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Class: Rift_RoomExit ​

csharp
public class Rift_RoomExit : Rift, ILogicUpdate, ICleanup, ICustomDestroyRoutine, IInteractable, IBanRoomNodesNearby, IBanRoomNodesNearbyMultiple

Fields ​

NameDeclarationDescription
forceTravelToNextZonepublic bool forceTravelToNextZone
nextNodeIndexpublic int nextNodeIndex
softInstancepublic static Rift_RoomExit softInstance

Properties ​

NameDeclarationDescription
instancepublic static Rift_RoomExit instance { get; }If you expect the instance to be null, you MUST USE softInstance in Update loops.This will call FindObjectOfType if current instance is null, which can be very expensive.

Methods ​

Awake() ​

csharp
protected override void Awake()

GetBanSpots() ​

csharp
public Vector3[] GetBanSpots()

Returns: UnityEngine.Vector3[]

GetSidetrackPortalPositions(List<(Vector3, Quaternion)>) ​

csharp
public void GetSidetrackPortalPositions(List<(Vector3, Quaternion)> list)

Parameters:

NameTypeDescription
listSystem.Collections.Generic.List&lt;T&gt;&lt;(UnityEngine.Vector3,UnityEngine.Quaternion)&gt;

OnCreate() ​

csharp
protected override void OnCreate()

OnInteractRift(Hero) ​

csharp
protected override bool OnInteractRift(Hero hero)

Parameters:

NameTypeDescription
heroHero

Returns: bool

TpcInteract(NetworkConnectionToClient) ​

csharp
public void TpcInteract(NetworkConnectionToClient target)

Parameters:

NameTypeDescription
targetMirror.NetworkConnectionToClient

Maintained by the Shape of Dreams Modding Community