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Class: EditSkillShrine ​

csharp
public abstract class EditSkillShrine : Shrine, ILogicUpdate, ICleanup, ICustomDestroyRoutine, IInteractable, IProp, IBanRoomNodesNearby

Fields ​

NameDeclarationDescription
canRepeatConfirmHold`[BoxGroup("EditSkillShrine Settings", true, false, 0)]
[ToggleLeft]
public bool canRepeatConfirmHold`
canTargetGem`[BoxGroup("EditSkillShrine Settings", true, false, 0)]
[ToggleLeft]
public bool canTargetGem`
canTargetSkill`[BoxGroup("EditSkillShrine Settings", true, false, 0)]
[ToggleLeft]
public bool canTargetSkill`
fxEnterEditMode`[BoxGroup("EditSkillShrine Settings", true, false, 0)]
public GameObject fxEnterEditMode`
fxEnterEditModeLocal`[BoxGroup("EditSkillShrine Settings", true, false, 0)]
public GameObject fxEnterEditModeLocal`
GenericGemIndicatorColorpublic static readonly Color GenericGemIndicatorColor
GenericSkillIndicatorColorpublic static readonly Color GenericSkillIndicatorColor
shouldExitEditModeAfterAction`[BoxGroup("EditSkillShrine Settings", true, false, 0)]
[ToggleLeft]
public bool shouldExitEditModeAfterAction`

Methods ​

CmdActivateEditSkillAction(HeroSkillLocation?, GemLocation?, NetworkConnectionToClient) ​

csharp
public void CmdActivateEditSkillAction(HeroSkillLocation? skillLoc, GemLocation? gemLoc, NetworkConnectionToClient sender = null)

Parameters:

NameTypeDescription
skillLocHeroSkillLocation?
gemLocGemLocation?
senderMirror.NetworkConnectionToClient

EnterEditSkill(DewPlayer, string) ​

Make the player enter edit skill mode of this shrine.

csharp
public void EnterEditSkill(DewPlayer player, string customData = null)

Parameters:

NameTypeDescription
playerDewPlayer
customDatastring

EnterEditSkill(Entity, string) ​

Make the player enter edit skill mode of this shrine.

csharp
public void EnterEditSkill(Entity entity, string customData = null)

Parameters:

NameTypeDescription
entityEntity
customDatastring

GetCost(Entity) ​

csharp
public override Cost? GetCost(Entity activator)

Parameters:

NameTypeDescription
activatorEntity

Returns: Cost?

GetCustomData(DewPlayer) ​

Get the custom data for the player, provided with the EnterEditSkill call.Available everywhere.

csharp
public string GetCustomData(DewPlayer player)

Parameters:

NameTypeDescription
playerDewPlayer

Returns: string

GetEditSkillBackdropColor() ​

The color of the backdrop behind skill buttons in this edit skill mode. Disabled by default.

csharp
public virtual Color GetEditSkillBackdropColor()

Returns: UnityEngine.Color

GetEditSkillIndicatorColor() ​

The color of the editskill indicator text.

csharp
public virtual Color GetEditSkillIndicatorColor()

Returns: UnityEngine.Color

GetEditSkillIndicatorRawText() ​

Text to show on editskill indicator of this shrine's action.

csharp
public virtual string GetEditSkillIndicatorRawText()

Returns: string

GetTargetInfo(DewPlayer, GemLocation, Gem) ​

Checked everywhere.

csharp
public virtual EditSkillTargetInfo GetTargetInfo(DewPlayer player, GemLocation loc, Gem target)

Parameters:

NameTypeDescription
playerDewPlayer
locGemLocation
targetGem

Returns: EditSkillTargetInfo

GetTargetInfo(DewPlayer, HeroSkillLocation, SkillTrigger) ​

Checked everywhere.

csharp
public virtual EditSkillTargetInfo GetTargetInfo(DewPlayer player, HeroSkillLocation loc, SkillTrigger target)

Parameters:

NameTypeDescription
playerDewPlayer
locHeroSkillLocation
targetSkillTrigger

Returns: EditSkillTargetInfo

GetTargetTypes(DewPlayer) ​

csharp
public virtual EditSkillTargetType GetTargetTypes(DewPlayer player)

Parameters:

NameTypeDescription
playerDewPlayer

Returns: EditSkillTargetType

OnActivateEditSkill(DewPlayer, GemLocation, Gem) ​

Called on server. Return true to denote success, which will show the activation effect, spend the cost, and deduct use count.Note this will be called only if all validations has been passed.

csharp
protected virtual bool OnActivateEditSkill(DewPlayer player, GemLocation loc, Gem target)

Parameters:

NameTypeDescription
playerDewPlayer
locGemLocation
targetGem

Returns: bool

OnActivateEditSkill(DewPlayer, HeroSkillLocation, SkillTrigger) ​

Called on server. Return true to denote success, which will show the activation effect, spend the cost, and deduct use count.Note this will be called only if all validations has been passed.

csharp
protected virtual bool OnActivateEditSkill(DewPlayer player, HeroSkillLocation loc, SkillTrigger target)

Parameters:

NameTypeDescription
playerDewPlayer
locHeroSkillLocation
targetSkillTrigger

Returns: bool

OnUse(Entity) ​

csharp
protected override bool OnUse(Entity entity)

Parameters:

NameTypeDescription
entityEntity

Returns: bool

ShouldExitEditModeAfterAction() ​

Checked on local client. You can override this to dynamically adjust behavior for each player.

csharp
public virtual bool ShouldExitEditModeAfterAction()

Returns: bool

Maintained by the Shape of Dreams Modding Community