<RaycastResult> |
Returns: System.Collections.Generic.List<T><RaycastResult>
RaycastAllUIElementsBelowScreenPoint(Vector2, List<RaycastResult>)
public static void RaycastAllUIElementsBelowScreenPoint(Vector2 screenPoint, List<RaycastResult> results)Parameters:
| Name | Type | Description |
|---|---|---|
screenPoint | UnityEngine.Vector2 | |
results | System.Collections.Generic.List<T><RaycastResult> |
RefreshRenderer()
public static void RefreshRenderer()RemoveData(IDictionary<string, string>, string, string, string)
public static bool RemoveData(this IDictionary<string, string> dict, string key0, string key1, string key2)Parameters:
| Name | Type | Description |
|---|---|---|
dict | System.Collections.Generic.IDictionary<TKey, TValue><string,string> | |
key0 | string | |
key1 | string | |
key2 | string |
Returns: bool
RemoveData(IDictionary<string, string>, string, string)
public static bool RemoveData(this IDictionary<string, string> dict, string key0, string key1)Parameters:
| Name | Type | Description |
|---|---|---|
dict | System.Collections.Generic.IDictionary<TKey, TValue><string,string> | |
key0 | string | |
key1 | string |
Returns: bool
RemoveData(IDictionary<string, string>, string)
public static bool RemoveData(this IDictionary<string, string> dict, string key0)Parameters:
| Name | Type | Description |
|---|---|---|
dict | System.Collections.Generic.IDictionary<TKey, TValue><string,string> | |
key0 | string |
Returns: bool
ResolveLocalizedFormatArgs(string[])
public static void ResolveLocalizedFormatArgs(string[] localizedFormatArgs)Parameters:
| Name | Type | Description |
|---|---|---|
localizedFormatArgs | string[] |
SelectBestIndexWithScore<T>(IList<T>, Func<T, int, float>, float, DewRandom)
Item with best score will be returned. If fuzziness is set, score will be multiplied by a random value between (1+fuzziness) ~ (1-fuzziness)
public static int SelectBestIndexWithScore<T>(IList<T> list, Func<T, int, float> scoreFunc, float fuzziness = 0, DewRandom random = null)Parameters:
| Name | Type | Description |
|---|---|---|
list | System.Collections.Generic.IList<T><T> | |
scoreFunc | System.Func<T1, T2, TResult><T,int,float> | |
fuzziness | float | |
random | DewRandom | |
| `` | T |
Returns: int
SelectBestIndexWithScore<T>(ReadOnlySpan<T>, Func<T, int, float>, float, DewRandom)
Item with best score will be returned. If fuzziness is set, score will be multiplied by a random value between (1+fuzziness) ~ (1-fuzziness)
public static int SelectBestIndexWithScore<T>(ReadOnlySpan<T> list, Func<T, int, float> scoreFunc, float fuzziness = 0, DewRandom random = null)Parameters:
| Name | Type | Description |
|---|---|---|
list | System.ReadOnlySpan<T><T> | |
scoreFunc | System.Func<T1, T2, TResult><T,int,float> | |
fuzziness | float | |
random | DewRandom | |
| `` | T |
Returns: int
SelectBestWithScore<T>(HashSet<T>, Func<T, float>, float, DewRandom)
Item with best score will be returned. If fuzziness is set, score will be multiplied by a random value between (1+fuzziness) ~ (1-fuzziness)
public static T SelectBestWithScore<T>(HashSet<T> list, Func<T, float> scoreFunc, float fuzziness = 0, DewRandom random = null)Parameters:
| Name | Type | Description |
|---|---|---|
list | System.Collections.Generic.HashSet<T><T> | |
scoreFunc | System.Func<T, TResult><T,float> | |
fuzziness | float | |
random | DewRandom | |
| `` | T |
Returns: T
SelectBestWithScore<T>(IList<T>, Func<T, int, float>, float, DewRandom)
Item with best score will be returned. If fuzziness is set, score will be multiplied by a random value between (1+fuzziness) ~ (1-fuzziness)
public static T SelectBestWithScore<T>(IList<T> list, Func<T, int, float> scoreFunc, float fuzziness = 0, DewRandom random = null)Parameters:
| Name | Type | Description |
|---|---|---|
list | System.Collections.Generic.IList<T><T> | |
scoreFunc | System.Func<T1, T2, TResult><T,int,float> | |
fuzziness | float | |
random | DewRandom | |
| `` | T |
Returns: T
SelectBestWithScore<T>(ReadOnlySpan<T>, Func<T, int, float>, float, DewRandom)
Item with best score will be returned. If fuzziness is set, score will be multiplied by a random value between (1+fuzziness) ~ (1-fuzziness)
public static T SelectBestWithScore<T>(ReadOnlySpan<T> list, Func<T, int, float> scoreFunc, float fuzziness = 0, DewRandom random = null)Parameters:
| Name | Type | Description |
|---|---|---|
list | System.ReadOnlySpan<T><T> | |
scoreFunc | System.Func<T1, T2, TResult><T,int,float> | |
fuzziness | float | |
random | DewRandom | |
| `` | T |
Returns: T
SelectRandomAliveHero(bool)
public static Hero SelectRandomAliveHero(bool fallbackToDead = true)Parameters:
| Name | Type | Description |
|---|---|---|
fallbackToDead | bool |
Returns: Hero
SelectRandomWeightedIndexInParams(params float[])
public static int SelectRandomWeightedIndexInParams(params float[] weights)Parameters:
| Name | Type | Description |
|---|---|---|
weights | float[] |
Returns: int
SelectRandomWeightedInList<T>(IList<T>, Func<T, float>, DewRandom)
public static T SelectRandomWeightedInList<T>(IList<T> list, Func<T, float> weightGetter, DewRandom random = null)Parameters:
| Name | Type | Description |
|---|---|---|
list | System.Collections.Generic.IList<T><T> | |
weightGetter | System.Func<T, TResult><T,float> | |
random | DewRandom | |
| `` | T |
Returns: T
SelectRandomWeightedInList<T>(ReadOnlySpan<T>, Func<T, float>)
public static T SelectRandomWeightedInList<T>(ReadOnlySpan<T> list, Func<T, float> weightGetter)Parameters:
| Name | Type | Description |
|---|---|---|
list | System.ReadOnlySpan<T><T> | |
weightGetter | System.Func<T, TResult><T,float> | |
| `` | T |
Returns: T
SelectRandomWeightedInParams<T>(params (float, T)[])
public static T SelectRandomWeightedInParams<T>(params (float, T)[] elements)Parameters:
| Name | Type | Description |
|---|---|---|
elements | (float, T)[] | |
| `` | T |
Returns: T
SelectRandomWeightedInReadOnlyList<T>(IReadOnlyList<T>, Func<T, float>)
Without the postfix, you won't be able to feed in Lists because of ambiguity.
public static T SelectRandomWeightedInReadOnlyList<T>(IReadOnlyList<T> list, Func<T, float> weightGetter)Parameters:
| Name | Type | Description |
|---|---|---|
list | System.Collections.Generic.IReadOnlyList<T><T> | |
weightGetter | System.Func<T, TResult><T,float> | |
| `` | T |
Returns: T
SetData<T>(IDictionary<string, string>, string, T)
public static void SetData<T>(this IDictionary<string, string> dict, string key0, T value)Parameters:
| Name | Type | Description |
|---|---|---|
dict | System.Collections.Generic.IDictionary<TKey, TValue><string,string> | |
key0 | string | |
value | T | |
| `` | T |
SetData<T>(IDictionary<string, string>, string, string, T)
public static void SetData<T>(this IDictionary<string, string> dict, string key0, string key1, T value)Parameters:
| Name | Type | Description |
|---|---|---|
dict | System.Collections.Generic.IDictionary<TKey, TValue><string,string> | |
key0 | string | |
key1 | string | |
value | T | |
| `` | T |
SetData<T>(IDictionary<string, string>, string, string, string, T)
public static void SetData<T>(this IDictionary<string, string> dict, string key0, string key1, string key2, T value)Parameters:
| Name | Type | Description |
|---|---|---|
dict | System.Collections.Generic.IDictionary<TKey, TValue><string,string> | |
key0 | string | |
key1 | string | |
key2 | string | |
value | T | |
| `` | T |
SetUnscaledTimeUpdate(GameObject)
public static void SetUnscaledTimeUpdate(GameObject gobj)Parameters:
| Name | Type | Description |
|---|---|---|
gobj | UnityEngine.GameObject |
ShowJsonWithEditor(string)
public static void ShowJsonWithEditor(string json)Parameters:
| Name | Type | Description |
|---|---|---|
json | string |
SpawnEntity<T>(T, Vector3, Quaternion?, Actor, DewPlayer, int, Action<T>)
public static T SpawnEntity<T>(T entity, Vector3 position, Quaternion? rotation, Actor parent, DewPlayer owner, int level, Action<T> beforeSpawn = null) where T : EntityParameters:
| Name | Type | Description |
|---|---|---|
entity | T | |
position | UnityEngine.Vector3 | |
rotation | UnityEngine.Quaternion? | |
parent | Actor | |
owner | DewPlayer | |
level | int | |
beforeSpawn | System.Action<T><T> | |
| `` | T |
Returns: T
SpawnEntity<T>(Vector3, Quaternion?, Actor, DewPlayer, int, Action<T>)
public static T SpawnEntity<T>(Vector3 position, Quaternion? rotation, Actor parent, DewPlayer owner, int level, Action<T> beforeSpawn = null) where T : EntityParameters:
| Name | Type | Description |
|---|---|---|
position | UnityEngine.Vector3 | |
rotation | UnityEngine.Quaternion? | |
parent | Actor | |
owner | DewPlayer | |
level | int | |
beforeSpawn | System.Action<T><T> | |
| `` | T |
Returns: T
SpawnHero<T>(T, Vector3, Quaternion?, DewPlayer, int, HeroLoadoutData, string, Action<T>)
public static T SpawnHero<T>(T hero, Vector3 position, Quaternion? rotation, DewPlayer owner, int level, HeroLoadoutData loadout, string skin, Action<T> beforeSpawn = null) where T : HeroParameters:
| Name | Type | Description |
|---|---|---|
hero | T | |
position | UnityEngine.Vector3 | |
rotation | UnityEngine.Quaternion? | |
owner | DewPlayer | |
level | int | |
loadout | HeroLoadoutData | |
skin | string | |
beforeSpawn | System.Action<T><T> | |
| `` | T |
Returns: T
SpawnHero<T>(Vector3, Quaternion?, DewPlayer, int, HeroLoadoutData, string, Action<T>)
public static T SpawnHero<T>(Vector3 position, Quaternion? rotation, DewPlayer owner, int level, HeroLoadoutData loadout, string skin, Action<T> beforeSpawn = null) where T : HeroParameters:
| Name | Type | Description |
|---|---|---|
position | UnityEngine.Vector3 | |
rotation | UnityEngine.Quaternion? | |
owner | DewPlayer | |
level | int | |
loadout | HeroLoadoutData | |
skin | string | |
beforeSpawn | System.Action<T><T> | |
| `` | T |
Returns: T
TryGetData<T>(IDictionary<string, string>, string, out T)
public static bool TryGetData<T>(this IDictionary<string, string> dict, string key0, out T value)Parameters:
| Name | Type | Description |
|---|---|---|
dict | System.Collections.Generic.IDictionary<TKey, TValue><string,string> | |
key0 | string | |
value | T | |
| `` | T |
Returns: bool
TryGetData<T>(IDictionary<string, string>, string, string, out T)
public static bool TryGetData<T>(this IDictionary<string, string> dict, string key0, string key1, out T value)Parameters:
| Name | Type | Description |
|---|---|---|
dict | System.Collections.Generic.IDictionary<TKey, TValue><string,string> | |
key0 | string | |
key1 | string | |
value | T | |
| `` | T |
Returns: bool
TryGetData<T>(IDictionary<string, string>, string, string, string, out T)
public static bool TryGetData<T>(this IDictionary<string, string> dict, string key0, string key1, string key2, out T value)Parameters:
| Name | Type | Description |
|---|---|---|
dict | System.Collections.Generic.IDictionary<TKey, TValue><string,string> | |
key0 | string | |
key1 | string | |
key2 | string | |
value | T | |
| `` | T |
Returns: bool
TryGetTypeFromShortName(string, out Type)
public static bool TryGetTypeFromShortName(string typeName, out Type type)Parameters:
| Name | Type | Description |
|---|---|---|
typeName | string | |
type | System.Type |
Returns: bool
WaitForAggroedEnemiesRoutine()
Wait until no enemies aggroed to any player exists.
public static IEnumerator WaitForAggroedEnemiesRoutine()Returns: System.Collections.IEnumerator
WaitForClientsReadyRoutine(List<DewPlayer>)
Wait until all connections are ready.
public static IEnumerator WaitForClientsReadyRoutine(List<DewPlayer> players = null)Parameters:
| Name | Type | Description |
|---|---|---|
players | System.Collections.Generic.List<T><DewPlayer> |
Returns: System.Collections.IEnumerator