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Class: Dew ​

  • Namespace: Global
  • Assembly: Dew.Core.dll
csharp
public static class Dew

Fields ​

NameDeclarationDescription
CharacterColorpublic static readonly Color CharacterColor
CharacterColorHexpublic static readonly string CharacterColorHex
CommonColorpublic static readonly Color CommonColor
CommonColorHexpublic static readonly string CommonColorHex
DestroyDelaypublic const float DestroyDelay = 0.3
DestructionColorpublic static readonly Color DestructionColor
DreamDustColorpublic static readonly Color DreamDustColor
EpicColorpublic static readonly Color EpicColor
EpicColorHexpublic static readonly string EpicColorHex
FlexibleColorpublic static readonly Color FlexibleColor
GoldColorpublic static readonly Color GoldColor
HealthColorpublic static readonly Color HealthColor
HeroOrderpublic static readonly List<string> HeroOrder
IdentityColorpublic static readonly Color IdentityColor
IdentityColorHexpublic static readonly string IdentityColorHex
ImaginationColorpublic static readonly Color ImaginationColor
LegendaryColorpublic static readonly Color LegendaryColor
LegendaryColorHexpublic static readonly string LegendaryColorHex
LifeColorpublic static readonly Color LifeColor
ObliterationSlotPricepublic static readonly int[] ObliterationSlotPrice
PlatinumCoinColorpublic static readonly Color PlatinumCoinColor
RareColorpublic static readonly Color RareColor
RareColorHexpublic static readonly string RareColorHex
StardustColorpublic static readonly Color StardustColor
UniqueColorpublic static readonly Color UniqueColor
UniqueColorHexpublic static readonly string UniqueColorHex

Properties ​

NameDeclarationDescription
achievementsByNamepublic static IReadOnlyDictionary<string, Type> achievementsByName { get; }
allAchievementspublic static IReadOnlyList<Type> allAchievements { get; }
allArtifactspublic static IReadOnlyList<Type> allArtifacts { get; }
allGameModifierspublic static IReadOnlyList<Type> allGameModifiers { get; }
allGemspublic static IReadOnlyList<Type> allGems { get; }
allHeroespublic static IReadOnlyList<Type> allHeroes { get; }
allHeroSkillspublic static IReadOnlyList<Type> allHeroSkills { get; }
allLucidDreamspublic static IReadOnlyList<Type> allLucidDreams { get; }
allMonsterspublic static IReadOnlyList<Type> allMonsters { get; }
allOldStarspublic static IReadOnlyList<DewStarItemOld> allOldStars { get; }
allReveriespublic static IReadOnlyList<DewReverieItem> allReveries { get; }
allRoomModifierspublic static IReadOnlyList<Type> allRoomModifiers { get; }
allSkillspublic static IReadOnlyList<Type> allSkills { get; }
allStarTypespublic static IReadOnlyList<Type> allStarTypes { get; }
allTutorialItemspublic static IReadOnlyList<Type> allTutorialItems { get; }
gameCanvaspublic static Canvas gameCanvas { get; }
heroTypeOfOldStarpublic static IReadOnlyDictionary<DewStarItemOld, Type> heroTypeOfOldStar { get; }Contains all stars. Non-hero stars will have value of null.
mainCamerapublic static Camera mainCamera { get; }
resourceLinkTypespublic static IReadOnlyList<(Type, DewResourceLinkAttribute)> resourceLinkTypes { get; }
reveriesByNamepublic static IReadOnlyDictionary<string, DewReverieItem> reveriesByName { get; }

Methods ​

CallDelayed(Action, int) ​

Call a function delayed by one frame.

csharp
public static void CallDelayed(Action func, int frameCount = 1)

Parameters:

NameTypeDescription
funcSystem.Action
frameCountint

CallOnReady(MonoBehaviour, Func<bool>, Action) ​

csharp
public static void CallOnReady(MonoBehaviour caller, Func<bool> condition, Action func)

Parameters:

NameTypeDescription
callerUnityEngine.MonoBehaviour
conditionSystem.Func&lt;TResult&gt;&lt;bool&gt;
funcSystem.Action

ClearTypeReferences() ​

csharp
public static void ClearTypeReferences()

ContainsData(IDictionary&lt;string, string&gt;, string, string, string) ​

csharp
public static bool ContainsData(this IDictionary<string, string> dict, string key0, string key1, string key2)

Parameters:

NameTypeDescription
dictSystem.Collections.Generic.IDictionary&lt;TKey, TValue&gt;&lt;string,string&gt;
key0string
key1string
key2string

Returns: bool

ContainsData(IDictionary&lt;string, string&gt;, string, string) ​

csharp
public static bool ContainsData(this IDictionary<string, string> dict, string key0, string key1)

Parameters:

NameTypeDescription
dictSystem.Collections.Generic.IDictionary&lt;TKey, TValue&gt;&lt;string,string&gt;
key0string
key1string

Returns: bool

ContainsData(IDictionary&lt;string, string&gt;, string) ​

csharp
public static bool ContainsData(this IDictionary<string, string> dict, string key0)

Parameters:

NameTypeDescription
dictSystem.Collections.Generic.IDictionary&lt;TKey, TValue&gt;&lt;string,string&gt;
key0string

Returns: bool

ConvertToStringInvariantCulture(object) ​

csharp
public static string ConvertToStringInvariantCulture(object value)

Parameters:

NameTypeDescription
valueobject

Returns: string

CreateAbilityInstance&lt;T&gt;(T, Vector3, Quaternion?, Actor, CastInfo, Action&lt;T&gt;) ​

csharp
public static T CreateAbilityInstance<T>(T prefab, Vector3 position, Quaternion? rotation, Actor parent, CastInfo info, Action<T> beforePrepare = null) where T : AbilityInstance

Parameters:

NameTypeDescription
prefabT
positionUnityEngine.Vector3
rotationUnityEngine.Quaternion?
parentActor
infoCastInfo
beforePrepareSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

CreateAbilityInstance&lt;T&gt;(Vector3, Quaternion?, Actor, CastInfo, Action&lt;T&gt;) ​

csharp
public static T CreateAbilityInstance<T>(Vector3 position, Quaternion? rotation, Actor parent, CastInfo info, Action<T> beforePrepare = null) where T : AbilityInstance

Parameters:

NameTypeDescription
positionUnityEngine.Vector3
rotationUnityEngine.Quaternion?
parentActor
infoCastInfo
beforePrepareSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

CreateAbilityTrigger&lt;T&gt;(T, Action&lt;T&gt;) ​

csharp
public static T CreateAbilityTrigger<T>(T trigger, Action<T> beforePrepare = null) where T : AbilityTrigger

Parameters:

NameTypeDescription
triggerT
beforePrepareSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

CreateAbilityTrigger&lt;T&gt;(Action&lt;T&gt;) ​

csharp
public static T CreateAbilityTrigger<T>(Action<T> beforeSpawn = null) where T : AbilityTrigger

Parameters:

NameTypeDescription
beforeSpawnSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

CreateActor&lt;T&gt;() ​

csharp
public static T CreateActor<T>() where T : Actor

Parameters:

NameTypeDescription
``T

Returns: T

CreateActor&lt;T&gt;(T, Vector3, Quaternion?, Actor, Action&lt;T&gt;) ​

csharp
public static T CreateActor<T>(T prefab, Vector3 position, Quaternion? rotation, Actor parent = null, Action<T> beforePrepare = null) where T : Actor

Parameters:

NameTypeDescription
prefabT
positionUnityEngine.Vector3
rotationUnityEngine.Quaternion?
parentActor
beforePrepareSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

CreateActor&lt;T&gt;(Action&lt;T&gt;) ​

csharp
public static T CreateActor<T>(Action<T> beforePrepare = null) where T : Actor

Parameters:

NameTypeDescription
beforePrepareSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

CreateActor&lt;T&gt;(Vector3, Quaternion?, Actor, Action&lt;T&gt;) ​

csharp
public static T CreateActor<T>(Vector3 position, Quaternion? rotation, Actor parent = null, Action<T> beforePrepare = null) where T : Actor

Parameters:

NameTypeDescription
positionUnityEngine.Vector3
rotationUnityEngine.Quaternion?
parentActor
beforePrepareSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

CreateGem&lt;T&gt;(T, Vector3, int, DewPlayer, Action&lt;T&gt;) ​

csharp
public static T CreateGem<T>(T gem, Vector3 position, int quality, DewPlayer tempOwner = null, Action<T> beforePrepare = null) where T : Gem

Parameters:

NameTypeDescription
gemT
positionUnityEngine.Vector3
qualityint
tempOwnerDewPlayer
beforePrepareSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

CreateGem&lt;T&gt;(Vector3, int, DewPlayer, Action&lt;T&gt;) ​

csharp
public static T CreateGem<T>(Vector3 position, int quality, DewPlayer tempOwner = null, Action<T> beforePrepare = null) where T : Gem

Parameters:

NameTypeDescription
positionUnityEngine.Vector3
qualityint
tempOwnerDewPlayer
beforePrepareSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

CreateSkillTrigger&lt;T&gt;(T, Vector3, int, DewPlayer, Action&lt;T&gt;) ​

csharp
public static T CreateSkillTrigger<T>(T trigger, Vector3 position, int level, DewPlayer tempOwner = null, Action<T> beforePrepare = null) where T : SkillTrigger

Parameters:

NameTypeDescription
triggerT
positionUnityEngine.Vector3
levelint
tempOwnerDewPlayer
beforePrepareSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

CreateSkillTrigger&lt;T&gt;(Vector3, int, DewPlayer, Action&lt;T&gt;) ​

csharp
public static T CreateSkillTrigger<T>(Vector3 position, int level, DewPlayer tempOwner = null, Action<T> beforePrepare = null) where T : SkillTrigger

Parameters:

NameTypeDescription
positionUnityEngine.Vector3
levelint
tempOwnerDewPlayer
beforePrepareSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

CreateStatusEffect&lt;T&gt;(T, Entity, Actor, CastInfo, Action&lt;T&gt;) ​

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.

csharp
public static T CreateStatusEffect<T>(T prefab, Entity victim, Actor parent, CastInfo info, Action<T> beforePrepare = null) where T : StatusEffect

Parameters:

NameTypeDescription
prefabT
victimEntity
parentActor
infoCastInfo
beforePrepareSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

CreateStatusEffect&lt;T&gt;(Entity, Actor, CastInfo, Action&lt;T&gt;) ​

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.

csharp
public static T CreateStatusEffect<T>(Entity victim, Actor parent, CastInfo info, Action<T> beforePrepare = null) where T : StatusEffect

Parameters:

NameTypeDescription
victimEntity
parentActor
infoCastInfo
beforePrepareSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

Debounce(Object, float, Action, object) ​

csharp
public static void Debounce(Object owner, float unscaledTime, Action callback, object id = null)

Parameters:

NameTypeDescription
ownerUnityEngine.Object
unscaledTimefloat
callbackSystem.Action
idobject

Destroy(GameObject) ​

Destroy a networked game object. Despawning and destroying will be delayed for network RPCs and cleanups.

csharp
public static void Destroy(GameObject gameObject)

Parameters:

NameTypeDescription
gameObjectUnityEngine.GameObject

FilterNonOkayValues(ref float, float) ​

csharp
public static void FilterNonOkayValues(ref float v, float fallback = 0)

Parameters:

NameTypeDescription
vfloat
fallbackfloat

FilterNonOkayValues(ref Vector2, Vector2) ​

csharp
public static void FilterNonOkayValues(ref Vector2 v, Vector2 fallback = default)

Parameters:

NameTypeDescription
vUnityEngine.Vector2
fallbackUnityEngine.Vector2

FilterNonOkayValues(ref Vector3, Vector3) ​

csharp
public static void FilterNonOkayValues(ref Vector3 v, Vector3 fallback = default)

Parameters:

NameTypeDescription
vUnityEngine.Vector3
fallbackUnityEngine.Vector3

FindActorOfType&lt;T&gt;() ​

csharp
public static T FindActorOfType<T>() where T : Actor

Parameters:

NameTypeDescription
``T

Returns: T

FindAllActorsOfType&lt;T&gt;(out ListReturnHandle&lt;T&gt;) ​

csharp
public static List<T> FindAllActorsOfType<T>(out ListReturnHandle<T> handle) where T : Actor

Parameters:

NameTypeDescription
handleListReturnHandle&lt;T&gt;
``T

Returns: System.Collections.Generic.List&lt;T&gt;&lt;T&gt;

FindInterfaceOfType&lt;T&gt;(bool) ​

csharp
public static T FindInterfaceOfType<T>(bool includeInactive) where T : class

Parameters:

NameTypeDescription
includeInactivebool
``T

Returns: T

FindInterfacesOfType&lt;T&gt;(bool) ​

csharp
public static T[] FindInterfacesOfType<T>(bool includeInactive) where T : class

Parameters:

NameTypeDescription
includeInactivebool
``T

Returns: T[]

FormatBigNumbers(float, float, string) ​

csharp
public static string FormatBigNumbers(float number, float threshold, string format)

Parameters:

NameTypeDescription
numberfloat
thresholdfloat
formatstring

Returns: string

GetAchievementColor(Type) ​

csharp
public static Color GetAchievementColor(Type achievementType)

Parameters:

NameTypeDescription
achievementTypeSystem.Type

Returns: UnityEngine.Color

GetAchievementColorHex(Type) ​

csharp
public static string GetAchievementColorHex(Type achievementType)

Parameters:

NameTypeDescription
achievementTypeSystem.Type

Returns: string

GetAliveHeroCount() ​

csharp
public static int GetAliveHeroCount()

Returns: int

GetClosestAliveHero(Vector3, bool) ​

csharp
public static Hero GetClosestAliveHero(Vector3 pivot, bool fallbackToDead = true)

Parameters:

NameTypeDescription
pivotUnityEngine.Vector3
fallbackToDeadbool

Returns: Hero

GetClosestHeroDistance(Vector3, bool) ​

csharp
public static float GetClosestHeroDistance(Vector3 pivot, bool fallbackToDead = true)

Parameters:

NameTypeDescription
pivotUnityEngine.Vector3
fallbackToDeadbool

Returns: float

GetControlPresetWindow() ​

csharp
public static IControlPresetWindow GetControlPresetWindow()

Returns: IControlPresetWindow

GetCoroutiner() ​

csharp
public static Coroutiner GetCoroutiner()

Returns: Coroutiner

GetCurrencyColor(CurrencyType) ​

csharp
public static Color GetCurrencyColor(CurrencyType type)

Parameters:

NameTypeDescription
typeCurrencyType

Returns: UnityEngine.Color

GetCurrencyColorHex(CurrencyType) ​

csharp
public static string GetCurrencyColorHex(CurrencyType type)

Parameters:

NameTypeDescription
typeCurrencyType

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.)

csharp
public static string GetCurrentMultiplayerCompatibilityVersion()

Returns: string

GetData&lt;T&gt;(IDictionary&lt;string, string&gt;, string, string, string) ​

csharp
public static T GetData<T>(this IDictionary<string, string> dict, string key0, string key1, string key2)

Parameters:

NameTypeDescription
dictSystem.Collections.Generic.IDictionary&lt;TKey, TValue&gt;&lt;string,string&gt;
key0string
key1string
key2string
``T

Returns: T

GetData&lt;T&gt;(IDictionary&lt;string, string&gt;, string, string) ​

csharp
public static T GetData<T>(this IDictionary<string, string> dict, string key0, string key1)

Parameters:

NameTypeDescription
dictSystem.Collections.Generic.IDictionary&lt;TKey, TValue&gt;&lt;string,string&gt;
key0string
key1string
``T

Returns: T

GetData&lt;T&gt;(IDictionary&lt;string, string&gt;, string) ​

csharp
public static T GetData<T>(this IDictionary<string, string> dict, string key0)

Parameters:

NameTypeDescription
dictSystem.Collections.Generic.IDictionary&lt;TKey, TValue&gt;&lt;string,string&gt;
key0string
``T

Returns: T

GetDataKey(string, string, string) ​

csharp
public static string GetDataKey(string key0, string key1, string key2)

Parameters:

NameTypeDescription
key0string
key1string
key2string

Returns: string

GetDataKey(string, string) ​

csharp
public static string GetDataKey(string key0, string key1)

Parameters:

NameTypeDescription
key0string
key1string

Returns: string

GetDataKey(string) ​

csharp
public static string GetDataKey(string key0)

Parameters:

NameTypeDescription
key0string

Returns: string

GetDataOrDefault&lt;T&gt;(IDictionary&lt;string, string&gt;, string, T) ​

csharp
public static T GetDataOrDefault<T>(this IDictionary<string, string> dict, string key0, T defaultValue = default)

Parameters:

NameTypeDescription
dictSystem.Collections.Generic.IDictionary&lt;TKey, TValue&gt;&lt;string,string&gt;
key0string
defaultValueT
``T

Returns: T

GetDataOrDefault&lt;T&gt;(IDictionary&lt;string, string&gt;, string, string, T) ​

csharp
public static T GetDataOrDefault<T>(this IDictionary<string, string> dict, string key0, string key1, T defaultValue = default)

Parameters:

NameTypeDescription
dictSystem.Collections.Generic.IDictionary&lt;TKey, TValue&gt;&lt;string,string&gt;
key0string
key1string
defaultValueT
``T

Returns: T

GetDataOrDefault&lt;T&gt;(IDictionary&lt;string, string&gt;, string, string, string, T) ​

csharp
public static T GetDataOrDefault<T>(this IDictionary<string, string> dict, string key0, string key1, string key2, T defaultValue = default)

Parameters:

NameTypeDescription
dictSystem.Collections.Generic.IDictionary&lt;TKey, TValue&gt;&lt;string,string&gt;
key0string
key1string
key2string
defaultValueT
``T

Returns: T

GetDefaultObliterationSlots() ​

csharp
public static int GetDefaultObliterationSlots()

Returns: int

GetDejavuCost(Object, int) ​

csharp
public static int GetDejavuCost(Object target, int wins = -1)

Parameters:

NameTypeDescription
targetUnityEngine.Object
winsint

Returns: int

GetDejavuMaxWins(Object) ​

csharp
public static int GetDejavuMaxWins(Object target)

Parameters:

NameTypeDescription
targetUnityEngine.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.

csharp
public static Vector3 GetGoodRewardPosition(Vector3 pivot, float randomOffset = 2)

Parameters:

NameTypeDescription
pivotUnityEngine.Vector3
randomOffsetfloat

Returns: UnityEngine.Vector3

GetHex(Color) ​

csharp
public static string GetHex(Color color)

Parameters:

NameTypeDescription
colorUnityEngine.Color

Returns: string

GetMaxObliterationSlots() ​

csharp
public static int GetMaxObliterationSlots()

Returns: int

GetMultiplayerCompatibilityVersion(string) ​

csharp
public static string GetMultiplayerCompatibilityVersion(string bundleVersion)

Parameters:

NameTypeDescription
bundleVersionstring

Returns: string

GetNavMeshPath(Vector3, Vector3) ​

csharp
public static NavMeshPath GetNavMeshPath(Vector3 start, Vector3 end)

Parameters:

NameTypeDescription
startUnityEngine.Vector3
endUnityEngine.Vector3

Returns: UnityEngine.AI.NavMeshPath

GetNavMeshPathStatus(Vector3, Vector3) ​

csharp
public static NavMeshPathStatus GetNavMeshPathStatus(Vector3 start, Vector3 end)

Parameters:

NameTypeDescription
startUnityEngine.Vector3
endUnityEngine.Vector3

Returns: UnityEngine.AI.NavMeshPathStatus

GetObliterationMinAllowedHeroes() ​

csharp
public static int GetObliterationMinAllowedHeroes()

Returns: int

GetObliterationMinAllowedItemsPerRarity() ​

csharp
public static int GetObliterationMinAllowedItemsPerRarity()

Returns: int

GetObliterationSlotPrice(int) ​

csharp
public static int GetObliterationSlotPrice(int slotIndex)

Parameters:

NameTypeDescription
slotIndexint

Returns: int

GetOriginalName(string) ​

Clean the given name removing (Clone) or variant suffixes.Useful when trying to figure out id of name-linked resources.

csharp
public static string GetOriginalName(string name)

Parameters:

NameTypeDescription
namestring

Returns: string

GetParentDirectory(string) ​

csharp
public static string GetParentDirectory(string path)

Parameters:

NameTypeDescription
pathstring

Returns: string

GetPositionOnGround(Vector3, float) ​

csharp
public static Vector3 GetPositionOnGround(Vector3 position, float yDiffRange = 50)

Parameters:

NameTypeDescription
positionUnityEngine.Vector3
yDiffRangefloat

Returns: UnityEngine.Vector3

GetProjectRootPath() ​

csharp
public static string GetProjectRootPath()

Returns: string

GetRarityColor(Rarity) ​

csharp
public static Color GetRarityColor(Rarity rarity)

Parameters:

NameTypeDescription
rarityRarity

Returns: UnityEngine.Color

GetRarityColor(SkinRarity) ​

csharp
public static Color GetRarityColor(SkinRarity rarity)

Parameters:

NameTypeDescription
raritySkinRarity

Returns: UnityEngine.Color

GetRarityColorHex(Rarity) ​

Gets rarity color with prefix #.

csharp
public static string GetRarityColorHex(Rarity rarity)

Parameters:

NameTypeDescription
rarityRarity

Returns: string

GetRarityColorHex(SkinRarity) ​

csharp
public static string GetRarityColorHex(SkinRarity rarity)

Parameters:

NameTypeDescription
raritySkinRarity

Returns: string

GetReadableTimespanConcise(TimeSpan) ​

csharp
public static string GetReadableTimespanConcise(TimeSpan t)

Parameters:

NameTypeDescription
tSystem.TimeSpan

Returns: string

GetReadableTimespanDetailed(TimeSpan) ​

csharp
public static string GetReadableTimespanDetailed(TimeSpan t)

Parameters:

NameTypeDescription
tSystem.TimeSpan

Returns: string

GetRequiredAchievementOfTarget(string) ​

csharp
public static Type GetRequiredAchievementOfTarget(string targetTypeName)

Parameters:

NameTypeDescription
targetTypeNamestring

Returns: System.Type

GetRequiredAchievementOfTarget(Type) ​

csharp
public static Type GetRequiredAchievementOfTarget(Type targetType)

Parameters:

NameTypeDescription
targetTypeSystem.Type

Returns: System.Type

GetRequiredMasteryLevelForStarSlotUnlock(int) ​

csharp
public static int GetRequiredMasteryLevelForStarSlotUnlock(int index)

Parameters:

NameTypeDescription
indexint

Returns: int

GetRequiredMasteryPointsToLevelUp(int) ​

csharp
public static long GetRequiredMasteryPointsToLevelUp(int currentLevel)

Parameters:

NameTypeDescription
currentLevelint

Returns: long

GetRequiredStardustForStarSlotUnlock(int) ​

csharp
public static int GetRequiredStardustForStarSlotUnlock(int index)

Parameters:

NameTypeDescription
indexint

Returns: int

GetRewardedMasteryPoints(float) ​

csharp
public static long GetRewardedMasteryPoints(float minutes)

Parameters:

NameTypeDescription
minutesfloat

Returns: long

GetStarCategoryColor(StarType) ​

csharp
public static Color GetStarCategoryColor(StarType type)

Parameters:

NameTypeDescription
typeStarType

Returns: UnityEngine.Color

GetStardustRewardOnLevelUpAmount(int) ​

csharp
public static int GetStardustRewardOnLevelUpAmount(int nextLevel)

Parameters:

NameTypeDescription
nextLevelint

Returns: int

GetTypeFromShortName(string) ​

csharp
public static Type GetTypeFromShortName(string typeName)

Parameters:

NameTypeDescription
typeNamestring

Returns: System.Type

GetUIComponentBelowCursor&lt;T&gt;(bool) ​

csharp
public static T GetUIComponentBelowCursor<T>(bool includeParent = true) where T : Component

Parameters:

NameTypeDescription
includeParentbool
``T

Returns: T

GetUnlockedTargetsOfAchievement(Type) ​

csharp
public static List<Type> GetUnlockedTargetsOfAchievement(Type achievementType)

Parameters:

NameTypeDescription
achievementTypeSystem.Type

Returns: System.Collections.Generic.List&lt;T&gt;&lt;System.Type&gt;

GetValidAgentDestination_Closest(Vector3, Vector3) ​

Returns a point that is pathable from start position that is the closest to the end point.

csharp
public static Vector3 GetValidAgentDestination_Closest(Vector3 start, Vector3 end)

Parameters:

NameTypeDescription
startUnityEngine.Vector3
endUnityEngine.Vector3

Returns: UnityEngine.Vector3

GetValidAgentDestination_LinearSweep(Vector3, Vector3) ​

Returns a point that is pathable from start position, sweeping linearly across two points.

csharp
public static Vector3 GetValidAgentDestination_LinearSweep(Vector3 start, Vector3 end)

Parameters:

NameTypeDescription
startUnityEngine.Vector3
endUnityEngine.Vector3

Returns: UnityEngine.Vector3

GetValidAgentPosition(Vector3, float) ​

csharp
public static Vector3 GetValidAgentPosition(Vector3 pos, float threshold = 10)

Parameters:

NameTypeDescription
posUnityEngine.Vector3
thresholdfloat

Returns: UnityEngine.Vector3

Helper_GetInstanceOfActor&lt;T&gt;(ref T) ​

This is a helper function for instance / softInstance management of actors.

csharp
public static T Helper_GetInstanceOfActor<T>(ref T softInstance) where T : Actor

Parameters:

NameTypeDescription
softInstanceT
``T

Returns: T

InitAllTypeReferences() ​

csharp
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
public static void InitAllTypeReferences()

InstantiateActor_Imp&lt;T&gt;(T, Vector3, Quaternion?, Actor) ​

csharp
public static T InstantiateActor_Imp<T>(T prefab, Vector3 position, Quaternion? rotation, Actor parent) where T : Actor

Parameters:

NameTypeDescription
prefabT
positionUnityEngine.Vector3
rotationUnityEngine.Quaternion?
parentActor
``T

Returns: T

InstantiateAndSpawn&lt;T&gt;(T, Action&lt;T&gt;) ​

csharp
public static T InstantiateAndSpawn<T>(T prefab, Action<T> beforeSpawn = null) where T : Component

Parameters:

NameTypeDescription
prefabT
beforeSpawnSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

InstantiateAndSpawn&lt;T&gt;(T, Vector3, Quaternion?, Action&lt;T&gt;) ​

csharp
public static T InstantiateAndSpawn<T>(T prefab, Vector3 position, Quaternion? rotation, Action<T> beforeSpawn = null) where T : Component

Parameters:

NameTypeDescription
prefabT
positionUnityEngine.Vector3
rotationUnityEngine.Quaternion?
beforeSpawnSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

InstantiateAndSpawn&lt;T&gt;(Action&lt;T&gt;) ​

csharp
public static T InstantiateAndSpawn<T>(Action<T> beforeSpawn = null) where T : Component

Parameters:

NameTypeDescription
beforeSpawnSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

InstantiateAndSpawn&lt;T&gt;(Vector3, Quaternion?, Action&lt;T&gt;) ​

csharp
public static T InstantiateAndSpawn<T>(Vector3 position, Quaternion? rotation, Action<T> beforeSpawn = null) where T : Component

Parameters:

NameTypeDescription
positionUnityEngine.Vector3
rotationUnityEngine.Quaternion?
beforeSpawnSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

IntToRoman(int) ​

csharp
public static string IntToRoman(int num)

Parameters:

NameTypeDescription
numint

Returns: string

IsAccessoryIncludedInGame(string) ​

csharp
public static bool IsAccessoryIncludedInGame(string type)

Parameters:

NameTypeDescription
typestring

Returns: bool

IsAchievementIncludedInGame(string) ​

csharp
public static bool IsAchievementIncludedInGame(string typeStr)

Parameters:

NameTypeDescription
typeStrstring

Returns: bool

IsAnyActorBeingDestroyed() ​

csharp
public static bool IsAnyActorBeingDestroyed()

Returns: bool

IsArtifactIncludedInGame(string) ​

csharp
public static bool IsArtifactIncludedInGame(string type)

Parameters:

NameTypeDescription
typestring

Returns: bool

IsBeingDestroyed(GameObject) ​

csharp
public static bool IsBeingDestroyed(GameObject gameObject)

Parameters:

NameTypeDescription
gameObjectUnityEngine.GameObject

Returns: bool

IsChristmas() ​

csharp
public static bool IsChristmas()

Returns: bool

IsCurseIncludedInGame(string) ​

csharp
public static bool IsCurseIncludedInGame(string type)

Parameters:

NameTypeDescription
typestring

Returns: bool

IsDejavuFree(string) ​

csharp
public static bool IsDejavuFree(string typeName)

Parameters:

NameTypeDescription
typeNamestring

Returns: bool

IsDejavuFree(Object) ​

csharp
public static bool IsDejavuFree(Object target)

Parameters:

NameTypeDescription
targetUnityEngine.Object

Returns: bool

IsEmoteIncludedInGame(string) ​

csharp
public static bool IsEmoteIncludedInGame(string type)

Parameters:

NameTypeDescription
typestring

Returns: bool

IsExcludedFromPool(string) ​

csharp
public static bool IsExcludedFromPool(string type)

Parameters:

NameTypeDescription
typestring

Returns: bool

IsGameModifierIncludedInGame(string) ​

csharp
public static bool IsGameModifierIncludedInGame(string type)

Parameters:

NameTypeDescription
typestring

Returns: bool

IsGemIncludedInGame(string) ​

csharp
public static bool IsGemIncludedInGame(string type)

Parameters:

NameTypeDescription
typestring

Returns: bool

IsHeroIncludedInGame(string) ​

csharp
public static bool IsHeroIncludedInGame(string type)

Parameters:

NameTypeDescription
typestring

Returns: bool

IsLucidDreamIncludedInGame(string) ​

csharp
public static bool IsLucidDreamIncludedInGame(string type)

Parameters:

NameTypeDescription
typestring

Returns: bool

IsMeleeHero(HeroClassType) ​

csharp
public static bool IsMeleeHero(Hero.HeroClassType type)

Parameters:

NameTypeDescription
typeHero.HeroClassType

Returns: bool

IsMonsterIncludedInGame(string) ​

csharp
public static bool IsMonsterIncludedInGame(string type)

Parameters:

NameTypeDescription
typestring

Returns: bool

IsNametagIncludedInGame(string) ​

csharp
public static bool IsNametagIncludedInGame(string type)

Parameters:

NameTypeDescription
typestring

Returns: bool

IsNearChristmas() ​

csharp
public static bool IsNearChristmas()

Returns: bool

IsNotPlayableOnTop(Vector3) ​

csharp
public static bool IsNotPlayableOnTop(Vector3 pos)

Parameters:

NameTypeDescription
posUnityEngine.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.

csharp
public static bool IsOkay(Displacement d)

Parameters:

NameTypeDescription
dDisplacement

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.

csharp
public static bool IsOkay(double d)

Parameters:

NameTypeDescription
ddouble

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.

csharp
public static bool IsOkay(float f)

Parameters:

NameTypeDescription
ffloat

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.

csharp
public static bool IsOkay(Vector2 v)

Parameters:

NameTypeDescription
vUnityEngine.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.

csharp
public static bool IsOkay(Vector3 v)

Parameters:

NameTypeDescription
vUnityEngine.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.

csharp
public static bool IsOkay(Vector4 v)

Parameters:

NameTypeDescription
vUnityEngine.Vector4

Returns: bool

IsRangedHero(HeroClassType) ​

csharp
public static bool IsRangedHero(Hero.HeroClassType type)

Parameters:

NameTypeDescription
typeHero.HeroClassType

Returns: bool

IsRoomModifierIncludedInGame(string) ​

csharp
public static bool IsRoomModifierIncludedInGame(string type)

Parameters:

NameTypeDescription
typestring

Returns: bool

IsSkillIncludedInGame(string) ​

csharp
public static bool IsSkillIncludedInGame(string type)

Parameters:

NameTypeDescription
typestring

Returns: bool

IsSkinIncludedInGame(string) ​

csharp
public static bool IsSkinIncludedInGame(string type)

Parameters:

NameTypeDescription
typestring

Returns: bool

IsStarIncludedInGame(string) ​

csharp
public static bool IsStarIncludedInGame(string type)

Parameters:

NameTypeDescription
typestring

Returns: bool

IsTreasureIncludedInGame(string) ​

csharp
public static bool IsTreasureIncludedInGame(string type)

Parameters:

NameTypeDescription
typestring

Returns: bool

IsZoneIncludedInGame(string) ​

csharp
public static bool IsZoneIncludedInGame(string type)

Parameters:

NameTypeDescription
typestring

Returns: bool

NicifyVariableName(string) ​

Converts a variable name string into a human-readable label. Example: "helloThere_fella" becomes "Hello There Fella".

csharp
public static string NicifyVariableName(this string input)

Parameters:

NameTypeDescription
inputstring

Returns: string

OpenURL(string, OpenURLSettings) ​

csharp
public static void OpenURL(string url, OpenURLSettings settings = null)

Parameters:

NameTypeDescription
urlstring
settingsOpenURLSettings

PrepareAndSpawnActor_Imp&lt;T&gt;(T, Action&lt;T&gt;) ​

csharp
public static T PrepareAndSpawnActor_Imp<T>(T newActor, Action<T> beforePrepare) where T : Actor

Parameters:

NameTypeDescription
newActorT
beforePrepareSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

PrepareAndSpawnHero_Imp&lt;T&gt;(T, DewPlayer, int, HeroLoadoutData, string, Action&lt;T&gt;) ​

csharp
public static T PrepareAndSpawnHero_Imp<T>(T newEntity, DewPlayer owner, int level, HeroLoadoutData loadout, string skin, Action<T> beforePrepare) where T : Hero

Parameters:

NameTypeDescription
newEntityT
ownerDewPlayer
levelint
loadoutHeroLoadoutData
skinstring
beforePrepareSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

PrepareAndSpawnStatusEffect_Imp&lt;T&gt;(T, Entity, Actor, CastInfo, Action&lt;T&gt;) ​

csharp
public static T PrepareAndSpawnStatusEffect_Imp<T>(T newSe, Entity victim, Actor parent, CastInfo info, Action<T> beforePrepare) where T : StatusEffect

Parameters:

NameTypeDescription
newSeT
victimEntity
parentActor
infoCastInfo
beforePrepareSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

QuitApplication(bool) ​

csharp
public static void QuitApplication(bool dontSave = false)

Parameters:

NameTypeDescription
dontSavebool

RaycastAllUIElementsBelowCursor(out ListReturnHandle&lt;RaycastResult&gt;) ​

csharp
public static List<RaycastResult> RaycastAllUIElementsBelowCursor(out ListReturnHandle<RaycastResult> handle)

Parameters:

NameTypeDescription
handleListReturnHandle&lt;RaycastResult&gt;

Returns: System.Collections.Generic.List&lt;T&gt;&lt;RaycastResult&gt;

RaycastAllUIElementsBelowCursor(List&lt;RaycastResult&gt;) ​

csharp
public static void RaycastAllUIElementsBelowCursor(List<RaycastResult> results)

Parameters:

NameTypeDescription
resultsSystem.Collections.Generic.List&lt;T&gt;&lt;RaycastResult&gt;

RaycastAllUIElementsBelowScreenPoint(Vector2, out ListReturnHandle&lt;RaycastResult&gt;) ​

csharp
public static List<RaycastResult> RaycastAllUIElementsBelowScreenPoint(Vector2 screenPoint, out ListReturnHandle<RaycastResult> handle)

Parameters:

NameTypeDescription
screenPointUnityEngine.Vector2
handleListReturnHandle&lt;RaycastResult&gt;

Returns: System.Collections.Generic.List&lt;T&gt;&lt;RaycastResult&gt;

RaycastAllUIElementsBelowScreenPoint(Vector2, List&lt;RaycastResult&gt;) ​

csharp
public static void RaycastAllUIElementsBelowScreenPoint(Vector2 screenPoint, List<RaycastResult> results)

Parameters:

NameTypeDescription
screenPointUnityEngine.Vector2
resultsSystem.Collections.Generic.List&lt;T&gt;&lt;RaycastResult&gt;

RefreshRenderer() ​

csharp
public static void RefreshRenderer()

RemoveData(IDictionary&lt;string, string&gt;, string, string, string) ​

csharp
public static bool RemoveData(this IDictionary<string, string> dict, string key0, string key1, string key2)

Parameters:

NameTypeDescription
dictSystem.Collections.Generic.IDictionary&lt;TKey, TValue&gt;&lt;string,string&gt;
key0string
key1string
key2string

Returns: bool

RemoveData(IDictionary&lt;string, string&gt;, string, string) ​

csharp
public static bool RemoveData(this IDictionary<string, string> dict, string key0, string key1)

Parameters:

NameTypeDescription
dictSystem.Collections.Generic.IDictionary&lt;TKey, TValue&gt;&lt;string,string&gt;
key0string
key1string

Returns: bool

RemoveData(IDictionary&lt;string, string&gt;, string) ​

csharp
public static bool RemoveData(this IDictionary<string, string> dict, string key0)

Parameters:

NameTypeDescription
dictSystem.Collections.Generic.IDictionary&lt;TKey, TValue&gt;&lt;string,string&gt;
key0string

Returns: bool

ResolveLocalizedFormatArgs(string[]) ​

csharp
public static void ResolveLocalizedFormatArgs(string[] localizedFormatArgs)

Parameters:

NameTypeDescription
localizedFormatArgsstring[]

SelectBestIndexWithScore&lt;T&gt;(IList&lt;T&gt;, Func&lt;T, int, float&gt;, 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)

csharp
public static int SelectBestIndexWithScore<T>(IList<T> list, Func<T, int, float> scoreFunc, float fuzziness = 0, DewRandom random = null)

Parameters:

NameTypeDescription
listSystem.Collections.Generic.IList&lt;T&gt;&lt;T&gt;
scoreFuncSystem.Func&lt;T1, T2, TResult&gt;&lt;T,int,float&gt;
fuzzinessfloat
randomDewRandom
``T

Returns: int

SelectBestIndexWithScore&lt;T&gt;(ReadOnlySpan&lt;T&gt;, Func&lt;T, int, float&gt;, 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)

csharp
public static int SelectBestIndexWithScore<T>(ReadOnlySpan<T> list, Func<T, int, float> scoreFunc, float fuzziness = 0, DewRandom random = null)

Parameters:

NameTypeDescription
listSystem.ReadOnlySpan&lt;T&gt;&lt;T&gt;
scoreFuncSystem.Func&lt;T1, T2, TResult&gt;&lt;T,int,float&gt;
fuzzinessfloat
randomDewRandom
``T

Returns: int

SelectBestWithScore&lt;T&gt;(HashSet&lt;T&gt;, Func&lt;T, float&gt;, 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)

csharp
public static T SelectBestWithScore<T>(HashSet<T> list, Func<T, float> scoreFunc, float fuzziness = 0, DewRandom random = null)

Parameters:

NameTypeDescription
listSystem.Collections.Generic.HashSet&lt;T&gt;&lt;T&gt;
scoreFuncSystem.Func&lt;T, TResult&gt;&lt;T,float&gt;
fuzzinessfloat
randomDewRandom
``T

Returns: T

SelectBestWithScore&lt;T&gt;(IList&lt;T&gt;, Func&lt;T, int, float&gt;, 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)

csharp
public static T SelectBestWithScore<T>(IList<T> list, Func<T, int, float> scoreFunc, float fuzziness = 0, DewRandom random = null)

Parameters:

NameTypeDescription
listSystem.Collections.Generic.IList&lt;T&gt;&lt;T&gt;
scoreFuncSystem.Func&lt;T1, T2, TResult&gt;&lt;T,int,float&gt;
fuzzinessfloat
randomDewRandom
``T

Returns: T

SelectBestWithScore&lt;T&gt;(ReadOnlySpan&lt;T&gt;, Func&lt;T, int, float&gt;, 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)

csharp
public static T SelectBestWithScore<T>(ReadOnlySpan<T> list, Func<T, int, float> scoreFunc, float fuzziness = 0, DewRandom random = null)

Parameters:

NameTypeDescription
listSystem.ReadOnlySpan&lt;T&gt;&lt;T&gt;
scoreFuncSystem.Func&lt;T1, T2, TResult&gt;&lt;T,int,float&gt;
fuzzinessfloat
randomDewRandom
``T

Returns: T

SelectRandomAliveHero(bool) ​

csharp
public static Hero SelectRandomAliveHero(bool fallbackToDead = true)

Parameters:

NameTypeDescription
fallbackToDeadbool

Returns: Hero

SelectRandomWeightedIndexInParams(params float[]) ​

csharp
public static int SelectRandomWeightedIndexInParams(params float[] weights)

Parameters:

NameTypeDescription
weightsfloat[]

Returns: int

SelectRandomWeightedInList&lt;T&gt;(IList&lt;T&gt;, Func&lt;T, float&gt;, DewRandom) ​

csharp
public static T SelectRandomWeightedInList<T>(IList<T> list, Func<T, float> weightGetter, DewRandom random = null)

Parameters:

NameTypeDescription
listSystem.Collections.Generic.IList&lt;T&gt;&lt;T&gt;
weightGetterSystem.Func&lt;T, TResult&gt;&lt;T,float&gt;
randomDewRandom
``T

Returns: T

SelectRandomWeightedInList&lt;T&gt;(ReadOnlySpan&lt;T&gt;, Func&lt;T, float&gt;) ​

csharp
public static T SelectRandomWeightedInList<T>(ReadOnlySpan<T> list, Func<T, float> weightGetter)

Parameters:

NameTypeDescription
listSystem.ReadOnlySpan&lt;T&gt;&lt;T&gt;
weightGetterSystem.Func&lt;T, TResult&gt;&lt;T,float&gt;
``T

Returns: T

SelectRandomWeightedInParams&lt;T&gt;(params (float, T)[]) ​

csharp
public static T SelectRandomWeightedInParams<T>(params (float, T)[] elements)

Parameters:

NameTypeDescription
elements(float, T)[]
``T

Returns: T

SelectRandomWeightedInReadOnlyList&lt;T&gt;(IReadOnlyList&lt;T&gt;, Func&lt;T, float&gt;) ​

Without the postfix, you won't be able to feed in Lists because of ambiguity.

csharp
public static T SelectRandomWeightedInReadOnlyList<T>(IReadOnlyList<T> list, Func<T, float> weightGetter)

Parameters:

NameTypeDescription
listSystem.Collections.Generic.IReadOnlyList&lt;T&gt;&lt;T&gt;
weightGetterSystem.Func&lt;T, TResult&gt;&lt;T,float&gt;
``T

Returns: T

SetData&lt;T&gt;(IDictionary&lt;string, string&gt;, string, T) ​

csharp
public static void SetData<T>(this IDictionary<string, string> dict, string key0, T value)

Parameters:

NameTypeDescription
dictSystem.Collections.Generic.IDictionary&lt;TKey, TValue&gt;&lt;string,string&gt;
key0string
valueT
``T

SetData&lt;T&gt;(IDictionary&lt;string, string&gt;, string, string, T) ​

csharp
public static void SetData<T>(this IDictionary<string, string> dict, string key0, string key1, T value)

Parameters:

NameTypeDescription
dictSystem.Collections.Generic.IDictionary&lt;TKey, TValue&gt;&lt;string,string&gt;
key0string
key1string
valueT
``T

SetData&lt;T&gt;(IDictionary&lt;string, string&gt;, string, string, string, T) ​

csharp
public static void SetData<T>(this IDictionary<string, string> dict, string key0, string key1, string key2, T value)

Parameters:

NameTypeDescription
dictSystem.Collections.Generic.IDictionary&lt;TKey, TValue&gt;&lt;string,string&gt;
key0string
key1string
key2string
valueT
``T

SetUnscaledTimeUpdate(GameObject) ​

csharp
public static void SetUnscaledTimeUpdate(GameObject gobj)

Parameters:

NameTypeDescription
gobjUnityEngine.GameObject

ShowJsonWithEditor(string) ​

csharp
public static void ShowJsonWithEditor(string json)

Parameters:

NameTypeDescription
jsonstring

SpawnEntity&lt;T&gt;(T, Vector3, Quaternion?, Actor, DewPlayer, int, Action&lt;T&gt;) ​

csharp
public static T SpawnEntity<T>(T entity, Vector3 position, Quaternion? rotation, Actor parent, DewPlayer owner, int level, Action<T> beforeSpawn = null) where T : Entity

Parameters:

NameTypeDescription
entityT
positionUnityEngine.Vector3
rotationUnityEngine.Quaternion?
parentActor
ownerDewPlayer
levelint
beforeSpawnSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

SpawnEntity&lt;T&gt;(Vector3, Quaternion?, Actor, DewPlayer, int, Action&lt;T&gt;) ​

csharp
public static T SpawnEntity<T>(Vector3 position, Quaternion? rotation, Actor parent, DewPlayer owner, int level, Action<T> beforeSpawn = null) where T : Entity

Parameters:

NameTypeDescription
positionUnityEngine.Vector3
rotationUnityEngine.Quaternion?
parentActor
ownerDewPlayer
levelint
beforeSpawnSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

SpawnHero&lt;T&gt;(T, Vector3, Quaternion?, DewPlayer, int, HeroLoadoutData, string, Action&lt;T&gt;) ​

csharp
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 : Hero

Parameters:

NameTypeDescription
heroT
positionUnityEngine.Vector3
rotationUnityEngine.Quaternion?
ownerDewPlayer
levelint
loadoutHeroLoadoutData
skinstring
beforeSpawnSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

SpawnHero&lt;T&gt;(Vector3, Quaternion?, DewPlayer, int, HeroLoadoutData, string, Action&lt;T&gt;) ​

csharp
public static T SpawnHero<T>(Vector3 position, Quaternion? rotation, DewPlayer owner, int level, HeroLoadoutData loadout, string skin, Action<T> beforeSpawn = null) where T : Hero

Parameters:

NameTypeDescription
positionUnityEngine.Vector3
rotationUnityEngine.Quaternion?
ownerDewPlayer
levelint
loadoutHeroLoadoutData
skinstring
beforeSpawnSystem.Action&lt;T&gt;&lt;T&gt;
``T

Returns: T

TryGetData&lt;T&gt;(IDictionary&lt;string, string&gt;, string, out T) ​

csharp
public static bool TryGetData<T>(this IDictionary<string, string> dict, string key0, out T value)

Parameters:

NameTypeDescription
dictSystem.Collections.Generic.IDictionary&lt;TKey, TValue&gt;&lt;string,string&gt;
key0string
valueT
``T

Returns: bool

TryGetData&lt;T&gt;(IDictionary&lt;string, string&gt;, string, string, out T) ​

csharp
public static bool TryGetData<T>(this IDictionary<string, string> dict, string key0, string key1, out T value)

Parameters:

NameTypeDescription
dictSystem.Collections.Generic.IDictionary&lt;TKey, TValue&gt;&lt;string,string&gt;
key0string
key1string
valueT
``T

Returns: bool

TryGetData&lt;T&gt;(IDictionary&lt;string, string&gt;, string, string, string, out T) ​

csharp
public static bool TryGetData<T>(this IDictionary<string, string> dict, string key0, string key1, string key2, out T value)

Parameters:

NameTypeDescription
dictSystem.Collections.Generic.IDictionary&lt;TKey, TValue&gt;&lt;string,string&gt;
key0string
key1string
key2string
valueT
``T

Returns: bool

TryGetTypeFromShortName(string, out Type) ​

csharp
public static bool TryGetTypeFromShortName(string typeName, out Type type)

Parameters:

NameTypeDescription
typeNamestring
typeSystem.Type

Returns: bool

WaitForAggroedEnemiesRoutine() ​

Wait until no enemies aggroed to any player exists.

csharp
public static IEnumerator WaitForAggroedEnemiesRoutine()

Returns: System.Collections.IEnumerator

WaitForClientsReadyRoutine(List&lt;DewPlayer&gt;) ​

Wait until all connections are ready.

csharp
public static IEnumerator WaitForClientsReadyRoutine(List<DewPlayer> players = null)

Parameters:

NameTypeDescription
playersSystem.Collections.Generic.List<T><DewPlayer>

Returns: System.Collections.IEnumerator

Maintained by the Shape of Dreams Modding Community