Class: DewNetworkBehaviour
- Namespace:
Global - Assembly:
Dew.Core.dll - Inheritance / Derived: Actor → DewAllHeroesPresentZone → DewCutsceneDirector → DewPlayer → EntityComponent → EntityTransformSync → GenericTransformSync →
NetworkedManagerBase<T>→ Room_Barrier → Room_Shortcut → Room_Trap_ActivatorBase → Room_Waypoint → RoomComponent →SingletonDewNetworkBehaviour<T>
public class DewNetworkBehaviour : NetworkBehaviour, ILogicUpdateMethods
Awake()
protected virtual void Awake()FrameUpdate()
public virtual void FrameUpdate()FxApplySpeedMultiplier(GameObject, float)
Change speed of an effect, affecting ParticleSystems and IEffectWithSpeed inheritors.
public void FxApplySpeedMultiplier(GameObject effect, float multiplier)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject | |
multiplier | float |
FxApplySpeedMultiplierNetworked(GameObject, float)
Change speed of an effect, affecting ParticleSystems and IEffectWithSpeed inheritors.
public void FxApplySpeedMultiplierNetworked(GameObject effect, float multiplier)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject | |
multiplier | float |
FxPlay(GameObject, Entity, Vector3, Quaternion?)
Play effect locally attached to given entity, positioned.
public void FxPlay(GameObject effect, Entity attach, Vector3 position, Quaternion? rotation)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject | |
attach | Entity | |
position | UnityEngine.Vector3 | |
rotation | UnityEngine.Quaternion? |
FxPlay(GameObject, Entity)
Play effect locally attached to given entity.
public void FxPlay(GameObject effect, Entity attach)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject | |
attach | Entity |
FxPlay(GameObject, Vector3, Quaternion?)
Play effect locally at given position.
public void FxPlay(GameObject effect, Vector3 position, Quaternion? rotation)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject | |
position | UnityEngine.Vector3 | |
rotation | UnityEngine.Quaternion? |
FxPlay(GameObject)
Play effect locally.
public void FxPlay(GameObject effect)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject |
FxPlayNetworked(GameObject, Entity, Vector3, Quaternion?)
Play effect everywhere attached to given entity, positioned. Only callable in server.
public void FxPlayNetworked(GameObject effect, Entity entity, Vector3 position, Quaternion? rotation)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject | |
entity | Entity | |
position | UnityEngine.Vector3 | |
rotation | UnityEngine.Quaternion? |
FxPlayNetworked(GameObject, Entity)
Play effect everywhere attached to given entity. Only callable in server.
public void FxPlayNetworked(GameObject effect, Entity entity)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject | |
entity | Entity |
FxPlayNetworked(GameObject, Vector3, Quaternion?)
Play effect everywhere. Only callable in server.
public void FxPlayNetworked(GameObject effect, Vector3 position, Quaternion? rotation)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject | |
position | UnityEngine.Vector3 | |
rotation | UnityEngine.Quaternion? |
FxPlayNetworked(GameObject)
Play effect everywhere. Only callable in server.
public void FxPlayNetworked(GameObject effect)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject |
FxPlayNew(GameObject, Entity, Vector3, Quaternion?)
Instantiate and play effect locally attached to given entity, positioned.
public void FxPlayNew(GameObject effect, Entity attach, Vector3 position, Quaternion? rotation)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject | |
attach | Entity | |
position | UnityEngine.Vector3 | |
rotation | UnityEngine.Quaternion? |
FxPlayNew(GameObject, Entity)
Instantiate and play effect locally attached to given entity.
public void FxPlayNew(GameObject effect, Entity attach)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject | |
attach | Entity |
FxPlayNew(GameObject, Vector3, Quaternion?)
Instantiate and play effect locally at given position.
public void FxPlayNew(GameObject effect, Vector3 position, Quaternion? rotation)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject | |
position | UnityEngine.Vector3 | |
rotation | UnityEngine.Quaternion? |
FxPlayNew(GameObject)
Instantiate and play effect locally.
public void FxPlayNew(GameObject effect)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject |
FxPlayNewNetworked(GameObject, Entity, Vector3, Quaternion?)
Instantiate and play effect everywhere attached to given entity, positioned. Only callable in server.
public void FxPlayNewNetworked(GameObject effect, Entity entity, Vector3 position, Quaternion? rotation)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject | |
entity | Entity | |
position | UnityEngine.Vector3 | |
rotation | UnityEngine.Quaternion? |
FxPlayNewNetworked(GameObject, Entity)
Instantiate and play effect everywhere attached to given entity. Only callable in server.
public void FxPlayNewNetworked(GameObject effect, Entity entity)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject | |
entity | Entity |
FxPlayNewNetworked(GameObject, Vector3, Quaternion?)
Instantiate and play effect everywhere at given position. Only callable in server.
public void FxPlayNewNetworked(GameObject effect, Vector3 position, Quaternion? rotation)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject | |
position | UnityEngine.Vector3 | |
rotation | UnityEngine.Quaternion? |
FxPlayNewNetworked(GameObject)
Instantiate and play effect everywhere. Only callable in server.
public void FxPlayNewNetworked(GameObject effect)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject |
FxStop(GameObject)
Stop effect locally.
public void FxStop(GameObject effect)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject |
FxStopNetworked(GameObject)
Stop effect everywhere. Only callable in server. Use non-networked variant in DewEffect if you want to stop effect locally.
public void FxStopNetworked(GameObject effect)Parameters:
| Name | Type | Description |
|---|---|---|
effect | UnityEngine.GameObject |
GetComponent<T>(out T)
protected void GetComponent<T>(out T comp)Parameters:
| Name | Type | Description |
|---|---|---|
comp | T | |
| `` | T |
InvalidateInstance()
Invalidate an instance from pool, preventing it from being reused.
public void InvalidateInstance()LogicUpdate(float)
public virtual void LogicUpdate(float dt)Parameters:
| Name | Type | Description |
|---|---|---|
dt | float |
OnDestroy()
protected virtual void OnDestroy()OnLateStart()
public virtual void OnLateStart()OnLateStartServer()
public virtual void OnLateStartServer()OnStart()
public virtual void OnStart()OnStartClient()
public override void OnStartClient()OnStartServer()
public override void OnStartServer()OnStop()
public virtual void OnStop()OnStopClient()
public override void OnStopClient()OnStopServer()
public override void OnStopServer()