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CSharp: DayNightCycle + VB: DayNightCycle + qualifiedName: + CSharp: Game.DayNightCycle + VB: Game.DayNightCycle + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: DayNightCycle + path: '' + startLine: 11 + summary: "\nManages the day-night cycle by transitioning between different sky and cloud sprites.\n" + example: [] + syntax: + content: + CSharp: 'public class DayNightCycle : MonoBehaviour' + VB: Public Class DayNightCycle Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Game.DayNightCycle.daySky + commentId: F:Game.DayNightCycle.daySky + language: CSharp + name: + CSharp: daySky + VB: daySky + nameWithType: + CSharp: DayNightCycle.daySky + VB: DayNightCycle.daySky + qualifiedName: + CSharp: Game.DayNightCycle.daySky + VB: Game.DayNightCycle.daySky + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: daySky + path: '' + startLine: 16 + summary: "\nSprite representing the sky during the day.\n" + example: [] + syntax: + content: + CSharp: public SpriteRenderer daySky + VB: Public daySky As SpriteRenderer + return: + type: Global.SpriteRenderer + - id: Game.DayNightCycle.eveningSky + commentId: F:Game.DayNightCycle.eveningSky + language: CSharp + name: + CSharp: eveningSky + VB: eveningSky + nameWithType: + CSharp: DayNightCycle.eveningSky + VB: DayNightCycle.eveningSky + qualifiedName: + CSharp: Game.DayNightCycle.eveningSky + VB: Game.DayNightCycle.eveningSky + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: eveningSky + path: '' + startLine: 21 + summary: "\nSprite representing the sky during the evening.\n" + example: [] + syntax: + content: + CSharp: public SpriteRenderer eveningSky + VB: Public eveningSky As SpriteRenderer + return: + type: Global.SpriteRenderer + - id: Game.DayNightCycle.nightSky + commentId: F:Game.DayNightCycle.nightSky + language: CSharp + name: + CSharp: nightSky + VB: nightSky + nameWithType: + CSharp: DayNightCycle.nightSky + VB: DayNightCycle.nightSky + qualifiedName: + CSharp: Game.DayNightCycle.nightSky + VB: Game.DayNightCycle.nightSky + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: nightSky + path: '' + startLine: 26 + summary: "\nSprite representing the sky during the night.\n" + example: [] + syntax: + content: + CSharp: public SpriteRenderer nightSky + VB: Public nightSky As SpriteRenderer + return: + type: Global.SpriteRenderer + - id: Game.DayNightCycle.dayBackClouds + commentId: F:Game.DayNightCycle.dayBackClouds + language: CSharp + name: + CSharp: dayBackClouds + VB: dayBackClouds + nameWithType: + CSharp: DayNightCycle.dayBackClouds + VB: DayNightCycle.dayBackClouds + qualifiedName: + CSharp: Game.DayNightCycle.dayBackClouds + VB: Game.DayNightCycle.dayBackClouds + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: dayBackClouds + path: '' + startLine: 31 + summary: "\nSprite representing the back clouds during the day.\n" + example: [] + syntax: + content: + CSharp: public SpriteRenderer dayBackClouds + VB: Public dayBackClouds As SpriteRenderer + return: + type: Global.SpriteRenderer + - id: Game.DayNightCycle.eveningBackClouds + commentId: F:Game.DayNightCycle.eveningBackClouds + language: CSharp + name: + CSharp: eveningBackClouds + VB: eveningBackClouds + nameWithType: + CSharp: DayNightCycle.eveningBackClouds + VB: DayNightCycle.eveningBackClouds + qualifiedName: + CSharp: Game.DayNightCycle.eveningBackClouds + VB: Game.DayNightCycle.eveningBackClouds + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: eveningBackClouds + path: '' + startLine: 36 + summary: "\nSprite representing the back clouds during the evening.\n" + example: [] + syntax: + content: + CSharp: public SpriteRenderer eveningBackClouds + VB: Public eveningBackClouds As SpriteRenderer + return: + type: Global.SpriteRenderer + - id: Game.DayNightCycle.nightBackClouds + commentId: F:Game.DayNightCycle.nightBackClouds + language: CSharp + name: + CSharp: nightBackClouds + VB: nightBackClouds + nameWithType: + CSharp: DayNightCycle.nightBackClouds + VB: DayNightCycle.nightBackClouds + qualifiedName: + CSharp: Game.DayNightCycle.nightBackClouds + VB: Game.DayNightCycle.nightBackClouds + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: nightBackClouds + path: '' + startLine: 41 + summary: "\nSprite representing the back clouds during the night.\n" + example: [] + syntax: + content: + CSharp: public SpriteRenderer nightBackClouds + VB: Public nightBackClouds As SpriteRenderer + return: + type: Global.SpriteRenderer + - id: Game.DayNightCycle.dayFrontClouds + commentId: F:Game.DayNightCycle.dayFrontClouds + language: CSharp + name: + CSharp: dayFrontClouds + VB: dayFrontClouds + nameWithType: + CSharp: DayNightCycle.dayFrontClouds + VB: DayNightCycle.dayFrontClouds + qualifiedName: + CSharp: Game.DayNightCycle.dayFrontClouds + VB: Game.DayNightCycle.dayFrontClouds + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: dayFrontClouds + path: '' + startLine: 46 + summary: "\nSprite representing the front clouds during the day.\n" + example: [] + syntax: + content: + CSharp: public SpriteRenderer dayFrontClouds + VB: Public dayFrontClouds As SpriteRenderer + return: + type: Global.SpriteRenderer + - id: Game.DayNightCycle.eveningFrontClouds + commentId: F:Game.DayNightCycle.eveningFrontClouds + language: CSharp + name: + CSharp: eveningFrontClouds + VB: eveningFrontClouds + nameWithType: + CSharp: DayNightCycle.eveningFrontClouds + VB: DayNightCycle.eveningFrontClouds + qualifiedName: + CSharp: Game.DayNightCycle.eveningFrontClouds + VB: Game.DayNightCycle.eveningFrontClouds + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: eveningFrontClouds + path: '' + startLine: 51 + summary: "\nSprite representing the front clouds during the evening.\n" + example: [] + syntax: + content: + CSharp: public SpriteRenderer eveningFrontClouds + VB: Public eveningFrontClouds As SpriteRenderer + return: + type: Global.SpriteRenderer + - id: Game.DayNightCycle.nightFrontClouds + commentId: F:Game.DayNightCycle.nightFrontClouds + language: CSharp + name: + CSharp: nightFrontClouds + VB: nightFrontClouds + nameWithType: + CSharp: DayNightCycle.nightFrontClouds + VB: DayNightCycle.nightFrontClouds + qualifiedName: + CSharp: Game.DayNightCycle.nightFrontClouds + VB: Game.DayNightCycle.nightFrontClouds + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: nightFrontClouds + path: '' + startLine: 56 + summary: "\nSprite representing the front clouds during the night.\n" + example: [] + syntax: + content: + CSharp: public SpriteRenderer nightFrontClouds + VB: Public nightFrontClouds As SpriteRenderer + return: + type: Global.SpriteRenderer + - id: Game.DayNightCycle.transitionDuration + commentId: F:Game.DayNightCycle.transitionDuration + language: CSharp + name: + CSharp: transitionDuration + VB: transitionDuration + nameWithType: + CSharp: DayNightCycle.transitionDuration + VB: DayNightCycle.transitionDuration + qualifiedName: + CSharp: Game.DayNightCycle.transitionDuration + VB: Game.DayNightCycle.transitionDuration + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: transitionDuration + path: '' + startLine: 61 + summary: "\nDuration of the transition between different phases of the day-night cycle.\n" + example: [] + syntax: + content: + CSharp: public float transitionDuration + VB: Public transitionDuration As Single + return: + type: System.Single + - id: Game.DayNightCycle.cycleDuration + commentId: F:Game.DayNightCycle.cycleDuration + language: CSharp + name: + CSharp: cycleDuration + VB: cycleDuration + nameWithType: + CSharp: DayNightCycle.cycleDuration + VB: DayNightCycle.cycleDuration + qualifiedName: + CSharp: Game.DayNightCycle.cycleDuration + VB: Game.DayNightCycle.cycleDuration + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: cycleDuration + path: '' + startLine: 66 + summary: "\nDuration of each phase (day, evening, night) before transitioning to the next phase.\n" + example: [] + syntax: + content: + CSharp: public float cycleDuration + VB: Public cycleDuration As Single + return: + type: System.Single + - id: Game.ObstacleCourse + commentId: T:Game.ObstacleCourse + language: CSharp + name: + CSharp: ObstacleCourse + VB: ObstacleCourse + nameWithType: + CSharp: ObstacleCourse + VB: ObstacleCourse + qualifiedName: + CSharp: Game.ObstacleCourse + VB: Game.ObstacleCourse + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: ObstacleCourse + path: '' + startLine: 800 + summary: "\nThis class handles the logic for detecting when a player completes the obstacle course.\n" + example: [] + syntax: + content: + CSharp: 'public class ObstacleCourse : MonoBehaviour' + VB: Public Class ObstacleCourse Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Game.ObstacleCourse.playerWon + commentId: F:Game.ObstacleCourse.playerWon + language: CSharp + name: + CSharp: playerWon + VB: playerWon + nameWithType: + CSharp: ObstacleCourse.playerWon + VB: ObstacleCourse.playerWon + qualifiedName: + CSharp: Game.ObstacleCourse.playerWon + VB: Game.ObstacleCourse.playerWon + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: playerWon + path: '' + startLine: 805 + summary: "\nThe player who successfully completes the obstacle course.\n" + example: [] + syntax: + content: + CSharp: public static GameObject playerWon + VB: Public Shared playerWon As GameObject + return: + type: Global.GameObject + - id: Game.EventSystemizer + commentId: T:Game.EventSystemizer + language: CSharp + name: + CSharp: EventSystemizer + VB: EventSystemizer + nameWithType: + CSharp: EventSystemizer + VB: EventSystemizer + qualifiedName: + CSharp: Game.EventSystemizer + VB: Game.EventSystemizer + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: EventSystemizer + path: '' + startLine: 834 + summary: "\nThis class makes sure there is only one EventSystem in the game at any time.\n" + example: [] + syntax: + content: + CSharp: 'public class EventSystemizer : MonoBehaviour' + VB: Public Class EventSystemizer Inherits MonoBehaviour + inheritance: + - System.Object + items: [] + - id: Game.ModeSelect + commentId: T:Game.ModeSelect + language: CSharp + name: + CSharp: ModeSelect + VB: ModeSelect + nameWithType: + CSharp: ModeSelect + VB: ModeSelect + qualifiedName: + CSharp: Game.ModeSelect + VB: Game.ModeSelect + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: ModeSelect + path: '' + startLine: 865 + summary: "\nThis class manages the game mode selection process by setting the game mode\nbased on the active toggle in the toggle group.\n" + example: [] + syntax: + content: + CSharp: 'public class ModeSelect : MonoBehaviour' + VB: Public Class ModeSelect Inherits MonoBehaviour + inheritance: + - System.Object + items: [] + - id: Game.WinScreen + commentId: T:Game.WinScreen + language: CSharp + name: + CSharp: WinScreen + VB: WinScreen + nameWithType: + CSharp: WinScreen + VB: WinScreen + qualifiedName: + CSharp: Game.WinScreen + VB: Game.WinScreen + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: WinScreen + path: '' + startLine: 915 + summary: "\nManages the win screen display for the game.\nDisplays the winning player's information and triggers the win screen animation.\n" + example: [] + syntax: + content: + CSharp: 'public class WinScreen : MonoBehaviour' + VB: Public Class WinScreen Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Game.WinScreen.Instance + commentId: F:Game.WinScreen.Instance + language: CSharp + name: + CSharp: Instance + VB: Instance + nameWithType: + CSharp: WinScreen.Instance + VB: WinScreen.Instance + qualifiedName: + CSharp: Game.WinScreen.Instance + VB: Game.WinScreen.Instance + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: Instance + path: '' + startLine: 921 + summary: "\nA singleton instance of the class.\nEnsures only one instance of the WinScreen exists at a time.\n" + example: [] + syntax: + content: + CSharp: public static WinScreen Instance + VB: Public Shared Instance As WinScreen + return: + type: Game.WinScreen + references: + Game.WinScreen: + - id: Game.WinScreen.playerTexts + commentId: F:Game.WinScreen.playerTexts + language: CSharp + name: + CSharp: playerTexts + VB: playerTexts + nameWithType: + CSharp: WinScreen.playerTexts + VB: WinScreen.playerTexts + qualifiedName: + CSharp: Game.WinScreen.playerTexts + VB: Game.WinScreen.playerTexts + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: playerTexts + path: '' + startLine: 926 + summary: "\nA list of text elements used to display player information on the win screen.\n" + example: [] + syntax: + content: + CSharp: public List playerTexts + VB: Public playerTexts As List(Of TextMeshProUGUI) + return: + type: Global.List{TextMeshProUGUI} + - id: Game.WinScreen.ShowWinScreen(System.Int32) + commentId: M:Game.WinScreen.ShowWinScreen(System.Int32) + language: CSharp + name: + CSharp: ShowWinScreen(int) + VB: ShowWinScreen(Integer) + nameWithType: + CSharp: WinScreen.ShowWinScreen(int) + VB: WinScreen.ShowWinScreen(Integer) + qualifiedName: + CSharp: Game.WinScreen.ShowWinScreen(int) + VB: Game.WinScreen.ShowWinScreen(Integer) + type: Method + assemblies: + - cs.temp.dll + namespace: Game + source: + id: ShowWinScreen + path: '' + startLine: 949 + summary: "\nDisplays the win screen for the specified player.\nUpdates the text and color of the win screen to reflect the winning player.\n" + example: [] + syntax: + content: + CSharp: public void ShowWinScreen(int player) + VB: Public Sub ShowWinScreen(player As Integer) + parameters: + - id: player + type: System.Int32 + description: The number of the winning player (1-based index). + overload: Game.WinScreen.ShowWinScreen* + - id: Game.PlayerJoinCard + commentId: T:Game.PlayerJoinCard + language: CSharp + name: + CSharp: PlayerJoinCard + VB: PlayerJoinCard + nameWithType: + CSharp: PlayerJoinCard + VB: PlayerJoinCard + qualifiedName: + CSharp: Game.PlayerJoinCard + VB: Game.PlayerJoinCard + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: PlayerJoinCard + path: '' + startLine: 990 + summary: "\nThis class represents a player join card, displaying the player's number\nand preview in the game lobby.\n" + example: [] + syntax: + content: + CSharp: 'public class PlayerJoinCard : MonoBehaviour' + VB: Public Class PlayerJoinCard Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Game.PlayerJoinCard.playerPreview + commentId: F:Game.PlayerJoinCard.playerPreview + language: CSharp + name: + CSharp: playerPreview + VB: playerPreview + nameWithType: + CSharp: PlayerJoinCard.playerPreview + VB: PlayerJoinCard.playerPreview + qualifiedName: + CSharp: Game.PlayerJoinCard.playerPreview + VB: Game.PlayerJoinCard.playerPreview + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: playerPreview + path: '' + startLine: 995 + summary: "\nThe preview object representing the player.\n" + example: [] + syntax: + content: + CSharp: public GameObject playerPreview + VB: Public playerPreview As GameObject + return: + type: Global.GameObject + - id: Game.PlayerJoinCard.playerNumber + commentId: F:Game.PlayerJoinCard.playerNumber + language: CSharp + name: + CSharp: playerNumber + VB: playerNumber + nameWithType: + CSharp: PlayerJoinCard.playerNumber + VB: PlayerJoinCard.playerNumber + qualifiedName: + CSharp: Game.PlayerJoinCard.playerNumber + VB: Game.PlayerJoinCard.playerNumber + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: playerNumber + path: '' + startLine: 1000 + summary: "\nThe number assigned to the player.\n" + example: [] + syntax: + content: + CSharp: public int playerNumber + VB: Public playerNumber As Integer + return: + type: System.Int32 + - id: Game.PlayerJoinCard.playerNumberText + commentId: F:Game.PlayerJoinCard.playerNumberText + language: CSharp + name: + CSharp: playerNumberText + VB: playerNumberText + nameWithType: + CSharp: PlayerJoinCard.playerNumberText + VB: PlayerJoinCard.playerNumberText + qualifiedName: + CSharp: Game.PlayerJoinCard.playerNumberText + VB: Game.PlayerJoinCard.playerNumberText + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: playerNumberText + path: '' + startLine: 1005 + summary: "\nThe text element displaying the player's number.\n" + example: [] + syntax: + content: + CSharp: public TextMeshProUGUI playerNumberText + VB: Public playerNumberText As TextMeshProUGUI + return: + type: Global.TextMeshProUGUI + - id: Game.PlayerCardCreator + commentId: T:Game.PlayerCardCreator + language: CSharp + name: + CSharp: PlayerCardCreator + VB: PlayerCardCreator + nameWithType: + CSharp: PlayerCardCreator + VB: PlayerCardCreator + qualifiedName: + CSharp: Game.PlayerCardCreator + VB: Game.PlayerCardCreator + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: PlayerCardCreator + path: '' + startLine: 1028 + summary: "\nThis class is used to create cards for players when they join the game.\n" + example: [] + syntax: + content: + CSharp: 'public class PlayerCardCreator : MonoBehaviour' + VB: Public Class PlayerCardCreator Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Game.PlayerCardCreator.Instance + commentId: F:Game.PlayerCardCreator.Instance + language: CSharp + name: + CSharp: Instance + VB: Instance + nameWithType: + CSharp: PlayerCardCreator.Instance + VB: PlayerCardCreator.Instance + qualifiedName: + CSharp: Game.PlayerCardCreator.Instance + VB: Game.PlayerCardCreator.Instance + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: Instance + path: '' + startLine: 1033 + summary: "\nA single instance of this class that can be accessed from anywhere.\n" + example: [] + syntax: + content: + CSharp: public static PlayerCardCreator Instance + VB: Public Shared Instance As PlayerCardCreator + return: + type: Game.PlayerCardCreator + - id: Game.PlayerCardCreator.playerJoinCardPrefab + commentId: F:Game.PlayerCardCreator.playerJoinCardPrefab + language: CSharp + name: + CSharp: playerJoinCardPrefab + VB: playerJoinCardPrefab + nameWithType: + CSharp: PlayerCardCreator.playerJoinCardPrefab + VB: PlayerCardCreator.playerJoinCardPrefab + qualifiedName: + CSharp: Game.PlayerCardCreator.playerJoinCardPrefab + VB: Game.PlayerCardCreator.playerJoinCardPrefab + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: playerJoinCardPrefab + path: '' + startLine: 1038 + summary: "\nThe template used to create new player cards.\n" + example: [] + syntax: + content: + CSharp: public GameObject playerJoinCardPrefab + VB: Public playerJoinCardPrefab As GameObject + return: + type: Global.GameObject + - id: Game.PlayerCardCreator.CreateCard + commentId: M:Game.PlayerCardCreator.CreateCard + language: CSharp + name: + CSharp: CreateCard() + VB: CreateCard() + nameWithType: + CSharp: PlayerCardCreator.CreateCard() + VB: PlayerCardCreator.CreateCard() + qualifiedName: + CSharp: Game.PlayerCardCreator.CreateCard() + VB: Game.PlayerCardCreator.CreateCard() + type: Method + assemblies: + - cs.temp.dll + namespace: Game + source: + id: CreateCard + path: '' + startLine: 1061 + summary: "\nCreates a new player card and returns it.\n" + example: [] + syntax: + content: + CSharp: public PlayerJoinCard CreateCard() + VB: Public Function CreateCard() As PlayerJoinCard + return: + type: Game.PlayerJoinCard + description: The new player card, or nothing if it couldn't be created. + overload: Game.PlayerCardCreator.CreateCard* + - id: Game.MovingPlatform + commentId: T:Game.MovingPlatform + language: CSharp + name: + CSharp: MovingPlatform + VB: MovingPlatform + nameWithType: + CSharp: MovingPlatform + VB: MovingPlatform + qualifiedName: + CSharp: Game.MovingPlatform + VB: Game.MovingPlatform + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: MovingPlatform + path: '' + startLine: 1092 + summary: "\nThis class controls a platform that moves between specified points in a loop.\n" + example: [] + syntax: + content: + CSharp: 'public class MovingPlatform : MonoBehaviour' + VB: Public Class MovingPlatform Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Game.MovingPlatform.platform + commentId: F:Game.MovingPlatform.platform + language: CSharp + name: + CSharp: platform + VB: platform + nameWithType: + CSharp: MovingPlatform.platform + VB: MovingPlatform.platform + qualifiedName: + CSharp: Game.MovingPlatform.platform + VB: Game.MovingPlatform.platform + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: platform + path: '' + startLine: 1097 + summary: "\nThe platform object that will move.\n" + example: [] + syntax: + content: + CSharp: public Transform platform + VB: Public platform As Transform + return: + type: Global.Transform + - id: Game.MovingPlatform.startPoint + commentId: F:Game.MovingPlatform.startPoint + language: CSharp + name: + CSharp: startPoint + VB: startPoint + nameWithType: + CSharp: MovingPlatform.startPoint + VB: MovingPlatform.startPoint + qualifiedName: + CSharp: Game.MovingPlatform.startPoint + VB: Game.MovingPlatform.startPoint + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: startPoint + path: '' + startLine: 1102 + summary: "\nThe index of the starting point for the platform.\n" + example: [] + syntax: + content: + CSharp: public int startPoint + VB: Public startPoint As Integer + return: + type: System.Int32 + - id: Game.MovingPlatform.points + commentId: F:Game.MovingPlatform.points + language: CSharp + name: + CSharp: points + VB: points + nameWithType: + CSharp: MovingPlatform.points + VB: MovingPlatform.points + qualifiedName: + CSharp: Game.MovingPlatform.points + VB: Game.MovingPlatform.points + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: points + path: '' + startLine: 1107 + summary: "\nAn array of points that the platform will move between.\n" + example: [] + syntax: + content: + CSharp: public Transform[] points + VB: Public points As Transform() + return: + type: Global.Transform[] + - id: Game.MovingPlatform.speed + commentId: F:Game.MovingPlatform.speed + language: CSharp + name: + CSharp: speed + VB: speed + nameWithType: + CSharp: MovingPlatform.speed + VB: MovingPlatform.speed + qualifiedName: + CSharp: Game.MovingPlatform.speed + VB: Game.MovingPlatform.speed + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: speed + path: '' + startLine: 1112 + summary: "\nThe speed at which the platform moves.\n" + example: [] + syntax: + content: + CSharp: public float speed + VB: Public speed As Single + return: + type: System.Single + - id: Game.ObjectVisibility + commentId: T:Game.ObjectVisibility + language: CSharp + name: + CSharp: ObjectVisibility + VB: ObjectVisibility + nameWithType: + CSharp: ObjectVisibility + VB: ObjectVisibility + qualifiedName: + CSharp: Game.ObjectVisibility + VB: Game.ObjectVisibility + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: ObjectVisibility + path: '' + startLine: 1159 + summary: "\nThis class controls the visibility of an object based on the current game mode.\n" + example: [] + syntax: + content: + CSharp: 'public class ObjectVisibility : MonoBehaviour' + VB: Public Class ObjectVisibility Inherits MonoBehaviour + inheritance: + - System.Object + items: [] + - id: Game.InfiniteScroll + commentId: T:Game.InfiniteScroll + language: CSharp + name: + CSharp: InfiniteScroll + VB: InfiniteScroll + nameWithType: + CSharp: InfiniteScroll + VB: InfiniteScroll + qualifiedName: + CSharp: Game.InfiniteScroll + VB: Game.InfiniteScroll + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: InfiniteScroll + path: '' + startLine: 1317 + summary: "\nThis class handles the infinite scrolling effect for the background.\n" + example: [] + syntax: + content: + CSharp: 'public class InfiniteScroll : MonoBehaviour' + VB: Public Class InfiniteScroll Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Game.InfiniteScroll.speed + commentId: F:Game.InfiniteScroll.speed + language: CSharp + name: + CSharp: speed + VB: speed + nameWithType: + CSharp: InfiniteScroll.speed + VB: InfiniteScroll.speed + qualifiedName: + CSharp: Game.InfiniteScroll.speed + VB: Game.InfiniteScroll.speed + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: speed + path: '' + startLine: 1322 + summary: "\nThe speed at which the background scrolls.\n" + example: [] + syntax: + content: + CSharp: public float speed + VB: Public speed As Single + return: + type: System.Single + - id: Game.InfiniteScroll.start + commentId: F:Game.InfiniteScroll.start + language: CSharp + name: + CSharp: start + VB: start + nameWithType: + CSharp: InfiniteScroll.start + VB: InfiniteScroll.start + qualifiedName: + CSharp: Game.InfiniteScroll.start + VB: Game.InfiniteScroll.start + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: start + path: '' + startLine: 1327 + summary: "\nThe starting position of the background.\n" + example: [] + syntax: + content: + CSharp: public float start + VB: Public start As Single + return: + type: System.Single + - id: Game.InfiniteScroll.end + commentId: F:Game.InfiniteScroll.end + language: CSharp + name: + CSharp: end + VB: end + nameWithType: + CSharp: InfiniteScroll.end + VB: InfiniteScroll.end + qualifiedName: + CSharp: Game.InfiniteScroll.end + VB: Game.InfiniteScroll.end + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: end + path: '' + startLine: 1332 + summary: "\nThe ending position of the background.\n" + example: [] + syntax: + content: + CSharp: public float end + VB: Public [end] As Single + return: + type: System.Single + - id: Game.GameManagerHelper + commentId: T:Game.GameManagerHelper + language: CSharp + name: + CSharp: GameManagerHelper + VB: GameManagerHelper + nameWithType: + CSharp: GameManagerHelper + VB: GameManagerHelper + qualifiedName: + CSharp: Game.GameManagerHelper + VB: Game.GameManagerHelper + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: GameManagerHelper + path: '' + startLine: 1367 + summary: "\nThis class helps manage positions for the GameManager during development.\nIt allows adding hat spawn positions and player spawn positions directly in the editor.\n" + example: [] + syntax: + content: + CSharp: 'public class GameManagerHelper : MonoBehaviour' + VB: Public Class GameManagerHelper Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Game.GameManagerHelper.addHatPosition + commentId: F:Game.GameManagerHelper.addHatPosition + language: CSharp + name: + CSharp: addHatPosition + VB: addHatPosition + nameWithType: + CSharp: GameManagerHelper.addHatPosition + VB: GameManagerHelper.addHatPosition + qualifiedName: + CSharp: Game.GameManagerHelper.addHatPosition + VB: Game.GameManagerHelper.addHatPosition + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: addHatPosition + path: '' + startLine: 1373 + summary: "\nIf true, adds the current position of the "HELPER" object to the hat spawn positions in the GameManager.\n" + example: [] + syntax: + content: + CSharp: public bool addHatPosition + VB: Public addHatPosition As Boolean + return: + type: System.Boolean + - id: Game.GameManagerHelper.addSpawnPosition + commentId: F:Game.GameManagerHelper.addSpawnPosition + language: CSharp + name: + CSharp: addSpawnPosition + VB: addSpawnPosition + nameWithType: + CSharp: GameManagerHelper.addSpawnPosition + VB: GameManagerHelper.addSpawnPosition + qualifiedName: + CSharp: Game.GameManagerHelper.addSpawnPosition + VB: Game.GameManagerHelper.addSpawnPosition + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: addSpawnPosition + path: '' + startLine: 1378 + summary: "\nIf true, sets the current position of the "HELPER" object as the player spawn position in the GameManager.\n" + example: [] + syntax: + content: + CSharp: public bool addSpawnPosition + VB: Public addSpawnPosition As Boolean + return: + type: System.Boolean + - id: Game.GameTimer + commentId: T:Game.GameTimer + language: CSharp + name: + CSharp: GameTimer + VB: GameTimer + nameWithType: + CSharp: GameTimer + VB: GameTimer + qualifiedName: + CSharp: Game.GameTimer + VB: Game.GameTimer + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: GameTimer + path: '' + startLine: 1415 + summary: "\nThis class manages the game's countdown timer.\nIt starts, updates, and stops the timer, and ends the game when time runs out.\n" + example: [] + syntax: + content: + CSharp: 'public class GameTimer : MonoBehaviour' + VB: Public Class GameTimer Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Game.GameTimer.startTime + commentId: F:Game.GameTimer.startTime + language: CSharp + name: + CSharp: startTime + VB: startTime + nameWithType: + CSharp: GameTimer.startTime + VB: GameTimer.startTime + qualifiedName: + CSharp: Game.GameTimer.startTime + VB: Game.GameTimer.startTime + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: startTime + path: '' + startLine: 1420 + summary: "\nThe starting time for the timer, in seconds.\n" + example: [] + syntax: + content: + CSharp: public float startTime + VB: Public startTime As Single + return: + type: System.Single + - id: Game.GameTimer.timerText + commentId: F:Game.GameTimer.timerText + language: CSharp + name: + CSharp: timerText + VB: timerText + nameWithType: + CSharp: GameTimer.timerText + VB: GameTimer.timerText + qualifiedName: + CSharp: Game.GameTimer.timerText + VB: Game.GameTimer.timerText + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: timerText + path: '' + startLine: 1435 + summary: "\nThe UI text element that displays the timer.\n" + example: [] + syntax: + content: + CSharp: public Text timerText + VB: Public timerText As Text + return: + type: Global.Text + - id: Game.GameTimer.StartTimer + commentId: M:Game.GameTimer.StartTimer + language: CSharp + name: + CSharp: StartTimer() + VB: StartTimer() + nameWithType: + CSharp: GameTimer.StartTimer() + VB: GameTimer.StartTimer() + qualifiedName: + CSharp: Game.GameTimer.StartTimer() + VB: Game.GameTimer.StartTimer() + type: Method + assemblies: + - cs.temp.dll + namespace: Game + source: + id: StartTimer + path: '' + startLine: 1479 + summary: "\nStarts the timer if it is not already running.\n" + example: [] + syntax: + content: + CSharp: public void StartTimer() + VB: Public Sub StartTimer() + overload: Game.GameTimer.StartTimer* + - id: Game.HealthBarManager + commentId: T:Game.HealthBarManager + language: CSharp + name: + CSharp: HealthBarManager + VB: HealthBarManager + nameWithType: + CSharp: HealthBarManager + VB: HealthBarManager + qualifiedName: + CSharp: Game.HealthBarManager + VB: Game.HealthBarManager + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: HealthBarManager + path: '' + startLine: 1527 + summary: "\nThis class manages the health bars for all players in the game.\nIt creates, updates, and removes health bars as needed.\n" + example: [] + syntax: + content: + CSharp: 'public class HealthBarManager : MonoBehaviour' + VB: Public Class HealthBarManager Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Game.HealthBarManager.healthBarPrefab + commentId: F:Game.HealthBarManager.healthBarPrefab + language: CSharp + name: + CSharp: healthBarPrefab + VB: healthBarPrefab + nameWithType: + CSharp: HealthBarManager.healthBarPrefab + VB: HealthBarManager.healthBarPrefab + qualifiedName: + CSharp: Game.HealthBarManager.healthBarPrefab + VB: Game.HealthBarManager.healthBarPrefab + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: healthBarPrefab + path: '' + startLine: 1532 + summary: "\nThe template used to create new health bars.\n" + example: [] + syntax: + content: + CSharp: public GameObject healthBarPrefab + VB: Public healthBarPrefab As GameObject + return: + type: Global.GameObject + - id: Game.GameManager + commentId: T:Game.GameManager + language: CSharp + name: + CSharp: GameManager + VB: GameManager + nameWithType: + CSharp: GameManager + VB: GameManager + qualifiedName: + CSharp: Game.GameManager + VB: Game.GameManager + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: GameManager + path: '' + startLine: 1713 + summary: "\nThis class controls the main game logic, like starting the game, keeping track of players, \nhandling game modes, and deciding when the game ends.\n" + example: [] + syntax: + content: + CSharp: 'public class GameManager : MonoBehaviour' + VB: Public Class GameManager Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Game.GameManager.Instance + commentId: P:Game.GameManager.Instance + language: CSharp + name: + CSharp: Instance + VB: Instance + nameWithType: + CSharp: GameManager.Instance + VB: GameManager.Instance + qualifiedName: + CSharp: Game.GameManager.Instance + VB: Game.GameManager.Instance + type: Property + assemblies: + - cs.temp.dll + namespace: Game + source: + id: Instance + path: '' + startLine: 1718 + summary: "\nThe single instance of this class that can be accessed from anywhere in the game.\n" + example: [] + syntax: + content: + CSharp: public static GameManager Instance { get; } + VB: Public Shared Property Instance As GameManager + parameters: [] + return: + type: Game.GameManager + overload: Game.GameManager.Instance* + - id: Game.GameManager.time + commentId: F:Game.GameManager.time + language: CSharp + name: + CSharp: time + VB: time + nameWithType: + CSharp: GameManager.time + VB: GameManager.time + qualifiedName: + CSharp: Game.GameManager.time + VB: Game.GameManager.time + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: time + path: '' + startLine: 1723 + summary: "\nThe total time (in seconds) for the game to run.\n" + example: [] + syntax: + content: + CSharp: public float time + VB: Public time As Single + return: + type: System.Single + - id: Game.GameManager.StartGameEvent + commentId: E:Game.GameManager.StartGameEvent + language: CSharp + name: + CSharp: StartGameEvent + VB: StartGameEvent + nameWithType: + CSharp: GameManager.StartGameEvent + VB: GameManager.StartGameEvent + qualifiedName: + CSharp: Game.GameManager.StartGameEvent + VB: Game.GameManager.StartGameEvent + type: Event + assemblies: + - cs.temp.dll + namespace: Game + source: + id: StartGameEvent + path: '' + startLine: 1733 + summary: "\nEvent triggered when the game starts.\n" + example: [] + syntax: + content: + CSharp: public event GameManager.GameEvent StartGameEvent + VB: Public Event StartGameEvent As GameManager.GameEvent + return: + type: Game.GameManager.GameEvent + - id: Game.GameManager.EndGameEvent + commentId: E:Game.GameManager.EndGameEvent + language: CSharp + name: + CSharp: EndGameEvent + VB: EndGameEvent + nameWithType: + CSharp: GameManager.EndGameEvent + VB: GameManager.EndGameEvent + qualifiedName: + CSharp: Game.GameManager.EndGameEvent + VB: Game.GameManager.EndGameEvent + type: Event + assemblies: + - cs.temp.dll + namespace: Game + source: + id: EndGameEvent + path: '' + startLine: 1738 + summary: "\nEvent triggered when the game ends.\n" + example: [] + syntax: + content: + CSharp: public event GameManager.GameEvent EndGameEvent + VB: Public Event EndGameEvent As GameManager.GameEvent + return: + type: Game.GameManager.GameEvent + - id: Game.GameManager.players + commentId: F:Game.GameManager.players + language: CSharp + name: + CSharp: players + VB: players + nameWithType: + CSharp: GameManager.players + VB: GameManager.players + qualifiedName: + CSharp: Game.GameManager.players + VB: Game.GameManager.players + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: players + path: '' + startLine: 1743 + summary: "\nA list of all the players in the game.\n" + example: [] + syntax: + content: + CSharp: public static List players + VB: Public Shared players As List(Of GameObject) + return: + type: Global.List{GameObject} + - id: Game.GameManager.playerColors + commentId: F:Game.GameManager.playerColors + language: CSharp + name: + CSharp: playerColors + VB: playerColors + nameWithType: + CSharp: GameManager.playerColors + VB: GameManager.playerColors + qualifiedName: + CSharp: Game.GameManager.playerColors + VB: Game.GameManager.playerColors + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: playerColors + path: '' + startLine: 1748 + summary: "\nA list of colors assigned to each player.\n" + example: [] + syntax: + content: + CSharp: public static List playerColors + VB: Public Shared playerColors As List(Of Color) + return: + type: Global.List{Color} + - id: Game.GameManager.offset + commentId: F:Game.GameManager.offset + language: CSharp + name: + CSharp: offset + VB: offset + nameWithType: + CSharp: GameManager.offset + VB: GameManager.offset + qualifiedName: + CSharp: Game.GameManager.offset + VB: Game.GameManager.offset + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: offset + path: '' + startLine: 1753 + summary: "\nThe distance between players when they spawn.\n" + example: [] + syntax: + content: + CSharp: public float offset + VB: Public offset As Single + return: + type: System.Single + - id: Game.GameManager.music + commentId: F:Game.GameManager.music + language: CSharp + name: + CSharp: music + VB: music + nameWithType: + CSharp: GameManager.music + VB: GameManager.music + qualifiedName: + CSharp: Game.GameManager.music + VB: Game.GameManager.music + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: music + path: '' + startLine: 1758 + summary: "\nWhether the background music is turned on.\n" + example: [] + syntax: + content: + CSharp: public static bool music + VB: Public Shared music As Boolean + return: + type: System.Boolean + - id: Game.GameManager.gameOver + commentId: F:Game.GameManager.gameOver + language: CSharp + name: + CSharp: gameOver + VB: gameOver + nameWithType: + CSharp: GameManager.gameOver + VB: GameManager.gameOver + qualifiedName: + CSharp: Game.GameManager.gameOver + VB: Game.GameManager.gameOver + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: gameOver + path: '' + startLine: 1763 + summary: "\nWhether the game is currently over.\n" + example: [] + syntax: + content: + CSharp: public bool gameOver + VB: Public gameOver As Boolean + return: + type: System.Boolean + - id: Game.GameManager.gameTimer + commentId: F:Game.GameManager.gameTimer + language: CSharp + name: + CSharp: gameTimer + VB: gameTimer + nameWithType: + CSharp: GameManager.gameTimer + VB: GameManager.gameTimer + qualifiedName: + CSharp: Game.GameManager.gameTimer + VB: Game.GameManager.gameTimer + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: gameTimer + path: '' + startLine: 1768 + summary: "\nA timer that counts down during the game.\n" + example: [] + syntax: + content: + CSharp: public GameTimer gameTimer + VB: Public gameTimer As GameTimer + return: + type: Game.GameTimer + - id: Game.GameManager.playerHoldTimes + commentId: F:Game.GameManager.playerHoldTimes + language: CSharp + name: + CSharp: playerHoldTimes + VB: playerHoldTimes + nameWithType: + CSharp: GameManager.playerHoldTimes + VB: GameManager.playerHoldTimes + qualifiedName: + CSharp: Game.GameManager.playerHoldTimes + VB: Game.GameManager.playerHoldTimes + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: playerHoldTimes + path: '' + startLine: 1773 + summary: "\nTracks how long each player has held an item in "keep-away" mode.\n" + example: [] + syntax: + content: + CSharp: public static Dictionary playerHoldTimes + VB: Public Shared playerHoldTimes As Dictionary(Of GameObject, Single) + return: + type: Global.Dictionary{GameObject,System.Single} + - id: Game.GameManager.gameMode + commentId: F:Game.GameManager.gameMode + language: CSharp + name: + CSharp: gameMode + VB: gameMode + nameWithType: + CSharp: GameManager.gameMode + VB: GameManager.gameMode + qualifiedName: + CSharp: Game.GameManager.gameMode + VB: Game.GameManager.gameMode + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: gameMode + path: '' + startLine: 1778 + summary: "\nThe current game mode (e.g., free-for-all, keep-away, or obstacle course).\n" + example: [] + syntax: + content: + CSharp: public static GameManager.GameMode gameMode + VB: Public Shared gameMode As GameManager.GameMode + return: + type: Game.GameManager.GameMode + - id: Game.GameManager.map + commentId: F:Game.GameManager.map + language: CSharp + name: + CSharp: map + VB: map + nameWithType: + CSharp: GameManager.map + VB: GameManager.map + qualifiedName: + CSharp: Game.GameManager.map + VB: Game.GameManager.map + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: map + path: '' + startLine: 1783 + summary: "\nThe name of the map being played.\n" + example: [] + syntax: + content: + CSharp: public static string map + VB: Public Shared map As String + return: + type: System.String + - id: Game.GameManager.spawnPosition + commentId: F:Game.GameManager.spawnPosition + language: CSharp + name: + CSharp: spawnPosition + VB: spawnPosition + nameWithType: + CSharp: GameManager.spawnPosition + VB: GameManager.spawnPosition + qualifiedName: + CSharp: Game.GameManager.spawnPosition + VB: Game.GameManager.spawnPosition + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: spawnPosition + path: '' + startLine: 1788 + summary: "\nThe position where players spawn at the start of the game.\n" + example: [] + syntax: + content: + CSharp: public Vector2 spawnPosition + VB: Public spawnPosition As Vector2 + return: + type: Global.Vector2 + - id: Game.GameManager.obstacleCourseSpawnPosition + commentId: F:Game.GameManager.obstacleCourseSpawnPosition + language: CSharp + name: + CSharp: obstacleCourseSpawnPosition + VB: obstacleCourseSpawnPosition + nameWithType: + CSharp: GameManager.obstacleCourseSpawnPosition + VB: GameManager.obstacleCourseSpawnPosition + qualifiedName: + CSharp: Game.GameManager.obstacleCourseSpawnPosition + VB: Game.GameManager.obstacleCourseSpawnPosition + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: obstacleCourseSpawnPosition + path: '' + startLine: 1793 + summary: "\nThe position where players spawn in obstacle course mode.\n" + example: [] + syntax: + content: + CSharp: public Vector2 obstacleCourseSpawnPosition + VB: Public obstacleCourseSpawnPosition As Vector2 + return: + type: Global.Vector2 + - id: Game.GameManager.hatSpawnPositions + commentId: F:Game.GameManager.hatSpawnPositions + language: CSharp + name: + CSharp: hatSpawnPositions + VB: hatSpawnPositions + nameWithType: + CSharp: GameManager.hatSpawnPositions + VB: GameManager.hatSpawnPositions + qualifiedName: + CSharp: Game.GameManager.hatSpawnPositions + VB: Game.GameManager.hatSpawnPositions + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: hatSpawnPositions + path: '' + startLine: 1798 + summary: "\nPositions where the hat can spawn in "keep-away" mode.\n" + example: [] + syntax: + content: + CSharp: public List hatSpawnPositions + VB: Public hatSpawnPositions As List(Of Vector2) + return: + type: Global.List{Vector2} + - id: Game.GameManager.LeaderboardCanvas + commentId: F:Game.GameManager.LeaderboardCanvas + language: CSharp + name: + CSharp: LeaderboardCanvas + VB: LeaderboardCanvas + nameWithType: + CSharp: GameManager.LeaderboardCanvas + VB: GameManager.LeaderboardCanvas + qualifiedName: + CSharp: Game.GameManager.LeaderboardCanvas + VB: Game.GameManager.LeaderboardCanvas + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: LeaderboardCanvas + path: '' + startLine: 1803 + summary: "\nThe canvas that shows the leaderboard during the game.\n" + example: [] + syntax: + content: + CSharp: public Canvas LeaderboardCanvas + VB: Public LeaderboardCanvas As Canvas + return: + type: Global.Canvas + - id: Game.GameManager.TimerCanvas + commentId: F:Game.GameManager.TimerCanvas + language: CSharp + name: + CSharp: TimerCanvas + VB: TimerCanvas + nameWithType: + CSharp: GameManager.TimerCanvas + VB: GameManager.TimerCanvas + qualifiedName: + CSharp: Game.GameManager.TimerCanvas + VB: Game.GameManager.TimerCanvas + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: TimerCanvas + path: '' + startLine: 1808 + summary: "\nThe canvas that shows the timer during the game.\n" + example: [] + syntax: + content: + CSharp: public Canvas TimerCanvas + VB: Public TimerCanvas As Canvas + return: + type: Global.Canvas + - id: Game.GameManager.hatObject + commentId: F:Game.GameManager.hatObject + language: CSharp + name: + CSharp: hatObject + VB: hatObject + nameWithType: + CSharp: GameManager.hatObject + VB: GameManager.hatObject + qualifiedName: + CSharp: Game.GameManager.hatObject + VB: Game.GameManager.hatObject + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: hatObject + path: '' + startLine: 1813 + summary: "\nThe hat object used in "keep-away" mode.\n" + example: [] + syntax: + content: + CSharp: public GameObject hatObject + VB: Public hatObject As GameObject + return: + type: Global.GameObject + - id: Game.GameManager.StartGame + commentId: M:Game.GameManager.StartGame + language: CSharp + name: + CSharp: StartGame() + VB: StartGame() + nameWithType: + CSharp: GameManager.StartGame() + VB: GameManager.StartGame() + qualifiedName: + CSharp: Game.GameManager.StartGame() + VB: Game.GameManager.StartGame() + type: Method + assemblies: + - cs.temp.dll + namespace: Game + source: + id: StartGame + path: '' + startLine: 1898 + summary: "\nSets up the game based on the selected game mode. This includes spawning players and setting their lives.\n" + example: [] + syntax: + content: + CSharp: public void StartGame() + VB: Public Sub StartGame() + overload: Game.GameManager.StartGame* + - id: Game.GameManager.PlayerDied(Player.Damageable) + commentId: M:Game.GameManager.PlayerDied(Player.Damageable) + language: CSharp + name: + CSharp: PlayerDied(Damageable) + VB: PlayerDied(Damageable) + nameWithType: + CSharp: GameManager.PlayerDied(Damageable) + VB: GameManager.PlayerDied(Damageable) + qualifiedName: + CSharp: Game.GameManager.PlayerDied(Player.Damageable) + VB: Game.GameManager.PlayerDied(Player.Damageable) + type: Method + assemblies: + - cs.temp.dll + namespace: Game + source: + id: PlayerDied + path: '' + startLine: 1948 + summary: "\nHandles what happens when a player dies, like respawning them or ending the game.\n" + example: [] + syntax: + content: + CSharp: public void PlayerDied(Damageable player) + VB: Public Sub PlayerDied(player As Damageable) + parameters: + - id: player + type: Player.Damageable + description: The player who died. + overload: Game.GameManager.PlayerDied* + - id: Game.GameManager.GameOver + commentId: M:Game.GameManager.GameOver + language: CSharp + name: + CSharp: GameOver() + VB: GameOver() + nameWithType: + CSharp: GameManager.GameOver() + VB: GameManager.GameOver() + qualifiedName: + CSharp: Game.GameManager.GameOver() + VB: Game.GameManager.GameOver() + type: Method + assemblies: + - cs.temp.dll + namespace: Game + source: + id: GameOver + path: '' + startLine: 2018 + summary: "\nEnds the game and determines the winner based on the current game mode.\n" + remarks: "\nThis method handles the end-of-game logic, such as stopping the timer, hiding UI elements,\nand determining the winner based on the . It also triggers the \n for any subscribed listeners.\n\nIn "free-for-all" mode, the last alive player is declared the winner. In "keep-away" mode, \nthe player with the longest hold time wins. In "obstacle course" mode, the winner is determined \nby the logic.\n" + example: + - "\n
GameManager.Instance.GameOver();
\n" + syntax: + content: + CSharp: public void GameOver() + VB: Public Sub GameOver() + overload: Game.GameManager.GameOver* + references: + Game.GameManager.GameMode: + Game.GameManager.EndGameEvent: + Game.ObstacleCourse: + - id: Game.GameManager.AlivePlayers + commentId: M:Game.GameManager.AlivePlayers + language: CSharp + name: + CSharp: AlivePlayers() + VB: AlivePlayers() + nameWithType: + CSharp: GameManager.AlivePlayers() + VB: GameManager.AlivePlayers() + qualifiedName: + CSharp: Game.GameManager.AlivePlayers() + VB: Game.GameManager.AlivePlayers() + type: Method + assemblies: + - cs.temp.dll + namespace: Game + source: + id: AlivePlayers + path: '' + startLine: 2145 + summary: "\nGets a list of all players who are still alive in the game.\n" + remarks: "\nThis method checks all players in the game and returns only those who are still active.\nA player is considered "alive" if their GameObject is active in the scene.\n" + example: [] + syntax: + content: + CSharp: public List AlivePlayers() + VB: Public Function AlivePlayers() As List(Of GameObject) + return: + type: Global.List{GameObject} + description: A list of players who are still active in the game. + overload: Game.GameManager.AlivePlayers* + - id: Game.GameManager.UpdatePlayerHoldTime(GameObject,System.Single) + commentId: M:Game.GameManager.UpdatePlayerHoldTime(GameObject,System.Single) + language: CSharp + name: + CSharp: UpdatePlayerHoldTime(GameObject, float) + VB: UpdatePlayerHoldTime(GameObject, Single) + nameWithType: + CSharp: GameManager.UpdatePlayerHoldTime(GameObject, float) + VB: GameManager.UpdatePlayerHoldTime(GameObject, Single) + qualifiedName: + CSharp: Game.GameManager.UpdatePlayerHoldTime(GameObject, float) + VB: Game.GameManager.UpdatePlayerHoldTime(GameObject, Single) + type: Method + assemblies: + - cs.temp.dll + namespace: Game + source: + id: UpdatePlayerHoldTime + path: '' + startLine: 2170 + summary: "\nUpdates the hold time for a player and refreshes the leaderboard.\n" + remarks: "\nThis method updates the player's hold time in the dictionary and refreshes the leaderboard UI.\nIf the player's hold time is higher than before, the leaderboard is re-sorted.\n" + example: [] + syntax: + content: + CSharp: public void UpdatePlayerHoldTime(GameObject player, float holdTime) + VB: Public Sub UpdatePlayerHoldTime(player As GameObject, holdTime As Single) + parameters: + - id: player + type: Global.GameObject + description: The player whose hold time is being updated. + - id: holdTime + type: System.Single + description: The new hold time for the player. + overload: Game.GameManager.UpdatePlayerHoldTime* + - id: Game.GameManager.GameEvent + commentId: T:Game.GameManager.GameEvent + language: CSharp + name: + CSharp: GameManager.GameEvent + VB: GameManager.GameEvent + nameWithType: + CSharp: GameManager.GameEvent + VB: GameManager.GameEvent + qualifiedName: + CSharp: Game.GameManager.GameEvent + VB: Game.GameManager.GameEvent + type: Delegate + assemblies: + - cs.temp.dll + namespace: Game + source: + id: GameEvent + path: '' + startLine: 1728 + summary: "\nA type of event that happens during the game, like when it starts or ends.\n" + example: [] + syntax: + content: + CSharp: public delegate void GameManager.GameEvent() + VB: Public Delegate Sub GameManager.GameEvent() + items: [] + - id: Game.GameManager.GameMode + commentId: T:Game.GameManager.GameMode + language: CSharp + name: + CSharp: GameManager.GameMode + VB: GameManager.GameMode + nameWithType: + CSharp: GameManager.GameMode + VB: GameManager.GameMode + qualifiedName: + CSharp: Game.GameManager.GameMode + VB: Game.GameManager.GameMode + type: Enum + assemblies: + - cs.temp.dll + namespace: Game + source: + id: GameMode + path: '' + startLine: 1818 + summary: "\nThe different game modes players can choose from.\n" + example: [] + syntax: + content: + CSharp: public enum GameManager.GameMode + VB: Public Enum GameManager.GameMode + items: + - id: Game.GameManager.GameMode.freeForAll + commentId: F:Game.GameManager.GameMode.freeForAll + language: CSharp + name: + CSharp: freeForAll + VB: freeForAll + nameWithType: + CSharp: GameManager.GameMode.freeForAll + VB: GameManager.GameMode.freeForAll + qualifiedName: + CSharp: Game.GameManager.GameMode.freeForAll + VB: Game.GameManager.GameMode.freeForAll + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: freeForAll + path: '' + startLine: 1823 + summary: "\nPlayers compete individually to be the last one standing.\n" + example: [] + syntax: + content: + CSharp: freeForAll = 0 + VB: freeForAll = 0 + return: + type: Game.GameManager.GameMode + - id: Game.GameManager.GameMode.keepAway + commentId: F:Game.GameManager.GameMode.keepAway + language: CSharp + name: + CSharp: keepAway + VB: keepAway + nameWithType: + CSharp: GameManager.GameMode.keepAway + VB: GameManager.GameMode.keepAway + qualifiedName: + CSharp: Game.GameManager.GameMode.keepAway + VB: Game.GameManager.GameMode.keepAway + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: keepAway + path: '' + startLine: 1828 + summary: "\nPlayers compete to hold an item (like a hat) for the longest time.\n" + example: [] + syntax: + content: + CSharp: keepAway = 1 + VB: keepAway = 1 + return: + type: Game.GameManager.GameMode + - id: Game.GameManager.GameMode.obstacleCourse + commentId: F:Game.GameManager.GameMode.obstacleCourse + language: CSharp + name: + CSharp: obstacleCourse + VB: obstacleCourse + nameWithType: + CSharp: GameManager.GameMode.obstacleCourse + VB: GameManager.GameMode.obstacleCourse + qualifiedName: + CSharp: Game.GameManager.GameMode.obstacleCourse + VB: Game.GameManager.GameMode.obstacleCourse + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: obstacleCourse + path: '' + startLine: 1833 + summary: "\nPlayers race to complete an obstacle course.\n" + example: [] + syntax: + content: + CSharp: obstacleCourse = 2 + VB: obstacleCourse = 2 + return: + type: Game.GameManager.GameMode + - id: Game.FallPlatform + commentId: T:Game.FallPlatform + language: CSharp + name: + CSharp: FallPlatform + VB: FallPlatform + nameWithType: + CSharp: FallPlatform + VB: FallPlatform + qualifiedName: + CSharp: Game.FallPlatform + VB: Game.FallPlatform + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: FallPlatform + path: '' + startLine: 2214 + summary: "\nThis class controls platforms that fall when touched by a player or another platform.\nThe platform will fall after a delay and then reset to its original position.\n" + example: [] + syntax: + content: + CSharp: 'public class FallPlatform : MonoBehaviour' + VB: Public Class FallPlatform Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Game.FallPlatform.fallDelay + commentId: F:Game.FallPlatform.fallDelay + language: CSharp + name: + CSharp: fallDelay + VB: fallDelay + nameWithType: + CSharp: FallPlatform.fallDelay + VB: FallPlatform.fallDelay + qualifiedName: + CSharp: Game.FallPlatform.fallDelay + VB: Game.FallPlatform.fallDelay + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: fallDelay + path: '' + startLine: 2219 + summary: "\nThe time (in seconds) before the platform starts falling after being triggered.\n" + example: [] + syntax: + content: + CSharp: public float fallDelay + VB: Public fallDelay As Single + return: + type: System.Single + - id: Game.FallPlatform.resetDelay + commentId: F:Game.FallPlatform.resetDelay + language: CSharp + name: + CSharp: resetDelay + VB: resetDelay + nameWithType: + CSharp: FallPlatform.resetDelay + VB: FallPlatform.resetDelay + qualifiedName: + CSharp: Game.FallPlatform.resetDelay + VB: Game.FallPlatform.resetDelay + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: resetDelay + path: '' + startLine: 2224 + summary: "\nThe time (in seconds) before the platform resets to its original position after falling.\n" + example: [] + syntax: + content: + CSharp: public float resetDelay + VB: Public resetDelay As Single + return: + type: System.Single + - id: Game.HubManager + commentId: T:Game.HubManager + language: CSharp + name: + CSharp: HubManager + VB: HubManager + nameWithType: + CSharp: HubManager + VB: HubManager + qualifiedName: + CSharp: Game.HubManager + VB: Game.HubManager + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: HubManager + path: '' + startLine: 2329 + summary: "\nThis class manages the hub area of the game, including loading and unloading game scenes,\ncontrolling the hub camera, and managing game buttons.\n" + example: [] + syntax: + content: + CSharp: 'public class HubManager : MonoBehaviour' + VB: Public Class HubManager Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Game.HubManager.Instance + commentId: F:Game.HubManager.Instance + language: CSharp + name: + CSharp: Instance + VB: Instance + nameWithType: + CSharp: HubManager.Instance + VB: HubManager.Instance + qualifiedName: + CSharp: Game.HubManager.Instance + VB: Game.HubManager.Instance + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: Instance + path: '' + startLine: 2334 + summary: "\nA single instance of this class that can be accessed from anywhere.\n" + example: [] + syntax: + content: + CSharp: public static HubManager Instance + VB: Public Shared Instance As HubManager + return: + type: Game.HubManager + - id: Game.HubManager.hubCamera + commentId: F:Game.HubManager.hubCamera + language: CSharp + name: + CSharp: hubCamera + VB: hubCamera + nameWithType: + CSharp: HubManager.hubCamera + VB: HubManager.hubCamera + qualifiedName: + CSharp: Game.HubManager.hubCamera + VB: Game.HubManager.hubCamera + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: hubCamera + path: '' + startLine: 2339 + summary: "\nThe camera used in the hub area.\n" + example: [] + syntax: + content: + CSharp: public GameObject hubCamera + VB: Public hubCamera As GameObject + return: + type: Global.GameObject + - id: Game.HubManager.gameButtonsParent + commentId: F:Game.HubManager.gameButtonsParent + language: CSharp + name: + CSharp: gameButtonsParent + VB: gameButtonsParent + nameWithType: + CSharp: HubManager.gameButtonsParent + VB: HubManager.gameButtonsParent + qualifiedName: + CSharp: Game.HubManager.gameButtonsParent + VB: Game.HubManager.gameButtonsParent + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: gameButtonsParent + path: '' + startLine: 2344 + summary: "\nThe parent object containing all game buttons in the hub.\n" + example: [] + syntax: + content: + CSharp: public GameObject gameButtonsParent + VB: Public gameButtonsParent As GameObject + return: + type: Global.GameObject + - id: Game.HubManager.LoadScene(System.String) + commentId: M:Game.HubManager.LoadScene(System.String) + language: CSharp + name: + CSharp: LoadScene(string) + VB: LoadScene(String) + nameWithType: + CSharp: HubManager.LoadScene(string) + VB: HubManager.LoadScene(String) + qualifiedName: + CSharp: Game.HubManager.LoadScene(string) + VB: Game.HubManager.LoadScene(String) + type: Method + assemblies: + - cs.temp.dll + namespace: Game + source: + id: LoadScene + path: '' + startLine: 2377 + summary: "\nLoads a new game scene and disables the hub camera.\n" + example: [] + syntax: + content: + CSharp: public void LoadScene(string sceneName) + VB: Public Sub LoadScene(sceneName As String) + parameters: + - id: sceneName + type: System.String + description: The name of the scene to load. + overload: Game.HubManager.LoadScene* + - id: Game.HubManager.UnloadGameScene + commentId: M:Game.HubManager.UnloadGameScene + language: CSharp + name: + CSharp: UnloadGameScene() + VB: UnloadGameScene() + nameWithType: + CSharp: HubManager.UnloadGameScene() + VB: HubManager.UnloadGameScene() + qualifiedName: + CSharp: Game.HubManager.UnloadGameScene() + VB: Game.HubManager.UnloadGameScene() + type: Method + assemblies: + - cs.temp.dll + namespace: Game + source: + id: UnloadGameScene + path: '' + startLine: 2401 + summary: "\nUnloads the current game scene and reactivates the hub camera.\n" + example: [] + syntax: + content: + CSharp: public void UnloadGameScene() + VB: Public Sub UnloadGameScene() + overload: Game.HubManager.UnloadGameScene* + - id: Game.HatRespawn + commentId: T:Game.HatRespawn + language: CSharp + name: + CSharp: HatRespawn + VB: HatRespawn + nameWithType: + CSharp: HatRespawn + VB: HatRespawn + qualifiedName: + CSharp: Game.HatRespawn + VB: Game.HatRespawn + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: HatRespawn + path: '' + startLine: 2502 + summary: "\nThis class manages the behavior of the hat in the game, including its respawn logic.\nThe hat can be picked up, dropped, and respawned after a certain amount of time.\n" + example: [] + syntax: + content: + CSharp: 'public class HatRespawn : MonoBehaviour' + VB: Public Class HatRespawn Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Game.HatRespawn.respawnTime + commentId: F:Game.HatRespawn.respawnTime + language: CSharp + name: + CSharp: respawnTime + VB: respawnTime + nameWithType: + CSharp: HatRespawn.respawnTime + VB: HatRespawn.respawnTime + qualifiedName: + CSharp: Game.HatRespawn.respawnTime + VB: Game.HatRespawn.respawnTime + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: respawnTime + path: '' + startLine: 2512 + summary: "\nThe amount of time (in seconds) before the hat respawns after being inactive.\n" + example: [] + syntax: + content: + CSharp: public const float respawnTime = 10 + VB: Public Const respawnTime As Single = 10 + return: + type: System.Single + - id: Game.HatRespawn.initialSubhatPosition + commentId: F:Game.HatRespawn.initialSubhatPosition + language: CSharp + name: + CSharp: initialSubhatPosition + VB: initialSubhatPosition + nameWithType: + CSharp: HatRespawn.initialSubhatPosition + VB: HatRespawn.initialSubhatPosition + qualifiedName: + CSharp: Game.HatRespawn.initialSubhatPosition + VB: Game.HatRespawn.initialSubhatPosition + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: initialSubhatPosition + path: '' + startLine: 2522 + summary: "\nThe initial position of the subhat (if applicable).\n" + example: [] + syntax: + content: + CSharp: public Vector2 initialSubhatPosition + VB: Public initialSubhatPosition As Vector2 + return: + type: Global.Vector2 + - id: Game.HatRespawn.canBePickedUp + commentId: F:Game.HatRespawn.canBePickedUp + language: CSharp + name: + CSharp: canBePickedUp + VB: canBePickedUp + nameWithType: + CSharp: HatRespawn.canBePickedUp + VB: HatRespawn.canBePickedUp + qualifiedName: + CSharp: Game.HatRespawn.canBePickedUp + VB: Game.HatRespawn.canBePickedUp + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: canBePickedUp + path: '' + startLine: 2527 + summary: "\nA flag to check if the hat can be picked up.\n" + example: [] + syntax: + content: + CSharp: public static bool canBePickedUp + VB: Public Shared canBePickedUp As Boolean + return: + type: System.Boolean + - id: Game.HatRespawn.initialScale + commentId: F:Game.HatRespawn.initialScale + language: CSharp + name: + CSharp: initialScale + VB: initialScale + nameWithType: + CSharp: HatRespawn.initialScale + VB: HatRespawn.initialScale + qualifiedName: + CSharp: Game.HatRespawn.initialScale + VB: Game.HatRespawn.initialScale + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: initialScale + path: '' + startLine: 2532 + summary: "\nThe initial scale of the hat.\n" + example: [] + syntax: + content: + CSharp: public Vector2 initialScale + VB: Public initialScale As Vector2 + return: + type: Global.Vector2 + - id: Game.HatRespawn.Interact + commentId: M:Game.HatRespawn.Interact + language: CSharp + name: + CSharp: Interact() + VB: Interact() + nameWithType: + CSharp: HatRespawn.Interact() + VB: HatRespawn.Interact() + qualifiedName: + CSharp: Game.HatRespawn.Interact() + VB: Game.HatRespawn.Interact() + type: Method + assemblies: + - cs.temp.dll + namespace: Game + source: + id: Interact + path: '' + startLine: 2588 + summary: "\nUpdates the last interaction time when a player interacts with the hat.\n" + example: [] + syntax: + content: + CSharp: public void Interact() + VB: Public Sub Interact() + overload: Game.HatRespawn.Interact* + - id: Game.HatRespawn.OnHatDropped + commentId: M:Game.HatRespawn.OnHatDropped + language: CSharp + name: + CSharp: OnHatDropped() + VB: OnHatDropped() + nameWithType: + CSharp: HatRespawn.OnHatDropped() + VB: HatRespawn.OnHatDropped() + qualifiedName: + CSharp: Game.HatRespawn.OnHatDropped() + VB: Game.HatRespawn.OnHatDropped() + type: Method + assemblies: + - cs.temp.dll + namespace: Game + source: + id: OnHatDropped + path: '' + startLine: 2597 + summary: "\nMarks the hat as dropped and resets the timer.\n" + example: [] + syntax: + content: + CSharp: public void OnHatDropped() + VB: Public Sub OnHatDropped() + overload: Game.HatRespawn.OnHatDropped* + - id: Game.RespawnOnTriggerEnter + commentId: T:Game.RespawnOnTriggerEnter + language: CSharp + name: + CSharp: RespawnOnTriggerEnter + VB: RespawnOnTriggerEnter + nameWithType: + CSharp: RespawnOnTriggerEnter + VB: RespawnOnTriggerEnter + qualifiedName: + CSharp: Game.RespawnOnTriggerEnter + VB: Game.RespawnOnTriggerEnter + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: RespawnOnTriggerEnter + path: '' + startLine: 2639 + summary: "\nThis class handles respawning objects when they collide with a trigger tagged with a specific value.\n" + example: [] + syntax: + content: + CSharp: 'public class RespawnOnTriggerEnter : MonoBehaviour' + VB: Public Class RespawnOnTriggerEnter Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Game.RespawnOnTriggerEnter.spawnPoint + commentId: F:Game.RespawnOnTriggerEnter.spawnPoint + language: CSharp + name: + CSharp: spawnPoint + VB: spawnPoint + nameWithType: + CSharp: RespawnOnTriggerEnter.spawnPoint + VB: RespawnOnTriggerEnter.spawnPoint + qualifiedName: + CSharp: Game.RespawnOnTriggerEnter.spawnPoint + VB: Game.RespawnOnTriggerEnter.spawnPoint + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: spawnPoint + path: '' + startLine: 2644 + summary: "\nThe spawn point where the object will respawn.\n" + example: [] + syntax: + content: + CSharp: public Vector2 spawnPoint + VB: Public spawnPoint As Vector2 + return: + type: Global.Vector2 + - id: Game.RespawnOnTriggerEnter.spawnPointIsInitialPosition + commentId: F:Game.RespawnOnTriggerEnter.spawnPointIsInitialPosition + language: CSharp + name: + CSharp: spawnPointIsInitialPosition + VB: spawnPointIsInitialPosition + nameWithType: + CSharp: RespawnOnTriggerEnter.spawnPointIsInitialPosition + VB: RespawnOnTriggerEnter.spawnPointIsInitialPosition + qualifiedName: + CSharp: Game.RespawnOnTriggerEnter.spawnPointIsInitialPosition + VB: Game.RespawnOnTriggerEnter.spawnPointIsInitialPosition + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: spawnPointIsInitialPosition + path: '' + startLine: 2649 + summary: "\nIf true, the spawn point is set to the object's initial position.\n" + example: [] + syntax: + content: + CSharp: public bool spawnPointIsInitialPosition + VB: Public spawnPointIsInitialPosition As Boolean + return: + type: System.Boolean + - id: Game.RespawnOnTriggerEnter.respawnTag + commentId: F:Game.RespawnOnTriggerEnter.respawnTag + language: CSharp + name: + CSharp: respawnTag + VB: respawnTag + nameWithType: + CSharp: RespawnOnTriggerEnter.respawnTag + VB: RespawnOnTriggerEnter.respawnTag + qualifiedName: + CSharp: Game.RespawnOnTriggerEnter.respawnTag + VB: Game.RespawnOnTriggerEnter.respawnTag + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: respawnTag + path: '' + startLine: 2654 + summary: "\nThe tag of the trigger that causes the object to respawn.\n" + example: [] + syntax: + content: + CSharp: public string respawnTag + VB: Public respawnTag As String + return: + type: System.String + - id: Game.MapSelect + commentId: T:Game.MapSelect + language: CSharp + name: + CSharp: MapSelect + VB: MapSelect + nameWithType: + CSharp: MapSelect + VB: MapSelect + qualifiedName: + CSharp: Game.MapSelect + VB: Game.MapSelect + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: MapSelect + path: '' + startLine: 2698 + summary: "\nThis class manages the map selection process by setting the selected map\nbased on the active toggle in the toggle group.\n" + example: [] + syntax: + content: + CSharp: 'public class MapSelect : MonoBehaviour' + VB: Public Class MapSelect Inherits MonoBehaviour + inheritance: + - System.Object + items: [] + - id: Game.LifeDisplayManager + commentId: T:Game.LifeDisplayManager + language: CSharp + name: + CSharp: LifeDisplayManager + VB: LifeDisplayManager + nameWithType: + CSharp: LifeDisplayManager + VB: LifeDisplayManager + qualifiedName: + CSharp: Game.LifeDisplayManager + VB: Game.LifeDisplayManager + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: LifeDisplayManager + path: '' + startLine: 2836 + summary: "\nThis class manages the display of player lives, including creating life icons\nand updating them based on the player's remaining lives.\n" + example: [] + syntax: + content: + CSharp: 'public class LifeDisplayManager : MonoBehaviour' + VB: Public Class LifeDisplayManager Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Game.LifeDisplayManager.players + commentId: F:Game.LifeDisplayManager.players + language: CSharp + name: + CSharp: players + VB: players + nameWithType: + CSharp: LifeDisplayManager.players + VB: LifeDisplayManager.players + qualifiedName: + CSharp: Game.LifeDisplayManager.players + VB: Game.LifeDisplayManager.players + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: players + path: '' + startLine: 2841 + summary: "\nThe parent object that contains all player life displays.\n" + example: [] + syntax: + content: + CSharp: public GameObject players + VB: Public players As GameObject + return: + type: Global.GameObject + - id: Game.LifeDisplayManager.playerPrefab + commentId: F:Game.LifeDisplayManager.playerPrefab + language: CSharp + name: + CSharp: playerPrefab + VB: playerPrefab + nameWithType: + CSharp: LifeDisplayManager.playerPrefab + VB: LifeDisplayManager.playerPrefab + qualifiedName: + CSharp: Game.LifeDisplayManager.playerPrefab + VB: Game.LifeDisplayManager.playerPrefab + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: playerPrefab + path: '' + startLine: 2846 + summary: "\nThe prefab used to represent a player in the life display.\n" + example: [] + syntax: + content: + CSharp: public GameObject playerPrefab + VB: Public playerPrefab As GameObject + return: + type: Global.GameObject + - id: Game.LifeDisplayManager.lifePrefab + commentId: F:Game.LifeDisplayManager.lifePrefab + language: CSharp + name: + CSharp: lifePrefab + VB: lifePrefab + nameWithType: + CSharp: LifeDisplayManager.lifePrefab + VB: LifeDisplayManager.lifePrefab + qualifiedName: + CSharp: Game.LifeDisplayManager.lifePrefab + VB: Game.LifeDisplayManager.lifePrefab + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: lifePrefab + path: '' + startLine: 2851 + summary: "\nThe prefab used to represent a single life icon.\n" + example: [] + syntax: + content: + CSharp: public GameObject lifePrefab + VB: Public lifePrefab As GameObject + return: + type: Global.GameObject + - id: Game.LifeDisplayManager.lifeDisplays + commentId: F:Game.LifeDisplayManager.lifeDisplays + language: CSharp + name: + CSharp: lifeDisplays + VB: lifeDisplays + nameWithType: + CSharp: LifeDisplayManager.lifeDisplays + VB: LifeDisplayManager.lifeDisplays + qualifiedName: + CSharp: Game.LifeDisplayManager.lifeDisplays + VB: Game.LifeDisplayManager.lifeDisplays + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: lifeDisplays + path: '' + startLine: 2857 + summary: "\nA dictionary mapping each player's component\nto their corresponding list of life icons.\n" + example: [] + syntax: + content: + CSharp: public Dictionary> lifeDisplays + VB: Public lifeDisplays As Dictionary(Of Damageable, List(Of GameObject)) + return: + type: Global.Dictionary{Player.Damageable,List{GameObject}} + references: + Player.Damageable: + - id: Game.LifeDisplayManager.HideLifeDisplay + commentId: M:Game.LifeDisplayManager.HideLifeDisplay + language: CSharp + name: + CSharp: HideLifeDisplay() + VB: HideLifeDisplay() + nameWithType: + CSharp: LifeDisplayManager.HideLifeDisplay() + VB: LifeDisplayManager.HideLifeDisplay() + qualifiedName: + CSharp: Game.LifeDisplayManager.HideLifeDisplay() + VB: Game.LifeDisplayManager.HideLifeDisplay() + type: Method + assemblies: + - cs.temp.dll + namespace: Game + source: + id: HideLifeDisplay + path: '' + startLine: 2907 + summary: "\nHides the life display by deactivating the parent object.\n" + example: [] + syntax: + content: + CSharp: public void HideLifeDisplay() + VB: Public Sub HideLifeDisplay() + overload: Game.LifeDisplayManager.HideLifeDisplay* + - id: Game.TerribleHealthBarScript + commentId: T:Game.TerribleHealthBarScript + language: CSharp + name: + CSharp: TerribleHealthBarScript + VB: TerribleHealthBarScript + nameWithType: + CSharp: TerribleHealthBarScript + VB: TerribleHealthBarScript + qualifiedName: + CSharp: Game.TerribleHealthBarScript + VB: Game.TerribleHealthBarScript + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: TerribleHealthBarScript + path: '' + startLine: 2927 + summary: "\nThis class manages the health bar visuals for a player, including updating\nthe health bar's size, position, and color based on the player's current health.\n" + example: [] + syntax: + content: + CSharp: 'public class TerribleHealthBarScript : MonoBehaviour' + VB: Public Class TerribleHealthBarScript Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Game.TerribleHealthBarScript.fullHealthColor + commentId: F:Game.TerribleHealthBarScript.fullHealthColor + language: CSharp + name: + CSharp: fullHealthColor + VB: fullHealthColor + nameWithType: + CSharp: TerribleHealthBarScript.fullHealthColor + VB: TerribleHealthBarScript.fullHealthColor + qualifiedName: + CSharp: Game.TerribleHealthBarScript.fullHealthColor + VB: Game.TerribleHealthBarScript.fullHealthColor + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: fullHealthColor + path: '' + startLine: 2932 + summary: "\nThe color of the health bar when the player is at full health.\n" + example: [] + syntax: + content: + CSharp: public Color fullHealthColor + VB: Public fullHealthColor As Color + return: + type: Global.Color + - id: Game.TerribleHealthBarScript.fullDeathColor + commentId: F:Game.TerribleHealthBarScript.fullDeathColor + language: CSharp + name: + CSharp: fullDeathColor + VB: fullDeathColor + nameWithType: + CSharp: TerribleHealthBarScript.fullDeathColor + VB: TerribleHealthBarScript.fullDeathColor + qualifiedName: + CSharp: Game.TerribleHealthBarScript.fullDeathColor + VB: Game.TerribleHealthBarScript.fullDeathColor + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: fullDeathColor + path: '' + startLine: 2937 + summary: "\nThe color of the health bar when the player is at zero health.\n" + example: [] + syntax: + content: + CSharp: public Color fullDeathColor + VB: Public fullDeathColor As Color + return: + type: Global.Color + - id: Game.TerribleHealthBarScript.subtractionColor + commentId: F:Game.TerribleHealthBarScript.subtractionColor + language: CSharp + name: + CSharp: subtractionColor + VB: subtractionColor + nameWithType: + CSharp: TerribleHealthBarScript.subtractionColor + VB: TerribleHealthBarScript.subtractionColor + qualifiedName: + CSharp: Game.TerribleHealthBarScript.subtractionColor + VB: Game.TerribleHealthBarScript.subtractionColor + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: subtractionColor + path: '' + startLine: 2942 + summary: "\nThe color used to represent health subtraction.\n" + example: [] + syntax: + content: + CSharp: public Color subtractionColor + VB: Public subtractionColor As Color + return: + type: Global.Color + - id: Game.TerribleHealthBarScript.healthVisual + commentId: F:Game.TerribleHealthBarScript.healthVisual + language: CSharp + name: + CSharp: healthVisual + VB: healthVisual + nameWithType: + CSharp: TerribleHealthBarScript.healthVisual + VB: TerribleHealthBarScript.healthVisual + qualifiedName: + CSharp: Game.TerribleHealthBarScript.healthVisual + VB: Game.TerribleHealthBarScript.healthVisual + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: healthVisual + path: '' + startLine: 2947 + summary: "\nThe visual representation of the health bar.\n" + example: [] + syntax: + content: + CSharp: public GameObject healthVisual + VB: Public healthVisual As GameObject + return: + type: Global.GameObject + - id: Game.TerribleHealthBarScript.actualHealthVisual + commentId: F:Game.TerribleHealthBarScript.actualHealthVisual + language: CSharp + name: + CSharp: actualHealthVisual + VB: actualHealthVisual + nameWithType: + CSharp: TerribleHealthBarScript.actualHealthVisual + VB: TerribleHealthBarScript.actualHealthVisual + qualifiedName: + CSharp: Game.TerribleHealthBarScript.actualHealthVisual + VB: Game.TerribleHealthBarScript.actualHealthVisual + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: actualHealthVisual + path: '' + startLine: 2952 + summary: "\nThe actual health bar that reflects the player's current health.\n" + example: [] + syntax: + content: + CSharp: public GameObject actualHealthVisual + VB: Public actualHealthVisual As GameObject + return: + type: Global.GameObject + - id: Game.TerribleHealthBarScript.deathVisual + commentId: F:Game.TerribleHealthBarScript.deathVisual + language: CSharp + name: + CSharp: deathVisual + VB: deathVisual + nameWithType: + CSharp: TerribleHealthBarScript.deathVisual + VB: TerribleHealthBarScript.deathVisual + qualifiedName: + CSharp: Game.TerribleHealthBarScript.deathVisual + VB: Game.TerribleHealthBarScript.deathVisual + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: deathVisual + path: '' + startLine: 2957 + summary: "\nThe visual representation of the player's death state.\n" + example: [] + syntax: + content: + CSharp: public GameObject deathVisual + VB: Public deathVisual As GameObject + return: + type: Global.GameObject + - id: Game.TerribleHealthBarScript.smoothSpeed + commentId: F:Game.TerribleHealthBarScript.smoothSpeed + language: CSharp + name: + CSharp: smoothSpeed + VB: smoothSpeed + nameWithType: + CSharp: TerribleHealthBarScript.smoothSpeed + VB: TerribleHealthBarScript.smoothSpeed + qualifiedName: + CSharp: Game.TerribleHealthBarScript.smoothSpeed + VB: Game.TerribleHealthBarScript.smoothSpeed + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: smoothSpeed + path: '' + startLine: 2962 + summary: "\nThe speed at which the health bar updates smoothly.\n" + example: [] + syntax: + content: + CSharp: public float smoothSpeed + VB: Public smoothSpeed As Single + return: + type: System.Single + - id: Game.TerribleHealthBarScript.text + commentId: F:Game.TerribleHealthBarScript.text + language: CSharp + name: + CSharp: text + VB: text + nameWithType: + CSharp: TerribleHealthBarScript.text + VB: TerribleHealthBarScript.text + qualifiedName: + CSharp: Game.TerribleHealthBarScript.text + VB: Game.TerribleHealthBarScript.text + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: text + path: '' + startLine: 2967 + summary: "\nThe text element displaying the player's current and maximum health.\n" + example: [] + syntax: + content: + CSharp: public TextMeshProUGUI text + VB: Public text As TextMeshProUGUI + return: + type: Global.TextMeshProUGUI + - id: Game.TerribleHealthBarScript.player + commentId: F:Game.TerribleHealthBarScript.player + language: CSharp + name: + CSharp: player + VB: player + nameWithType: + CSharp: TerribleHealthBarScript.player + VB: TerribleHealthBarScript.player + qualifiedName: + CSharp: Game.TerribleHealthBarScript.player + VB: Game.TerribleHealthBarScript.player + type: Field + assemblies: + - cs.temp.dll + namespace: Game + source: + id: player + path: '' + startLine: 3002 + summary: "\nThe player associated with this health bar.\n" + example: [] + syntax: + content: + CSharp: public GameObject player + VB: Public player As GameObject + return: + type: Global.GameObject + - id: Game.TerribleHealthBarScript.SetPlayer(GameObject) + commentId: M:Game.TerribleHealthBarScript.SetPlayer(GameObject) + language: CSharp + name: + CSharp: SetPlayer(GameObject) + VB: SetPlayer(GameObject) + nameWithType: + CSharp: TerribleHealthBarScript.SetPlayer(GameObject) + VB: TerribleHealthBarScript.SetPlayer(GameObject) + qualifiedName: + CSharp: Game.TerribleHealthBarScript.SetPlayer(GameObject) + VB: Game.TerribleHealthBarScript.SetPlayer(GameObject) + type: Method + assemblies: + - cs.temp.dll + namespace: Game + source: + id: SetPlayer + path: '' + startLine: 3043 + summary: "\nSets the player associated with this health bar.\n" + example: [] + syntax: + content: + CSharp: public void SetPlayer(GameObject player) + VB: Public Sub SetPlayer(player As GameObject) + parameters: + - id: player + type: Global.GameObject + description: The player to associate with this health bar. + overload: Game.TerribleHealthBarScript.SetPlayer* + - id: Game.LeaderboardManager + commentId: T:Game.LeaderboardManager + language: CSharp + name: + CSharp: LeaderboardManager + VB: LeaderboardManager + nameWithType: + CSharp: LeaderboardManager + VB: LeaderboardManager + qualifiedName: + CSharp: Game.LeaderboardManager + VB: Game.LeaderboardManager + type: Class + assemblies: + - cs.temp.dll + namespace: Game + source: + id: LeaderboardManager + path: '' + startLine: 3097 + summary: "\nThis class manages the leaderboard, including initializing player icons,\nupdating player positions, and displaying hold times.\n" + example: [] + syntax: + content: + CSharp: 'public class LeaderboardManager : MonoBehaviour' + VB: Public Class LeaderboardManager Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Game.LeaderboardManager.Instance + commentId: P:Game.LeaderboardManager.Instance + language: CSharp + name: + CSharp: Instance + VB: Instance + nameWithType: + CSharp: LeaderboardManager.Instance + VB: LeaderboardManager.Instance + qualifiedName: + CSharp: Game.LeaderboardManager.Instance + VB: Game.LeaderboardManager.Instance + type: Property + assemblies: + - cs.temp.dll + namespace: Game + source: + id: Instance + path: '' + startLine: 3102 + summary: "\nA single instance of this class that can be accessed from anywhere.\n" + example: [] + syntax: + content: + CSharp: public static LeaderboardManager Instance { get; } + VB: Public Shared Property Instance As LeaderboardManager + parameters: [] + return: + type: Game.LeaderboardManager + overload: Game.LeaderboardManager.Instance* + - id: Game.LeaderboardManager.UpdateLeaderboard + commentId: M:Game.LeaderboardManager.UpdateLeaderboard + language: CSharp + name: + CSharp: UpdateLeaderboard() + VB: UpdateLeaderboard() + nameWithType: + CSharp: LeaderboardManager.UpdateLeaderboard() + VB: LeaderboardManager.UpdateLeaderboard() + qualifiedName: + CSharp: Game.LeaderboardManager.UpdateLeaderboard() + VB: Game.LeaderboardManager.UpdateLeaderboard() + type: Method + assemblies: + - cs.temp.dll + namespace: Game + source: + id: UpdateLeaderboard + path: '' + startLine: 3172 + summary: "\nUpdates the leaderboard by sorting players based on their hold times\nand adjusting their positions.\n" + example: [] + syntax: + content: + CSharp: public void UpdateLeaderboard() + VB: Public Sub UpdateLeaderboard() + overload: Game.LeaderboardManager.UpdateLeaderboard* + - id: Game.LeaderboardManager.UpdatePlayerHoldTimeText(GameObject,System.Single) + commentId: M:Game.LeaderboardManager.UpdatePlayerHoldTimeText(GameObject,System.Single) + language: CSharp + name: + CSharp: UpdatePlayerHoldTimeText(GameObject, float) + VB: UpdatePlayerHoldTimeText(GameObject, Single) + nameWithType: + CSharp: LeaderboardManager.UpdatePlayerHoldTimeText(GameObject, float) + VB: LeaderboardManager.UpdatePlayerHoldTimeText(GameObject, Single) + qualifiedName: + CSharp: Game.LeaderboardManager.UpdatePlayerHoldTimeText(GameObject, float) + VB: Game.LeaderboardManager.UpdatePlayerHoldTimeText(GameObject, Single) + type: Method + assemblies: + - cs.temp.dll + namespace: Game + source: + id: UpdatePlayerHoldTimeText + path: '' + startLine: 3202 + summary: "\nUpdates the hold time text for a specific player on the leaderboard.\n" + example: [] + syntax: + content: + CSharp: public void UpdatePlayerHoldTimeText(GameObject player, float holdTime) + VB: Public Sub UpdatePlayerHoldTimeText(player As GameObject, holdTime As Single) + parameters: + - id: player + type: Global.GameObject + description: The player whose hold time is being updated. + - id: holdTime + type: System.Single + description: The new hold time to display. + overload: Game.LeaderboardManager.UpdatePlayerHoldTimeText* +- id: Music + commentId: N:Music + language: CSharp + name: + CSharp: Music + VB: Music + nameWithType: + CSharp: Music + VB: Music + qualifiedName: + CSharp: Music + VB: Music + type: Namespace + assemblies: + - cs.temp.dll + items: + - id: Music.MusicManager + commentId: T:Music.MusicManager + language: CSharp + name: + CSharp: MusicManager + VB: MusicManager + nameWithType: + CSharp: MusicManager + VB: MusicManager + qualifiedName: + CSharp: Music.MusicManager + VB: Music.MusicManager + type: Class + assemblies: + - cs.temp.dll + namespace: Music + source: + id: MusicManager + path: '' + startLine: 306 + summary: "\nManages the music playlists for the game.\nHandles the initialization, playback, and shuffling of music tracks based on the active scene.\n" + example: [] + syntax: + content: + CSharp: 'public class MusicManager : MonoBehaviour' + VB: Public Class MusicManager Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Music.MusicManager.Instance + commentId: F:Music.MusicManager.Instance + language: CSharp + name: + CSharp: Instance + VB: Instance + nameWithType: + CSharp: MusicManager.Instance + VB: MusicManager.Instance + qualifiedName: + CSharp: Music.MusicManager.Instance + VB: Music.MusicManager.Instance + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: Instance + path: '' + startLine: 312 + summary: "\nA singleton instance of the class.\nEnsures only one instance of the MusicManager exists at a time.\n" + example: [] + syntax: + content: + CSharp: public static MusicManager Instance + VB: Public Shared Instance As MusicManager + return: + type: Music.MusicManager + references: + Music.MusicManager: + - id: Music.MusicManager.playlists + commentId: F:Music.MusicManager.playlists + language: CSharp + name: + CSharp: playlists + VB: playlists + nameWithType: + CSharp: MusicManager.playlists + VB: MusicManager.playlists + qualifiedName: + CSharp: Music.MusicManager.playlists + VB: Music.MusicManager.playlists + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: playlists + path: '' + startLine: 317 + summary: "\nA list of playlists available in the game.\n" + example: [] + syntax: + content: + CSharp: public List playlists + VB: Public playlists As List(Of Playlist) + return: + type: Global.List{Music.Playlist} + - id: Music.MusicManager.songPrefab + commentId: F:Music.MusicManager.songPrefab + language: CSharp + name: + CSharp: songPrefab + VB: songPrefab + nameWithType: + CSharp: MusicManager.songPrefab + VB: MusicManager.songPrefab + qualifiedName: + CSharp: Music.MusicManager.songPrefab + VB: Music.MusicManager.songPrefab + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: songPrefab + path: '' + startLine: 327 + summary: "\nThe prefab used to create audio sources for playing songs.\n" + example: [] + syntax: + content: + CSharp: public GameObject songPrefab + VB: Public songPrefab As GameObject + return: + type: Global.GameObject + - id: Music.MusicManager.StartPlaylist + commentId: M:Music.MusicManager.StartPlaylist + language: CSharp + name: + CSharp: StartPlaylist() + VB: StartPlaylist() + nameWithType: + CSharp: MusicManager.StartPlaylist() + VB: MusicManager.StartPlaylist() + qualifiedName: + CSharp: Music.MusicManager.StartPlaylist() + VB: Music.MusicManager.StartPlaylist() + type: Method + assemblies: + - cs.temp.dll + namespace: Music + source: + id: StartPlaylist + path: '' + startLine: 355 + summary: "\nStarts the music playlist for the current active scene.\n" + example: [] + syntax: + content: + CSharp: public void StartPlaylist() + VB: Public Sub StartPlaylist() + overload: Music.MusicManager.StartPlaylist* + - id: Music.MusicManager.StartPlaylist(System.String) + commentId: M:Music.MusicManager.StartPlaylist(System.String) + language: CSharp + name: + CSharp: StartPlaylist(string) + VB: StartPlaylist(String) + nameWithType: + CSharp: MusicManager.StartPlaylist(string) + VB: MusicManager.StartPlaylist(String) + qualifiedName: + CSharp: Music.MusicManager.StartPlaylist(string) + VB: Music.MusicManager.StartPlaylist(String) + type: Method + assemblies: + - cs.temp.dll + namespace: Music + source: + id: StartPlaylist + path: '' + startLine: 379 + summary: "\nStarts the music playlist for a specific scene.\n" + example: [] + syntax: + content: + CSharp: public void StartPlaylist(string scene) + VB: Public Sub StartPlaylist(scene As String) + parameters: + - id: scene + type: System.String + description: The name of the scene for which to start the playlist. + overload: Music.MusicManager.StartPlaylist* + - id: Music.MusicManager.GetActiveSceneNotTitleScreen + commentId: M:Music.MusicManager.GetActiveSceneNotTitleScreen + language: CSharp + name: + CSharp: GetActiveSceneNotTitleScreen() + VB: GetActiveSceneNotTitleScreen() + nameWithType: + CSharp: MusicManager.GetActiveSceneNotTitleScreen() + VB: MusicManager.GetActiveSceneNotTitleScreen() + qualifiedName: + CSharp: Music.MusicManager.GetActiveSceneNotTitleScreen() + VB: Music.MusicManager.GetActiveSceneNotTitleScreen() + type: Method + assemblies: + - cs.temp.dll + namespace: Music + source: + id: GetActiveSceneNotTitleScreen + path: '' + startLine: 444 + summary: "\nGets the name of the currently active scene, excluding the "Title Screen".\n" + example: [] + syntax: + content: + CSharp: public static string GetActiveSceneNotTitleScreen() + VB: Public Shared Function GetActiveSceneNotTitleScreen() As String + return: + type: System.String + description: The name of the active scene, or "Title Screen" if no other scene is active. + overload: Music.MusicManager.GetActiveSceneNotTitleScreen* + - id: Music.TrackLayer + commentId: T:Music.TrackLayer + language: CSharp + name: + CSharp: TrackLayer + VB: TrackLayer + nameWithType: + CSharp: TrackLayer + VB: TrackLayer + qualifiedName: + CSharp: Music.TrackLayer + VB: Music.TrackLayer + type: Class + assemblies: + - cs.temp.dll + namespace: Music + source: + id: TrackLayer + path: '' + startLine: 690 + summary: "\nRepresents a single layer of a music track.\nEach layer can be triggered and controlled independently based on game events or conditions.\n" + example: [] + syntax: + content: + CSharp: >- + [Serializable] + + public class TrackLayer + VB: >- + + + Public Class TrackLayer + inheritance: + - System.Object + attributes: + - type: System.SerializableAttribute + ctor: System.SerializableAttribute.#ctor + arguments: [] + items: + - id: Music.TrackLayer.layerName + commentId: F:Music.TrackLayer.layerName + language: CSharp + name: + CSharp: layerName + VB: layerName + nameWithType: + CSharp: TrackLayer.layerName + VB: TrackLayer.layerName + qualifiedName: + CSharp: Music.TrackLayer.layerName + VB: Music.TrackLayer.layerName + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: layerName + path: '' + startLine: 696 + summary: "\nThe name of the music layer.\n" + example: [] + syntax: + content: + CSharp: public string layerName + VB: Public layerName As String + return: + type: System.String + - id: Music.TrackLayer.layerTrack + commentId: F:Music.TrackLayer.layerTrack + language: CSharp + name: + CSharp: layerTrack + VB: layerTrack + nameWithType: + CSharp: TrackLayer.layerTrack + VB: TrackLayer.layerTrack + qualifiedName: + CSharp: Music.TrackLayer.layerTrack + VB: Music.TrackLayer.layerTrack + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: layerTrack + path: '' + startLine: 701 + summary: "\nThe audio clip associated with this music layer.\n" + example: [] + syntax: + content: + CSharp: public AudioClip layerTrack + VB: Public layerTrack As AudioClip + return: + type: Global.AudioClip + - id: Music.TrackLayer.enableTrigger + commentId: F:Music.TrackLayer.enableTrigger + language: CSharp + name: + CSharp: enableTrigger + VB: enableTrigger + nameWithType: + CSharp: TrackLayer.enableTrigger + VB: TrackLayer.enableTrigger + qualifiedName: + CSharp: Music.TrackLayer.enableTrigger + VB: Music.TrackLayer.enableTrigger + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: enableTrigger + path: '' + startLine: 733 + summary: "\nThe trigger condition for enabling this layer.\n" + example: [] + syntax: + content: + CSharp: public TrackLayer.EnableTrigger enableTrigger + VB: Public enableTrigger As TrackLayer.EnableTrigger + return: + type: Music.TrackLayer.EnableTrigger + - id: Music.TrackLayer.layerScenes + commentId: F:Music.TrackLayer.layerScenes + language: CSharp + name: + CSharp: layerScenes + VB: layerScenes + nameWithType: + CSharp: TrackLayer.layerScenes + VB: TrackLayer.layerScenes + qualifiedName: + CSharp: Music.TrackLayer.layerScenes + VB: Music.TrackLayer.layerScenes + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: layerScenes + path: '' + startLine: 739 + summary: "\nA list of scenes where this layer is active.\nIf empty, the layer is active in all scenes.\n" + example: [] + syntax: + content: + CSharp: public List layerScenes + VB: Public layerScenes As List(Of String) + return: + type: Global.List{System.String} + - id: Music.TrackLayer.triggerName + commentId: F:Music.TrackLayer.triggerName + language: CSharp + name: + CSharp: triggerName + VB: triggerName + nameWithType: + CSharp: TrackLayer.triggerName + VB: TrackLayer.triggerName + qualifiedName: + CSharp: Music.TrackLayer.triggerName + VB: Music.TrackLayer.triggerName + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: triggerName + path: '' + startLine: 744 + summary: "\nThe name of the object that triggers this layer.\n" + example: [] + syntax: + content: + CSharp: public string triggerName + VB: Public triggerName As String + return: + type: System.String + - id: Music.TrackLayer.EnableTrigger + commentId: T:Music.TrackLayer.EnableTrigger + language: CSharp + name: + CSharp: TrackLayer.EnableTrigger + VB: TrackLayer.EnableTrigger + nameWithType: + CSharp: TrackLayer.EnableTrigger + VB: TrackLayer.EnableTrigger + qualifiedName: + CSharp: Music.TrackLayer.EnableTrigger + VB: Music.TrackLayer.EnableTrigger + type: Enum + assemblies: + - cs.temp.dll + namespace: Music + source: + id: EnableTrigger + path: '' + startLine: 706 + summary: "\nDefines the conditions under which this layer is enabled.\n" + example: [] + syntax: + content: + CSharp: public enum TrackLayer.EnableTrigger + VB: Public Enum TrackLayer.EnableTrigger + items: + - id: Music.TrackLayer.EnableTrigger.Scene + commentId: F:Music.TrackLayer.EnableTrigger.Scene + language: CSharp + name: + CSharp: Scene + VB: Scene + nameWithType: + CSharp: TrackLayer.EnableTrigger.Scene + VB: TrackLayer.EnableTrigger.Scene + qualifiedName: + CSharp: Music.TrackLayer.EnableTrigger.Scene + VB: Music.TrackLayer.EnableTrigger.Scene + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: Scene + path: '' + startLine: 709 + summary: Enabled when a specific scene is active. + example: [] + syntax: + content: + CSharp: Scene = 0 + VB: Scene = 0 + return: + type: Music.TrackLayer.EnableTrigger + - id: Music.TrackLayer.EnableTrigger.Magnetism + commentId: F:Music.TrackLayer.EnableTrigger.Magnetism + language: CSharp + name: + CSharp: Magnetism + VB: Magnetism + nameWithType: + CSharp: TrackLayer.EnableTrigger.Magnetism + VB: TrackLayer.EnableTrigger.Magnetism + qualifiedName: + CSharp: Music.TrackLayer.EnableTrigger.Magnetism + VB: Music.TrackLayer.EnableTrigger.Magnetism + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: Magnetism + path: '' + startLine: 711 + summary: Enabled when the player is magnetized. + example: [] + syntax: + content: + CSharp: Magnetism = 1 + VB: Magnetism = 1 + return: + type: Music.TrackLayer.EnableTrigger + - id: Music.TrackLayer.EnableTrigger.Goal + commentId: F:Music.TrackLayer.EnableTrigger.Goal + language: CSharp + name: + CSharp: Goal + VB: Goal + nameWithType: + CSharp: TrackLayer.EnableTrigger.Goal + VB: TrackLayer.EnableTrigger.Goal + qualifiedName: + CSharp: Music.TrackLayer.EnableTrigger.Goal + VB: Music.TrackLayer.EnableTrigger.Goal + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: Goal + path: '' + startLine: 713 + summary: Enabled when a goal is activated. + example: [] + syntax: + content: + CSharp: Goal = 2 + VB: Goal = 2 + return: + type: Music.TrackLayer.EnableTrigger + - id: Music.TrackLayer.EnableTrigger.Button + commentId: F:Music.TrackLayer.EnableTrigger.Button + language: CSharp + name: + CSharp: Button + VB: Button + nameWithType: + CSharp: TrackLayer.EnableTrigger.Button + VB: TrackLayer.EnableTrigger.Button + qualifiedName: + CSharp: Music.TrackLayer.EnableTrigger.Button + VB: Music.TrackLayer.EnableTrigger.Button + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: Button + path: '' + startLine: 715 + summary: Enabled when a button is pressed. + example: [] + syntax: + content: + CSharp: Button = 3 + VB: Button = 3 + return: + type: Music.TrackLayer.EnableTrigger + - id: Music.TrackLayer.EnableTrigger.Toggle + commentId: F:Music.TrackLayer.EnableTrigger.Toggle + language: CSharp + name: + CSharp: Toggle + VB: Toggle + nameWithType: + CSharp: TrackLayer.EnableTrigger.Toggle + VB: TrackLayer.EnableTrigger.Toggle + qualifiedName: + CSharp: Music.TrackLayer.EnableTrigger.Toggle + VB: Music.TrackLayer.EnableTrigger.Toggle + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: Toggle + path: '' + startLine: 717 + summary: Enabled when a toggle is active. + example: [] + syntax: + content: + CSharp: Toggle = 4 + VB: Toggle = 4 + return: + type: Music.TrackLayer.EnableTrigger + - id: Music.TrackLayer.EnableTrigger.Movement + commentId: F:Music.TrackLayer.EnableTrigger.Movement + language: CSharp + name: + CSharp: Movement + VB: Movement + nameWithType: + CSharp: TrackLayer.EnableTrigger.Movement + VB: TrackLayer.EnableTrigger.Movement + qualifiedName: + CSharp: Music.TrackLayer.EnableTrigger.Movement + VB: Music.TrackLayer.EnableTrigger.Movement + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: Movement + path: '' + startLine: 719 + summary: Enabled when the player is moving. + example: [] + syntax: + content: + CSharp: Movement = 5 + VB: Movement = 5 + return: + type: Music.TrackLayer.EnableTrigger + - id: Music.TrackLayer.EnableTrigger.ConstantForce + commentId: F:Music.TrackLayer.EnableTrigger.ConstantForce + language: CSharp + name: + CSharp: ConstantForce + VB: ConstantForce + nameWithType: + CSharp: TrackLayer.EnableTrigger.ConstantForce + VB: TrackLayer.EnableTrigger.ConstantForce + qualifiedName: + CSharp: Music.TrackLayer.EnableTrigger.ConstantForce + VB: Music.TrackLayer.EnableTrigger.ConstantForce + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: ConstantForce + path: '' + startLine: 721 + summary: Enabled when a constant force is applied to the player. + example: [] + syntax: + content: + CSharp: ConstantForce = 6 + VB: ConstantForce = 6 + return: + type: Music.TrackLayer.EnableTrigger + - id: Music.TrackLayer.EnableTrigger.EndOfLevel + commentId: F:Music.TrackLayer.EnableTrigger.EndOfLevel + language: CSharp + name: + CSharp: EndOfLevel + VB: EndOfLevel + nameWithType: + CSharp: TrackLayer.EnableTrigger.EndOfLevel + VB: TrackLayer.EnableTrigger.EndOfLevel + qualifiedName: + CSharp: Music.TrackLayer.EnableTrigger.EndOfLevel + VB: Music.TrackLayer.EnableTrigger.EndOfLevel + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: EndOfLevel + path: '' + startLine: 723 + summary: Enabled at the end of a level. + example: [] + syntax: + content: + CSharp: EndOfLevel = 7 + VB: EndOfLevel = 7 + return: + type: Music.TrackLayer.EnableTrigger + - id: Music.TrackLayer.EnableTrigger.ElectromagneticPulse + commentId: F:Music.TrackLayer.EnableTrigger.ElectromagneticPulse + language: CSharp + name: + CSharp: ElectromagneticPulse + VB: ElectromagneticPulse + nameWithType: + CSharp: TrackLayer.EnableTrigger.ElectromagneticPulse + VB: TrackLayer.EnableTrigger.ElectromagneticPulse + qualifiedName: + CSharp: Music.TrackLayer.EnableTrigger.ElectromagneticPulse + VB: Music.TrackLayer.EnableTrigger.ElectromagneticPulse + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: ElectromagneticPulse + path: '' + startLine: 725 + summary: Enabled during an electromagnetic pulse event. + example: [] + syntax: + content: + CSharp: ElectromagneticPulse = 8 + VB: ElectromagneticPulse = 8 + return: + type: Music.TrackLayer.EnableTrigger + - id: Music.TrackLayer.EnableTrigger.Collectible + commentId: F:Music.TrackLayer.EnableTrigger.Collectible + language: CSharp + name: + CSharp: Collectible + VB: Collectible + nameWithType: + CSharp: TrackLayer.EnableTrigger.Collectible + VB: TrackLayer.EnableTrigger.Collectible + qualifiedName: + CSharp: Music.TrackLayer.EnableTrigger.Collectible + VB: Music.TrackLayer.EnableTrigger.Collectible + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: Collectible + path: '' + startLine: 727 + summary: Enabled when a collectible is interacted with. + example: [] + syntax: + content: + CSharp: Collectible = 9 + VB: Collectible = 9 + return: + type: Music.TrackLayer.EnableTrigger + - id: Music.Playlist + commentId: T:Music.Playlist + language: CSharp + name: + CSharp: Playlist + VB: Playlist + nameWithType: + CSharp: Playlist + VB: Playlist + qualifiedName: + CSharp: Music.Playlist + VB: Music.Playlist + type: Class + assemblies: + - cs.temp.dll + namespace: Music + source: + id: Playlist + path: '' + startLine: 761 + summary: "\nRepresents a playlist of music tracks.\nContains information about the tracks, their associated scenes, and playback settings.\n" + example: [] + syntax: + content: + CSharp: >- + [Serializable] + + public class Playlist + VB: >- + + + Public Class Playlist + inheritance: + - System.Object + attributes: + - type: System.SerializableAttribute + ctor: System.SerializableAttribute.#ctor + arguments: [] + items: + - id: Music.Playlist.trackName + commentId: F:Music.Playlist.trackName + language: CSharp + name: + CSharp: trackName + VB: trackName + nameWithType: + CSharp: Playlist.trackName + VB: Playlist.trackName + qualifiedName: + CSharp: Music.Playlist.trackName + VB: Music.Playlist.trackName + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: trackName + path: '' + startLine: 767 + summary: "\nThe name of the playlist.\n" + example: [] + syntax: + content: + CSharp: public string trackName + VB: Public trackName As String + return: + type: System.String + - id: Music.Playlist.trackScenes + commentId: F:Music.Playlist.trackScenes + language: CSharp + name: + CSharp: trackScenes + VB: trackScenes + nameWithType: + CSharp: Playlist.trackScenes + VB: Playlist.trackScenes + qualifiedName: + CSharp: Music.Playlist.trackScenes + VB: Music.Playlist.trackScenes + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: trackScenes + path: '' + startLine: 772 + summary: "\nA list of scenes where this playlist is used.\n" + example: [] + syntax: + content: + CSharp: public List trackScenes + VB: Public trackScenes As List(Of String) + return: + type: Global.List{System.String} + - id: Music.Playlist.songs + commentId: F:Music.Playlist.songs + language: CSharp + name: + CSharp: songs + VB: songs + nameWithType: + CSharp: Playlist.songs + VB: Playlist.songs + qualifiedName: + CSharp: Music.Playlist.songs + VB: Music.Playlist.songs + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: songs + path: '' + startLine: 777 + summary: "\nA list of audio clips included in this playlist.\n" + example: [] + syntax: + content: + CSharp: public List songs + VB: Public songs As List(Of AudioClip) + return: + type: Global.List{AudioClip} + - id: Music.Playlist.shuffleTime + commentId: F:Music.Playlist.shuffleTime + language: CSharp + name: + CSharp: shuffleTime + VB: shuffleTime + nameWithType: + CSharp: Playlist.shuffleTime + VB: Playlist.shuffleTime + qualifiedName: + CSharp: Music.Playlist.shuffleTime + VB: Music.Playlist.shuffleTime + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: shuffleTime + path: '' + startLine: 782 + summary: "\nThe time interval (in seconds) between shuffling tracks in the playlist.\n" + example: [] + syntax: + content: + CSharp: public float shuffleTime + VB: Public shuffleTime As Single + return: + type: System.Single + - id: Music.Playlist.volume + commentId: F:Music.Playlist.volume + language: CSharp + name: + CSharp: volume + VB: volume + nameWithType: + CSharp: Playlist.volume + VB: Playlist.volume + qualifiedName: + CSharp: Music.Playlist.volume + VB: Music.Playlist.volume + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: volume + path: '' + startLine: 787 + summary: "\nThe volume level for the playlist.\n" + example: [] + syntax: + content: + CSharp: public float volume + VB: Public volume As Single + return: + type: System.Single + - id: Music.AudioManager + commentId: T:Music.AudioManager + language: CSharp + name: + CSharp: AudioManager + VB: AudioManager + nameWithType: + CSharp: AudioManager + VB: AudioManager + qualifiedName: + CSharp: Music.AudioManager + VB: Music.AudioManager + type: Class + assemblies: + - cs.temp.dll + namespace: Music + source: + id: AudioManager + path: '' + startLine: 1205 + summary: "\nThis class manages the playback of sound effects in the game.\nIt provides functionality to play specific sounds by name and ensures a singleton instance for global access.\n" + example: [] + syntax: + content: + CSharp: 'public class AudioManager : MonoBehaviour' + VB: Public Class AudioManager Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Music.AudioManager.soundEffects + commentId: F:Music.AudioManager.soundEffects + language: CSharp + name: + CSharp: soundEffects + VB: soundEffects + nameWithType: + CSharp: AudioManager.soundEffects + VB: AudioManager.soundEffects + qualifiedName: + CSharp: Music.AudioManager.soundEffects + VB: Music.AudioManager.soundEffects + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: soundEffects + path: '' + startLine: 1210 + summary: "\nA list of all sound effects managed by the AudioManager.\n" + example: [] + syntax: + content: + CSharp: public List soundEffects + VB: Public soundEffects As List(Of SoundEffect) + return: + type: Global.List{Music.SoundEffect} + - id: Music.AudioManager.Instance + commentId: F:Music.AudioManager.Instance + language: CSharp + name: + CSharp: Instance + VB: Instance + nameWithType: + CSharp: AudioManager.Instance + VB: AudioManager.Instance + qualifiedName: + CSharp: Music.AudioManager.Instance + VB: Music.AudioManager.Instance + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: Instance + path: '' + startLine: 1215 + summary: "\nThe singleton instance of the class.\n" + example: [] + syntax: + content: + CSharp: public static AudioManager Instance + VB: Public Shared Instance As AudioManager + return: + type: Music.AudioManager + references: + Music.AudioManager: + - id: Music.AudioManager.PlaySound(System.String) + commentId: M:Music.AudioManager.PlaySound(System.String) + language: CSharp + name: + CSharp: PlaySound(string) + VB: PlaySound(String) + nameWithType: + CSharp: AudioManager.PlaySound(string) + VB: AudioManager.PlaySound(String) + qualifiedName: + CSharp: Music.AudioManager.PlaySound(string) + VB: Music.AudioManager.PlaySound(String) + type: Method + assemblies: + - cs.temp.dll + namespace: Music + source: + id: PlaySound + path: '' + startLine: 1252 + summary: "\nPlays a sound effect by its name.\n" + remarks: "\nIf the sound name is "Punch," it plays multiple punch-related sound effects.\nIf the sound is not found, a warning is logged to the console.\n" + example: [] + syntax: + content: + CSharp: public void PlaySound(string soundName) + VB: Public Sub PlaySound(soundName As String) + parameters: + - id: soundName + type: System.String + description: The name of the sound effect to play. + overload: Music.AudioManager.PlaySound* + - id: Music.SoundEffect + commentId: T:Music.SoundEffect + language: CSharp + name: + CSharp: SoundEffect + VB: SoundEffect + nameWithType: + CSharp: SoundEffect + VB: SoundEffect + qualifiedName: + CSharp: Music.SoundEffect + VB: Music.SoundEffect + type: Class + assemblies: + - cs.temp.dll + namespace: Music + source: + id: SoundEffect + path: '' + startLine: 1281 + summary: "\nRepresents a sound effect, including its name and associated AudioSource.\n" + example: [] + syntax: + content: + CSharp: public class SoundEffect + VB: Public Class SoundEffect + inheritance: + - System.Object + items: + - id: Music.SoundEffect.name + commentId: F:Music.SoundEffect.name + language: CSharp + name: + CSharp: name + VB: name + nameWithType: + CSharp: SoundEffect.name + VB: SoundEffect.name + qualifiedName: + CSharp: Music.SoundEffect.name + VB: Music.SoundEffect.name + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: name + path: '' + startLine: 1286 + summary: "\nThe name of the sound effect.\n" + example: [] + syntax: + content: + CSharp: public string name + VB: Public name As String + return: + type: System.String + - id: Music.SoundEffect.audioSource + commentId: F:Music.SoundEffect.audioSource + language: CSharp + name: + CSharp: audioSource + VB: audioSource + nameWithType: + CSharp: SoundEffect.audioSource + VB: SoundEffect.audioSource + qualifiedName: + CSharp: Music.SoundEffect.audioSource + VB: Music.SoundEffect.audioSource + type: Field + assemblies: + - cs.temp.dll + namespace: Music + source: + id: audioSource + path: '' + startLine: 1291 + summary: "\nThe AudioSource component that plays the sound effect.\n" + example: [] + syntax: + content: + CSharp: public AudioSource audioSource + VB: Public audioSource As AudioSource + return: + type: Global.AudioSource + - id: Music.SoundEffect.#ctor(System.String,AudioSource) + commentId: M:Music.SoundEffect.#ctor(System.String,AudioSource) + language: CSharp + name: + CSharp: SoundEffect(string, AudioSource) + VB: New(String, AudioSource) + nameWithType: + CSharp: SoundEffect.SoundEffect(string, AudioSource) + VB: SoundEffect.New(String, AudioSource) + qualifiedName: + CSharp: Music.SoundEffect.SoundEffect(string, AudioSource) + VB: Music.SoundEffect.New(String, AudioSource) + type: Constructor + assemblies: + - cs.temp.dll + namespace: Music + source: + id: .ctor + path: '' + startLine: 1298 + summary: "\nInitializes a new instance of the class.\n" + example: [] + syntax: + content: + CSharp: public SoundEffect(string name, AudioSource audioSource) + VB: Public Sub New(name As String, audioSource As AudioSource) + parameters: + - id: name + type: System.String + description: The name of the sound effect. + - id: audioSource + type: Global.AudioSource + description: The AudioSource component for the sound effect. + overload: Music.SoundEffect.#ctor* + references: + Music.SoundEffect: +- id: Player + commentId: N:Player + language: CSharp + name: + CSharp: Player + VB: Player + nameWithType: + CSharp: Player + VB: Player + qualifiedName: + CSharp: Player + VB: Player + type: Namespace + assemblies: + - cs.temp.dll + items: + - id: Player.Damageable + commentId: T:Player.Damageable + language: CSharp + name: + CSharp: Damageable + VB: Damageable + nameWithType: + CSharp: Damageable + VB: Damageable + qualifiedName: + CSharp: Player.Damageable + VB: Player.Damageable + type: Class + assemblies: + - cs.temp.dll + namespace: Player + source: + id: Damageable + path: '' + startLine: 3235 + summary: "\nThis class handles the player's ability to take damage, die, and respawn.\nIt also manages interactions like blocking, parrying, and dropping items when hit.\n" + example: [] + syntax: + content: + CSharp: 'public class Damageable : MonoBehaviour' + VB: Public Class Damageable Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Player.Damageable.force + commentId: F:Player.Damageable.force + language: CSharp + name: + CSharp: force + VB: force + nameWithType: + CSharp: Damageable.force + VB: Damageable.force + qualifiedName: + CSharp: Player.Damageable.force + VB: Player.Damageable.force + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: force + path: '' + startLine: 3243 + summary: "\nThe force applied to the player when hit.\n" + example: [] + syntax: + content: + CSharp: public float force + VB: Public force As Single + return: + type: System.Single + - id: Player.Damageable.damage + commentId: F:Player.Damageable.damage + language: CSharp + name: + CSharp: damage + VB: damage + nameWithType: + CSharp: Damageable.damage + VB: Damageable.damage + qualifiedName: + CSharp: Player.Damageable.damage + VB: Player.Damageable.damage + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: damage + path: '' + startLine: 3248 + summary: "\nThe current accumulated damage of the player.\n" + example: [] + syntax: + content: + CSharp: public float damage + VB: Public damage As Single + return: + type: System.Single + - id: Player.Damageable.maxDamage + commentId: F:Player.Damageable.maxDamage + language: CSharp + name: + CSharp: maxDamage + VB: maxDamage + nameWithType: + CSharp: Damageable.maxDamage + VB: Damageable.maxDamage + qualifiedName: + CSharp: Player.Damageable.maxDamage + VB: Player.Damageable.maxDamage + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: maxDamage + path: '' + startLine: 3253 + summary: "\nThe maximum damage the player can take before dying.\n" + example: [] + syntax: + content: + CSharp: public float maxDamage + VB: Public maxDamage As Single + return: + type: System.Single + - id: Player.Damageable.lives + commentId: F:Player.Damageable.lives + language: CSharp + name: + CSharp: lives + VB: lives + nameWithType: + CSharp: Damageable.lives + VB: Damageable.lives + qualifiedName: + CSharp: Player.Damageable.lives + VB: Player.Damageable.lives + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: lives + path: '' + startLine: 3258 + summary: "\nThe number of lives the player has.\n" + example: [] + syntax: + content: + CSharp: public int lives + VB: Public lives As Integer + return: + type: System.Int32 + - id: Player.Damageable.damageSelfDebug + commentId: F:Player.Damageable.damageSelfDebug + language: CSharp + name: + CSharp: damageSelfDebug + VB: damageSelfDebug + nameWithType: + CSharp: Damageable.damageSelfDebug + VB: Damageable.damageSelfDebug + qualifiedName: + CSharp: Player.Damageable.damageSelfDebug + VB: Player.Damageable.damageSelfDebug + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: damageSelfDebug + path: '' + startLine: 3263 + summary: "\nIf true, applies damage to self for debugging purposes.\n" + example: [] + syntax: + content: + CSharp: public bool damageSelfDebug + VB: Public damageSelfDebug As Boolean + return: + type: System.Boolean + - id: Player.Damageable.dying + commentId: F:Player.Damageable.dying + language: CSharp + name: + CSharp: dying + VB: dying + nameWithType: + CSharp: Damageable.dying + VB: Damageable.dying + qualifiedName: + CSharp: Player.Damageable.dying + VB: Player.Damageable.dying + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: dying + path: '' + startLine: 3268 + summary: "\nIndicates whether the player is currently dying.\n" + example: [] + syntax: + content: + CSharp: public bool dying + VB: Public dying As Boolean + return: + type: System.Boolean + - id: Player.Damageable.OnPlayerDeath + commentId: E:Player.Damageable.OnPlayerDeath + language: CSharp + name: + CSharp: OnPlayerDeath + VB: OnPlayerDeath + nameWithType: + CSharp: Damageable.OnPlayerDeath + VB: Damageable.OnPlayerDeath + qualifiedName: + CSharp: Player.Damageable.OnPlayerDeath + VB: Player.Damageable.OnPlayerDeath + type: Event + assemblies: + - cs.temp.dll + namespace: Player + source: + id: OnPlayerDeath + path: '' + startLine: 3273 + summary: "\nEvent triggered when a player dies.\n" + example: [] + syntax: + content: + CSharp: public event Action OnPlayerDeath + VB: Public Event OnPlayerDeath As Action(Of GameObject) + return: + type: System.Action{GameObject} + - id: Player.Damageable.OnPlayerRespawn + commentId: E:Player.Damageable.OnPlayerRespawn + language: CSharp + name: + CSharp: OnPlayerRespawn + VB: OnPlayerRespawn + nameWithType: + CSharp: Damageable.OnPlayerRespawn + VB: Damageable.OnPlayerRespawn + qualifiedName: + CSharp: Player.Damageable.OnPlayerRespawn + VB: Player.Damageable.OnPlayerRespawn + type: Event + assemblies: + - cs.temp.dll + namespace: Player + source: + id: OnPlayerRespawn + path: '' + startLine: 3278 + summary: "\nEvent triggered when a player respawns.\n" + example: [] + syntax: + content: + CSharp: public event Action OnPlayerRespawn + VB: Public Event OnPlayerRespawn As Action(Of GameObject) + return: + type: System.Action{GameObject} + - id: Player.Damageable.Damage(System.Single) + commentId: M:Player.Damageable.Damage(System.Single) + language: CSharp + name: + CSharp: Damage(float) + VB: Damage(Single) + nameWithType: + CSharp: Damageable.Damage(float) + VB: Damageable.Damage(Single) + qualifiedName: + CSharp: Player.Damageable.Damage(float) + VB: Player.Damageable.Damage(Single) + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: Damage + path: '' + startLine: 3370 + summary: "\nAdds a specified amount of damage to the player.\n" + example: [] + syntax: + content: + CSharp: public void Damage(float damage) + VB: Public Sub Damage(damage As Single) + parameters: + - id: damage + type: System.Single + description: The amount of damage to add. + overload: Player.Damageable.Damage* + - id: Player.Damageable.HandleDeath + commentId: M:Player.Damageable.HandleDeath + language: CSharp + name: + CSharp: HandleDeath() + VB: HandleDeath() + nameWithType: + CSharp: Damageable.HandleDeath() + VB: Damageable.HandleDeath() + qualifiedName: + CSharp: Player.Damageable.HandleDeath() + VB: Player.Damageable.HandleDeath() + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: HandleDeath + path: '' + startLine: 3422 + summary: "\nHandles player state after death and resets dying state after respawn.\n" + example: [] + syntax: + content: + CSharp: public void HandleDeath() + VB: Public Sub HandleDeath() + overload: Player.Damageable.HandleDeath* + - id: Player.Damageable.Respawn + commentId: M:Player.Damageable.Respawn + language: CSharp + name: + CSharp: Respawn() + VB: Respawn() + nameWithType: + CSharp: Damageable.Respawn() + VB: Damageable.Respawn() + qualifiedName: + CSharp: Player.Damageable.Respawn() + VB: Player.Damageable.Respawn() + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: Respawn + path: '' + startLine: 3433 + summary: "\nRespawns the player at the spawn position and resets damage/health bar.\n" + example: [] + syntax: + content: + CSharp: public void Respawn() + VB: Public Sub Respawn() + overload: Player.Damageable.Respawn* + - id: Player.Damageable.ResetDamage + commentId: M:Player.Damageable.ResetDamage + language: CSharp + name: + CSharp: ResetDamage() + VB: ResetDamage() + nameWithType: + CSharp: Damageable.ResetDamage() + VB: Damageable.ResetDamage() + qualifiedName: + CSharp: Player.Damageable.ResetDamage() + VB: Player.Damageable.ResetDamage() + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: ResetDamage + path: '' + startLine: 3453 + summary: "\nResets the player's damage to zero.\n" + example: [] + syntax: + content: + CSharp: public void ResetDamage() + VB: Public Sub ResetDamage() + overload: Player.Damageable.ResetDamage* + - id: Player.Punch + commentId: T:Player.Punch + language: CSharp + name: + CSharp: Punch + VB: Punch + nameWithType: + CSharp: Punch + VB: Punch + qualifiedName: + CSharp: Player.Punch + VB: Player.Punch + type: Class + assemblies: + - cs.temp.dll + namespace: Player + source: + id: Punch + path: '' + startLine: 3471 + summary: "\nThis class handles the punching mechanic for the player, including triggering animations,\nenabling and disabling the hurtbox, and managing player speed during a punch.\n" + example: [] + syntax: + content: + CSharp: 'public class Punch : MonoBehaviour' + VB: Public Class Punch Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Player.Punch.cancelable + commentId: F:Player.Punch.cancelable + language: CSharp + name: + CSharp: cancelable + VB: cancelable + nameWithType: + CSharp: Punch.cancelable + VB: Punch.cancelable + qualifiedName: + CSharp: Player.Punch.cancelable + VB: Player.Punch.cancelable + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: cancelable + path: '' + startLine: 3478 + summary: "\nDetermines whether the player can cancel their punch action.\n" + example: [] + syntax: + content: + CSharp: public bool cancelable + VB: Public cancelable As Boolean + return: + type: System.Boolean + - id: Player.Punch.EnableHurtbox + commentId: M:Player.Punch.EnableHurtbox + language: CSharp + name: + CSharp: EnableHurtbox() + VB: EnableHurtbox() + nameWithType: + CSharp: Punch.EnableHurtbox() + VB: Punch.EnableHurtbox() + qualifiedName: + CSharp: Player.Punch.EnableHurtbox() + VB: Player.Punch.EnableHurtbox() + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: EnableHurtbox + path: '' + startLine: 3529 + summary: "\nEnables the hurtbox, allowing the punch to interact with other objects.\n" + example: [] + syntax: + content: + CSharp: public void EnableHurtbox() + VB: Public Sub EnableHurtbox() + overload: Player.Punch.EnableHurtbox* + - id: Player.Punch.DisableHurtbox + commentId: M:Player.Punch.DisableHurtbox + language: CSharp + name: + CSharp: DisableHurtbox() + VB: DisableHurtbox() + nameWithType: + CSharp: Punch.DisableHurtbox() + VB: Punch.DisableHurtbox() + qualifiedName: + CSharp: Player.Punch.DisableHurtbox() + VB: Player.Punch.DisableHurtbox() + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: DisableHurtbox + path: '' + startLine: 3537 + summary: "\nDisables the hurtbox, preventing the punch from interacting with other objects.\n" + example: [] + syntax: + content: + CSharp: public void DisableHurtbox() + VB: Public Sub DisableHurtbox() + overload: Player.Punch.DisableHurtbox* + - id: Player.Punch.DisableCancellation + commentId: M:Player.Punch.DisableCancellation + language: CSharp + name: + CSharp: DisableCancellation() + VB: DisableCancellation() + nameWithType: + CSharp: Punch.DisableCancellation() + VB: Punch.DisableCancellation() + qualifiedName: + CSharp: Player.Punch.DisableCancellation() + VB: Player.Punch.DisableCancellation() + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: DisableCancellation + path: '' + startLine: 3545 + summary: "\nDisables the ability to cancel the punch action.\n" + example: [] + syntax: + content: + CSharp: public void DisableCancellation() + VB: Public Sub DisableCancellation() + overload: Player.Punch.DisableCancellation* + - id: Player.Punch.EnableCancellation + commentId: M:Player.Punch.EnableCancellation + language: CSharp + name: + CSharp: EnableCancellation() + VB: EnableCancellation() + nameWithType: + CSharp: Punch.EnableCancellation() + VB: Punch.EnableCancellation() + qualifiedName: + CSharp: Player.Punch.EnableCancellation() + VB: Player.Punch.EnableCancellation() + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: EnableCancellation + path: '' + startLine: 3553 + summary: "\nEnables the ability to cancel the punch action.\n" + example: [] + syntax: + content: + CSharp: public void EnableCancellation() + VB: Public Sub EnableCancellation() + overload: Player.Punch.EnableCancellation* + - id: Player.Punch.ReturnToMaxSpeed + commentId: M:Player.Punch.ReturnToMaxSpeed + language: CSharp + name: + CSharp: ReturnToMaxSpeed() + VB: ReturnToMaxSpeed() + nameWithType: + CSharp: Punch.ReturnToMaxSpeed() + VB: Punch.ReturnToMaxSpeed() + qualifiedName: + CSharp: Player.Punch.ReturnToMaxSpeed() + VB: Player.Punch.ReturnToMaxSpeed() + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: ReturnToMaxSpeed + path: '' + startLine: 3561 + summary: "\nResets the player's movement speed to its maximum value after the punch is complete.\n" + example: [] + syntax: + content: + CSharp: public void ReturnToMaxSpeed() + VB: Public Sub ReturnToMaxSpeed() + overload: Player.Punch.ReturnToMaxSpeed* + - id: Player.TeleportPlatform + commentId: T:Player.TeleportPlatform + language: CSharp + name: + CSharp: TeleportPlatform + VB: TeleportPlatform + nameWithType: + CSharp: TeleportPlatform + VB: TeleportPlatform + qualifiedName: + CSharp: Player.TeleportPlatform + VB: Player.TeleportPlatform + type: Class + assemblies: + - cs.temp.dll + namespace: Player + source: + id: TeleportPlatform + path: '' + startLine: 3579 + summary: "\nThis class handles teleportation for platforms and players when they collide with the teleport trigger.\nIt can teleport either the platform itself or a player to a specified location.\n" + example: [] + syntax: + content: + CSharp: 'public class TeleportPlatform : MonoBehaviour' + VB: Public Class TeleportPlatform Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Player.TeleportPlatform.teleportPoint + commentId: F:Player.TeleportPlatform.teleportPoint + language: CSharp + name: + CSharp: teleportPoint + VB: teleportPoint + nameWithType: + CSharp: TeleportPlatform.teleportPoint + VB: TeleportPlatform.teleportPoint + qualifiedName: + CSharp: Player.TeleportPlatform.teleportPoint + VB: Player.TeleportPlatform.teleportPoint + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: teleportPoint + path: '' + startLine: 3584 + summary: "\nThe position where the platform or player will be teleported.\n" + example: [] + syntax: + content: + CSharp: public Vector2 teleportPoint + VB: Public teleportPoint As Vector2 + return: + type: Global.Vector2 + - id: Player.TeleportPlatform.teleportTag + commentId: F:Player.TeleportPlatform.teleportTag + language: CSharp + name: + CSharp: teleportTag + VB: teleportTag + nameWithType: + CSharp: TeleportPlatform.teleportTag + VB: TeleportPlatform.teleportTag + qualifiedName: + CSharp: Player.TeleportPlatform.teleportTag + VB: Player.TeleportPlatform.teleportTag + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: teleportTag + path: '' + startLine: 3589 + summary: "\nThe tag used to identify objects (e.g., platforms) that can trigger teleportation.\n" + example: [] + syntax: + content: + CSharp: public string teleportTag + VB: Public teleportTag As String + return: + type: System.String + - id: Player.TeleportPlatform.playerTag + commentId: F:Player.TeleportPlatform.playerTag + language: CSharp + name: + CSharp: playerTag + VB: playerTag + nameWithType: + CSharp: TeleportPlatform.playerTag + VB: TeleportPlatform.playerTag + qualifiedName: + CSharp: Player.TeleportPlatform.playerTag + VB: Player.TeleportPlatform.playerTag + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: playerTag + path: '' + startLine: 3594 + summary: "\nThe tag used to identify player objects.\n" + example: [] + syntax: + content: + CSharp: public string playerTag + VB: Public playerTag As String + return: + type: System.String + - id: Player.TeleportPlatform.isPlatform + commentId: F:Player.TeleportPlatform.isPlatform + language: CSharp + name: + CSharp: isPlatform + VB: isPlatform + nameWithType: + CSharp: TeleportPlatform.isPlatform + VB: TeleportPlatform.isPlatform + qualifiedName: + CSharp: Player.TeleportPlatform.isPlatform + VB: Player.TeleportPlatform.isPlatform + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: isPlatform + path: '' + startLine: 3600 + summary: "\nDetermines whether this script is handling a platform or a player.\nIf true, it teleports players. If false, it teleports the platform itself.\n" + example: [] + syntax: + content: + CSharp: public bool isPlatform + VB: Public isPlatform As Boolean + return: + type: System.Boolean + - id: Player.PlayerManager + commentId: T:Player.PlayerManager + language: CSharp + name: + CSharp: PlayerManager + VB: PlayerManager + nameWithType: + CSharp: PlayerManager + VB: PlayerManager + qualifiedName: + CSharp: Player.PlayerManager + VB: Player.PlayerManager + type: Class + assemblies: + - cs.temp.dll + namespace: Player + source: + id: PlayerManager + path: '' + startLine: 3656 + summary: "\nThis class manages player-related functionality, such as joining, leaving, and assigning colors.\nIt also handles starting the game once players have joined.\n" + example: [] + syntax: + content: + CSharp: 'public class PlayerManager : MonoBehaviour' + VB: Public Class PlayerManager Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Player.PlayerManager.Instance + commentId: F:Player.PlayerManager.Instance + language: CSharp + name: + CSharp: Instance + VB: Instance + nameWithType: + CSharp: PlayerManager.Instance + VB: PlayerManager.Instance + qualifiedName: + CSharp: Player.PlayerManager.Instance + VB: Player.PlayerManager.Instance + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: Instance + path: '' + startLine: 3661 + summary: "\nThe singleton instance of the class.\n" + example: [] + syntax: + content: + CSharp: public static PlayerManager Instance + VB: Public Shared Instance As PlayerManager + return: + type: Player.PlayerManager + references: + Player.PlayerManager: + - id: Player.PlayerManager.cards + commentId: F:Player.PlayerManager.cards + language: CSharp + name: + CSharp: cards + VB: cards + nameWithType: + CSharp: PlayerManager.cards + VB: PlayerManager.cards + qualifiedName: + CSharp: Player.PlayerManager.cards + VB: Player.PlayerManager.cards + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: cards + path: '' + startLine: 3666 + summary: "\nA list of player join cards, which represent players in the UI.\n" + example: [] + syntax: + content: + CSharp: public List cards + VB: Public cards As List(Of PlayerJoinCard) + return: + type: Global.List{Game.PlayerJoinCard} + - id: Player.PlayerManager.playerColors + commentId: F:Player.PlayerManager.playerColors + language: CSharp + name: + CSharp: playerColors + VB: playerColors + nameWithType: + CSharp: PlayerManager.playerColors + VB: PlayerManager.playerColors + qualifiedName: + CSharp: Player.PlayerManager.playerColors + VB: Player.PlayerManager.playerColors + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: playerColors + path: '' + startLine: 3676 + summary: "\nA list of colors assigned to players for identification.\n" + example: [] + syntax: + content: + CSharp: public List playerColors + VB: Public playerColors As List(Of Color) + return: + type: Global.List{Color} + - id: Player.PlayerManager.playerSelect + commentId: F:Player.PlayerManager.playerSelect + language: CSharp + name: + CSharp: playerSelect + VB: playerSelect + nameWithType: + CSharp: PlayerManager.playerSelect + VB: PlayerManager.playerSelect + qualifiedName: + CSharp: Player.PlayerManager.playerSelect + VB: Player.PlayerManager.playerSelect + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: playerSelect + path: '' + startLine: 3681 + summary: "\nThe UI element used for player selection.\n" + example: [] + syntax: + content: + CSharp: public GameObject playerSelect + VB: Public playerSelect As GameObject + return: + type: Global.GameObject + - id: Player.PlayerManager.StartGame + commentId: M:Player.PlayerManager.StartGame + language: CSharp + name: + CSharp: StartGame() + VB: StartGame() + nameWithType: + CSharp: PlayerManager.StartGame() + VB: PlayerManager.StartGame() + qualifiedName: + CSharp: Player.PlayerManager.StartGame() + VB: Player.PlayerManager.StartGame() + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: StartGame + path: '' + startLine: 3780 + summary: "\nStarts the game if at least one player has joined.\n" + example: [] + syntax: + content: + CSharp: public void StartGame() + VB: Public Sub StartGame() + overload: Player.PlayerManager.StartGame* + - id: Player.AnimationPlayer + commentId: T:Player.AnimationPlayer + language: CSharp + name: + CSharp: AnimationPlayer + VB: AnimationPlayer + nameWithType: + CSharp: AnimationPlayer + VB: AnimationPlayer + qualifiedName: + CSharp: Player.AnimationPlayer + VB: Player.AnimationPlayer + type: Class + assemblies: + - cs.temp.dll + namespace: Player + source: + id: AnimationPlayer + path: '' + startLine: 3853 + summary: "\nThis class manages the player's animations, including setting animation states,\nhandling directional changes, and triggering specific animations like punching.\n" + example: [] + syntax: + content: + CSharp: 'public class AnimationPlayer : MonoBehaviour' + VB: Public Class AnimationPlayer Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Player.AnimationPlayer.state + commentId: F:Player.AnimationPlayer.state + language: CSharp + name: + CSharp: state + VB: state + nameWithType: + CSharp: AnimationPlayer.state + VB: AnimationPlayer.state + qualifiedName: + CSharp: Player.AnimationPlayer.state + VB: Player.AnimationPlayer.state + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: state + path: '' + startLine: 3885 + summary: "\nThe current animation state of the player.\n" + example: [] + syntax: + content: + CSharp: public AnimationPlayer.AnimationState state + VB: Public state As AnimationPlayer.AnimationState + return: + type: Player.AnimationPlayer.AnimationState + - id: Player.AnimationPlayer.backwards + commentId: F:Player.AnimationPlayer.backwards + language: CSharp + name: + CSharp: backwards + VB: backwards + nameWithType: + CSharp: AnimationPlayer.backwards + VB: AnimationPlayer.backwards + qualifiedName: + CSharp: Player.AnimationPlayer.backwards + VB: Player.AnimationPlayer.backwards + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: backwards + path: '' + startLine: 3890 + summary: "\nIndicates whether the player is facing backwards.\n" + example: [] + syntax: + content: + CSharp: public bool backwards + VB: Public backwards As Boolean + return: + type: System.Boolean + - id: Player.AnimationPlayer.block + commentId: F:Player.AnimationPlayer.block + language: CSharp + name: + CSharp: block + VB: block + nameWithType: + CSharp: AnimationPlayer.block + VB: AnimationPlayer.block + qualifiedName: + CSharp: Player.AnimationPlayer.block + VB: Player.AnimationPlayer.block + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: block + path: '' + startLine: 3895 + summary: "\nIndicates whether the player is currently blocking.\n" + example: [] + syntax: + content: + CSharp: public bool block + VB: Public block As Boolean + return: + type: System.Boolean + - id: Player.AnimationPlayer.clip + commentId: F:Player.AnimationPlayer.clip + language: CSharp + name: + CSharp: clip + VB: clip + nameWithType: + CSharp: AnimationPlayer.clip + VB: AnimationPlayer.clip + qualifiedName: + CSharp: Player.AnimationPlayer.clip + VB: Player.AnimationPlayer.clip + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: clip + path: '' + startLine: 3900 + summary: "\nThe animation clip to play when the script starts.\n" + example: [] + syntax: + content: + CSharp: public AnimationClip clip + VB: Public clip As AnimationClip + return: + type: Global.AnimationClip + - id: Player.AnimationPlayer.SetState(Player.AnimationPlayer.AnimationState) + commentId: M:Player.AnimationPlayer.SetState(Player.AnimationPlayer.AnimationState) + language: CSharp + name: + CSharp: SetState(AnimationState) + VB: SetState(AnimationState) + nameWithType: + CSharp: AnimationPlayer.SetState(AnimationPlayer.AnimationState) + VB: AnimationPlayer.SetState(AnimationPlayer.AnimationState) + qualifiedName: + CSharp: Player.AnimationPlayer.SetState(Player.AnimationPlayer.AnimationState) + VB: Player.AnimationPlayer.SetState(Player.AnimationPlayer.AnimationState) + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: SetState + path: '' + startLine: 3944 + summary: "\nSets the player's animation state.\n" + example: [] + syntax: + content: + CSharp: public void SetState(AnimationPlayer.AnimationState state) + VB: Public Sub SetState(state As AnimationPlayer.AnimationState) + parameters: + - id: state + type: Player.AnimationPlayer.AnimationState + description: The new animation state to set. + overload: Player.AnimationPlayer.SetState* + - id: Player.AnimationPlayer.Punch + commentId: M:Player.AnimationPlayer.Punch + language: CSharp + name: + CSharp: Punch() + VB: Punch() + nameWithType: + CSharp: AnimationPlayer.Punch() + VB: AnimationPlayer.Punch() + qualifiedName: + CSharp: Player.AnimationPlayer.Punch() + VB: Player.AnimationPlayer.Punch() + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: Punch + path: '' + startLine: 3952 + summary: "\nTriggers the punch animation.\n" + example: [] + syntax: + content: + CSharp: public void Punch() + VB: Public Sub Punch() + overload: Player.AnimationPlayer.Punch* + - id: Player.AnimationPlayer.AnimationState + commentId: T:Player.AnimationPlayer.AnimationState + language: CSharp + name: + CSharp: AnimationPlayer.AnimationState + VB: AnimationPlayer.AnimationState + nameWithType: + CSharp: AnimationPlayer.AnimationState + VB: AnimationPlayer.AnimationState + qualifiedName: + CSharp: Player.AnimationPlayer.AnimationState + VB: Player.AnimationPlayer.AnimationState + type: Enum + assemblies: + - cs.temp.dll + namespace: Player + source: + id: AnimationState + path: '' + startLine: 3859 + summary: "\nRepresents the different animation states the player can be in.\n" + example: [] + syntax: + content: + CSharp: public enum AnimationPlayer.AnimationState + VB: Public Enum AnimationPlayer.AnimationState + items: + - id: Player.AnimationPlayer.AnimationState.Idle + commentId: F:Player.AnimationPlayer.AnimationState.Idle + language: CSharp + name: + CSharp: Idle + VB: Idle + nameWithType: + CSharp: AnimationPlayer.AnimationState.Idle + VB: AnimationPlayer.AnimationState.Idle + qualifiedName: + CSharp: Player.AnimationPlayer.AnimationState.Idle + VB: Player.AnimationPlayer.AnimationState.Idle + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: Idle + path: '' + startLine: 3864 + summary: "\nThe idle state, when the player is not moving.\n" + example: [] + syntax: + content: + CSharp: Idle = 0 + VB: Idle = 0 + return: + type: Player.AnimationPlayer.AnimationState + - id: Player.AnimationPlayer.AnimationState.Run + commentId: F:Player.AnimationPlayer.AnimationState.Run + language: CSharp + name: + CSharp: Run + VB: Run + nameWithType: + CSharp: AnimationPlayer.AnimationState.Run + VB: AnimationPlayer.AnimationState.Run + qualifiedName: + CSharp: Player.AnimationPlayer.AnimationState.Run + VB: Player.AnimationPlayer.AnimationState.Run + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: Run + path: '' + startLine: 3869 + summary: "\nThe running state, when the player is moving quickly.\n" + example: [] + syntax: + content: + CSharp: Run = 1 + VB: Run = 1 + return: + type: Player.AnimationPlayer.AnimationState + - id: Player.AnimationPlayer.AnimationState.Jump + commentId: F:Player.AnimationPlayer.AnimationState.Jump + language: CSharp + name: + CSharp: Jump + VB: Jump + nameWithType: + CSharp: AnimationPlayer.AnimationState.Jump + VB: AnimationPlayer.AnimationState.Jump + qualifiedName: + CSharp: Player.AnimationPlayer.AnimationState.Jump + VB: Player.AnimationPlayer.AnimationState.Jump + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: Jump + path: '' + startLine: 3874 + summary: "\nThe jumping state, when the player is in the air.\n" + example: [] + syntax: + content: + CSharp: Jump = 2 + VB: Jump = 2 + return: + type: Player.AnimationPlayer.AnimationState + - id: Player.AnimationPlayer.AnimationState.Walk + commentId: F:Player.AnimationPlayer.AnimationState.Walk + language: CSharp + name: + CSharp: Walk + VB: Walk + nameWithType: + CSharp: AnimationPlayer.AnimationState.Walk + VB: AnimationPlayer.AnimationState.Walk + qualifiedName: + CSharp: Player.AnimationPlayer.AnimationState.Walk + VB: Player.AnimationPlayer.AnimationState.Walk + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: Walk + path: '' + startLine: 3879 + summary: "\nThe walking state, when the player is moving slowly.\n" + example: [] + syntax: + content: + CSharp: Walk = 3 + VB: Walk = 3 + return: + type: Player.AnimationPlayer.AnimationState + - id: Player.Block + commentId: T:Player.Block + language: CSharp + name: + CSharp: Block + VB: Block + nameWithType: + CSharp: Block + VB: Block + qualifiedName: + CSharp: Player.Block + VB: Player.Block + type: Class + assemblies: + - cs.temp.dll + namespace: Player + source: + id: Block + path: '' + startLine: 3976 + summary: "\nThis class handles the player's ability to block and parry incoming attacks.\nBlocking reduces damage, while parrying reflects attacks if timed correctly.\n" + example: [] + syntax: + content: + CSharp: 'public class Block : MonoBehaviour' + VB: Public Class Block Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Player.Block.blocking + commentId: F:Player.Block.blocking + language: CSharp + name: + CSharp: blocking + VB: blocking + nameWithType: + CSharp: Block.blocking + VB: Block.blocking + qualifiedName: + CSharp: Player.Block.blocking + VB: Player.Block.blocking + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: blocking + path: '' + startLine: 3982 + summary: "\nIndicates whether the player is currently blocking.\n" + example: [] + syntax: + content: + CSharp: public bool blocking + VB: Public blocking As Boolean + return: + type: System.Boolean + - id: Player.Block.IsParrying + commentId: M:Player.Block.IsParrying + language: CSharp + name: + CSharp: IsParrying() + VB: IsParrying() + nameWithType: + CSharp: Block.IsParrying() + VB: Block.IsParrying() + qualifiedName: + CSharp: Player.Block.IsParrying() + VB: Player.Block.IsParrying() + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: IsParrying + path: '' + startLine: 4067 + summary: "\nChecks if the player is currently parrying.\n" + example: [] + syntax: + content: + CSharp: public bool IsParrying() + VB: Public Function IsParrying() As Boolean + return: + type: System.Boolean + description: True if the player is parrying, false otherwise. + overload: Player.Block.IsParrying* + - id: Player.PlayerMovement + commentId: T:Player.PlayerMovement + language: CSharp + name: + CSharp: PlayerMovement + VB: PlayerMovement + nameWithType: + CSharp: PlayerMovement + VB: PlayerMovement + qualifiedName: + CSharp: Player.PlayerMovement + VB: Player.PlayerMovement + type: Class + assemblies: + - cs.temp.dll + namespace: Player + source: + id: PlayerMovement + path: '' + startLine: 4087 + summary: "\nThis class handles the player's movement, including walking, jumping, and animations.\nIt also manages input, physics, and interactions with the ground.\n" + example: [] + syntax: + content: + CSharp: 'public class PlayerMovement : MonoBehaviour' + VB: Public Class PlayerMovement Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Player.PlayerMovement.ground + commentId: F:Player.PlayerMovement.ground + language: CSharp + name: + CSharp: ground + VB: ground + nameWithType: + CSharp: PlayerMovement.ground + VB: PlayerMovement.ground + qualifiedName: + CSharp: Player.PlayerMovement.ground + VB: Player.PlayerMovement.ground + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: ground + path: '' + startLine: 4100 + summary: "\nLayers considered as ground for the player.\n" + example: [] + syntax: + content: + CSharp: public LayerMask ground + VB: Public ground As LayerMask + return: + type: Global.LayerMask + - id: Player.PlayerMovement.playerText + commentId: F:Player.PlayerMovement.playerText + language: CSharp + name: + CSharp: playerText + VB: playerText + nameWithType: + CSharp: PlayerMovement.playerText + VB: PlayerMovement.playerText + qualifiedName: + CSharp: Player.PlayerMovement.playerText + VB: Player.PlayerMovement.playerText + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: playerText + path: '' + startLine: 4105 + summary: "\nReference to the player's UI text displaying player index.\n" + example: [] + syntax: + content: + CSharp: public TextMeshProUGUI playerText + VB: Public playerText As TextMeshProUGUI + return: + type: Global.TextMeshProUGUI + - id: Player.PlayerMovement.walkSpeed + commentId: F:Player.PlayerMovement.walkSpeed + language: CSharp + name: + CSharp: walkSpeed + VB: walkSpeed + nameWithType: + CSharp: PlayerMovement.walkSpeed + VB: PlayerMovement.walkSpeed + qualifiedName: + CSharp: Player.PlayerMovement.walkSpeed + VB: Player.PlayerMovement.walkSpeed + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: walkSpeed + path: '' + startLine: 4112 + syntax: + content: + CSharp: public float walkSpeed + VB: Public walkSpeed As Single + return: + type: System.Single + - id: Player.PlayerMovement.walkSpeedFactor + commentId: F:Player.PlayerMovement.walkSpeedFactor + language: CSharp + name: + CSharp: walkSpeedFactor + VB: walkSpeedFactor + nameWithType: + CSharp: PlayerMovement.walkSpeedFactor + VB: PlayerMovement.walkSpeedFactor + qualifiedName: + CSharp: Player.PlayerMovement.walkSpeedFactor + VB: Player.PlayerMovement.walkSpeedFactor + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: walkSpeedFactor + path: '' + startLine: 4117 + summary: "\nMultiplier applied to walk speed.\n" + example: [] + syntax: + content: + CSharp: public float walkSpeedFactor + VB: Public walkSpeedFactor As Single + return: + type: System.Single + - id: Player.PlayerMovement.maxSpeed + commentId: F:Player.PlayerMovement.maxSpeed + language: CSharp + name: + CSharp: maxSpeed + VB: maxSpeed + nameWithType: + CSharp: PlayerMovement.maxSpeed + VB: PlayerMovement.maxSpeed + qualifiedName: + CSharp: Player.PlayerMovement.maxSpeed + VB: Player.PlayerMovement.maxSpeed + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: maxSpeed + path: '' + startLine: 4122 + summary: "\nMaximum allowed horizontal speed for the player.\n" + example: [] + syntax: + content: + CSharp: public float maxSpeed + VB: Public maxSpeed As Single + return: + type: System.Single + - id: Player.PlayerMovement.maxSpeedOverride + commentId: F:Player.PlayerMovement.maxSpeedOverride + language: CSharp + name: + CSharp: maxSpeedOverride + VB: maxSpeedOverride + nameWithType: + CSharp: PlayerMovement.maxSpeedOverride + VB: PlayerMovement.maxSpeedOverride + qualifiedName: + CSharp: Player.PlayerMovement.maxSpeedOverride + VB: Player.PlayerMovement.maxSpeedOverride + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: maxSpeedOverride + path: '' + startLine: 4127 + summary: "\nRuntime override for the maximum speed.\n" + example: [] + syntax: + content: + CSharp: public float maxSpeedOverride + VB: Public maxSpeedOverride As Single + return: + type: System.Single + - id: Player.PlayerMovement.slowdownMultiplier + commentId: F:Player.PlayerMovement.slowdownMultiplier + language: CSharp + name: + CSharp: slowdownMultiplier + VB: slowdownMultiplier + nameWithType: + CSharp: PlayerMovement.slowdownMultiplier + VB: PlayerMovement.slowdownMultiplier + qualifiedName: + CSharp: Player.PlayerMovement.slowdownMultiplier + VB: Player.PlayerMovement.slowdownMultiplier + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: slowdownMultiplier + path: '' + startLine: 4132 + summary: "\nMultiplier for slowing down the player when exceeding max speed.\n" + example: [] + syntax: + content: + CSharp: public float slowdownMultiplier + VB: Public slowdownMultiplier As Single + return: + type: System.Single + - id: Player.PlayerMovement.virtualAxisX + commentId: F:Player.PlayerMovement.virtualAxisX + language: CSharp + name: + CSharp: virtualAxisX + VB: virtualAxisX + nameWithType: + CSharp: PlayerMovement.virtualAxisX + VB: PlayerMovement.virtualAxisX + qualifiedName: + CSharp: Player.PlayerMovement.virtualAxisX + VB: Player.PlayerMovement.virtualAxisX + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: virtualAxisX + path: '' + startLine: 4137 + summary: "\nCurrent value of the horizontal movement axis.\n" + example: [] + syntax: + content: + CSharp: public float virtualAxisX + VB: Public virtualAxisX As Single + return: + type: System.Single + - id: Player.PlayerMovement.virtualButtonJump + commentId: F:Player.PlayerMovement.virtualButtonJump + language: CSharp + name: + CSharp: virtualButtonJump + VB: virtualButtonJump + nameWithType: + CSharp: PlayerMovement.virtualButtonJump + VB: PlayerMovement.virtualButtonJump + qualifiedName: + CSharp: Player.PlayerMovement.virtualButtonJump + VB: Player.PlayerMovement.virtualButtonJump + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: virtualButtonJump + path: '' + startLine: 4142 + summary: "\nCurrent value of the jump button (pressed or not).\n" + example: [] + syntax: + content: + CSharp: public float virtualButtonJump + VB: Public virtualButtonJump As Single + return: + type: System.Single + - id: Player.PlayerMovement.virtualButtonJumpLastFrame + commentId: F:Player.PlayerMovement.virtualButtonJumpLastFrame + language: CSharp + name: + CSharp: virtualButtonJumpLastFrame + VB: virtualButtonJumpLastFrame + nameWithType: + CSharp: PlayerMovement.virtualButtonJumpLastFrame + VB: PlayerMovement.virtualButtonJumpLastFrame + qualifiedName: + CSharp: Player.PlayerMovement.virtualButtonJumpLastFrame + VB: Player.PlayerMovement.virtualButtonJumpLastFrame + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: virtualButtonJumpLastFrame + path: '' + startLine: 4147 + summary: "\nValue of the jump button in the previous frame.\n" + example: [] + syntax: + content: + CSharp: public float virtualButtonJumpLastFrame + VB: Public virtualButtonJumpLastFrame As Single + return: + type: System.Single + - id: Player.PlayerMovement.turnaroundMultiplier + commentId: F:Player.PlayerMovement.turnaroundMultiplier + language: CSharp + name: + CSharp: turnaroundMultiplier + VB: turnaroundMultiplier + nameWithType: + CSharp: PlayerMovement.turnaroundMultiplier + VB: PlayerMovement.turnaroundMultiplier + qualifiedName: + CSharp: Player.PlayerMovement.turnaroundMultiplier + VB: Player.PlayerMovement.turnaroundMultiplier + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: turnaroundMultiplier + path: '' + startLine: 4152 + summary: "\nMultiplier applied when turning around to adjust speed.\n" + example: [] + syntax: + content: + CSharp: public float turnaroundMultiplier + VB: Public turnaroundMultiplier As Single + return: + type: System.Single + - id: Player.PlayerMovement.walkSmooth + commentId: F:Player.PlayerMovement.walkSmooth + language: CSharp + name: + CSharp: walkSmooth + VB: walkSmooth + nameWithType: + CSharp: PlayerMovement.walkSmooth + VB: PlayerMovement.walkSmooth + qualifiedName: + CSharp: Player.PlayerMovement.walkSmooth + VB: Player.PlayerMovement.walkSmooth + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: walkSmooth + path: '' + startLine: 4157 + summary: "\nSmoothing factor for walking movement.\n" + example: [] + syntax: + content: + CSharp: public float walkSmooth + VB: Public walkSmooth As Single + return: + type: System.Single + - id: Player.PlayerMovement.secondsToFullSpeed + commentId: F:Player.PlayerMovement.secondsToFullSpeed + language: CSharp + name: + CSharp: secondsToFullSpeed + VB: secondsToFullSpeed + nameWithType: + CSharp: PlayerMovement.secondsToFullSpeed + VB: PlayerMovement.secondsToFullSpeed + qualifiedName: + CSharp: Player.PlayerMovement.secondsToFullSpeed + VB: Player.PlayerMovement.secondsToFullSpeed + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: secondsToFullSpeed + path: '' + startLine: 4162 + summary: "\nTime in seconds to reach full speed from rest.\n" + example: [] + syntax: + content: + CSharp: public float secondsToFullSpeed + VB: Public secondsToFullSpeed As Single + return: + type: System.Single + - id: Player.PlayerMovement.jumpSpeed + commentId: F:Player.PlayerMovement.jumpSpeed + language: CSharp + name: + CSharp: jumpSpeed + VB: jumpSpeed + nameWithType: + CSharp: PlayerMovement.jumpSpeed + VB: PlayerMovement.jumpSpeed + qualifiedName: + CSharp: Player.PlayerMovement.jumpSpeed + VB: Player.PlayerMovement.jumpSpeed + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: jumpSpeed + path: '' + startLine: 4167 + summary: "\nForce applied when jumping.\n" + example: [] + syntax: + content: + CSharp: public float jumpSpeed + VB: Public jumpSpeed As Single + return: + type: System.Single + - id: Player.PlayerMovement.coyoteTime + commentId: F:Player.PlayerMovement.coyoteTime + language: CSharp + name: + CSharp: coyoteTime + VB: coyoteTime + nameWithType: + CSharp: PlayerMovement.coyoteTime + VB: PlayerMovement.coyoteTime + qualifiedName: + CSharp: Player.PlayerMovement.coyoteTime + VB: Player.PlayerMovement.coyoteTime + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: coyoteTime + path: '' + startLine: 4172 + summary: "\nTime window after leaving ground where jump is still allowed (coyote time).\n" + example: [] + syntax: + content: + CSharp: public float coyoteTime + VB: Public coyoteTime As Single + return: + type: System.Single + - id: Player.PlayerMovement.jumpLenience + commentId: F:Player.PlayerMovement.jumpLenience + language: CSharp + name: + CSharp: jumpLenience + VB: jumpLenience + nameWithType: + CSharp: PlayerMovement.jumpLenience + VB: PlayerMovement.jumpLenience + qualifiedName: + CSharp: Player.PlayerMovement.jumpLenience + VB: Player.PlayerMovement.jumpLenience + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: jumpLenience + path: '' + startLine: 4177 + summary: "\nTime window after pressing jump where jump is still buffered.\n" + example: [] + syntax: + content: + CSharp: public float jumpLenience + VB: Public jumpLenience As Single + return: + type: System.Single + - id: Player.PlayerMovement.timeUnableToBeDeclaredNotJumping + commentId: F:Player.PlayerMovement.timeUnableToBeDeclaredNotJumping + language: CSharp + name: + CSharp: timeUnableToBeDeclaredNotJumping + VB: timeUnableToBeDeclaredNotJumping + nameWithType: + CSharp: PlayerMovement.timeUnableToBeDeclaredNotJumping + VB: PlayerMovement.timeUnableToBeDeclaredNotJumping + qualifiedName: + CSharp: Player.PlayerMovement.timeUnableToBeDeclaredNotJumping + VB: Player.PlayerMovement.timeUnableToBeDeclaredNotJumping + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: timeUnableToBeDeclaredNotJumping + path: '' + startLine: 4182 + summary: "\nMinimum time before the player can be declared as not jumping.\n" + example: [] + syntax: + content: + CSharp: public float timeUnableToBeDeclaredNotJumping + VB: Public timeUnableToBeDeclaredNotJumping As Single + return: + type: System.Single + - id: Player.PlayerMovement.groundCheckDistance + commentId: F:Player.PlayerMovement.groundCheckDistance + language: CSharp + name: + CSharp: groundCheckDistance + VB: groundCheckDistance + nameWithType: + CSharp: PlayerMovement.groundCheckDistance + VB: PlayerMovement.groundCheckDistance + qualifiedName: + CSharp: Player.PlayerMovement.groundCheckDistance + VB: Player.PlayerMovement.groundCheckDistance + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: groundCheckDistance + path: '' + startLine: 4187 + summary: "\nDistance to check below the player for ground detection.\n" + example: [] + syntax: + content: + CSharp: public float groundCheckDistance + VB: Public groundCheckDistance As Single + return: + type: System.Single + - id: Player.PlayerMovement.IsBasicallyGrounded + commentId: M:Player.PlayerMovement.IsBasicallyGrounded + language: CSharp + name: + CSharp: IsBasicallyGrounded() + VB: IsBasicallyGrounded() + nameWithType: + CSharp: PlayerMovement.IsBasicallyGrounded() + VB: PlayerMovement.IsBasicallyGrounded() + qualifiedName: + CSharp: Player.PlayerMovement.IsBasicallyGrounded() + VB: Player.PlayerMovement.IsBasicallyGrounded() + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: IsBasicallyGrounded + path: '' + startLine: 4447 + summary: "\nChecks if the player is considered grounded, including coyote time.\n" + example: [] + syntax: + content: + CSharp: public bool IsBasicallyGrounded() + VB: Public Function IsBasicallyGrounded() As Boolean + return: + type: System.Boolean + description: True if the player is basically grounded, otherwise false. + overload: Player.PlayerMovement.IsBasicallyGrounded* + - id: Player.PlayerMovement.IsPhysicallyGrounded + commentId: M:Player.PlayerMovement.IsPhysicallyGrounded + language: CSharp + name: + CSharp: IsPhysicallyGrounded() + VB: IsPhysicallyGrounded() + nameWithType: + CSharp: PlayerMovement.IsPhysicallyGrounded() + VB: PlayerMovement.IsPhysicallyGrounded() + qualifiedName: + CSharp: Player.PlayerMovement.IsPhysicallyGrounded() + VB: Player.PlayerMovement.IsPhysicallyGrounded() + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: IsPhysicallyGrounded + path: '' + startLine: 4466 + summary: "\nChecks if the player is physically touching the ground using raycasts.\n" + example: [] + syntax: + content: + CSharp: public bool IsPhysicallyGrounded() + VB: Public Function IsPhysicallyGrounded() As Boolean + return: + type: System.Boolean + description: True if the player is physically grounded, otherwise false. + overload: Player.PlayerMovement.IsPhysicallyGrounded* + - id: Player.PlayerMovement.GetPointInBoxCollider(BoxCollider2D,System.Single,System.Single) + commentId: M:Player.PlayerMovement.GetPointInBoxCollider(BoxCollider2D,System.Single,System.Single) + language: CSharp + name: + CSharp: GetPointInBoxCollider(BoxCollider2D, float, float) + VB: GetPointInBoxCollider(BoxCollider2D, Single, Single) + nameWithType: + CSharp: PlayerMovement.GetPointInBoxCollider(BoxCollider2D, float, float) + VB: PlayerMovement.GetPointInBoxCollider(BoxCollider2D, Single, Single) + qualifiedName: + CSharp: Player.PlayerMovement.GetPointInBoxCollider(BoxCollider2D, float, float) + VB: Player.PlayerMovement.GetPointInBoxCollider(BoxCollider2D, Single, Single) + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: GetPointInBoxCollider + path: '' + startLine: 4487 + summary: "\nGets a point on the BoxCollider2D based on horizontal and vertical multipliers.\n" + example: [] + syntax: + content: + CSharp: public Vector2 GetPointInBoxCollider(BoxCollider2D boxCollider2D, float horizontal, float vertical) + VB: Public Function GetPointInBoxCollider(boxCollider2D As BoxCollider2D, horizontal As Single, vertical As Single) As Vector2 + parameters: + - id: boxCollider2D + type: Global.BoxCollider2D + description: The BoxCollider2D to use. + - id: horizontal + type: System.Single + description: Horizontal offset (-1 for left, 1 for right, 0 for center). + - id: vertical + type: System.Single + description: Vertical offset (-1 for bottom, 1 for top, 0 for center). + return: + type: Global.Vector2 + description: The calculated point in world space. + overload: Player.PlayerMovement.GetPointInBoxCollider* + - id: Player.PlayerMovement.StopVelocity + commentId: M:Player.PlayerMovement.StopVelocity + language: CSharp + name: + CSharp: StopVelocity() + VB: StopVelocity() + nameWithType: + CSharp: PlayerMovement.StopVelocity() + VB: PlayerMovement.StopVelocity() + qualifiedName: + CSharp: Player.PlayerMovement.StopVelocity() + VB: Player.PlayerMovement.StopVelocity() + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: StopVelocity + path: '' + startLine: 4499 + summary: "\nStops the player's velocity if grounded, removing inertia.\n" + example: [] + syntax: + content: + CSharp: public void StopVelocity() + VB: Public Sub StopVelocity() + overload: Player.PlayerMovement.StopVelocity* + - id: Player.UseItem + commentId: T:Player.UseItem + language: CSharp + name: + CSharp: UseItem + VB: UseItem + nameWithType: + CSharp: UseItem + VB: UseItem + qualifiedName: + CSharp: Player.UseItem + VB: Player.UseItem + type: Class + assemblies: + - cs.temp.dll + namespace: Player + source: + id: UseItem + path: '' + startLine: 4518 + summary: "\nThis class allows a player to pick up, hold, and drop items during the game.\nIt is primarily used for managing interactions with the "hat" in "keep-away" mode.\n" + example: [] + syntax: + content: + CSharp: 'public class UseItem : MonoBehaviour' + VB: Public Class UseItem Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Player.UseItem.holdTime + commentId: F:Player.UseItem.holdTime + language: CSharp + name: + CSharp: holdTime + VB: holdTime + nameWithType: + CSharp: UseItem.holdTime + VB: UseItem.holdTime + qualifiedName: + CSharp: Player.UseItem.holdTime + VB: Player.UseItem.holdTime + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: holdTime + path: '' + startLine: 4543 + summary: "\nThe total time the player has held the item.\n" + example: [] + syntax: + content: + CSharp: public float holdTime + VB: Public holdTime As Single + return: + type: System.Single + - id: Player.UseItem.head + commentId: F:Player.UseItem.head + language: CSharp + name: + CSharp: head + VB: head + nameWithType: + CSharp: UseItem.head + VB: UseItem.head + qualifiedName: + CSharp: Player.UseItem.head + VB: Player.UseItem.head + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: head + path: '' + startLine: 4553 + summary: "\nThe position where the item will be held (e.g., above the player's head).\n" + example: [] + syntax: + content: + CSharp: public Transform head + VB: Public head As Transform + return: + type: Global.Transform + - id: Player.UseItem.PickUpItem(GameObject) + commentId: M:Player.UseItem.PickUpItem(GameObject) + language: CSharp + name: + CSharp: PickUpItem(GameObject) + VB: PickUpItem(GameObject) + nameWithType: + CSharp: UseItem.PickUpItem(GameObject) + VB: UseItem.PickUpItem(GameObject) + qualifiedName: + CSharp: Player.UseItem.PickUpItem(GameObject) + VB: Player.UseItem.PickUpItem(GameObject) + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: PickUpItem + path: '' + startLine: 4614 + summary: "\nAllows the player to pick up an item and start the hold timer.\n" + example: [] + syntax: + content: + CSharp: public void PickUpItem(GameObject item) + VB: Public Sub PickUpItem(item As GameObject) + parameters: + - id: item + type: Global.GameObject + description: The item to pick up. + overload: Player.UseItem.PickUpItem* + - id: Player.UseItem.DropItem + commentId: M:Player.UseItem.DropItem + language: CSharp + name: + CSharp: DropItem() + VB: DropItem() + nameWithType: + CSharp: UseItem.DropItem() + VB: UseItem.DropItem() + qualifiedName: + CSharp: Player.UseItem.DropItem() + VB: Player.UseItem.DropItem() + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: DropItem + path: '' + startLine: 4646 + summary: "\nAllows the player to drop the item they are holding.\n" + example: [] + syntax: + content: + CSharp: public void DropItem() + VB: Public Sub DropItem() + overload: Player.UseItem.DropItem* + - id: Player.UseItem.IsHoldingItem + commentId: M:Player.UseItem.IsHoldingItem + language: CSharp + name: + CSharp: IsHoldingItem() + VB: IsHoldingItem() + nameWithType: + CSharp: UseItem.IsHoldingItem() + VB: UseItem.IsHoldingItem() + qualifiedName: + CSharp: Player.UseItem.IsHoldingItem() + VB: Player.UseItem.IsHoldingItem() + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: IsHoldingItem + path: '' + startLine: 4694 + summary: "\nChecks if the player is currently holding an item.\n" + example: [] + syntax: + content: + CSharp: public bool IsHoldingItem() + VB: Public Function IsHoldingItem() As Boolean + return: + type: System.Boolean + description: True if the player is holding an item, false otherwise. + overload: Player.UseItem.IsHoldingItem* + - id: Player.PlayerCameraMovement + commentId: T:Player.PlayerCameraMovement + language: CSharp + name: + CSharp: PlayerCameraMovement + VB: PlayerCameraMovement + nameWithType: + CSharp: PlayerCameraMovement + VB: PlayerCameraMovement + qualifiedName: + CSharp: Player.PlayerCameraMovement + VB: Player.PlayerCameraMovement + type: Class + assemblies: + - cs.temp.dll + namespace: Player + source: + id: PlayerCameraMovement + path: '' + startLine: 4713 + summary: "\nThis class controls the movement of the camera to follow players during the game.\nIt also handles special behavior for the camera in the win scene.\n" + example: [] + syntax: + content: + CSharp: 'public class PlayerCameraMovement : MonoBehaviour' + VB: Public Class PlayerCameraMovement Inherits MonoBehaviour + inheritance: + - System.Object + items: + - id: Player.PlayerCameraMovement.weight + commentId: F:Player.PlayerCameraMovement.weight + language: CSharp + name: + CSharp: weight + VB: weight + nameWithType: + CSharp: PlayerCameraMovement.weight + VB: PlayerCameraMovement.weight + qualifiedName: + CSharp: Player.PlayerCameraMovement.weight + VB: Player.PlayerCameraMovement.weight + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: weight + path: '' + startLine: 4728 + summary: "\nThe weight used to blend between the camera's starting position and the players' average position.\n" + example: [] + syntax: + content: + CSharp: public float weight + VB: Public weight As Single + return: + type: System.Single + - id: Player.PlayerCameraMovement.speed + commentId: F:Player.PlayerCameraMovement.speed + language: CSharp + name: + CSharp: speed + VB: speed + nameWithType: + CSharp: PlayerCameraMovement.speed + VB: PlayerCameraMovement.speed + qualifiedName: + CSharp: Player.PlayerCameraMovement.speed + VB: Player.PlayerCameraMovement.speed + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: speed + path: '' + startLine: 4733 + summary: "\nThe speed at which the camera moves toward the target position.\n" + example: [] + syntax: + content: + CSharp: public float speed + VB: Public speed As Single + return: + type: System.Single + - id: Player.PlayerCameraMovement.lowerBound + commentId: F:Player.PlayerCameraMovement.lowerBound + language: CSharp + name: + CSharp: lowerBound + VB: lowerBound + nameWithType: + CSharp: PlayerCameraMovement.lowerBound + VB: PlayerCameraMovement.lowerBound + qualifiedName: + CSharp: Player.PlayerCameraMovement.lowerBound + VB: Player.PlayerCameraMovement.lowerBound + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: lowerBound + path: '' + startLine: 4743 + summary: "\nThe lowest vertical position the camera can move to.\n" + example: [] + syntax: + content: + CSharp: public float lowerBound + VB: Public lowerBound As Single + return: + type: System.Single + - id: Player.PlayerCameraMovement.winScene + commentId: F:Player.PlayerCameraMovement.winScene + language: CSharp + name: + CSharp: winScene + VB: winScene + nameWithType: + CSharp: PlayerCameraMovement.winScene + VB: PlayerCameraMovement.winScene + qualifiedName: + CSharp: Player.PlayerCameraMovement.winScene + VB: Player.PlayerCameraMovement.winScene + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: winScene + path: '' + startLine: 4748 + summary: "\nIndicates whether the camera is in the win scene mode.\n" + example: [] + syntax: + content: + CSharp: public bool winScene + VB: Public winScene As Boolean + return: + type: System.Boolean + - id: Player.PlayerCameraMovement.staticCamera + commentId: F:Player.PlayerCameraMovement.staticCamera + language: CSharp + name: + CSharp: staticCamera + VB: staticCamera + nameWithType: + CSharp: PlayerCameraMovement.staticCamera + VB: PlayerCameraMovement.staticCamera + qualifiedName: + CSharp: Player.PlayerCameraMovement.staticCamera + VB: Player.PlayerCameraMovement.staticCamera + type: Field + assemblies: + - cs.temp.dll + namespace: Player + source: + id: staticCamera + path: '' + startLine: 4753 + summary: "\nIndicates whether the camera should remain static and not follow players.\n" + example: [] + syntax: + content: + CSharp: public bool staticCamera + VB: Public staticCamera As Boolean + return: + type: System.Boolean + - id: Player.PlayerCameraMovement.WinScene(GameObject) + commentId: M:Player.PlayerCameraMovement.WinScene(GameObject) + language: CSharp + name: + CSharp: WinScene(GameObject) + VB: WinScene(GameObject) + nameWithType: + CSharp: PlayerCameraMovement.WinScene(GameObject) + VB: PlayerCameraMovement.WinScene(GameObject) + qualifiedName: + CSharp: Player.PlayerCameraMovement.WinScene(GameObject) + VB: Player.PlayerCameraMovement.WinScene(GameObject) + type: Method + assemblies: + - cs.temp.dll + namespace: Player + source: + id: WinScene + path: '' + startLine: 4838 + summary: "\nActivates the win scene mode and focuses the camera on the winning player.\n" + example: [] + syntax: + content: + CSharp: public void WinScene(GameObject player) + VB: Public Sub WinScene(player As GameObject) + parameters: + - id: player + type: Global.GameObject + description: The player who won the game. + overload: Player.PlayerCameraMovement.WinScene* +references: + Global.SpriteRenderer: + name: + CSharp: + - id: Global.SpriteRenderer + name: SpriteRenderer + isExternal: true + VB: + - id: Global.SpriteRenderer + name: SpriteRenderer + isExternal: true + nameWithType: + CSharp: + - id: Global.SpriteRenderer + name: SpriteRenderer + isExternal: true + VB: + - id: Global.SpriteRenderer + name: SpriteRenderer + isExternal: true + qualifiedName: + CSharp: + - id: Global.SpriteRenderer + name: SpriteRenderer + isExternal: true + VB: + - id: Global.SpriteRenderer + name: SpriteRenderer + isExternal: true + isDefinition: true + System: + name: + CSharp: + - id: System + name: System + isExternal: true + VB: + - id: System + name: System + isExternal: true + nameWithType: + CSharp: + - id: System + name: System + isExternal: true + VB: + - id: System + name: System + isExternal: true + qualifiedName: + CSharp: + - id: System + name: System + isExternal: true + VB: + - id: System + name: System + isExternal: true + isDefinition: true + commentId: N:System + System.Single: + name: + CSharp: + - id: System.Single + name: float + isExternal: true + VB: + - id: System.Single + name: Single + isExternal: true + nameWithType: + CSharp: + - id: System.Single + name: float + isExternal: true + VB: + - id: System.Single + name: Single + isExternal: true + qualifiedName: + CSharp: + - id: System.Single + name: float + isExternal: true + VB: + - id: System.Single + name: Single + isExternal: true + isDefinition: true + parent: System + commentId: T:System.Single + Game.DayNightCycle: + name: + CSharp: + - id: Game.DayNightCycle + name: DayNightCycle + VB: + - id: Game.DayNightCycle + name: DayNightCycle + nameWithType: + CSharp: + - id: Game.DayNightCycle + name: DayNightCycle + VB: + - id: Game.DayNightCycle + name: DayNightCycle + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.DayNightCycle + name: DayNightCycle + VB: + - id: Game + name: Game + - name: . + - id: Game.DayNightCycle + name: DayNightCycle + isDefinition: true + commentId: T:Game.DayNightCycle + Global.GameObject: + name: + CSharp: + - id: Global.GameObject + name: GameObject + isExternal: true + VB: + - id: Global.GameObject + name: GameObject + isExternal: true + nameWithType: + CSharp: + - id: Global.GameObject + name: GameObject + isExternal: true + VB: + - id: Global.GameObject + name: GameObject + isExternal: true + qualifiedName: + CSharp: + - id: Global.GameObject + name: GameObject + isExternal: true + VB: + - id: Global.GameObject + name: GameObject + isExternal: true + isDefinition: true + Game.ObstacleCourse: + name: + CSharp: + - id: Game.ObstacleCourse + name: ObstacleCourse + VB: + - id: Game.ObstacleCourse + name: ObstacleCourse + nameWithType: + CSharp: + - id: Game.ObstacleCourse + name: ObstacleCourse + VB: + - id: Game.ObstacleCourse + name: ObstacleCourse + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.ObstacleCourse + name: ObstacleCourse + VB: + - id: Game + name: Game + - name: . + - id: Game.ObstacleCourse + name: ObstacleCourse + isDefinition: true + commentId: T:Game.ObstacleCourse + Game.EventSystemizer: + name: + CSharp: + - id: Game.EventSystemizer + name: EventSystemizer + VB: + - id: Game.EventSystemizer + name: EventSystemizer + nameWithType: + CSharp: + - id: Game.EventSystemizer + name: EventSystemizer + VB: + - id: Game.EventSystemizer + name: EventSystemizer + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.EventSystemizer + name: EventSystemizer + VB: + - id: Game + name: Game + - name: . + - id: Game.EventSystemizer + name: EventSystemizer + isDefinition: true + commentId: T:Game.EventSystemizer + Game.ModeSelect: + name: + CSharp: + - id: Game.ModeSelect + name: ModeSelect + VB: + - id: Game.ModeSelect + name: ModeSelect + nameWithType: + CSharp: + - id: Game.ModeSelect + name: ModeSelect + VB: + - id: Game.ModeSelect + name: ModeSelect + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.ModeSelect + name: ModeSelect + VB: + - id: Game + name: Game + - name: . + - id: Game.ModeSelect + name: ModeSelect + isDefinition: true + commentId: T:Game.ModeSelect + Game.WinScreen: + name: + CSharp: + - id: Game.WinScreen + name: WinScreen + VB: + - id: Game.WinScreen + name: WinScreen + nameWithType: + CSharp: + - id: Game.WinScreen + name: WinScreen + VB: + - id: Game.WinScreen + name: WinScreen + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.WinScreen + name: WinScreen + VB: + - id: Game + name: Game + - name: . + - id: Game.WinScreen + name: WinScreen + isDefinition: true + parent: Game + commentId: T:Game.WinScreen + Game: + name: + CSharp: + - id: Game + name: Game + VB: + - id: Game + name: Game + nameWithType: + CSharp: + - id: Game + name: Game + VB: + - id: Game + name: Game + qualifiedName: + CSharp: + - id: Game + name: Game + VB: + - id: Game + name: Game + isDefinition: true + commentId: N:Game + Global.List`1: + name: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - name: '' + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - name: '' + - name: ) + nameWithType: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - name: '' + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - name: '' + - name: ) + qualifiedName: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - name: '' + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - name: '' + - name: ) + isDefinition: true + Global.List{TextMeshProUGUI}: + name: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Global.TextMeshProUGUI + name: TextMeshProUGUI + isExternal: true + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.TextMeshProUGUI + name: TextMeshProUGUI + isExternal: true + - name: ) + nameWithType: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Global.TextMeshProUGUI + name: TextMeshProUGUI + isExternal: true + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.TextMeshProUGUI + name: TextMeshProUGUI + isExternal: true + - name: ) + qualifiedName: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Global.TextMeshProUGUI + name: TextMeshProUGUI + isExternal: true + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.TextMeshProUGUI + name: TextMeshProUGUI + isExternal: true + - name: ) + isDefinition: false + definition: Global.List`1 + commentId: '!:Global.List{TextMeshProUGUI}' + System.Int32: + name: + CSharp: + - id: System.Int32 + name: int + isExternal: true + VB: + - id: System.Int32 + name: Integer + isExternal: true + nameWithType: + CSharp: + - id: System.Int32 + name: int + isExternal: true + VB: + - id: System.Int32 + name: Integer + isExternal: true + qualifiedName: + CSharp: + - id: System.Int32 + name: int + isExternal: true + VB: + - id: System.Int32 + name: Integer + isExternal: true + isDefinition: true + parent: System + commentId: T:System.Int32 + Game.WinScreen.ShowWinScreen*: + name: + CSharp: + - id: Game.WinScreen.ShowWinScreen* + name: ShowWinScreen + VB: + - id: Game.WinScreen.ShowWinScreen* + name: ShowWinScreen + nameWithType: + CSharp: + - id: Game.WinScreen* + name: WinScreen + - name: . + - id: Game.WinScreen.ShowWinScreen* + name: ShowWinScreen + VB: + - id: Game.WinScreen* + name: WinScreen + - name: . + - id: Game.WinScreen.ShowWinScreen* + name: ShowWinScreen + qualifiedName: + CSharp: + - id: Game* + name: Game + - name: . + - id: Game.WinScreen* + name: WinScreen + - name: . + - id: Game.WinScreen.ShowWinScreen* + name: ShowWinScreen + VB: + - id: Game* + name: Game + - name: . + - id: Game.WinScreen* + name: WinScreen + - name: . + - id: Game.WinScreen.ShowWinScreen* + name: ShowWinScreen + isDefinition: true + commentId: Overload:Game.WinScreen.ShowWinScreen + Global.TextMeshProUGUI: + name: + CSharp: + - id: Global.TextMeshProUGUI + name: TextMeshProUGUI + isExternal: true + VB: + - id: Global.TextMeshProUGUI + name: TextMeshProUGUI + isExternal: true + nameWithType: + CSharp: + - id: Global.TextMeshProUGUI + name: TextMeshProUGUI + isExternal: true + VB: + - id: Global.TextMeshProUGUI + name: TextMeshProUGUI + isExternal: true + qualifiedName: + CSharp: + - id: Global.TextMeshProUGUI + name: TextMeshProUGUI + isExternal: true + VB: + - id: Global.TextMeshProUGUI + name: TextMeshProUGUI + isExternal: true + isDefinition: true + Game.PlayerJoinCard: + name: + CSharp: + - id: Game.PlayerJoinCard + name: PlayerJoinCard + VB: + - id: Game.PlayerJoinCard + name: PlayerJoinCard + nameWithType: + CSharp: + - id: Game.PlayerJoinCard + name: PlayerJoinCard + VB: + - id: Game.PlayerJoinCard + name: PlayerJoinCard + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.PlayerJoinCard + name: PlayerJoinCard + VB: + - id: Game + name: Game + - name: . + - id: Game.PlayerJoinCard + name: PlayerJoinCard + isDefinition: true + parent: Game + commentId: T:Game.PlayerJoinCard + Game.PlayerCardCreator: + name: + CSharp: + - id: Game.PlayerCardCreator + name: PlayerCardCreator + VB: + - id: Game.PlayerCardCreator + name: PlayerCardCreator + nameWithType: + CSharp: + - id: Game.PlayerCardCreator + name: PlayerCardCreator + VB: + - id: Game.PlayerCardCreator + name: PlayerCardCreator + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.PlayerCardCreator + name: PlayerCardCreator + VB: + - id: Game + name: Game + - name: . + - id: Game.PlayerCardCreator + name: PlayerCardCreator + isDefinition: true + parent: Game + commentId: T:Game.PlayerCardCreator + Game.PlayerCardCreator.CreateCard*: + name: + CSharp: + - id: Game.PlayerCardCreator.CreateCard* + name: CreateCard + VB: + - id: Game.PlayerCardCreator.CreateCard* + name: CreateCard + nameWithType: + CSharp: + - id: Game.PlayerCardCreator* + name: PlayerCardCreator + - name: . + - id: Game.PlayerCardCreator.CreateCard* + name: CreateCard + VB: + - id: Game.PlayerCardCreator* + name: PlayerCardCreator + - name: . + - id: Game.PlayerCardCreator.CreateCard* + name: CreateCard + qualifiedName: + CSharp: + - id: Game* + name: Game + - name: . + - id: Game.PlayerCardCreator* + name: PlayerCardCreator + - name: . + - id: Game.PlayerCardCreator.CreateCard* + name: CreateCard + VB: + - id: Game* + name: Game + - name: . + - id: Game.PlayerCardCreator* + name: PlayerCardCreator + - name: . + - id: Game.PlayerCardCreator.CreateCard* + name: CreateCard + isDefinition: true + commentId: Overload:Game.PlayerCardCreator.CreateCard + Global.Transform: + name: + CSharp: + - id: Global.Transform + name: Transform + isExternal: true + VB: + - id: Global.Transform + name: Transform + isExternal: true + nameWithType: + CSharp: + - id: Global.Transform + name: Transform + isExternal: true + VB: + - id: Global.Transform + name: Transform + isExternal: true + qualifiedName: + CSharp: + - id: Global.Transform + name: Transform + isExternal: true + VB: + - id: Global.Transform + name: Transform + isExternal: true + isDefinition: true + Global.Transform[]: + name: + CSharp: + - id: Global.Transform + name: Transform + isExternal: true + - name: '[' + - name: ']' + VB: + - id: Global.Transform + name: Transform + isExternal: true + - name: ( + - name: ) + nameWithType: + CSharp: + - id: Global.Transform + name: Transform + isExternal: true + - name: '[' + - name: ']' + VB: + - id: Global.Transform + name: Transform + isExternal: true + - name: ( + - name: ) + qualifiedName: + CSharp: + - id: Global.Transform + name: Transform + isExternal: true + - name: '[' + - name: ']' + VB: + - id: Global.Transform + name: Transform + isExternal: true + - name: ( + - name: ) + isDefinition: false + Game.MovingPlatform: + name: + CSharp: + - id: Game.MovingPlatform + name: MovingPlatform + VB: + - id: Game.MovingPlatform + name: MovingPlatform + nameWithType: + CSharp: + - id: Game.MovingPlatform + name: MovingPlatform + VB: + - id: Game.MovingPlatform + name: MovingPlatform + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.MovingPlatform + name: MovingPlatform + VB: + - id: Game + name: Game + - name: . + - id: Game.MovingPlatform + name: MovingPlatform + isDefinition: true + commentId: T:Game.MovingPlatform + Game.ObjectVisibility: + name: + CSharp: + - id: Game.ObjectVisibility + name: ObjectVisibility + VB: + - id: Game.ObjectVisibility + name: ObjectVisibility + nameWithType: + CSharp: + - id: Game.ObjectVisibility + name: ObjectVisibility + VB: + - id: Game.ObjectVisibility + name: ObjectVisibility + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.ObjectVisibility + name: ObjectVisibility + VB: + - id: Game + name: Game + - name: . + - id: Game.ObjectVisibility + name: ObjectVisibility + isDefinition: true + commentId: T:Game.ObjectVisibility + Game.InfiniteScroll: + name: + CSharp: + - id: Game.InfiniteScroll + name: InfiniteScroll + VB: + - id: Game.InfiniteScroll + name: InfiniteScroll + nameWithType: + CSharp: + - id: Game.InfiniteScroll + name: InfiniteScroll + VB: + - id: Game.InfiniteScroll + name: InfiniteScroll + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.InfiniteScroll + name: InfiniteScroll + VB: + - id: Game + name: Game + - name: . + - id: Game.InfiniteScroll + name: InfiniteScroll + isDefinition: true + commentId: T:Game.InfiniteScroll + System.Boolean: + name: + CSharp: + - id: System.Boolean + name: bool + isExternal: true + VB: + - id: System.Boolean + name: Boolean + isExternal: true + nameWithType: + CSharp: + - id: System.Boolean + name: bool + isExternal: true + VB: + - id: System.Boolean + name: Boolean + isExternal: true + qualifiedName: + CSharp: + - id: System.Boolean + name: bool + isExternal: true + VB: + - id: System.Boolean + name: Boolean + isExternal: true + isDefinition: true + parent: System + commentId: T:System.Boolean + Game.GameManagerHelper: + name: + CSharp: + - id: Game.GameManagerHelper + name: GameManagerHelper + VB: + - id: Game.GameManagerHelper + name: GameManagerHelper + nameWithType: + CSharp: + - id: Game.GameManagerHelper + name: GameManagerHelper + VB: + - id: Game.GameManagerHelper + name: GameManagerHelper + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.GameManagerHelper + name: GameManagerHelper + VB: + - id: Game + name: Game + - name: . + - id: Game.GameManagerHelper + name: GameManagerHelper + isDefinition: true + commentId: T:Game.GameManagerHelper + Global.Text: + name: + CSharp: + - id: Global.Text + name: Text + isExternal: true + VB: + - id: Global.Text + name: Text + isExternal: true + nameWithType: + CSharp: + - id: Global.Text + name: Text + isExternal: true + VB: + - id: Global.Text + name: Text + isExternal: true + qualifiedName: + CSharp: + - id: Global.Text + name: Text + isExternal: true + VB: + - id: Global.Text + name: Text + isExternal: true + isDefinition: true + commentId: '!:Global.Text' + Game.GameTimer.StartTimer*: + name: + CSharp: + - id: Game.GameTimer.StartTimer* + name: StartTimer + VB: + - id: Game.GameTimer.StartTimer* + name: StartTimer + nameWithType: + CSharp: + - id: Game.GameTimer* + name: GameTimer + - name: . + - id: Game.GameTimer.StartTimer* + name: StartTimer + VB: + - id: Game.GameTimer* + name: GameTimer + - name: . + - id: Game.GameTimer.StartTimer* + name: StartTimer + qualifiedName: + CSharp: + - id: Game* + name: Game + - name: . + - id: Game.GameTimer* + name: GameTimer + - name: . + - id: Game.GameTimer.StartTimer* + name: StartTimer + VB: + - id: Game* + name: Game + - name: . + - id: Game.GameTimer* + name: GameTimer + - name: . + - id: Game.GameTimer.StartTimer* + name: StartTimer + isDefinition: true + commentId: Overload:Game.GameTimer.StartTimer + Game.GameTimer: + name: + CSharp: + - id: Game.GameTimer + name: GameTimer + VB: + - id: Game.GameTimer + name: GameTimer + nameWithType: + CSharp: + - id: Game.GameTimer + name: GameTimer + VB: + - id: Game.GameTimer + name: GameTimer + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.GameTimer + name: GameTimer + VB: + - id: Game + name: Game + - name: . + - id: Game.GameTimer + name: GameTimer + isDefinition: true + parent: Game + commentId: T:Game.GameTimer + Game.HealthBarManager: + name: + CSharp: + - id: Game.HealthBarManager + name: HealthBarManager + VB: + - id: Game.HealthBarManager + name: HealthBarManager + nameWithType: + CSharp: + - id: Game.HealthBarManager + name: HealthBarManager + VB: + - id: Game.HealthBarManager + name: HealthBarManager + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.HealthBarManager + name: HealthBarManager + VB: + - id: Game + name: Game + - name: . + - id: Game.HealthBarManager + name: HealthBarManager + isDefinition: true + commentId: T:Game.HealthBarManager + Game.GameManager: + name: + CSharp: + - id: Game.GameManager + name: GameManager + VB: + - id: Game.GameManager + name: GameManager + nameWithType: + CSharp: + - id: Game.GameManager + name: GameManager + VB: + - id: Game.GameManager + name: GameManager + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.GameManager + name: GameManager + VB: + - id: Game + name: Game + - name: . + - id: Game.GameManager + name: GameManager + isDefinition: true + parent: Game + commentId: T:Game.GameManager + Game.GameManager.Instance*: + name: + CSharp: + - id: Game.GameManager.Instance* + name: Instance + VB: + - id: Game.GameManager.Instance* + name: Instance + nameWithType: + CSharp: + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.Instance* + name: Instance + VB: + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.Instance* + name: Instance + qualifiedName: + CSharp: + - id: Game* + name: Game + - name: . + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.Instance* + name: Instance + VB: + - id: Game* + name: Game + - name: . + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.Instance* + name: Instance + isDefinition: true + commentId: Overload:Game.GameManager.Instance + Game.GameManager.GameEvent: + name: + CSharp: + - id: Game.GameManager + name: GameManager + - name: . + - id: Game.GameManager.GameEvent + name: GameEvent + VB: + - id: Game.GameManager + name: GameManager + - name: . + - id: Game.GameManager.GameEvent + name: GameEvent + nameWithType: + CSharp: + - id: Game.GameManager + name: GameManager + - name: . + - id: Game.GameManager.GameEvent + name: GameEvent + VB: + - id: Game.GameManager + name: GameManager + - name: . + - id: Game.GameManager.GameEvent + name: GameEvent + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.GameManager + name: GameManager + - name: . + - id: Game.GameManager.GameEvent + name: GameEvent + VB: + - id: Game + name: Game + - name: . + - id: Game.GameManager + name: GameManager + - name: . + - id: Game.GameManager.GameEvent + name: GameEvent + isDefinition: true + parent: Game + commentId: T:Game.GameManager.GameEvent + Global.List{GameObject}: + name: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Global.GameObject + name: GameObject + isExternal: true + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.GameObject + name: GameObject + isExternal: true + - name: ) + nameWithType: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Global.GameObject + name: GameObject + isExternal: true + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.GameObject + name: GameObject + isExternal: true + - name: ) + qualifiedName: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Global.GameObject + name: GameObject + isExternal: true + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.GameObject + name: GameObject + isExternal: true + - name: ) + isDefinition: false + definition: Global.List`1 + commentId: '!:Global.List{GameObject}' + Global.List{Color}: + name: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Global.Color + name: Color + isExternal: true + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.Color + name: Color + isExternal: true + - name: ) + nameWithType: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Global.Color + name: Color + isExternal: true + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.Color + name: Color + isExternal: true + - name: ) + qualifiedName: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Global.Color + name: Color + isExternal: true + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.Color + name: Color + isExternal: true + - name: ) + isDefinition: false + definition: Global.List`1 + commentId: '!:Global.List{Color}' + Global.Dictionary`2: + name: + CSharp: + - id: Global.Dictionary`2 + name: Dictionary + isExternal: true + - name: < + - name: '' + - name: ',' + - name: " " + - name: '' + - name: '>' + VB: + - id: Global.Dictionary`2 + name: Dictionary + isExternal: true + - name: ( + - name: Of + - name: " " + - name: '' + - name: ',' + - name: " " + - name: '' + - name: ) + nameWithType: + CSharp: + - id: Global.Dictionary`2 + name: Dictionary + isExternal: true + - name: < + - name: '' + - name: ',' + - name: " " + - name: '' + - name: '>' + VB: + - id: Global.Dictionary`2 + name: Dictionary + isExternal: true + - name: ( + - name: Of + - name: " " + - name: '' + - name: ',' + - name: " " + - name: '' + - name: ) + qualifiedName: + CSharp: + - id: Global.Dictionary`2 + name: Dictionary + isExternal: true + - name: < + - name: '' + - name: ',' + - name: " " + - name: '' + - name: '>' + VB: + - id: Global.Dictionary`2 + name: Dictionary + isExternal: true + - name: ( + - name: Of + - name: " " + - name: '' + - name: ',' + - name: " " + - name: '' + - name: ) + isDefinition: true + Global.Dictionary{GameObject,System.Single}: + name: + CSharp: + - id: Global.Dictionary`2 + name: Dictionary + isExternal: true + - name: < + - id: Global.GameObject + name: GameObject + isExternal: true + - name: ',' + - name: " " + - id: System.Single + name: float + isExternal: true + - name: '>' + VB: + - id: Global.Dictionary`2 + name: Dictionary + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.GameObject + name: GameObject + isExternal: true + - name: ',' + - name: " " + - id: System.Single + name: Single + isExternal: true + - name: ) + nameWithType: + CSharp: + - id: Global.Dictionary`2 + name: Dictionary + isExternal: true + - name: < + - id: Global.GameObject + name: GameObject + isExternal: true + - name: ',' + - name: " " + - id: System.Single + name: float + isExternal: true + - name: '>' + VB: + - id: Global.Dictionary`2 + name: Dictionary + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.GameObject + name: GameObject + isExternal: true + - name: ',' + - name: " " + - id: System.Single + name: Single + isExternal: true + - name: ) + qualifiedName: + CSharp: + - id: Global.Dictionary`2 + name: Dictionary + isExternal: true + - name: < + - id: Global.GameObject + name: GameObject + isExternal: true + - name: ',' + - name: " " + - id: System.Single + name: float + isExternal: true + - name: '>' + VB: + - id: Global.Dictionary`2 + name: Dictionary + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.GameObject + name: GameObject + isExternal: true + - name: ',' + - name: " " + - id: System.Single + name: Single + isExternal: true + - name: ) + isDefinition: false + definition: Global.Dictionary`2 + commentId: '!:Global.Dictionary{GameObject,System.Single}' + Game.GameManager.GameMode: + name: + CSharp: + - id: Game.GameManager + name: GameManager + - name: . + - id: Game.GameManager.GameMode + name: GameMode + VB: + - id: Game.GameManager + name: GameManager + - name: . + - id: Game.GameManager.GameMode + name: GameMode + nameWithType: + CSharp: + - id: Game.GameManager + name: GameManager + - name: . + - id: Game.GameManager.GameMode + name: GameMode + VB: + - id: Game.GameManager + name: GameManager + - name: . + - id: Game.GameManager.GameMode + name: GameMode + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.GameManager + name: GameManager + - name: . + - id: Game.GameManager.GameMode + name: GameMode + VB: + - id: Game + name: Game + - name: . + - id: Game.GameManager + name: GameManager + - name: . + - id: Game.GameManager.GameMode + name: GameMode + isDefinition: true + parent: Game + commentId: T:Game.GameManager.GameMode + System.String: + name: + CSharp: + - id: System.String + name: string + isExternal: true + VB: + - id: System.String + name: String + isExternal: true + nameWithType: + CSharp: + - id: System.String + name: string + isExternal: true + VB: + - id: System.String + name: String + isExternal: true + qualifiedName: + CSharp: + - id: System.String + name: string + isExternal: true + VB: + - id: System.String + name: String + isExternal: true + isDefinition: true + parent: System + commentId: T:System.String + Global.Vector2: + name: + CSharp: + - id: Global.Vector2 + name: Vector2 + isExternal: true + VB: + - id: Global.Vector2 + name: Vector2 + isExternal: true + nameWithType: + CSharp: + - id: Global.Vector2 + name: Vector2 + isExternal: true + VB: + - id: Global.Vector2 + name: Vector2 + isExternal: true + qualifiedName: + CSharp: + - id: Global.Vector2 + name: Vector2 + isExternal: true + VB: + - id: Global.Vector2 + name: Vector2 + isExternal: true + isDefinition: true + Global.List{Vector2}: + name: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Global.Vector2 + name: Vector2 + isExternal: true + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.Vector2 + name: Vector2 + isExternal: true + - name: ) + nameWithType: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Global.Vector2 + name: Vector2 + isExternal: true + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.Vector2 + name: Vector2 + isExternal: true + - name: ) + qualifiedName: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Global.Vector2 + name: Vector2 + isExternal: true + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.Vector2 + name: Vector2 + isExternal: true + - name: ) + isDefinition: false + definition: Global.List`1 + commentId: '!:Global.List{Vector2}' + Global.Canvas: + name: + CSharp: + - id: Global.Canvas + name: Canvas + isExternal: true + VB: + - id: Global.Canvas + name: Canvas + isExternal: true + nameWithType: + CSharp: + - id: Global.Canvas + name: Canvas + isExternal: true + VB: + - id: Global.Canvas + name: Canvas + isExternal: true + qualifiedName: + CSharp: + - id: Global.Canvas + name: Canvas + isExternal: true + VB: + - id: Global.Canvas + name: Canvas + isExternal: true + isDefinition: true + Game.GameManager.StartGame*: + name: + CSharp: + - id: Game.GameManager.StartGame* + name: StartGame + VB: + - id: Game.GameManager.StartGame* + name: StartGame + nameWithType: + CSharp: + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.StartGame* + name: StartGame + VB: + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.StartGame* + name: StartGame + qualifiedName: + CSharp: + - id: Game* + name: Game + - name: . + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.StartGame* + name: StartGame + VB: + - id: Game* + name: Game + - name: . + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.StartGame* + name: StartGame + isDefinition: true + commentId: Overload:Game.GameManager.StartGame + Player: + name: + CSharp: + - id: Player + name: Player + VB: + - id: Player + name: Player + nameWithType: + CSharp: + - id: Player + name: Player + VB: + - id: Player + name: Player + qualifiedName: + CSharp: + - id: Player + name: Player + VB: + - id: Player + name: Player + isDefinition: true + commentId: N:Player + Player.Damageable: + name: + CSharp: + - id: Player.Damageable + name: Damageable + VB: + - id: Player.Damageable + name: Damageable + nameWithType: + CSharp: + - id: Player.Damageable + name: Damageable + VB: + - id: Player.Damageable + name: Damageable + qualifiedName: + CSharp: + - id: Player + name: Player + - name: . + - id: Player.Damageable + name: Damageable + VB: + - id: Player + name: Player + - name: . + - id: Player.Damageable + name: Damageable + isDefinition: true + parent: Player + commentId: T:Player.Damageable + Game.GameManager.PlayerDied*: + name: + CSharp: + - id: Game.GameManager.PlayerDied* + name: PlayerDied + VB: + - id: Game.GameManager.PlayerDied* + name: PlayerDied + nameWithType: + CSharp: + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.PlayerDied* + name: PlayerDied + VB: + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.PlayerDied* + name: PlayerDied + qualifiedName: + CSharp: + - id: Game* + name: Game + - name: . + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.PlayerDied* + name: PlayerDied + VB: + - id: Game* + name: Game + - name: . + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.PlayerDied* + name: PlayerDied + isDefinition: true + commentId: Overload:Game.GameManager.PlayerDied + Game.GameManager.EndGameEvent: + commentId: E:Game.GameManager.EndGameEvent + Game.GameManager.GameOver*: + name: + CSharp: + - id: Game.GameManager.GameOver* + name: GameOver + VB: + - id: Game.GameManager.GameOver* + name: GameOver + nameWithType: + CSharp: + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.GameOver* + name: GameOver + VB: + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.GameOver* + name: GameOver + qualifiedName: + CSharp: + - id: Game* + name: Game + - name: . + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.GameOver* + name: GameOver + VB: + - id: Game* + name: Game + - name: . + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.GameOver* + name: GameOver + isDefinition: true + commentId: Overload:Game.GameManager.GameOver + Game.GameManager.AlivePlayers*: + name: + CSharp: + - id: Game.GameManager.AlivePlayers* + name: AlivePlayers + VB: + - id: Game.GameManager.AlivePlayers* + name: AlivePlayers + nameWithType: + CSharp: + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.AlivePlayers* + name: AlivePlayers + VB: + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.AlivePlayers* + name: AlivePlayers + qualifiedName: + CSharp: + - id: Game* + name: Game + - name: . + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.AlivePlayers* + name: AlivePlayers + VB: + - id: Game* + name: Game + - name: . + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.AlivePlayers* + name: AlivePlayers + isDefinition: true + commentId: Overload:Game.GameManager.AlivePlayers + Game.GameManager.UpdatePlayerHoldTime*: + name: + CSharp: + - id: Game.GameManager.UpdatePlayerHoldTime* + name: UpdatePlayerHoldTime + VB: + - id: Game.GameManager.UpdatePlayerHoldTime* + name: UpdatePlayerHoldTime + nameWithType: + CSharp: + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.UpdatePlayerHoldTime* + name: UpdatePlayerHoldTime + VB: + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.UpdatePlayerHoldTime* + name: UpdatePlayerHoldTime + qualifiedName: + CSharp: + - id: Game* + name: Game + - name: . + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.UpdatePlayerHoldTime* + name: UpdatePlayerHoldTime + VB: + - id: Game* + name: Game + - name: . + - id: Game.GameManager* + name: GameManager + - name: . + - id: Game.GameManager.UpdatePlayerHoldTime* + name: UpdatePlayerHoldTime + isDefinition: true + commentId: Overload:Game.GameManager.UpdatePlayerHoldTime + Game.FallPlatform: + name: + CSharp: + - id: Game.FallPlatform + name: FallPlatform + VB: + - id: Game.FallPlatform + name: FallPlatform + nameWithType: + CSharp: + - id: Game.FallPlatform + name: FallPlatform + VB: + - id: Game.FallPlatform + name: FallPlatform + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.FallPlatform + name: FallPlatform + VB: + - id: Game + name: Game + - name: . + - id: Game.FallPlatform + name: FallPlatform + isDefinition: true + commentId: T:Game.FallPlatform + Game.HubManager: + name: + CSharp: + - id: Game.HubManager + name: HubManager + VB: + - id: Game.HubManager + name: HubManager + nameWithType: + CSharp: + - id: Game.HubManager + name: HubManager + VB: + - id: Game.HubManager + name: HubManager + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.HubManager + name: HubManager + VB: + - id: Game + name: Game + - name: . + - id: Game.HubManager + name: HubManager + isDefinition: true + parent: Game + commentId: T:Game.HubManager + Game.HubManager.LoadScene*: + name: + CSharp: + - id: Game.HubManager.LoadScene* + name: LoadScene + VB: + - id: Game.HubManager.LoadScene* + name: LoadScene + nameWithType: + CSharp: + - id: Game.HubManager* + name: HubManager + - name: . + - id: Game.HubManager.LoadScene* + name: LoadScene + VB: + - id: Game.HubManager* + name: HubManager + - name: . + - id: Game.HubManager.LoadScene* + name: LoadScene + qualifiedName: + CSharp: + - id: Game* + name: Game + - name: . + - id: Game.HubManager* + name: HubManager + - name: . + - id: Game.HubManager.LoadScene* + name: LoadScene + VB: + - id: Game* + name: Game + - name: . + - id: Game.HubManager* + name: HubManager + - name: . + - id: Game.HubManager.LoadScene* + name: LoadScene + isDefinition: true + commentId: Overload:Game.HubManager.LoadScene + Game.HubManager.UnloadGameScene*: + name: + CSharp: + - id: Game.HubManager.UnloadGameScene* + name: UnloadGameScene + VB: + - id: Game.HubManager.UnloadGameScene* + name: UnloadGameScene + nameWithType: + CSharp: + - id: Game.HubManager* + name: HubManager + - name: . + - id: Game.HubManager.UnloadGameScene* + name: UnloadGameScene + VB: + - id: Game.HubManager* + name: HubManager + - name: . + - id: Game.HubManager.UnloadGameScene* + name: UnloadGameScene + qualifiedName: + CSharp: + - id: Game* + name: Game + - name: . + - id: Game.HubManager* + name: HubManager + - name: . + - id: Game.HubManager.UnloadGameScene* + name: UnloadGameScene + VB: + - id: Game* + name: Game + - name: . + - id: Game.HubManager* + name: HubManager + - name: . + - id: Game.HubManager.UnloadGameScene* + name: UnloadGameScene + isDefinition: true + commentId: Overload:Game.HubManager.UnloadGameScene + Game.HatRespawn.Interact*: + name: + CSharp: + - id: Game.HatRespawn.Interact* + name: Interact + VB: + - id: Game.HatRespawn.Interact* + name: Interact + nameWithType: + CSharp: + - id: Game.HatRespawn* + name: HatRespawn + - name: . + - id: Game.HatRespawn.Interact* + name: Interact + VB: + - id: Game.HatRespawn* + name: HatRespawn + - name: . + - id: Game.HatRespawn.Interact* + name: Interact + qualifiedName: + CSharp: + - id: Game* + name: Game + - name: . + - id: Game.HatRespawn* + name: HatRespawn + - name: . + - id: Game.HatRespawn.Interact* + name: Interact + VB: + - id: Game* + name: Game + - name: . + - id: Game.HatRespawn* + name: HatRespawn + - name: . + - id: Game.HatRespawn.Interact* + name: Interact + isDefinition: true + commentId: Overload:Game.HatRespawn.Interact + Game.HatRespawn.OnHatDropped*: + name: + CSharp: + - id: Game.HatRespawn.OnHatDropped* + name: OnHatDropped + VB: + - id: Game.HatRespawn.OnHatDropped* + name: OnHatDropped + nameWithType: + CSharp: + - id: Game.HatRespawn* + name: HatRespawn + - name: . + - id: Game.HatRespawn.OnHatDropped* + name: OnHatDropped + VB: + - id: Game.HatRespawn* + name: HatRespawn + - name: . + - id: Game.HatRespawn.OnHatDropped* + name: OnHatDropped + qualifiedName: + CSharp: + - id: Game* + name: Game + - name: . + - id: Game.HatRespawn* + name: HatRespawn + - name: . + - id: Game.HatRespawn.OnHatDropped* + name: OnHatDropped + VB: + - id: Game* + name: Game + - name: . + - id: Game.HatRespawn* + name: HatRespawn + - name: . + - id: Game.HatRespawn.OnHatDropped* + name: OnHatDropped + isDefinition: true + commentId: Overload:Game.HatRespawn.OnHatDropped + Game.HatRespawn: + name: + CSharp: + - id: Game.HatRespawn + name: HatRespawn + VB: + - id: Game.HatRespawn + name: HatRespawn + nameWithType: + CSharp: + - id: Game.HatRespawn + name: HatRespawn + VB: + - id: Game.HatRespawn + name: HatRespawn + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.HatRespawn + name: HatRespawn + VB: + - id: Game + name: Game + - name: . + - id: Game.HatRespawn + name: HatRespawn + isDefinition: true + commentId: T:Game.HatRespawn + Game.RespawnOnTriggerEnter: + name: + CSharp: + - id: Game.RespawnOnTriggerEnter + name: RespawnOnTriggerEnter + VB: + - id: Game.RespawnOnTriggerEnter + name: RespawnOnTriggerEnter + nameWithType: + CSharp: + - id: Game.RespawnOnTriggerEnter + name: RespawnOnTriggerEnter + VB: + - id: Game.RespawnOnTriggerEnter + name: RespawnOnTriggerEnter + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.RespawnOnTriggerEnter + name: RespawnOnTriggerEnter + VB: + - id: Game + name: Game + - name: . + - id: Game.RespawnOnTriggerEnter + name: RespawnOnTriggerEnter + isDefinition: true + commentId: T:Game.RespawnOnTriggerEnter + Game.MapSelect: + name: + CSharp: + - id: Game.MapSelect + name: MapSelect + VB: + - id: Game.MapSelect + name: MapSelect + nameWithType: + CSharp: + - id: Game.MapSelect + name: MapSelect + VB: + - id: Game.MapSelect + name: MapSelect + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.MapSelect + name: MapSelect + VB: + - id: Game + name: Game + - name: . + - id: Game.MapSelect + name: MapSelect + isDefinition: true + commentId: T:Game.MapSelect + Global.Dictionary{Player.Damageable,List{GameObject}}: + name: + CSharp: + - id: Global.Dictionary`2 + name: Dictionary + isExternal: true + - name: < + - id: Player.Damageable + name: Damageable + - name: ',' + - name: " " + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Global.GameObject + name: GameObject + isExternal: true + - name: '>' + - name: '>' + VB: + - id: Global.Dictionary`2 + name: Dictionary + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Player.Damageable + name: Damageable + - name: ',' + - name: " " + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.GameObject + name: GameObject + isExternal: true + - name: ) + - name: ) + nameWithType: + CSharp: + - id: Global.Dictionary`2 + name: Dictionary + isExternal: true + - name: < + - id: Player.Damageable + name: Damageable + - name: ',' + - name: " " + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Global.GameObject + name: GameObject + isExternal: true + - name: '>' + - name: '>' + VB: + - id: Global.Dictionary`2 + name: Dictionary + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Player.Damageable + name: Damageable + - name: ',' + - name: " " + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.GameObject + name: GameObject + isExternal: true + - name: ) + - name: ) + qualifiedName: + CSharp: + - id: Global.Dictionary`2 + name: Dictionary + isExternal: true + - name: < + - id: Player + name: Player + - name: . + - id: Player.Damageable + name: Damageable + - name: ',' + - name: " " + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Global.GameObject + name: GameObject + isExternal: true + - name: '>' + - name: '>' + VB: + - id: Global.Dictionary`2 + name: Dictionary + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Player + name: Player + - name: . + - id: Player.Damageable + name: Damageable + - name: ',' + - name: " " + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.GameObject + name: GameObject + isExternal: true + - name: ) + - name: ) + isDefinition: false + definition: Global.Dictionary`2 + commentId: '!:Global.Dictionary{Player.Damageable,List{GameObject}}' + Game.LifeDisplayManager.HideLifeDisplay*: + name: + CSharp: + - id: Game.LifeDisplayManager.HideLifeDisplay* + name: HideLifeDisplay + VB: + - id: Game.LifeDisplayManager.HideLifeDisplay* + name: HideLifeDisplay + nameWithType: + CSharp: + - id: Game.LifeDisplayManager* + name: LifeDisplayManager + - name: . + - id: Game.LifeDisplayManager.HideLifeDisplay* + name: HideLifeDisplay + VB: + - id: Game.LifeDisplayManager* + name: LifeDisplayManager + - name: . + - id: Game.LifeDisplayManager.HideLifeDisplay* + name: HideLifeDisplay + qualifiedName: + CSharp: + - id: Game* + name: Game + - name: . + - id: Game.LifeDisplayManager* + name: LifeDisplayManager + - name: . + - id: Game.LifeDisplayManager.HideLifeDisplay* + name: HideLifeDisplay + VB: + - id: Game* + name: Game + - name: . + - id: Game.LifeDisplayManager* + name: LifeDisplayManager + - name: . + - id: Game.LifeDisplayManager.HideLifeDisplay* + name: HideLifeDisplay + isDefinition: true + commentId: Overload:Game.LifeDisplayManager.HideLifeDisplay + Game.LifeDisplayManager: + name: + CSharp: + - id: Game.LifeDisplayManager + name: LifeDisplayManager + VB: + - id: Game.LifeDisplayManager + name: LifeDisplayManager + nameWithType: + CSharp: + - id: Game.LifeDisplayManager + name: LifeDisplayManager + VB: + - id: Game.LifeDisplayManager + name: LifeDisplayManager + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.LifeDisplayManager + name: LifeDisplayManager + VB: + - id: Game + name: Game + - name: . + - id: Game.LifeDisplayManager + name: LifeDisplayManager + isDefinition: true + commentId: T:Game.LifeDisplayManager + Global.Color: + name: + CSharp: + - id: Global.Color + name: Color + isExternal: true + VB: + - id: Global.Color + name: Color + isExternal: true + nameWithType: + CSharp: + - id: Global.Color + name: Color + isExternal: true + VB: + - id: Global.Color + name: Color + isExternal: true + qualifiedName: + CSharp: + - id: Global.Color + name: Color + isExternal: true + VB: + - id: Global.Color + name: Color + isExternal: true + isDefinition: true + Game.TerribleHealthBarScript.SetPlayer*: + name: + CSharp: + - id: Game.TerribleHealthBarScript.SetPlayer* + name: SetPlayer + VB: + - id: Game.TerribleHealthBarScript.SetPlayer* + name: SetPlayer + nameWithType: + CSharp: + - id: Game.TerribleHealthBarScript* + name: TerribleHealthBarScript + - name: . + - id: Game.TerribleHealthBarScript.SetPlayer* + name: SetPlayer + VB: + - id: Game.TerribleHealthBarScript* + name: TerribleHealthBarScript + - name: . + - id: Game.TerribleHealthBarScript.SetPlayer* + name: SetPlayer + qualifiedName: + CSharp: + - id: Game* + name: Game + - name: . + - id: Game.TerribleHealthBarScript* + name: TerribleHealthBarScript + - name: . + - id: Game.TerribleHealthBarScript.SetPlayer* + name: SetPlayer + VB: + - id: Game* + name: Game + - name: . + - id: Game.TerribleHealthBarScript* + name: TerribleHealthBarScript + - name: . + - id: Game.TerribleHealthBarScript.SetPlayer* + name: SetPlayer + isDefinition: true + commentId: Overload:Game.TerribleHealthBarScript.SetPlayer + Game.TerribleHealthBarScript: + name: + CSharp: + - id: Game.TerribleHealthBarScript + name: TerribleHealthBarScript + VB: + - id: Game.TerribleHealthBarScript + name: TerribleHealthBarScript + nameWithType: + CSharp: + - id: Game.TerribleHealthBarScript + name: TerribleHealthBarScript + VB: + - id: Game.TerribleHealthBarScript + name: TerribleHealthBarScript + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.TerribleHealthBarScript + name: TerribleHealthBarScript + VB: + - id: Game + name: Game + - name: . + - id: Game.TerribleHealthBarScript + name: TerribleHealthBarScript + isDefinition: true + commentId: T:Game.TerribleHealthBarScript + Game.LeaderboardManager: + name: + CSharp: + - id: Game.LeaderboardManager + name: LeaderboardManager + VB: + - id: Game.LeaderboardManager + name: LeaderboardManager + nameWithType: + CSharp: + - id: Game.LeaderboardManager + name: LeaderboardManager + VB: + - id: Game.LeaderboardManager + name: LeaderboardManager + qualifiedName: + CSharp: + - id: Game + name: Game + - name: . + - id: Game.LeaderboardManager + name: LeaderboardManager + VB: + - id: Game + name: Game + - name: . + - id: Game.LeaderboardManager + name: LeaderboardManager + isDefinition: true + parent: Game + commentId: T:Game.LeaderboardManager + Game.LeaderboardManager.Instance*: + name: + CSharp: + - id: Game.LeaderboardManager.Instance* + name: Instance + VB: + - id: Game.LeaderboardManager.Instance* + name: Instance + nameWithType: + CSharp: + - id: Game.LeaderboardManager* + name: LeaderboardManager + - name: . + - id: Game.LeaderboardManager.Instance* + name: Instance + VB: + - id: Game.LeaderboardManager* + name: LeaderboardManager + - name: . + - id: Game.LeaderboardManager.Instance* + name: Instance + qualifiedName: + CSharp: + - id: Game* + name: Game + - name: . + - id: Game.LeaderboardManager* + name: LeaderboardManager + - name: . + - id: Game.LeaderboardManager.Instance* + name: Instance + VB: + - id: Game* + name: Game + - name: . + - id: Game.LeaderboardManager* + name: LeaderboardManager + - name: . + - id: Game.LeaderboardManager.Instance* + name: Instance + isDefinition: true + commentId: Overload:Game.LeaderboardManager.Instance + Game.LeaderboardManager.UpdateLeaderboard*: + name: + CSharp: + - id: Game.LeaderboardManager.UpdateLeaderboard* + name: UpdateLeaderboard + VB: + - id: Game.LeaderboardManager.UpdateLeaderboard* + name: UpdateLeaderboard + nameWithType: + CSharp: + - id: Game.LeaderboardManager* + name: LeaderboardManager + - name: . + - id: Game.LeaderboardManager.UpdateLeaderboard* + name: UpdateLeaderboard + VB: + - id: Game.LeaderboardManager* + name: LeaderboardManager + - name: . + - id: Game.LeaderboardManager.UpdateLeaderboard* + name: UpdateLeaderboard + qualifiedName: + CSharp: + - id: Game* + name: Game + - name: . + - id: Game.LeaderboardManager* + name: LeaderboardManager + - name: . + - id: Game.LeaderboardManager.UpdateLeaderboard* + name: UpdateLeaderboard + VB: + - id: Game* + name: Game + - name: . + - id: Game.LeaderboardManager* + name: LeaderboardManager + - name: . + - id: Game.LeaderboardManager.UpdateLeaderboard* + name: UpdateLeaderboard + isDefinition: true + commentId: Overload:Game.LeaderboardManager.UpdateLeaderboard + Game.LeaderboardManager.UpdatePlayerHoldTimeText*: + name: + CSharp: + - id: Game.LeaderboardManager.UpdatePlayerHoldTimeText* + name: UpdatePlayerHoldTimeText + VB: + - id: Game.LeaderboardManager.UpdatePlayerHoldTimeText* + name: UpdatePlayerHoldTimeText + nameWithType: + CSharp: + - id: Game.LeaderboardManager* + name: LeaderboardManager + - name: . + - id: Game.LeaderboardManager.UpdatePlayerHoldTimeText* + name: UpdatePlayerHoldTimeText + VB: + - id: Game.LeaderboardManager* + name: LeaderboardManager + - name: . + - id: Game.LeaderboardManager.UpdatePlayerHoldTimeText* + name: UpdatePlayerHoldTimeText + qualifiedName: + CSharp: + - id: Game* + name: Game + - name: . + - id: Game.LeaderboardManager* + name: LeaderboardManager + - name: . + - id: Game.LeaderboardManager.UpdatePlayerHoldTimeText* + name: UpdatePlayerHoldTimeText + VB: + - id: Game* + name: Game + - name: . + - id: Game.LeaderboardManager* + name: LeaderboardManager + - name: . + - id: Game.LeaderboardManager.UpdatePlayerHoldTimeText* + name: UpdatePlayerHoldTimeText + isDefinition: true + commentId: Overload:Game.LeaderboardManager.UpdatePlayerHoldTimeText + Music.MusicManager: + name: + CSharp: + - id: Music.MusicManager + name: MusicManager + VB: + - id: Music.MusicManager + name: MusicManager + nameWithType: + CSharp: + - id: Music.MusicManager + name: MusicManager + VB: + - id: Music.MusicManager + name: MusicManager + qualifiedName: + CSharp: + - id: Music + name: Music + - name: . + - id: Music.MusicManager + name: MusicManager + VB: + - id: Music + name: Music + - name: . + - id: Music.MusicManager + name: MusicManager + isDefinition: true + parent: Music + commentId: T:Music.MusicManager + Music: + name: + CSharp: + - id: Music + name: Music + VB: + - id: Music + name: Music + nameWithType: + CSharp: + - id: Music + name: Music + VB: + - id: Music + name: Music + qualifiedName: + CSharp: + - id: Music + name: Music + VB: + - id: Music + name: Music + isDefinition: true + commentId: N:Music + Global.List{Music.Playlist}: + name: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Music.Playlist + name: Playlist + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Music.Playlist + name: Playlist + - name: ) + nameWithType: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Music.Playlist + name: Playlist + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Music.Playlist + name: Playlist + - name: ) + qualifiedName: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Music + name: Music + - name: . + - id: Music.Playlist + name: Playlist + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Music + name: Music + - name: . + - id: Music.Playlist + name: Playlist + - name: ) + isDefinition: false + definition: Global.List`1 + commentId: '!:Global.List{Music.Playlist}' + Music.MusicManager.StartPlaylist*: + name: + CSharp: + - id: Music.MusicManager.StartPlaylist* + name: StartPlaylist + VB: + - id: Music.MusicManager.StartPlaylist* + name: StartPlaylist + nameWithType: + CSharp: + - id: Music.MusicManager* + name: MusicManager + - name: . + - id: Music.MusicManager.StartPlaylist* + name: StartPlaylist + VB: + - id: Music.MusicManager* + name: MusicManager + - name: . + - id: Music.MusicManager.StartPlaylist* + name: StartPlaylist + qualifiedName: + CSharp: + - id: Music* + name: Music + - name: . + - id: Music.MusicManager* + name: MusicManager + - name: . + - id: Music.MusicManager.StartPlaylist* + name: StartPlaylist + VB: + - id: Music* + name: Music + - name: . + - id: Music.MusicManager* + name: MusicManager + - name: . + - id: Music.MusicManager.StartPlaylist* + name: StartPlaylist + isDefinition: true + commentId: Overload:Music.MusicManager.StartPlaylist + Music.MusicManager.GetActiveSceneNotTitleScreen*: + name: + CSharp: + - id: Music.MusicManager.GetActiveSceneNotTitleScreen* + name: GetActiveSceneNotTitleScreen + VB: + - id: Music.MusicManager.GetActiveSceneNotTitleScreen* + name: GetActiveSceneNotTitleScreen + nameWithType: + CSharp: + - id: Music.MusicManager* + name: MusicManager + - name: . + - id: Music.MusicManager.GetActiveSceneNotTitleScreen* + name: GetActiveSceneNotTitleScreen + VB: + - id: Music.MusicManager* + name: MusicManager + - name: . + - id: Music.MusicManager.GetActiveSceneNotTitleScreen* + name: GetActiveSceneNotTitleScreen + qualifiedName: + CSharp: + - id: Music* + name: Music + - name: . + - id: Music.MusicManager* + name: MusicManager + - name: . + - id: Music.MusicManager.GetActiveSceneNotTitleScreen* + name: GetActiveSceneNotTitleScreen + VB: + - id: Music* + name: Music + - name: . + - id: Music.MusicManager* + name: MusicManager + - name: . + - id: Music.MusicManager.GetActiveSceneNotTitleScreen* + name: GetActiveSceneNotTitleScreen + isDefinition: true + commentId: Overload:Music.MusicManager.GetActiveSceneNotTitleScreen + System.Object: + name: + CSharp: + - id: System.Object + name: object + isExternal: true + VB: + - id: System.Object + name: Object + isExternal: true + nameWithType: + CSharp: + - id: System.Object + name: object + isExternal: true + VB: + - id: System.Object + name: Object + isExternal: true + qualifiedName: + CSharp: + - id: System.Object + name: object + isExternal: true + VB: + - id: System.Object + name: Object + isExternal: true + isDefinition: true + parent: System + commentId: T:System.Object + Global.AudioClip: + name: + CSharp: + - id: Global.AudioClip + name: AudioClip + isExternal: true + VB: + - id: Global.AudioClip + name: AudioClip + isExternal: true + nameWithType: + CSharp: + - id: Global.AudioClip + name: AudioClip + isExternal: true + VB: + - id: Global.AudioClip + name: AudioClip + isExternal: true + qualifiedName: + CSharp: + - id: Global.AudioClip + name: AudioClip + isExternal: true + VB: + - id: Global.AudioClip + name: AudioClip + isExternal: true + isDefinition: true + commentId: '!:Global.AudioClip' + Music.TrackLayer.EnableTrigger: + name: + CSharp: + - id: Music.TrackLayer + name: TrackLayer + - name: . + - id: Music.TrackLayer.EnableTrigger + name: EnableTrigger + VB: + - id: Music.TrackLayer + name: TrackLayer + - name: . + - id: Music.TrackLayer.EnableTrigger + name: EnableTrigger + nameWithType: + CSharp: + - id: Music.TrackLayer + name: TrackLayer + - name: . + - id: Music.TrackLayer.EnableTrigger + name: EnableTrigger + VB: + - id: Music.TrackLayer + name: TrackLayer + - name: . + - id: Music.TrackLayer.EnableTrigger + name: EnableTrigger + qualifiedName: + CSharp: + - id: Music + name: Music + - name: . + - id: Music.TrackLayer + name: TrackLayer + - name: . + - id: Music.TrackLayer.EnableTrigger + name: EnableTrigger + VB: + - id: Music + name: Music + - name: . + - id: Music.TrackLayer + name: TrackLayer + - name: . + - id: Music.TrackLayer.EnableTrigger + name: EnableTrigger + isDefinition: true + parent: Music + commentId: T:Music.TrackLayer.EnableTrigger + Global.List{System.String}: + name: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: System.String + name: string + isExternal: true + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: System.String + name: String + isExternal: true + - name: ) + nameWithType: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: System.String + name: string + isExternal: true + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: System.String + name: String + isExternal: true + - name: ) + qualifiedName: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: System.String + name: string + isExternal: true + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: System.String + name: String + isExternal: true + - name: ) + isDefinition: false + definition: Global.List`1 + commentId: '!:Global.List{System.String}' + Music.TrackLayer: + name: + CSharp: + - id: Music.TrackLayer + name: TrackLayer + VB: + - id: Music.TrackLayer + name: TrackLayer + nameWithType: + CSharp: + - id: Music.TrackLayer + name: TrackLayer + VB: + - id: Music.TrackLayer + name: TrackLayer + qualifiedName: + CSharp: + - id: Music + name: Music + - name: . + - id: Music.TrackLayer + name: TrackLayer + VB: + - id: Music + name: Music + - name: . + - id: Music.TrackLayer + name: TrackLayer + isDefinition: true + commentId: T:Music.TrackLayer + System.SerializableAttribute: + name: + CSharp: + - id: System.SerializableAttribute + name: SerializableAttribute + isExternal: true + VB: + - id: System.SerializableAttribute + name: SerializableAttribute + isExternal: true + nameWithType: + CSharp: + - id: System.SerializableAttribute + name: SerializableAttribute + isExternal: true + VB: + - id: System.SerializableAttribute + name: SerializableAttribute + isExternal: true + qualifiedName: + CSharp: + - id: System + name: System + isExternal: true + - name: . + - id: System.SerializableAttribute + name: SerializableAttribute + isExternal: true + VB: + - id: System + name: System + isExternal: true + - name: . + - id: System.SerializableAttribute + name: SerializableAttribute + isExternal: true + isDefinition: true + parent: System + commentId: T:System.SerializableAttribute + System.SerializableAttribute.#ctor: + name: + CSharp: + - id: System.SerializableAttribute.#ctor + name: SerializableAttribute + isExternal: true + - name: ( + - name: ) + VB: + - name: New + - name: ( + - name: ) + nameWithType: + CSharp: + - id: System.SerializableAttribute + name: SerializableAttribute + isExternal: true + - name: . + - id: System.SerializableAttribute.#ctor + name: SerializableAttribute + isExternal: true + - name: ( + - name: ) + VB: + - id: System.SerializableAttribute + name: SerializableAttribute + isExternal: true + - name: . + - name: New + - name: ( + - name: ) + qualifiedName: + CSharp: + - id: System + name: System + isExternal: true + - name: . + - id: System.SerializableAttribute + name: SerializableAttribute + isExternal: true + - name: . + - id: System.SerializableAttribute.#ctor + name: SerializableAttribute + isExternal: true + - name: ( + - name: ) + VB: + - id: System + name: System + isExternal: true + - name: . + - id: System.SerializableAttribute + name: SerializableAttribute + isExternal: true + - name: . + - name: New + - name: ( + - name: ) + isDefinition: true + parent: System.SerializableAttribute + commentId: M:System.SerializableAttribute.#ctor + Global.List{AudioClip}: + name: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Global.AudioClip + name: AudioClip + isExternal: true + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.AudioClip + name: AudioClip + isExternal: true + - name: ) + nameWithType: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Global.AudioClip + name: AudioClip + isExternal: true + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.AudioClip + name: AudioClip + isExternal: true + - name: ) + qualifiedName: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Global.AudioClip + name: AudioClip + isExternal: true + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.AudioClip + name: AudioClip + isExternal: true + - name: ) + isDefinition: false + definition: Global.List`1 + commentId: '!:Global.List{AudioClip}' + Music.Playlist: + name: + CSharp: + - id: Music.Playlist + name: Playlist + VB: + - id: Music.Playlist + name: Playlist + nameWithType: + CSharp: + - id: Music.Playlist + name: Playlist + VB: + - id: Music.Playlist + name: Playlist + qualifiedName: + CSharp: + - id: Music + name: Music + - name: . + - id: Music.Playlist + name: Playlist + VB: + - id: Music + name: Music + - name: . + - id: Music.Playlist + name: Playlist + isDefinition: true + commentId: T:Music.Playlist + Global.List{Music.SoundEffect}: + name: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Music.SoundEffect + name: SoundEffect + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Music.SoundEffect + name: SoundEffect + - name: ) + nameWithType: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Music.SoundEffect + name: SoundEffect + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Music.SoundEffect + name: SoundEffect + - name: ) + qualifiedName: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Music + name: Music + - name: . + - id: Music.SoundEffect + name: SoundEffect + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Music + name: Music + - name: . + - id: Music.SoundEffect + name: SoundEffect + - name: ) + isDefinition: false + definition: Global.List`1 + commentId: '!:Global.List{Music.SoundEffect}' + Music.AudioManager: + name: + CSharp: + - id: Music.AudioManager + name: AudioManager + VB: + - id: Music.AudioManager + name: AudioManager + nameWithType: + CSharp: + - id: Music.AudioManager + name: AudioManager + VB: + - id: Music.AudioManager + name: AudioManager + qualifiedName: + CSharp: + - id: Music + name: Music + - name: . + - id: Music.AudioManager + name: AudioManager + VB: + - id: Music + name: Music + - name: . + - id: Music.AudioManager + name: AudioManager + isDefinition: true + parent: Music + commentId: T:Music.AudioManager + Music.AudioManager.PlaySound*: + name: + CSharp: + - id: Music.AudioManager.PlaySound* + name: PlaySound + VB: + - id: Music.AudioManager.PlaySound* + name: PlaySound + nameWithType: + CSharp: + - id: Music.AudioManager* + name: AudioManager + - name: . + - id: Music.AudioManager.PlaySound* + name: PlaySound + VB: + - id: Music.AudioManager* + name: AudioManager + - name: . + - id: Music.AudioManager.PlaySound* + name: PlaySound + qualifiedName: + CSharp: + - id: Music* + name: Music + - name: . + - id: Music.AudioManager* + name: AudioManager + - name: . + - id: Music.AudioManager.PlaySound* + name: PlaySound + VB: + - id: Music* + name: Music + - name: . + - id: Music.AudioManager* + name: AudioManager + - name: . + - id: Music.AudioManager.PlaySound* + name: PlaySound + isDefinition: true + commentId: Overload:Music.AudioManager.PlaySound + Global.AudioSource: + name: + CSharp: + - id: Global.AudioSource + name: AudioSource + isExternal: true + VB: + - id: Global.AudioSource + name: AudioSource + isExternal: true + nameWithType: + CSharp: + - id: Global.AudioSource + name: AudioSource + isExternal: true + VB: + - id: Global.AudioSource + name: AudioSource + isExternal: true + qualifiedName: + CSharp: + - id: Global.AudioSource + name: AudioSource + isExternal: true + VB: + - id: Global.AudioSource + name: AudioSource + isExternal: true + isDefinition: true + Music.SoundEffect: + name: + CSharp: + - id: Music.SoundEffect + name: SoundEffect + VB: + - id: Music.SoundEffect + name: SoundEffect + nameWithType: + CSharp: + - id: Music.SoundEffect + name: SoundEffect + VB: + - id: Music.SoundEffect + name: SoundEffect + qualifiedName: + CSharp: + - id: Music + name: Music + - name: . + - id: Music.SoundEffect + name: SoundEffect + VB: + - id: Music + name: Music + - name: . + - id: Music.SoundEffect + name: SoundEffect + isDefinition: true + commentId: T:Music.SoundEffect + Music.SoundEffect.#ctor*: + name: + CSharp: + - id: Music.SoundEffect.#ctor* + name: SoundEffect + VB: + - name: New + nameWithType: + CSharp: + - id: Music.SoundEffect* + name: SoundEffect + - name: . + - id: Music.SoundEffect.#ctor* + name: SoundEffect + VB: + - id: Music.SoundEffect* + name: SoundEffect + - name: . + - name: New + qualifiedName: + CSharp: + - id: Music* + name: Music + - name: . + - id: Music.SoundEffect* + name: SoundEffect + - name: . + - id: Music.SoundEffect.#ctor* + name: SoundEffect + VB: + - id: Music* + name: Music + - name: . + - id: Music.SoundEffect* + name: SoundEffect + - name: . + - name: New + isDefinition: true + commentId: Overload:Music.SoundEffect.#ctor + System.Action`1: + name: + CSharp: + - id: System.Action`1 + name: Action + isExternal: true + - name: < + - name: T + - name: '>' + VB: + - id: System.Action`1 + name: Action + isExternal: true + - name: ( + - name: Of + - name: " " + - name: T + - name: ) + nameWithType: + CSharp: + - id: System.Action`1 + name: Action + isExternal: true + - name: < + - name: T + - name: '>' + VB: + - id: System.Action`1 + name: Action + isExternal: true + - name: ( + - name: Of + - name: " " + - name: T + - name: ) + qualifiedName: + CSharp: + - id: System + name: System + isExternal: true + - name: . + - id: System.Action`1 + name: Action + isExternal: true + - name: < + - name: T + - name: '>' + VB: + - id: System + name: System + isExternal: true + - name: . + - id: System.Action`1 + name: Action + isExternal: true + - name: ( + - name: Of + - name: " " + - name: T + - name: ) + isDefinition: true + commentId: T:System.Action`1 + System.Action{GameObject}: + name: + CSharp: + - id: System.Action`1 + name: Action + isExternal: true + - name: < + - id: Global.GameObject + name: GameObject + isExternal: true + - name: '>' + VB: + - id: System.Action`1 + name: Action + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.GameObject + name: GameObject + isExternal: true + - name: ) + nameWithType: + CSharp: + - id: System.Action`1 + name: Action + isExternal: true + - name: < + - id: Global.GameObject + name: GameObject + isExternal: true + - name: '>' + VB: + - id: System.Action`1 + name: Action + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.GameObject + name: GameObject + isExternal: true + - name: ) + qualifiedName: + CSharp: + - id: System + name: System + isExternal: true + - name: . + - id: System.Action`1 + name: Action + isExternal: true + - name: < + - id: Global.GameObject + name: GameObject + isExternal: true + - name: '>' + VB: + - id: System + name: System + isExternal: true + - name: . + - id: System.Action`1 + name: Action + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Global.GameObject + name: GameObject + isExternal: true + - name: ) + isDefinition: false + definition: System.Action`1 + parent: System + commentId: T:System.Action{GameObject} + Player.Damageable.Damage*: + name: + CSharp: + - id: Player.Damageable.Damage* + name: Damage + VB: + - id: Player.Damageable.Damage* + name: Damage + nameWithType: + CSharp: + - id: Player.Damageable* + name: Damageable + - name: . + - id: Player.Damageable.Damage* + name: Damage + VB: + - id: Player.Damageable* + name: Damageable + - name: . + - id: Player.Damageable.Damage* + name: Damage + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.Damageable* + name: Damageable + - name: . + - id: Player.Damageable.Damage* + name: Damage + VB: + - id: Player* + name: Player + - name: . + - id: Player.Damageable* + name: Damageable + - name: . + - id: Player.Damageable.Damage* + name: Damage + isDefinition: true + commentId: Overload:Player.Damageable.Damage + Player.Damageable.HandleDeath*: + name: + CSharp: + - id: Player.Damageable.HandleDeath* + name: HandleDeath + VB: + - id: Player.Damageable.HandleDeath* + name: HandleDeath + nameWithType: + CSharp: + - id: Player.Damageable* + name: Damageable + - name: . + - id: Player.Damageable.HandleDeath* + name: HandleDeath + VB: + - id: Player.Damageable* + name: Damageable + - name: . + - id: Player.Damageable.HandleDeath* + name: HandleDeath + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.Damageable* + name: Damageable + - name: . + - id: Player.Damageable.HandleDeath* + name: HandleDeath + VB: + - id: Player* + name: Player + - name: . + - id: Player.Damageable* + name: Damageable + - name: . + - id: Player.Damageable.HandleDeath* + name: HandleDeath + isDefinition: true + commentId: Overload:Player.Damageable.HandleDeath + Player.Damageable.Respawn*: + name: + CSharp: + - id: Player.Damageable.Respawn* + name: Respawn + VB: + - id: Player.Damageable.Respawn* + name: Respawn + nameWithType: + CSharp: + - id: Player.Damageable* + name: Damageable + - name: . + - id: Player.Damageable.Respawn* + name: Respawn + VB: + - id: Player.Damageable* + name: Damageable + - name: . + - id: Player.Damageable.Respawn* + name: Respawn + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.Damageable* + name: Damageable + - name: . + - id: Player.Damageable.Respawn* + name: Respawn + VB: + - id: Player* + name: Player + - name: . + - id: Player.Damageable* + name: Damageable + - name: . + - id: Player.Damageable.Respawn* + name: Respawn + isDefinition: true + commentId: Overload:Player.Damageable.Respawn + Player.Damageable.ResetDamage*: + name: + CSharp: + - id: Player.Damageable.ResetDamage* + name: ResetDamage + VB: + - id: Player.Damageable.ResetDamage* + name: ResetDamage + nameWithType: + CSharp: + - id: Player.Damageable* + name: Damageable + - name: . + - id: Player.Damageable.ResetDamage* + name: ResetDamage + VB: + - id: Player.Damageable* + name: Damageable + - name: . + - id: Player.Damageable.ResetDamage* + name: ResetDamage + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.Damageable* + name: Damageable + - name: . + - id: Player.Damageable.ResetDamage* + name: ResetDamage + VB: + - id: Player* + name: Player + - name: . + - id: Player.Damageable* + name: Damageable + - name: . + - id: Player.Damageable.ResetDamage* + name: ResetDamage + isDefinition: true + commentId: Overload:Player.Damageable.ResetDamage + Player.Punch.EnableHurtbox*: + name: + CSharp: + - id: Player.Punch.EnableHurtbox* + name: EnableHurtbox + VB: + - id: Player.Punch.EnableHurtbox* + name: EnableHurtbox + nameWithType: + CSharp: + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.EnableHurtbox* + name: EnableHurtbox + VB: + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.EnableHurtbox* + name: EnableHurtbox + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.EnableHurtbox* + name: EnableHurtbox + VB: + - id: Player* + name: Player + - name: . + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.EnableHurtbox* + name: EnableHurtbox + isDefinition: true + commentId: Overload:Player.Punch.EnableHurtbox + Player.Punch.DisableHurtbox*: + name: + CSharp: + - id: Player.Punch.DisableHurtbox* + name: DisableHurtbox + VB: + - id: Player.Punch.DisableHurtbox* + name: DisableHurtbox + nameWithType: + CSharp: + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.DisableHurtbox* + name: DisableHurtbox + VB: + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.DisableHurtbox* + name: DisableHurtbox + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.DisableHurtbox* + name: DisableHurtbox + VB: + - id: Player* + name: Player + - name: . + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.DisableHurtbox* + name: DisableHurtbox + isDefinition: true + commentId: Overload:Player.Punch.DisableHurtbox + Player.Punch.DisableCancellation*: + name: + CSharp: + - id: Player.Punch.DisableCancellation* + name: DisableCancellation + VB: + - id: Player.Punch.DisableCancellation* + name: DisableCancellation + nameWithType: + CSharp: + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.DisableCancellation* + name: DisableCancellation + VB: + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.DisableCancellation* + name: DisableCancellation + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.DisableCancellation* + name: DisableCancellation + VB: + - id: Player* + name: Player + - name: . + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.DisableCancellation* + name: DisableCancellation + isDefinition: true + commentId: Overload:Player.Punch.DisableCancellation + Player.Punch.EnableCancellation*: + name: + CSharp: + - id: Player.Punch.EnableCancellation* + name: EnableCancellation + VB: + - id: Player.Punch.EnableCancellation* + name: EnableCancellation + nameWithType: + CSharp: + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.EnableCancellation* + name: EnableCancellation + VB: + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.EnableCancellation* + name: EnableCancellation + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.EnableCancellation* + name: EnableCancellation + VB: + - id: Player* + name: Player + - name: . + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.EnableCancellation* + name: EnableCancellation + isDefinition: true + commentId: Overload:Player.Punch.EnableCancellation + Player.Punch.ReturnToMaxSpeed*: + name: + CSharp: + - id: Player.Punch.ReturnToMaxSpeed* + name: ReturnToMaxSpeed + VB: + - id: Player.Punch.ReturnToMaxSpeed* + name: ReturnToMaxSpeed + nameWithType: + CSharp: + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.ReturnToMaxSpeed* + name: ReturnToMaxSpeed + VB: + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.ReturnToMaxSpeed* + name: ReturnToMaxSpeed + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.ReturnToMaxSpeed* + name: ReturnToMaxSpeed + VB: + - id: Player* + name: Player + - name: . + - id: Player.Punch* + name: Punch + - name: . + - id: Player.Punch.ReturnToMaxSpeed* + name: ReturnToMaxSpeed + isDefinition: true + commentId: Overload:Player.Punch.ReturnToMaxSpeed + Player.Punch: + name: + CSharp: + - id: Player.Punch + name: Punch + VB: + - id: Player.Punch + name: Punch + nameWithType: + CSharp: + - id: Player.Punch + name: Punch + VB: + - id: Player.Punch + name: Punch + qualifiedName: + CSharp: + - id: Player + name: Player + - name: . + - id: Player.Punch + name: Punch + VB: + - id: Player + name: Player + - name: . + - id: Player.Punch + name: Punch + isDefinition: true + commentId: T:Player.Punch + Player.TeleportPlatform: + name: + CSharp: + - id: Player.TeleportPlatform + name: TeleportPlatform + VB: + - id: Player.TeleportPlatform + name: TeleportPlatform + nameWithType: + CSharp: + - id: Player.TeleportPlatform + name: TeleportPlatform + VB: + - id: Player.TeleportPlatform + name: TeleportPlatform + qualifiedName: + CSharp: + - id: Player + name: Player + - name: . + - id: Player.TeleportPlatform + name: TeleportPlatform + VB: + - id: Player + name: Player + - name: . + - id: Player.TeleportPlatform + name: TeleportPlatform + isDefinition: true + commentId: T:Player.TeleportPlatform + Player.PlayerManager: + name: + CSharp: + - id: Player.PlayerManager + name: PlayerManager + VB: + - id: Player.PlayerManager + name: PlayerManager + nameWithType: + CSharp: + - id: Player.PlayerManager + name: PlayerManager + VB: + - id: Player.PlayerManager + name: PlayerManager + qualifiedName: + CSharp: + - id: Player + name: Player + - name: . + - id: Player.PlayerManager + name: PlayerManager + VB: + - id: Player + name: Player + - name: . + - id: Player.PlayerManager + name: PlayerManager + isDefinition: true + parent: Player + commentId: T:Player.PlayerManager + Global.List{Game.PlayerJoinCard}: + name: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Game.PlayerJoinCard + name: PlayerJoinCard + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Game.PlayerJoinCard + name: PlayerJoinCard + - name: ) + nameWithType: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Game.PlayerJoinCard + name: PlayerJoinCard + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Game.PlayerJoinCard + name: PlayerJoinCard + - name: ) + qualifiedName: + CSharp: + - id: Global.List`1 + name: List + isExternal: true + - name: < + - id: Game + name: Game + - name: . + - id: Game.PlayerJoinCard + name: PlayerJoinCard + - name: '>' + VB: + - id: Global.List`1 + name: List + isExternal: true + - name: ( + - name: Of + - name: " " + - id: Game + name: Game + - name: . + - id: Game.PlayerJoinCard + name: PlayerJoinCard + - name: ) + isDefinition: false + definition: Global.List`1 + commentId: '!:Global.List{Game.PlayerJoinCard}' + Player.PlayerManager.StartGame*: + name: + CSharp: + - id: Player.PlayerManager.StartGame* + name: StartGame + VB: + - id: Player.PlayerManager.StartGame* + name: StartGame + nameWithType: + CSharp: + - id: Player.PlayerManager* + name: PlayerManager + - name: . + - id: Player.PlayerManager.StartGame* + name: StartGame + VB: + - id: Player.PlayerManager* + name: PlayerManager + - name: . + - id: Player.PlayerManager.StartGame* + name: StartGame + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.PlayerManager* + name: PlayerManager + - name: . + - id: Player.PlayerManager.StartGame* + name: StartGame + VB: + - id: Player* + name: Player + - name: . + - id: Player.PlayerManager* + name: PlayerManager + - name: . + - id: Player.PlayerManager.StartGame* + name: StartGame + isDefinition: true + commentId: Overload:Player.PlayerManager.StartGame + Player.AnimationPlayer.AnimationState: + name: + CSharp: + - id: Player.AnimationPlayer + name: AnimationPlayer + - name: . + - id: Player.AnimationPlayer.AnimationState + name: AnimationState + VB: + - id: Player.AnimationPlayer + name: AnimationPlayer + - name: . + - id: Player.AnimationPlayer.AnimationState + name: AnimationState + nameWithType: + CSharp: + - id: Player.AnimationPlayer + name: AnimationPlayer + - name: . + - id: Player.AnimationPlayer.AnimationState + name: AnimationState + VB: + - id: Player.AnimationPlayer + name: AnimationPlayer + - name: . + - id: Player.AnimationPlayer.AnimationState + name: AnimationState + qualifiedName: + CSharp: + - id: Player + name: Player + - name: . + - id: Player.AnimationPlayer + name: AnimationPlayer + - name: . + - id: Player.AnimationPlayer.AnimationState + name: AnimationState + VB: + - id: Player + name: Player + - name: . + - id: Player.AnimationPlayer + name: AnimationPlayer + - name: . + - id: Player.AnimationPlayer.AnimationState + name: AnimationState + isDefinition: true + parent: Player + commentId: T:Player.AnimationPlayer.AnimationState + Global.AnimationClip: + name: + CSharp: + - id: Global.AnimationClip + name: AnimationClip + isExternal: true + VB: + - id: Global.AnimationClip + name: AnimationClip + isExternal: true + nameWithType: + CSharp: + - id: Global.AnimationClip + name: AnimationClip + isExternal: true + VB: + - id: Global.AnimationClip + name: AnimationClip + isExternal: true + qualifiedName: + CSharp: + - id: Global.AnimationClip + name: AnimationClip + isExternal: true + VB: + - id: Global.AnimationClip + name: AnimationClip + isExternal: true + isDefinition: true + commentId: '!:Global.AnimationClip' + Player.AnimationPlayer.SetState*: + name: + CSharp: + - id: Player.AnimationPlayer.SetState* + name: SetState + VB: + - id: Player.AnimationPlayer.SetState* + name: SetState + nameWithType: + CSharp: + - id: Player.AnimationPlayer* + name: AnimationPlayer + - name: . + - id: Player.AnimationPlayer.SetState* + name: SetState + VB: + - id: Player.AnimationPlayer* + name: AnimationPlayer + - name: . + - id: Player.AnimationPlayer.SetState* + name: SetState + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.AnimationPlayer* + name: AnimationPlayer + - name: . + - id: Player.AnimationPlayer.SetState* + name: SetState + VB: + - id: Player* + name: Player + - name: . + - id: Player.AnimationPlayer* + name: AnimationPlayer + - name: . + - id: Player.AnimationPlayer.SetState* + name: SetState + isDefinition: true + commentId: Overload:Player.AnimationPlayer.SetState + Player.AnimationPlayer.Punch*: + name: + CSharp: + - id: Player.AnimationPlayer.Punch* + name: Punch + VB: + - id: Player.AnimationPlayer.Punch* + name: Punch + nameWithType: + CSharp: + - id: Player.AnimationPlayer* + name: AnimationPlayer + - name: . + - id: Player.AnimationPlayer.Punch* + name: Punch + VB: + - id: Player.AnimationPlayer* + name: AnimationPlayer + - name: . + - id: Player.AnimationPlayer.Punch* + name: Punch + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.AnimationPlayer* + name: AnimationPlayer + - name: . + - id: Player.AnimationPlayer.Punch* + name: Punch + VB: + - id: Player* + name: Player + - name: . + - id: Player.AnimationPlayer* + name: AnimationPlayer + - name: . + - id: Player.AnimationPlayer.Punch* + name: Punch + isDefinition: true + commentId: Overload:Player.AnimationPlayer.Punch + Player.AnimationPlayer: + name: + CSharp: + - id: Player.AnimationPlayer + name: AnimationPlayer + VB: + - id: Player.AnimationPlayer + name: AnimationPlayer + nameWithType: + CSharp: + - id: Player.AnimationPlayer + name: AnimationPlayer + VB: + - id: Player.AnimationPlayer + name: AnimationPlayer + qualifiedName: + CSharp: + - id: Player + name: Player + - name: . + - id: Player.AnimationPlayer + name: AnimationPlayer + VB: + - id: Player + name: Player + - name: . + - id: Player.AnimationPlayer + name: AnimationPlayer + isDefinition: true + commentId: T:Player.AnimationPlayer + Player.Block.IsParrying*: + name: + CSharp: + - id: Player.Block.IsParrying* + name: IsParrying + VB: + - id: Player.Block.IsParrying* + name: IsParrying + nameWithType: + CSharp: + - id: Player.Block* + name: Block + - name: . + - id: Player.Block.IsParrying* + name: IsParrying + VB: + - id: Player.Block* + name: Block + - name: . + - id: Player.Block.IsParrying* + name: IsParrying + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.Block* + name: Block + - name: . + - id: Player.Block.IsParrying* + name: IsParrying + VB: + - id: Player* + name: Player + - name: . + - id: Player.Block* + name: Block + - name: . + - id: Player.Block.IsParrying* + name: IsParrying + isDefinition: true + commentId: Overload:Player.Block.IsParrying + Player.Block: + name: + CSharp: + - id: Player.Block + name: Block + VB: + - id: Player.Block + name: Block + nameWithType: + CSharp: + - id: Player.Block + name: Block + VB: + - id: Player.Block + name: Block + qualifiedName: + CSharp: + - id: Player + name: Player + - name: . + - id: Player.Block + name: Block + VB: + - id: Player + name: Player + - name: . + - id: Player.Block + name: Block + isDefinition: true + commentId: T:Player.Block + Global.LayerMask: + name: + CSharp: + - id: Global.LayerMask + name: LayerMask + isExternal: true + VB: + - id: Global.LayerMask + name: LayerMask + isExternal: true + nameWithType: + CSharp: + - id: Global.LayerMask + name: LayerMask + isExternal: true + VB: + - id: Global.LayerMask + name: LayerMask + isExternal: true + qualifiedName: + CSharp: + - id: Global.LayerMask + name: LayerMask + isExternal: true + VB: + - id: Global.LayerMask + name: LayerMask + isExternal: true + isDefinition: true + commentId: '!:Global.LayerMask' + Player.PlayerMovement.IsBasicallyGrounded*: + name: + CSharp: + - id: Player.PlayerMovement.IsBasicallyGrounded* + name: IsBasicallyGrounded + VB: + - id: Player.PlayerMovement.IsBasicallyGrounded* + name: IsBasicallyGrounded + nameWithType: + CSharp: + - id: Player.PlayerMovement* + name: PlayerMovement + - name: . + - id: Player.PlayerMovement.IsBasicallyGrounded* + name: IsBasicallyGrounded + VB: + - id: Player.PlayerMovement* + name: PlayerMovement + - name: . + - id: Player.PlayerMovement.IsBasicallyGrounded* + name: IsBasicallyGrounded + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.PlayerMovement* + name: PlayerMovement + - name: . + - id: Player.PlayerMovement.IsBasicallyGrounded* + name: IsBasicallyGrounded + VB: + - id: Player* + name: Player + - name: . + - id: Player.PlayerMovement* + name: PlayerMovement + - name: . + - id: Player.PlayerMovement.IsBasicallyGrounded* + name: IsBasicallyGrounded + isDefinition: true + commentId: Overload:Player.PlayerMovement.IsBasicallyGrounded + Player.PlayerMovement.IsPhysicallyGrounded*: + name: + CSharp: + - id: Player.PlayerMovement.IsPhysicallyGrounded* + name: IsPhysicallyGrounded + VB: + - id: Player.PlayerMovement.IsPhysicallyGrounded* + name: IsPhysicallyGrounded + nameWithType: + CSharp: + - id: Player.PlayerMovement* + name: PlayerMovement + - name: . + - id: Player.PlayerMovement.IsPhysicallyGrounded* + name: IsPhysicallyGrounded + VB: + - id: Player.PlayerMovement* + name: PlayerMovement + - name: . + - id: Player.PlayerMovement.IsPhysicallyGrounded* + name: IsPhysicallyGrounded + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.PlayerMovement* + name: PlayerMovement + - name: . + - id: Player.PlayerMovement.IsPhysicallyGrounded* + name: IsPhysicallyGrounded + VB: + - id: Player* + name: Player + - name: . + - id: Player.PlayerMovement* + name: PlayerMovement + - name: . + - id: Player.PlayerMovement.IsPhysicallyGrounded* + name: IsPhysicallyGrounded + isDefinition: true + commentId: Overload:Player.PlayerMovement.IsPhysicallyGrounded + Global.BoxCollider2D: + name: + CSharp: + - id: Global.BoxCollider2D + name: BoxCollider2D + isExternal: true + VB: + - id: Global.BoxCollider2D + name: BoxCollider2D + isExternal: true + nameWithType: + CSharp: + - id: Global.BoxCollider2D + name: BoxCollider2D + isExternal: true + VB: + - id: Global.BoxCollider2D + name: BoxCollider2D + isExternal: true + qualifiedName: + CSharp: + - id: Global.BoxCollider2D + name: BoxCollider2D + isExternal: true + VB: + - id: Global.BoxCollider2D + name: BoxCollider2D + isExternal: true + isDefinition: true + commentId: '!:Global.BoxCollider2D' + Player.PlayerMovement.GetPointInBoxCollider*: + name: + CSharp: + - id: Player.PlayerMovement.GetPointInBoxCollider* + name: GetPointInBoxCollider + VB: + - id: Player.PlayerMovement.GetPointInBoxCollider* + name: GetPointInBoxCollider + nameWithType: + CSharp: + - id: Player.PlayerMovement* + name: PlayerMovement + - name: . + - id: Player.PlayerMovement.GetPointInBoxCollider* + name: GetPointInBoxCollider + VB: + - id: Player.PlayerMovement* + name: PlayerMovement + - name: . + - id: Player.PlayerMovement.GetPointInBoxCollider* + name: GetPointInBoxCollider + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.PlayerMovement* + name: PlayerMovement + - name: . + - id: Player.PlayerMovement.GetPointInBoxCollider* + name: GetPointInBoxCollider + VB: + - id: Player* + name: Player + - name: . + - id: Player.PlayerMovement* + name: PlayerMovement + - name: . + - id: Player.PlayerMovement.GetPointInBoxCollider* + name: GetPointInBoxCollider + isDefinition: true + commentId: Overload:Player.PlayerMovement.GetPointInBoxCollider + Player.PlayerMovement.StopVelocity*: + name: + CSharp: + - id: Player.PlayerMovement.StopVelocity* + name: StopVelocity + VB: + - id: Player.PlayerMovement.StopVelocity* + name: StopVelocity + nameWithType: + CSharp: + - id: Player.PlayerMovement* + name: PlayerMovement + - name: . + - id: Player.PlayerMovement.StopVelocity* + name: StopVelocity + VB: + - id: Player.PlayerMovement* + name: PlayerMovement + - name: . + - id: Player.PlayerMovement.StopVelocity* + name: StopVelocity + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.PlayerMovement* + name: PlayerMovement + - name: . + - id: Player.PlayerMovement.StopVelocity* + name: StopVelocity + VB: + - id: Player* + name: Player + - name: . + - id: Player.PlayerMovement* + name: PlayerMovement + - name: . + - id: Player.PlayerMovement.StopVelocity* + name: StopVelocity + isDefinition: true + commentId: Overload:Player.PlayerMovement.StopVelocity + Player.PlayerMovement: + name: + CSharp: + - id: Player.PlayerMovement + name: PlayerMovement + VB: + - id: Player.PlayerMovement + name: PlayerMovement + nameWithType: + CSharp: + - id: Player.PlayerMovement + name: PlayerMovement + VB: + - id: Player.PlayerMovement + name: PlayerMovement + qualifiedName: + CSharp: + - id: Player + name: Player + - name: . + - id: Player.PlayerMovement + name: PlayerMovement + VB: + - id: Player + name: Player + - name: . + - id: Player.PlayerMovement + name: PlayerMovement + isDefinition: true + commentId: T:Player.PlayerMovement + Player.UseItem.PickUpItem*: + name: + CSharp: + - id: Player.UseItem.PickUpItem* + name: PickUpItem + VB: + - id: Player.UseItem.PickUpItem* + name: PickUpItem + nameWithType: + CSharp: + - id: Player.UseItem* + name: UseItem + - name: . + - id: Player.UseItem.PickUpItem* + name: PickUpItem + VB: + - id: Player.UseItem* + name: UseItem + - name: . + - id: Player.UseItem.PickUpItem* + name: PickUpItem + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.UseItem* + name: UseItem + - name: . + - id: Player.UseItem.PickUpItem* + name: PickUpItem + VB: + - id: Player* + name: Player + - name: . + - id: Player.UseItem* + name: UseItem + - name: . + - id: Player.UseItem.PickUpItem* + name: PickUpItem + isDefinition: true + commentId: Overload:Player.UseItem.PickUpItem + Player.UseItem.DropItem*: + name: + CSharp: + - id: Player.UseItem.DropItem* + name: DropItem + VB: + - id: Player.UseItem.DropItem* + name: DropItem + nameWithType: + CSharp: + - id: Player.UseItem* + name: UseItem + - name: . + - id: Player.UseItem.DropItem* + name: DropItem + VB: + - id: Player.UseItem* + name: UseItem + - name: . + - id: Player.UseItem.DropItem* + name: DropItem + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.UseItem* + name: UseItem + - name: . + - id: Player.UseItem.DropItem* + name: DropItem + VB: + - id: Player* + name: Player + - name: . + - id: Player.UseItem* + name: UseItem + - name: . + - id: Player.UseItem.DropItem* + name: DropItem + isDefinition: true + commentId: Overload:Player.UseItem.DropItem + Player.UseItem.IsHoldingItem*: + name: + CSharp: + - id: Player.UseItem.IsHoldingItem* + name: IsHoldingItem + VB: + - id: Player.UseItem.IsHoldingItem* + name: IsHoldingItem + nameWithType: + CSharp: + - id: Player.UseItem* + name: UseItem + - name: . + - id: Player.UseItem.IsHoldingItem* + name: IsHoldingItem + VB: + - id: Player.UseItem* + name: UseItem + - name: . + - id: Player.UseItem.IsHoldingItem* + name: IsHoldingItem + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.UseItem* + name: UseItem + - name: . + - id: Player.UseItem.IsHoldingItem* + name: IsHoldingItem + VB: + - id: Player* + name: Player + - name: . + - id: Player.UseItem* + name: UseItem + - name: . + - id: Player.UseItem.IsHoldingItem* + name: IsHoldingItem + isDefinition: true + commentId: Overload:Player.UseItem.IsHoldingItem + Player.UseItem: + name: + CSharp: + - id: Player.UseItem + name: UseItem + VB: + - id: Player.UseItem + name: UseItem + nameWithType: + CSharp: + - id: Player.UseItem + name: UseItem + VB: + - id: Player.UseItem + name: UseItem + qualifiedName: + CSharp: + - id: Player + name: Player + - name: . + - id: Player.UseItem + name: UseItem + VB: + - id: Player + name: Player + - name: . + - id: Player.UseItem + name: UseItem + isDefinition: true + commentId: T:Player.UseItem + Player.PlayerCameraMovement.WinScene*: + name: + CSharp: + - id: Player.PlayerCameraMovement.WinScene* + name: WinScene + VB: + - id: Player.PlayerCameraMovement.WinScene* + name: WinScene + nameWithType: + CSharp: + - id: Player.PlayerCameraMovement* + name: PlayerCameraMovement + - name: . + - id: Player.PlayerCameraMovement.WinScene* + name: WinScene + VB: + - id: Player.PlayerCameraMovement* + name: PlayerCameraMovement + - name: . + - id: Player.PlayerCameraMovement.WinScene* + name: WinScene + qualifiedName: + CSharp: + - id: Player* + name: Player + - name: . + - id: Player.PlayerCameraMovement* + name: PlayerCameraMovement + - name: . + - id: Player.PlayerCameraMovement.WinScene* + name: WinScene + VB: + - id: Player* + name: Player + - name: . + - id: Player.PlayerCameraMovement* + name: PlayerCameraMovement + - name: . + - id: Player.PlayerCameraMovement.WinScene* + name: WinScene + isDefinition: true + commentId: Overload:Player.PlayerCameraMovement.WinScene + Player.PlayerCameraMovement: + name: + CSharp: + - id: Player.PlayerCameraMovement + name: PlayerCameraMovement + VB: + - id: Player.PlayerCameraMovement + name: PlayerCameraMovement + nameWithType: + CSharp: + - id: Player.PlayerCameraMovement + name: PlayerCameraMovement + VB: + - id: Player.PlayerCameraMovement + name: PlayerCameraMovement + qualifiedName: + CSharp: + - id: Player + name: Player + - name: . + - id: Player.PlayerCameraMovement + name: PlayerCameraMovement + VB: + - id: Player + name: Player + - name: . + - id: Player.PlayerCameraMovement + name: PlayerCameraMovement + isDefinition: true + commentId: T:Player.PlayerCameraMovement diff --git a/Assets/Quentin/DayNightCycle.cs b/Assets/Quentin/DayNightCycle.cs index 2e25784..28c136d 100644 --- a/Assets/Quentin/DayNightCycle.cs +++ b/Assets/Quentin/DayNightCycle.cs @@ -1,101 +1,172 @@ using System.Collections; -using NUnit.Framework.Constraints; -using UnityEngine; using Game; using Music; using Player; +using UnityEngine; +using Game; +using Music; +using Player; -namespace Game{ -public class DayNightCycle : MonoBehaviour +namespace Game { - public SpriteRenderer daySky, eveningSky, nightSky; - public SpriteRenderer dayBackClouds, eveningBackClouds, nightBackClouds; - public SpriteRenderer dayFrontClouds, eveningFrontClouds, nightFrontClouds; - - public float transitionDuration = 5f; // Duration of transition - public float cycleDuration = 60f; // Time before transitioning to next phase - - private void Start() + /// + /// Manages the day-night cycle by transitioning between different sky and cloud sprites. + /// + public class DayNightCycle : MonoBehaviour { - // Set initial alpha (only day visible) - SetAlpha(daySky, 1); - SetAlpha(eveningSky, 0); - SetAlpha(nightSky, 0); + /// + /// Sprite representing the sky during the day. + /// + public SpriteRenderer daySky; - SetAlpha(dayBackClouds, 1); - SetAlpha(eveningBackClouds, 0); - SetAlpha(nightBackClouds, 0); + /// + /// Sprite representing the sky during the evening. + /// + public SpriteRenderer eveningSky; - SetAlpha(dayFrontClouds, 1); - SetAlpha(eveningFrontClouds, 0); - SetAlpha(nightFrontClouds, 0); + /// + /// Sprite representing the sky during the night. + /// + public SpriteRenderer nightSky; - // Start the cycle - StartCoroutine(DayNightCycleRoutine()); - } + /// + /// Sprite representing the back clouds during the day. + /// + public SpriteRenderer dayBackClouds; - private IEnumerator DayNightCycleRoutine() - { - while (true) + /// + /// Sprite representing the back clouds during the evening. + /// + public SpriteRenderer eveningBackClouds; + + /// + /// Sprite representing the back clouds during the night. + /// + public SpriteRenderer nightBackClouds; + + /// + /// Sprite representing the front clouds during the day. + /// + public SpriteRenderer dayFrontClouds; + + /// + /// Sprite representing the front clouds during the evening. + /// + public SpriteRenderer eveningFrontClouds; + + /// + /// Sprite representing the front clouds during the night. + /// + public SpriteRenderer nightFrontClouds; + + /// + /// Duration of the transition between different phases of the day-night cycle. + /// + public float transitionDuration = 5f; + + /// + /// Duration of each phase (day, evening, night) before transitioning to the next phase. + /// + public float cycleDuration = 60f; + + /// + /// Initializes the day-night cycle by setting the initial alpha values and starting the cycle routine. + /// + private void Start() { - yield return new WaitForSeconds(cycleDuration); - yield return StartCoroutine(FadeTransition( - new SpriteRenderer[] { daySky, dayBackClouds, dayFrontClouds }, - new SpriteRenderer[] { eveningSky, eveningBackClouds, eveningFrontClouds }, - transitionDuration)); + // Set initial alpha (only day visible) + SetAlpha(daySky, 1); + SetAlpha(eveningSky, 0); + SetAlpha(nightSky, 0); - yield return new WaitForSeconds(cycleDuration); - yield return StartCoroutine(FadeTransition( - new SpriteRenderer[] { eveningSky, eveningBackClouds, eveningFrontClouds }, - new SpriteRenderer[] { nightSky, nightBackClouds, nightFrontClouds }, - transitionDuration)); + SetAlpha(dayBackClouds, 1); + SetAlpha(eveningBackClouds, 0); + SetAlpha(nightBackClouds, 0); - yield return new WaitForSeconds(cycleDuration); - yield return StartCoroutine(FadeTransition( - new SpriteRenderer[] { nightSky, nightBackClouds, nightFrontClouds }, - new SpriteRenderer[] { daySky, dayBackClouds, dayFrontClouds }, - transitionDuration)); + SetAlpha(dayFrontClouds, 1); + SetAlpha(eveningFrontClouds, 0); + SetAlpha(nightFrontClouds, 0); + + // Start the cycle + StartCoroutine(DayNightCycleRoutine()); } - } - private IEnumerator FadeTransition(SpriteRenderer[] from, SpriteRenderer[] to, float duration) - { - float elapsedTime = 0; - while (elapsedTime < duration) + /// + /// Coroutine that manages the day-night cycle by transitioning between phases in a loop. + /// + private IEnumerator DayNightCycleRoutine() { - elapsedTime += Time.deltaTime; - float alpha = elapsedTime / duration; - - // Apply fading to all elements simultaneously - for (int i = 0; i < from.Length; i++) + while (true) { - SetAlpha(from[i], 1 - alpha); - SetAlpha(to[i], alpha); + yield return new WaitForSeconds(cycleDuration); + yield return StartCoroutine(FadeTransition( + new SpriteRenderer[] { daySky, dayBackClouds, dayFrontClouds }, + new SpriteRenderer[] { eveningSky, eveningBackClouds, eveningFrontClouds }, + transitionDuration)); + + yield return new WaitForSeconds(cycleDuration); + yield return StartCoroutine(FadeTransition( + new SpriteRenderer[] { eveningSky, eveningBackClouds, eveningFrontClouds }, + new SpriteRenderer[] { nightSky, nightBackClouds, nightFrontClouds }, + transitionDuration)); + + yield return new WaitForSeconds(cycleDuration); + yield return StartCoroutine(FadeTransition( + new SpriteRenderer[] { nightSky, nightBackClouds, nightFrontClouds }, + new SpriteRenderer[] { daySky, dayBackClouds, dayFrontClouds }, + transitionDuration)); + } + } + + /// + /// Coroutine that handles the fade transition between two sets of sprites over a specified duration. + /// + /// Array of sprites to fade out. + /// Array of sprites to fade in. + /// Duration of the fade transition. + private IEnumerator FadeTransition(SpriteRenderer[] from, SpriteRenderer[] to, float duration) + { + float elapsedTime = 0; + while (elapsedTime < duration) + { + elapsedTime += Time.deltaTime; + float alpha = elapsedTime / duration; + + // Apply fading to all elements simultaneously + for (int i = 0; i < from.Length; i++) + { + SetAlpha(from[i], 1 - alpha); + SetAlpha(to[i], alpha); + } + + yield return null; } - yield return null; - } - - // Ensure final alpha values are set correctly - for (int i = 0; i < from.Length; i++) - { - SetAlpha(from[i], 0); - SetAlpha(to[i], 1); - } - } - - private void SetAlpha(SpriteRenderer sprite, float alpha) - { - if (sprite) - { - Color color = sprite.color; - color.a = alpha; - sprite.color = color; - foreach (Transform child in sprite.transform) + // Ensure final alpha values are set correctly + for (int i = 0; i < from.Length; i++) { - if (child.TryGetComponent(out SpriteRenderer childSprite)) + SetAlpha(from[i], 0); + SetAlpha(to[i], 1); + } + } + + /// + /// Sets the alpha value of a sprite and its child sprites (if any). + /// + /// The sprite renderer to modify. + /// The alpha value to set (0 to 1). + private void SetAlpha(SpriteRenderer sprite, float alpha) + { + if (sprite) + { + Color color = sprite.color; + color.a = alpha; + sprite.color = color; + foreach (Transform child in sprite.transform) { - childSprite.color = color; + if (child.TryGetComponent(out SpriteRenderer childSprite)) + { + childSprite.color = color; + } } } } } -} } \ No newline at end of file diff --git a/Documentation/api/.manifest b/Documentation/api/.manifest index 06b6109..074341b 100644 --- a/Documentation/api/.manifest +++ b/Documentation/api/.manifest @@ -184,7 +184,6 @@ "Player.Damageable.lives": "Player.Damageable.yml", "Player.Damageable.maxDamage": "Player.Damageable.yml", "Player.Damageable.OnPlayerDeath": "Player.Damageable.yml", - "Player.Damageable.OnPlayerPunched": "Player.Damageable.yml", "Player.Damageable.OnPlayerRespawn": "Player.Damageable.yml", "Player.Damageable.ResetDamage": "Player.Damageable.yml", "Player.Damageable.Respawn": "Player.Damageable.yml", diff --git a/Documentation/api/Game.DayNightCycle.yml b/Documentation/api/Game.DayNightCycle.yml index 01956d5..d5673f8 100644 --- a/Documentation/api/Game.DayNightCycle.yml +++ b/Documentation/api/Game.DayNightCycle.yml @@ -26,10 +26,12 @@ items: source: id: DayNightCycle path: '' - startLine: 5 + startLine: 11 assemblies: - cs.temp.dll namespace: Game + summary: "\nManages the day-night cycle by transitioning between different sky and cloud sprites.\n" + example: [] syntax: content: 'public class DayNightCycle : MonoBehaviour' content.vb: Public Class DayNightCycle Inherits MonoBehaviour @@ -49,10 +51,12 @@ items: source: id: daySky path: '' - startLine: 7 + startLine: 16 assemblies: - cs.temp.dll namespace: Game + summary: "\nSprite representing the sky during the day.\n" + example: [] syntax: content: public SpriteRenderer daySky return: @@ -72,10 +76,12 @@ items: source: id: eveningSky path: '' - startLine: 7 + startLine: 21 assemblies: - cs.temp.dll namespace: Game + summary: "\nSprite representing the sky during the evening.\n" + example: [] syntax: content: public SpriteRenderer eveningSky return: @@ -95,10 +101,12 @@ items: source: id: nightSky path: '' - startLine: 7 + startLine: 26 assemblies: - cs.temp.dll namespace: Game + summary: "\nSprite representing the sky during the night.\n" + example: [] syntax: content: public SpriteRenderer nightSky return: @@ -118,10 +126,12 @@ items: source: id: dayBackClouds path: '' - startLine: 8 + startLine: 31 assemblies: - cs.temp.dll namespace: Game + summary: "\nSprite representing the back clouds during the day.\n" + example: [] syntax: content: public SpriteRenderer dayBackClouds return: @@ -141,10 +151,12 @@ items: source: id: eveningBackClouds path: '' - startLine: 8 + startLine: 36 assemblies: - cs.temp.dll namespace: Game + summary: "\nSprite representing the back clouds during the evening.\n" + example: [] syntax: content: public SpriteRenderer eveningBackClouds return: @@ -164,10 +176,12 @@ items: source: id: nightBackClouds path: '' - startLine: 8 + startLine: 41 assemblies: - cs.temp.dll namespace: Game + summary: "\nSprite representing the back clouds during the night.\n" + example: [] syntax: content: public SpriteRenderer nightBackClouds return: @@ -187,10 +201,12 @@ items: source: id: dayFrontClouds path: '' - startLine: 9 + startLine: 46 assemblies: - cs.temp.dll namespace: Game + summary: "\nSprite representing the front clouds during the day.\n" + example: [] syntax: content: public SpriteRenderer dayFrontClouds return: @@ -210,10 +226,12 @@ items: source: id: eveningFrontClouds path: '' - startLine: 9 + startLine: 51 assemblies: - cs.temp.dll namespace: Game + summary: "\nSprite representing the front clouds during the evening.\n" + example: [] syntax: content: public SpriteRenderer eveningFrontClouds return: @@ -233,10 +251,12 @@ items: source: id: nightFrontClouds path: '' - startLine: 9 + startLine: 56 assemblies: - cs.temp.dll namespace: Game + summary: "\nSprite representing the front clouds during the night.\n" + example: [] syntax: content: public SpriteRenderer nightFrontClouds return: @@ -256,10 +276,12 @@ items: source: id: transitionDuration path: '' - startLine: 11 + startLine: 61 assemblies: - cs.temp.dll namespace: Game + summary: "\nDuration of the transition between different phases of the day-night cycle.\n" + example: [] syntax: content: public float transitionDuration return: @@ -279,10 +301,12 @@ items: source: id: cycleDuration path: '' - startLine: 12 + startLine: 66 assemblies: - cs.temp.dll namespace: Game + summary: "\nDuration of each phase (day, evening, night) before transitioning to the next phase.\n" + example: [] syntax: content: public float cycleDuration return: diff --git a/Documentation/api/Game.EventSystemizer.yml b/Documentation/api/Game.EventSystemizer.yml index aee2fe2..c4a1916 100644 --- a/Documentation/api/Game.EventSystemizer.yml +++ b/Documentation/api/Game.EventSystemizer.yml @@ -15,7 +15,7 @@ items: source: id: EventSystemizer path: '' - startLine: 763 + startLine: 834 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.FallPlatform.yml b/Documentation/api/Game.FallPlatform.yml index 8896856..3778fb6 100644 --- a/Documentation/api/Game.FallPlatform.yml +++ b/Documentation/api/Game.FallPlatform.yml @@ -17,7 +17,7 @@ items: source: id: FallPlatform path: '' - startLine: 2125 + startLine: 2214 assemblies: - cs.temp.dll namespace: Game @@ -42,7 +42,7 @@ items: source: id: fallDelay path: '' - startLine: 2130 + startLine: 2219 assemblies: - cs.temp.dll namespace: Game @@ -67,7 +67,7 @@ items: source: id: resetDelay path: '' - startLine: 2135 + startLine: 2224 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.GameManager.GameEvent.yml b/Documentation/api/Game.GameManager.GameEvent.yml index ccec68b..6e7c626 100644 --- a/Documentation/api/Game.GameManager.GameEvent.yml +++ b/Documentation/api/Game.GameManager.GameEvent.yml @@ -15,7 +15,7 @@ items: source: id: GameEvent path: '' - startLine: 1656 + startLine: 1728 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.GameManager.GameMode.yml b/Documentation/api/Game.GameManager.GameMode.yml index 7eafebb..c651cc2 100644 --- a/Documentation/api/Game.GameManager.GameMode.yml +++ b/Documentation/api/Game.GameManager.GameMode.yml @@ -18,7 +18,7 @@ items: source: id: GameMode path: '' - startLine: 1746 + startLine: 1818 assemblies: - cs.temp.dll namespace: Game @@ -41,7 +41,7 @@ items: source: id: freeForAll path: '' - startLine: 1751 + startLine: 1823 assemblies: - cs.temp.dll namespace: Game @@ -65,7 +65,7 @@ items: source: id: keepAway path: '' - startLine: 1756 + startLine: 1828 assemblies: - cs.temp.dll namespace: Game @@ -89,7 +89,7 @@ items: source: id: obstacleCourse path: '' - startLine: 1761 + startLine: 1833 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.GameManager.yml b/Documentation/api/Game.GameManager.yml index 77f1793..c000c40 100644 --- a/Documentation/api/Game.GameManager.yml +++ b/Documentation/api/Game.GameManager.yml @@ -39,7 +39,7 @@ items: source: id: GameManager path: '' - startLine: 1641 + startLine: 1713 assemblies: - cs.temp.dll namespace: Game @@ -64,7 +64,7 @@ items: source: id: Instance path: '' - startLine: 1646 + startLine: 1718 assemblies: - cs.temp.dll namespace: Game @@ -91,7 +91,7 @@ items: source: id: time path: '' - startLine: 1651 + startLine: 1723 assemblies: - cs.temp.dll namespace: Game @@ -116,7 +116,7 @@ items: source: id: StartGameEvent path: '' - startLine: 1661 + startLine: 1733 assemblies: - cs.temp.dll namespace: Game @@ -141,7 +141,7 @@ items: source: id: EndGameEvent path: '' - startLine: 1666 + startLine: 1738 assemblies: - cs.temp.dll namespace: Game @@ -166,7 +166,7 @@ items: source: id: players path: '' - startLine: 1671 + startLine: 1743 assemblies: - cs.temp.dll namespace: Game @@ -191,7 +191,7 @@ items: source: id: playerColors path: '' - startLine: 1676 + startLine: 1748 assemblies: - cs.temp.dll namespace: Game @@ -216,7 +216,7 @@ items: source: id: offset path: '' - startLine: 1681 + startLine: 1753 assemblies: - cs.temp.dll namespace: Game @@ -241,7 +241,7 @@ items: source: id: music path: '' - startLine: 1686 + startLine: 1758 assemblies: - cs.temp.dll namespace: Game @@ -266,7 +266,7 @@ items: source: id: gameOver path: '' - startLine: 1691 + startLine: 1763 assemblies: - cs.temp.dll namespace: Game @@ -291,7 +291,7 @@ items: source: id: gameTimer path: '' - startLine: 1696 + startLine: 1768 assemblies: - cs.temp.dll namespace: Game @@ -316,7 +316,7 @@ items: source: id: playerHoldTimes path: '' - startLine: 1701 + startLine: 1773 assemblies: - cs.temp.dll namespace: Game @@ -341,7 +341,7 @@ items: source: id: gameMode path: '' - startLine: 1706 + startLine: 1778 assemblies: - cs.temp.dll namespace: Game @@ -366,7 +366,7 @@ items: source: id: map path: '' - startLine: 1711 + startLine: 1783 assemblies: - cs.temp.dll namespace: Game @@ -391,7 +391,7 @@ items: source: id: spawnPosition path: '' - startLine: 1716 + startLine: 1788 assemblies: - cs.temp.dll namespace: Game @@ -416,7 +416,7 @@ items: source: id: obstacleCourseSpawnPosition path: '' - startLine: 1721 + startLine: 1793 assemblies: - cs.temp.dll namespace: Game @@ -441,7 +441,7 @@ items: source: id: hatSpawnPositions path: '' - startLine: 1726 + startLine: 1798 assemblies: - cs.temp.dll namespace: Game @@ -466,7 +466,7 @@ items: source: id: LeaderboardCanvas path: '' - startLine: 1731 + startLine: 1803 assemblies: - cs.temp.dll namespace: Game @@ -491,7 +491,7 @@ items: source: id: TimerCanvas path: '' - startLine: 1736 + startLine: 1808 assemblies: - cs.temp.dll namespace: Game @@ -516,7 +516,7 @@ items: source: id: hatObject path: '' - startLine: 1741 + startLine: 1813 assemblies: - cs.temp.dll namespace: Game @@ -541,7 +541,7 @@ items: source: id: StartGame path: '' - startLine: 1826 + startLine: 1898 assemblies: - cs.temp.dll namespace: Game @@ -565,7 +565,7 @@ items: source: id: PlayerDied path: '' - startLine: 1868 + startLine: 1948 assemblies: - cs.temp.dll namespace: Game @@ -593,7 +593,7 @@ items: source: id: GameOver path: '' - startLine: 1930 + startLine: 2018 assemblies: - cs.temp.dll namespace: Game @@ -619,7 +619,7 @@ items: source: id: AlivePlayers path: '' - startLine: 2056 + startLine: 2145 assemblies: - cs.temp.dll namespace: Game @@ -647,7 +647,7 @@ items: source: id: UpdatePlayerHoldTime path: '' - startLine: 2081 + startLine: 2170 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.GameManagerHelper.yml b/Documentation/api/Game.GameManagerHelper.yml index d536d4d..e0ddf90 100644 --- a/Documentation/api/Game.GameManagerHelper.yml +++ b/Documentation/api/Game.GameManagerHelper.yml @@ -17,7 +17,7 @@ items: source: id: GameManagerHelper path: '' - startLine: 1296 + startLine: 1367 assemblies: - cs.temp.dll namespace: Game @@ -42,7 +42,7 @@ items: source: id: addHatPosition path: '' - startLine: 1302 + startLine: 1373 assemblies: - cs.temp.dll namespace: Game @@ -67,7 +67,7 @@ items: source: id: addSpawnPosition path: '' - startLine: 1307 + startLine: 1378 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.GameTimer.yml b/Documentation/api/Game.GameTimer.yml index 92f3504..f5e20c7 100644 --- a/Documentation/api/Game.GameTimer.yml +++ b/Documentation/api/Game.GameTimer.yml @@ -18,7 +18,7 @@ items: source: id: GameTimer path: '' - startLine: 1344 + startLine: 1415 assemblies: - cs.temp.dll namespace: Game @@ -43,7 +43,7 @@ items: source: id: startTime path: '' - startLine: 1349 + startLine: 1420 assemblies: - cs.temp.dll namespace: Game @@ -68,7 +68,7 @@ items: source: id: timerText path: '' - startLine: 1364 + startLine: 1435 assemblies: - cs.temp.dll namespace: Game @@ -93,7 +93,7 @@ items: source: id: StartTimer path: '' - startLine: 1408 + startLine: 1479 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.HatRespawn.yml b/Documentation/api/Game.HatRespawn.yml index 78651c7..a44aa2b 100644 --- a/Documentation/api/Game.HatRespawn.yml +++ b/Documentation/api/Game.HatRespawn.yml @@ -21,7 +21,7 @@ items: source: id: HatRespawn path: '' - startLine: 2412 + startLine: 2502 assemblies: - cs.temp.dll namespace: Game @@ -46,7 +46,7 @@ items: source: id: respawnTime path: '' - startLine: 2422 + startLine: 2512 assemblies: - cs.temp.dll namespace: Game @@ -71,7 +71,7 @@ items: source: id: initialSubhatPosition path: '' - startLine: 2432 + startLine: 2522 assemblies: - cs.temp.dll namespace: Game @@ -96,7 +96,7 @@ items: source: id: canBePickedUp path: '' - startLine: 2437 + startLine: 2527 assemblies: - cs.temp.dll namespace: Game @@ -121,7 +121,7 @@ items: source: id: initialScale path: '' - startLine: 2442 + startLine: 2532 assemblies: - cs.temp.dll namespace: Game @@ -146,7 +146,7 @@ items: source: id: Interact path: '' - startLine: 2498 + startLine: 2588 assemblies: - cs.temp.dll namespace: Game @@ -170,7 +170,7 @@ items: source: id: OnHatDropped path: '' - startLine: 2507 + startLine: 2597 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.HealthBarManager.yml b/Documentation/api/Game.HealthBarManager.yml index 55c9631..d2fa75d 100644 --- a/Documentation/api/Game.HealthBarManager.yml +++ b/Documentation/api/Game.HealthBarManager.yml @@ -16,7 +16,7 @@ items: source: id: HealthBarManager path: '' - startLine: 1456 + startLine: 1527 assemblies: - cs.temp.dll namespace: Game @@ -41,7 +41,7 @@ items: source: id: healthBarPrefab path: '' - startLine: 1461 + startLine: 1532 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.HubManager.yml b/Documentation/api/Game.HubManager.yml index f609c18..c8bd4f0 100644 --- a/Documentation/api/Game.HubManager.yml +++ b/Documentation/api/Game.HubManager.yml @@ -20,7 +20,7 @@ items: source: id: HubManager path: '' - startLine: 2239 + startLine: 2329 assemblies: - cs.temp.dll namespace: Game @@ -45,7 +45,7 @@ items: source: id: Instance path: '' - startLine: 2244 + startLine: 2334 assemblies: - cs.temp.dll namespace: Game @@ -70,7 +70,7 @@ items: source: id: hubCamera path: '' - startLine: 2249 + startLine: 2339 assemblies: - cs.temp.dll namespace: Game @@ -95,7 +95,7 @@ items: source: id: gameButtonsParent path: '' - startLine: 2254 + startLine: 2344 assemblies: - cs.temp.dll namespace: Game @@ -120,7 +120,7 @@ items: source: id: LoadScene path: '' - startLine: 2287 + startLine: 2377 assemblies: - cs.temp.dll namespace: Game @@ -151,7 +151,7 @@ items: source: id: UnloadGameScene path: '' - startLine: 2311 + startLine: 2401 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.InfiniteScroll.yml b/Documentation/api/Game.InfiniteScroll.yml index 3b8596a..5483ce6 100644 --- a/Documentation/api/Game.InfiniteScroll.yml +++ b/Documentation/api/Game.InfiniteScroll.yml @@ -18,7 +18,7 @@ items: source: id: InfiniteScroll path: '' - startLine: 1246 + startLine: 1317 assemblies: - cs.temp.dll namespace: Game @@ -43,7 +43,7 @@ items: source: id: speed path: '' - startLine: 1251 + startLine: 1322 assemblies: - cs.temp.dll namespace: Game @@ -68,7 +68,7 @@ items: source: id: start path: '' - startLine: 1256 + startLine: 1327 assemblies: - cs.temp.dll namespace: Game @@ -93,7 +93,7 @@ items: source: id: end path: '' - startLine: 1261 + startLine: 1332 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.LeaderboardManager.yml b/Documentation/api/Game.LeaderboardManager.yml index 09fabd5..0ea16d3 100644 --- a/Documentation/api/Game.LeaderboardManager.yml +++ b/Documentation/api/Game.LeaderboardManager.yml @@ -18,7 +18,7 @@ items: source: id: LeaderboardManager path: '' - startLine: 3007 + startLine: 3097 assemblies: - cs.temp.dll namespace: Game @@ -43,7 +43,7 @@ items: source: id: Instance path: '' - startLine: 3012 + startLine: 3102 assemblies: - cs.temp.dll namespace: Game @@ -70,7 +70,7 @@ items: source: id: UpdateLeaderboard path: '' - startLine: 3082 + startLine: 3172 assemblies: - cs.temp.dll namespace: Game @@ -94,7 +94,7 @@ items: source: id: UpdatePlayerHoldTimeText path: '' - startLine: 3112 + startLine: 3202 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.LifeDisplayManager.yml b/Documentation/api/Game.LifeDisplayManager.yml index cc60795..31a1993 100644 --- a/Documentation/api/Game.LifeDisplayManager.yml +++ b/Documentation/api/Game.LifeDisplayManager.yml @@ -20,7 +20,7 @@ items: source: id: LifeDisplayManager path: '' - startLine: 2746 + startLine: 2836 assemblies: - cs.temp.dll namespace: Game @@ -45,7 +45,7 @@ items: source: id: players path: '' - startLine: 2751 + startLine: 2841 assemblies: - cs.temp.dll namespace: Game @@ -70,7 +70,7 @@ items: source: id: playerPrefab path: '' - startLine: 2756 + startLine: 2846 assemblies: - cs.temp.dll namespace: Game @@ -95,7 +95,7 @@ items: source: id: lifePrefab path: '' - startLine: 2761 + startLine: 2851 assemblies: - cs.temp.dll namespace: Game @@ -120,7 +120,7 @@ items: source: id: lifeDisplays path: '' - startLine: 2767 + startLine: 2857 assemblies: - cs.temp.dll namespace: Game @@ -145,7 +145,7 @@ items: source: id: HideLifeDisplay path: '' - startLine: 2817 + startLine: 2907 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.MapSelect.yml b/Documentation/api/Game.MapSelect.yml index cd3498f..7850d98 100644 --- a/Documentation/api/Game.MapSelect.yml +++ b/Documentation/api/Game.MapSelect.yml @@ -15,7 +15,7 @@ items: source: id: MapSelect path: '' - startLine: 2608 + startLine: 2698 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.ModeSelect.yml b/Documentation/api/Game.ModeSelect.yml index f3aa645..ec6a154 100644 --- a/Documentation/api/Game.ModeSelect.yml +++ b/Documentation/api/Game.ModeSelect.yml @@ -15,7 +15,7 @@ items: source: id: ModeSelect path: '' - startLine: 794 + startLine: 865 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.MovingPlatform.yml b/Documentation/api/Game.MovingPlatform.yml index 32b0f52..904fc0d 100644 --- a/Documentation/api/Game.MovingPlatform.yml +++ b/Documentation/api/Game.MovingPlatform.yml @@ -19,7 +19,7 @@ items: source: id: MovingPlatform path: '' - startLine: 1021 + startLine: 1092 assemblies: - cs.temp.dll namespace: Game @@ -44,7 +44,7 @@ items: source: id: platform path: '' - startLine: 1026 + startLine: 1097 assemblies: - cs.temp.dll namespace: Game @@ -69,7 +69,7 @@ items: source: id: startPoint path: '' - startLine: 1031 + startLine: 1102 assemblies: - cs.temp.dll namespace: Game @@ -94,7 +94,7 @@ items: source: id: points path: '' - startLine: 1036 + startLine: 1107 assemblies: - cs.temp.dll namespace: Game @@ -119,7 +119,7 @@ items: source: id: speed path: '' - startLine: 1041 + startLine: 1112 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.ObjectVisibility.yml b/Documentation/api/Game.ObjectVisibility.yml index 6ea8569..b55b98d 100644 --- a/Documentation/api/Game.ObjectVisibility.yml +++ b/Documentation/api/Game.ObjectVisibility.yml @@ -15,7 +15,7 @@ items: source: id: ObjectVisibility path: '' - startLine: 1088 + startLine: 1159 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.ObstacleCourse.yml b/Documentation/api/Game.ObstacleCourse.yml index e5f2204..a4703e1 100644 --- a/Documentation/api/Game.ObstacleCourse.yml +++ b/Documentation/api/Game.ObstacleCourse.yml @@ -16,7 +16,7 @@ items: source: id: ObstacleCourse path: '' - startLine: 729 + startLine: 800 assemblies: - cs.temp.dll namespace: Game @@ -41,7 +41,7 @@ items: source: id: playerWon path: '' - startLine: 734 + startLine: 805 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.PlayerCardCreator.yml b/Documentation/api/Game.PlayerCardCreator.yml index cd947c4..610c246 100644 --- a/Documentation/api/Game.PlayerCardCreator.yml +++ b/Documentation/api/Game.PlayerCardCreator.yml @@ -18,7 +18,7 @@ items: source: id: PlayerCardCreator path: '' - startLine: 957 + startLine: 1028 assemblies: - cs.temp.dll namespace: Game @@ -43,7 +43,7 @@ items: source: id: Instance path: '' - startLine: 962 + startLine: 1033 assemblies: - cs.temp.dll namespace: Game @@ -68,7 +68,7 @@ items: source: id: playerJoinCardPrefab path: '' - startLine: 967 + startLine: 1038 assemblies: - cs.temp.dll namespace: Game @@ -93,7 +93,7 @@ items: source: id: CreateCard path: '' - startLine: 990 + startLine: 1061 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.PlayerJoinCard.yml b/Documentation/api/Game.PlayerJoinCard.yml index 37d1716..45d8f26 100644 --- a/Documentation/api/Game.PlayerJoinCard.yml +++ b/Documentation/api/Game.PlayerJoinCard.yml @@ -18,7 +18,7 @@ items: source: id: PlayerJoinCard path: '' - startLine: 919 + startLine: 990 assemblies: - cs.temp.dll namespace: Game @@ -43,7 +43,7 @@ items: source: id: playerPreview path: '' - startLine: 924 + startLine: 995 assemblies: - cs.temp.dll namespace: Game @@ -68,7 +68,7 @@ items: source: id: playerNumber path: '' - startLine: 929 + startLine: 1000 assemblies: - cs.temp.dll namespace: Game @@ -93,7 +93,7 @@ items: source: id: playerNumberText path: '' - startLine: 934 + startLine: 1005 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.RespawnOnTriggerEnter.yml b/Documentation/api/Game.RespawnOnTriggerEnter.yml index f40f41e..5332e82 100644 --- a/Documentation/api/Game.RespawnOnTriggerEnter.yml +++ b/Documentation/api/Game.RespawnOnTriggerEnter.yml @@ -18,7 +18,7 @@ items: source: id: RespawnOnTriggerEnter path: '' - startLine: 2549 + startLine: 2639 assemblies: - cs.temp.dll namespace: Game @@ -43,7 +43,7 @@ items: source: id: spawnPoint path: '' - startLine: 2554 + startLine: 2644 assemblies: - cs.temp.dll namespace: Game @@ -68,7 +68,7 @@ items: source: id: spawnPointIsInitialPosition path: '' - startLine: 2559 + startLine: 2649 assemblies: - cs.temp.dll namespace: Game @@ -93,7 +93,7 @@ items: source: id: respawnTag path: '' - startLine: 2564 + startLine: 2654 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.TerribleHealthBarScript.yml b/Documentation/api/Game.TerribleHealthBarScript.yml index 5aa4af9..fe9a0d2 100644 --- a/Documentation/api/Game.TerribleHealthBarScript.yml +++ b/Documentation/api/Game.TerribleHealthBarScript.yml @@ -25,7 +25,7 @@ items: source: id: TerribleHealthBarScript path: '' - startLine: 2837 + startLine: 2927 assemblies: - cs.temp.dll namespace: Game @@ -50,7 +50,7 @@ items: source: id: fullHealthColor path: '' - startLine: 2842 + startLine: 2932 assemblies: - cs.temp.dll namespace: Game @@ -75,7 +75,7 @@ items: source: id: fullDeathColor path: '' - startLine: 2847 + startLine: 2937 assemblies: - cs.temp.dll namespace: Game @@ -100,7 +100,7 @@ items: source: id: subtractionColor path: '' - startLine: 2852 + startLine: 2942 assemblies: - cs.temp.dll namespace: Game @@ -125,7 +125,7 @@ items: source: id: healthVisual path: '' - startLine: 2857 + startLine: 2947 assemblies: - cs.temp.dll namespace: Game @@ -150,7 +150,7 @@ items: source: id: actualHealthVisual path: '' - startLine: 2862 + startLine: 2952 assemblies: - cs.temp.dll namespace: Game @@ -175,7 +175,7 @@ items: source: id: deathVisual path: '' - startLine: 2867 + startLine: 2957 assemblies: - cs.temp.dll namespace: Game @@ -200,7 +200,7 @@ items: source: id: smoothSpeed path: '' - startLine: 2872 + startLine: 2962 assemblies: - cs.temp.dll namespace: Game @@ -225,7 +225,7 @@ items: source: id: text path: '' - startLine: 2877 + startLine: 2967 assemblies: - cs.temp.dll namespace: Game @@ -250,7 +250,7 @@ items: source: id: player path: '' - startLine: 2912 + startLine: 3002 assemblies: - cs.temp.dll namespace: Game @@ -275,7 +275,7 @@ items: source: id: SetPlayer path: '' - startLine: 2953 + startLine: 3043 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Game.WinScreen.yml b/Documentation/api/Game.WinScreen.yml index 811ed4e..3a4afc5 100644 --- a/Documentation/api/Game.WinScreen.yml +++ b/Documentation/api/Game.WinScreen.yml @@ -18,7 +18,7 @@ items: source: id: WinScreen path: '' - startLine: 844 + startLine: 915 assemblies: - cs.temp.dll namespace: Game @@ -43,7 +43,7 @@ items: source: id: Instance path: '' - startLine: 850 + startLine: 921 assemblies: - cs.temp.dll namespace: Game @@ -68,7 +68,7 @@ items: source: id: playerTexts path: '' - startLine: 855 + startLine: 926 assemblies: - cs.temp.dll namespace: Game @@ -93,7 +93,7 @@ items: source: id: ShowWinScreen path: '' - startLine: 878 + startLine: 949 assemblies: - cs.temp.dll namespace: Game diff --git a/Documentation/api/Music.AudioManager.yml b/Documentation/api/Music.AudioManager.yml index 7fd843a..7aa9d3b 100644 --- a/Documentation/api/Music.AudioManager.yml +++ b/Documentation/api/Music.AudioManager.yml @@ -18,7 +18,7 @@ items: source: id: AudioManager path: '' - startLine: 1134 + startLine: 1205 assemblies: - cs.temp.dll namespace: Music @@ -43,7 +43,7 @@ items: source: id: soundEffects path: '' - startLine: 1139 + startLine: 1210 assemblies: - cs.temp.dll namespace: Music @@ -68,7 +68,7 @@ items: source: id: Instance path: '' - startLine: 1144 + startLine: 1215 assemblies: - cs.temp.dll namespace: Music @@ -93,7 +93,7 @@ items: source: id: PlaySound path: '' - startLine: 1181 + startLine: 1252 assemblies: - cs.temp.dll namespace: Music diff --git a/Documentation/api/Music.MusicManager.yml b/Documentation/api/Music.MusicManager.yml index dab3b99..d5fdd2d 100644 --- a/Documentation/api/Music.MusicManager.yml +++ b/Documentation/api/Music.MusicManager.yml @@ -21,7 +21,7 @@ items: source: id: MusicManager path: '' - startLine: 235 + startLine: 306 assemblies: - cs.temp.dll namespace: Music @@ -46,7 +46,7 @@ items: source: id: Instance path: '' - startLine: 241 + startLine: 312 assemblies: - cs.temp.dll namespace: Music @@ -71,7 +71,7 @@ items: source: id: playlists path: '' - startLine: 246 + startLine: 317 assemblies: - cs.temp.dll namespace: Music @@ -96,7 +96,7 @@ items: source: id: songPrefab path: '' - startLine: 256 + startLine: 327 assemblies: - cs.temp.dll namespace: Music @@ -121,7 +121,7 @@ items: source: id: StartPlaylist path: '' - startLine: 284 + startLine: 355 assemblies: - cs.temp.dll namespace: Music @@ -145,7 +145,7 @@ items: source: id: StartPlaylist path: '' - startLine: 308 + startLine: 379 assemblies: - cs.temp.dll namespace: Music @@ -176,7 +176,7 @@ items: source: id: GetActiveSceneNotTitleScreen path: '' - startLine: 373 + startLine: 444 assemblies: - cs.temp.dll namespace: Music diff --git a/Documentation/api/Music.Playlist.yml b/Documentation/api/Music.Playlist.yml index 0ea9b97..c9ca69a 100644 --- a/Documentation/api/Music.Playlist.yml +++ b/Documentation/api/Music.Playlist.yml @@ -20,7 +20,7 @@ items: source: id: Playlist path: '' - startLine: 690 + startLine: 761 assemblies: - cs.temp.dll namespace: Music @@ -55,7 +55,7 @@ items: source: id: trackName path: '' - startLine: 696 + startLine: 767 assemblies: - cs.temp.dll namespace: Music @@ -80,7 +80,7 @@ items: source: id: trackScenes path: '' - startLine: 701 + startLine: 772 assemblies: - cs.temp.dll namespace: Music @@ -105,7 +105,7 @@ items: source: id: songs path: '' - startLine: 706 + startLine: 777 assemblies: - cs.temp.dll namespace: Music @@ -130,7 +130,7 @@ items: source: id: shuffleTime path: '' - startLine: 711 + startLine: 782 assemblies: - cs.temp.dll namespace: Music @@ -155,7 +155,7 @@ items: source: id: volume path: '' - startLine: 716 + startLine: 787 assemblies: - cs.temp.dll namespace: Music diff --git a/Documentation/api/Music.SoundEffect.yml b/Documentation/api/Music.SoundEffect.yml index a97ca3f..dd00f76 100644 --- a/Documentation/api/Music.SoundEffect.yml +++ b/Documentation/api/Music.SoundEffect.yml @@ -18,7 +18,7 @@ items: source: id: SoundEffect path: '' - startLine: 1210 + startLine: 1281 assemblies: - cs.temp.dll namespace: Music @@ -43,7 +43,7 @@ items: source: id: name path: '' - startLine: 1215 + startLine: 1286 assemblies: - cs.temp.dll namespace: Music @@ -68,7 +68,7 @@ items: source: id: audioSource path: '' - startLine: 1220 + startLine: 1291 assemblies: - cs.temp.dll namespace: Music @@ -93,7 +93,7 @@ items: source: id: .ctor path: '' - startLine: 1227 + startLine: 1298 assemblies: - cs.temp.dll namespace: Music diff --git a/Documentation/api/Music.TrackLayer.EnableTrigger.yml b/Documentation/api/Music.TrackLayer.EnableTrigger.yml index af8d5c8..e9d52fb 100644 --- a/Documentation/api/Music.TrackLayer.EnableTrigger.yml +++ b/Documentation/api/Music.TrackLayer.EnableTrigger.yml @@ -25,7 +25,7 @@ items: source: id: EnableTrigger path: '' - startLine: 635 + startLine: 706 assemblies: - cs.temp.dll namespace: Music @@ -48,7 +48,7 @@ items: source: id: Scene path: '' - startLine: 638 + startLine: 709 assemblies: - cs.temp.dll namespace: Music @@ -72,7 +72,7 @@ items: source: id: Magnetism path: '' - startLine: 640 + startLine: 711 assemblies: - cs.temp.dll namespace: Music @@ -96,7 +96,7 @@ items: source: id: Goal path: '' - startLine: 642 + startLine: 713 assemblies: - cs.temp.dll namespace: Music @@ -120,7 +120,7 @@ items: source: id: Button path: '' - startLine: 644 + startLine: 715 assemblies: - cs.temp.dll namespace: Music @@ -144,7 +144,7 @@ items: source: id: Toggle path: '' - startLine: 646 + startLine: 717 assemblies: - cs.temp.dll namespace: Music @@ -168,7 +168,7 @@ items: source: id: Movement path: '' - startLine: 648 + startLine: 719 assemblies: - cs.temp.dll namespace: Music @@ -192,7 +192,7 @@ items: source: id: ConstantForce path: '' - startLine: 650 + startLine: 721 assemblies: - cs.temp.dll namespace: Music @@ -216,7 +216,7 @@ items: source: id: EndOfLevel path: '' - startLine: 652 + startLine: 723 assemblies: - cs.temp.dll namespace: Music @@ -240,7 +240,7 @@ items: source: id: ElectromagneticPulse path: '' - startLine: 654 + startLine: 725 assemblies: - cs.temp.dll namespace: Music @@ -264,7 +264,7 @@ items: source: id: Collectible path: '' - startLine: 656 + startLine: 727 assemblies: - cs.temp.dll namespace: Music diff --git a/Documentation/api/Music.TrackLayer.yml b/Documentation/api/Music.TrackLayer.yml index c3a4c31..1ca0213 100644 --- a/Documentation/api/Music.TrackLayer.yml +++ b/Documentation/api/Music.TrackLayer.yml @@ -20,7 +20,7 @@ items: source: id: TrackLayer path: '' - startLine: 619 + startLine: 690 assemblies: - cs.temp.dll namespace: Music @@ -55,7 +55,7 @@ items: source: id: layerName path: '' - startLine: 625 + startLine: 696 assemblies: - cs.temp.dll namespace: Music @@ -80,7 +80,7 @@ items: source: id: layerTrack path: '' - startLine: 630 + startLine: 701 assemblies: - cs.temp.dll namespace: Music @@ -105,7 +105,7 @@ items: source: id: enableTrigger path: '' - startLine: 662 + startLine: 733 assemblies: - cs.temp.dll namespace: Music @@ -130,7 +130,7 @@ items: source: id: layerScenes path: '' - startLine: 668 + startLine: 739 assemblies: - cs.temp.dll namespace: Music @@ -155,7 +155,7 @@ items: source: id: triggerName path: '' - startLine: 673 + startLine: 744 assemblies: - cs.temp.dll namespace: Music diff --git a/Documentation/api/Player.AnimationPlayer.AnimationState.yml b/Documentation/api/Player.AnimationPlayer.AnimationState.yml index dd2056c..a725205 100644 --- a/Documentation/api/Player.AnimationPlayer.AnimationState.yml +++ b/Documentation/api/Player.AnimationPlayer.AnimationState.yml @@ -19,7 +19,7 @@ items: source: id: AnimationState path: '' - startLine: 3773 + startLine: 3859 assemblies: - cs.temp.dll namespace: Player @@ -42,7 +42,7 @@ items: source: id: Idle path: '' - startLine: 3778 + startLine: 3864 assemblies: - cs.temp.dll namespace: Player @@ -66,7 +66,7 @@ items: source: id: Run path: '' - startLine: 3783 + startLine: 3869 assemblies: - cs.temp.dll namespace: Player @@ -90,7 +90,7 @@ items: source: id: Jump path: '' - startLine: 3788 + startLine: 3874 assemblies: - cs.temp.dll namespace: Player @@ -114,7 +114,7 @@ items: source: id: Walk path: '' - startLine: 3793 + startLine: 3879 assemblies: - cs.temp.dll namespace: Player diff --git a/Documentation/api/Player.AnimationPlayer.yml b/Documentation/api/Player.AnimationPlayer.yml index 1c6a596..0e78b0c 100644 --- a/Documentation/api/Player.AnimationPlayer.yml +++ b/Documentation/api/Player.AnimationPlayer.yml @@ -21,7 +21,7 @@ items: source: id: AnimationPlayer path: '' - startLine: 3767 + startLine: 3853 assemblies: - cs.temp.dll namespace: Player @@ -46,7 +46,7 @@ items: source: id: state path: '' - startLine: 3799 + startLine: 3885 assemblies: - cs.temp.dll namespace: Player @@ -71,7 +71,7 @@ items: source: id: backwards path: '' - startLine: 3804 + startLine: 3890 assemblies: - cs.temp.dll namespace: Player @@ -96,7 +96,7 @@ items: source: id: block path: '' - startLine: 3809 + startLine: 3895 assemblies: - cs.temp.dll namespace: Player @@ -121,7 +121,7 @@ items: source: id: clip path: '' - startLine: 3814 + startLine: 3900 assemblies: - cs.temp.dll namespace: Player @@ -146,7 +146,7 @@ items: source: id: SetState path: '' - startLine: 3858 + startLine: 3944 assemblies: - cs.temp.dll namespace: Player @@ -174,7 +174,7 @@ items: source: id: Punch path: '' - startLine: 3866 + startLine: 3952 assemblies: - cs.temp.dll namespace: Player diff --git a/Documentation/api/Player.Block.yml b/Documentation/api/Player.Block.yml index 62f070d..69cbdcd 100644 --- a/Documentation/api/Player.Block.yml +++ b/Documentation/api/Player.Block.yml @@ -17,7 +17,7 @@ items: source: id: Block path: '' - startLine: 3886 + startLine: 3976 assemblies: - cs.temp.dll namespace: Player @@ -42,7 +42,7 @@ items: source: id: blocking path: '' - startLine: 3892 + startLine: 3982 assemblies: - cs.temp.dll namespace: Player @@ -67,7 +67,7 @@ items: source: id: IsParrying path: '' - startLine: 3977 + startLine: 4067 assemblies: - cs.temp.dll namespace: Player diff --git a/Documentation/api/Player.Damageable.yml b/Documentation/api/Player.Damageable.yml index 1557bbf..c73e1d6 100644 --- a/Documentation/api/Player.Damageable.yml +++ b/Documentation/api/Player.Damageable.yml @@ -14,7 +14,6 @@ items: - Player.Damageable.lives - Player.Damageable.maxDamage - Player.Damageable.OnPlayerDeath - - Player.Damageable.OnPlayerPunched - Player.Damageable.OnPlayerRespawn - Player.Damageable.ResetDamage - Player.Damageable.Respawn @@ -28,7 +27,7 @@ items: source: id: Damageable path: '' - startLine: 3145 + startLine: 3235 assemblies: - cs.temp.dll namespace: Player @@ -53,7 +52,7 @@ items: source: id: force path: '' - startLine: 3153 + startLine: 3243 assemblies: - cs.temp.dll namespace: Player @@ -78,7 +77,7 @@ items: source: id: damage path: '' - startLine: 3158 + startLine: 3248 assemblies: - cs.temp.dll namespace: Player @@ -103,7 +102,7 @@ items: source: id: maxDamage path: '' - startLine: 3163 + startLine: 3253 assemblies: - cs.temp.dll namespace: Player @@ -128,7 +127,7 @@ items: source: id: lives path: '' - startLine: 3168 + startLine: 3258 assemblies: - cs.temp.dll namespace: Player @@ -153,7 +152,7 @@ items: source: id: damageSelfDebug path: '' - startLine: 3173 + startLine: 3263 assemblies: - cs.temp.dll namespace: Player @@ -178,7 +177,7 @@ items: source: id: dying path: '' - startLine: 3178 + startLine: 3268 assemblies: - cs.temp.dll namespace: Player @@ -189,31 +188,6 @@ items: return: type: System.Boolean content.vb: Public dying As Boolean -- uid: Player.Damageable.OnPlayerPunched - commentId: E:Player.Damageable.OnPlayerPunched - id: OnPlayerPunched - parent: Player.Damageable - langs: - - csharp - - vb - name: OnPlayerPunched - nameWithType: Damageable.OnPlayerPunched - fullName: Player.Damageable.OnPlayerPunched - type: Event - source: - id: OnPlayerPunched - path: '' - startLine: 3183 - assemblies: - - cs.temp.dll - namespace: Player - summary: "\nEvent triggered when the player is punched.\n" - example: [] - syntax: - content: public event Action OnPlayerPunched - return: - type: System.Action{GameObject} - content.vb: Public Event OnPlayerPunched As Action(Of GameObject) - uid: Player.Damageable.OnPlayerDeath commentId: E:Player.Damageable.OnPlayerDeath id: OnPlayerDeath @@ -228,7 +202,7 @@ items: source: id: OnPlayerDeath path: '' - startLine: 3188 + startLine: 3273 assemblies: - cs.temp.dll namespace: Player @@ -253,7 +227,7 @@ items: source: id: OnPlayerRespawn path: '' - startLine: 3193 + startLine: 3278 assemblies: - cs.temp.dll namespace: Player @@ -278,7 +252,7 @@ items: source: id: Damage path: '' - startLine: 3285 + startLine: 3370 assemblies: - cs.temp.dll namespace: Player @@ -309,7 +283,7 @@ items: source: id: HandleDeath path: '' - startLine: 3337 + startLine: 3422 assemblies: - cs.temp.dll namespace: Player @@ -333,7 +307,7 @@ items: source: id: Respawn path: '' - startLine: 3348 + startLine: 3433 assemblies: - cs.temp.dll namespace: Player @@ -357,7 +331,7 @@ items: source: id: ResetDamage path: '' - startLine: 3368 + startLine: 3453 assemblies: - cs.temp.dll namespace: Player diff --git a/Documentation/api/Player.PlayerCameraMovement.yml b/Documentation/api/Player.PlayerCameraMovement.yml index 65a634b..1e34b1b 100644 --- a/Documentation/api/Player.PlayerCameraMovement.yml +++ b/Documentation/api/Player.PlayerCameraMovement.yml @@ -21,7 +21,7 @@ items: source: id: PlayerCameraMovement path: '' - startLine: 4608 + startLine: 4713 assemblies: - cs.temp.dll namespace: Player @@ -46,7 +46,7 @@ items: source: id: weight path: '' - startLine: 4623 + startLine: 4728 assemblies: - cs.temp.dll namespace: Player @@ -71,7 +71,7 @@ items: source: id: speed path: '' - startLine: 4628 + startLine: 4733 assemblies: - cs.temp.dll namespace: Player @@ -96,7 +96,7 @@ items: source: id: lowerBound path: '' - startLine: 4638 + startLine: 4743 assemblies: - cs.temp.dll namespace: Player @@ -121,7 +121,7 @@ items: source: id: winScene path: '' - startLine: 4643 + startLine: 4748 assemblies: - cs.temp.dll namespace: Player @@ -146,7 +146,7 @@ items: source: id: staticCamera path: '' - startLine: 4648 + startLine: 4753 assemblies: - cs.temp.dll namespace: Player @@ -171,7 +171,7 @@ items: source: id: WinScene path: '' - startLine: 4733 + startLine: 4838 assemblies: - cs.temp.dll namespace: Player diff --git a/Documentation/api/Player.PlayerManager.yml b/Documentation/api/Player.PlayerManager.yml index 71878e0..e46c724 100644 --- a/Documentation/api/Player.PlayerManager.yml +++ b/Documentation/api/Player.PlayerManager.yml @@ -20,7 +20,7 @@ items: source: id: PlayerManager path: '' - startLine: 3571 + startLine: 3656 assemblies: - cs.temp.dll namespace: Player @@ -45,7 +45,7 @@ items: source: id: Instance path: '' - startLine: 3576 + startLine: 3661 assemblies: - cs.temp.dll namespace: Player @@ -70,7 +70,7 @@ items: source: id: cards path: '' - startLine: 3581 + startLine: 3666 assemblies: - cs.temp.dll namespace: Player @@ -95,7 +95,7 @@ items: source: id: playerColors path: '' - startLine: 3591 + startLine: 3676 assemblies: - cs.temp.dll namespace: Player @@ -120,7 +120,7 @@ items: source: id: playerSelect path: '' - startLine: 3596 + startLine: 3681 assemblies: - cs.temp.dll namespace: Player @@ -145,7 +145,7 @@ items: source: id: StartGame path: '' - startLine: 3694 + startLine: 3780 assemblies: - cs.temp.dll namespace: Player diff --git a/Documentation/api/Player.PlayerMovement.yml b/Documentation/api/Player.PlayerMovement.yml index 9a344d1..8d90439 100644 --- a/Documentation/api/Player.PlayerMovement.yml +++ b/Documentation/api/Player.PlayerMovement.yml @@ -37,7 +37,7 @@ items: source: id: PlayerMovement path: '' - startLine: 3997 + startLine: 4087 assemblies: - cs.temp.dll namespace: Player @@ -62,7 +62,7 @@ items: source: id: ground path: '' - startLine: 4010 + startLine: 4100 assemblies: - cs.temp.dll namespace: Player @@ -87,7 +87,7 @@ items: source: id: playerText path: '' - startLine: 4015 + startLine: 4105 assemblies: - cs.temp.dll namespace: Player @@ -112,7 +112,7 @@ items: source: id: walkSpeed path: '' - startLine: 4022 + startLine: 4112 assemblies: - cs.temp.dll namespace: Player @@ -135,7 +135,7 @@ items: source: id: walkSpeedFactor path: '' - startLine: 4027 + startLine: 4117 assemblies: - cs.temp.dll namespace: Player @@ -160,7 +160,7 @@ items: source: id: maxSpeed path: '' - startLine: 4032 + startLine: 4122 assemblies: - cs.temp.dll namespace: Player @@ -185,7 +185,7 @@ items: source: id: maxSpeedOverride path: '' - startLine: 4037 + startLine: 4127 assemblies: - cs.temp.dll namespace: Player @@ -210,7 +210,7 @@ items: source: id: slowdownMultiplier path: '' - startLine: 4042 + startLine: 4132 assemblies: - cs.temp.dll namespace: Player @@ -235,7 +235,7 @@ items: source: id: virtualAxisX path: '' - startLine: 4047 + startLine: 4137 assemblies: - cs.temp.dll namespace: Player @@ -260,7 +260,7 @@ items: source: id: virtualButtonJump path: '' - startLine: 4052 + startLine: 4142 assemblies: - cs.temp.dll namespace: Player @@ -285,7 +285,7 @@ items: source: id: virtualButtonJumpLastFrame path: '' - startLine: 4057 + startLine: 4147 assemblies: - cs.temp.dll namespace: Player @@ -310,7 +310,7 @@ items: source: id: turnaroundMultiplier path: '' - startLine: 4062 + startLine: 4152 assemblies: - cs.temp.dll namespace: Player @@ -335,7 +335,7 @@ items: source: id: walkSmooth path: '' - startLine: 4067 + startLine: 4157 assemblies: - cs.temp.dll namespace: Player @@ -360,7 +360,7 @@ items: source: id: secondsToFullSpeed path: '' - startLine: 4072 + startLine: 4162 assemblies: - cs.temp.dll namespace: Player @@ -385,7 +385,7 @@ items: source: id: jumpSpeed path: '' - startLine: 4077 + startLine: 4167 assemblies: - cs.temp.dll namespace: Player @@ -410,7 +410,7 @@ items: source: id: coyoteTime path: '' - startLine: 4082 + startLine: 4172 assemblies: - cs.temp.dll namespace: Player @@ -435,7 +435,7 @@ items: source: id: jumpLenience path: '' - startLine: 4087 + startLine: 4177 assemblies: - cs.temp.dll namespace: Player @@ -460,7 +460,7 @@ items: source: id: timeUnableToBeDeclaredNotJumping path: '' - startLine: 4092 + startLine: 4182 assemblies: - cs.temp.dll namespace: Player @@ -485,7 +485,7 @@ items: source: id: groundCheckDistance path: '' - startLine: 4097 + startLine: 4187 assemblies: - cs.temp.dll namespace: Player @@ -510,7 +510,7 @@ items: source: id: IsBasicallyGrounded path: '' - startLine: 4357 + startLine: 4447 assemblies: - cs.temp.dll namespace: Player @@ -537,7 +537,7 @@ items: source: id: IsPhysicallyGrounded path: '' - startLine: 4376 + startLine: 4466 assemblies: - cs.temp.dll namespace: Player @@ -564,7 +564,7 @@ items: source: id: GetPointInBoxCollider path: '' - startLine: 4397 + startLine: 4487 assemblies: - cs.temp.dll namespace: Player @@ -604,7 +604,7 @@ items: source: id: StopVelocity path: '' - startLine: 4409 + startLine: 4499 assemblies: - cs.temp.dll namespace: Player diff --git a/Documentation/api/Player.Punch.yml b/Documentation/api/Player.Punch.yml index 0606e5a..27a0664 100644 --- a/Documentation/api/Player.Punch.yml +++ b/Documentation/api/Player.Punch.yml @@ -21,7 +21,7 @@ items: source: id: Punch path: '' - startLine: 3386 + startLine: 3471 assemblies: - cs.temp.dll namespace: Player @@ -46,7 +46,7 @@ items: source: id: cancelable path: '' - startLine: 3393 + startLine: 3478 assemblies: - cs.temp.dll namespace: Player @@ -71,7 +71,7 @@ items: source: id: EnableHurtbox path: '' - startLine: 3444 + startLine: 3529 assemblies: - cs.temp.dll namespace: Player @@ -95,7 +95,7 @@ items: source: id: DisableHurtbox path: '' - startLine: 3452 + startLine: 3537 assemblies: - cs.temp.dll namespace: Player @@ -119,7 +119,7 @@ items: source: id: DisableCancellation path: '' - startLine: 3460 + startLine: 3545 assemblies: - cs.temp.dll namespace: Player @@ -143,7 +143,7 @@ items: source: id: EnableCancellation path: '' - startLine: 3468 + startLine: 3553 assemblies: - cs.temp.dll namespace: Player @@ -167,7 +167,7 @@ items: source: id: ReturnToMaxSpeed path: '' - startLine: 3476 + startLine: 3561 assemblies: - cs.temp.dll namespace: Player diff --git a/Documentation/api/Player.TeleportPlatform.yml b/Documentation/api/Player.TeleportPlatform.yml index fc7713b..359cbe3 100644 --- a/Documentation/api/Player.TeleportPlatform.yml +++ b/Documentation/api/Player.TeleportPlatform.yml @@ -19,7 +19,7 @@ items: source: id: TeleportPlatform path: '' - startLine: 3494 + startLine: 3579 assemblies: - cs.temp.dll namespace: Player @@ -44,7 +44,7 @@ items: source: id: teleportPoint path: '' - startLine: 3499 + startLine: 3584 assemblies: - cs.temp.dll namespace: Player @@ -69,7 +69,7 @@ items: source: id: teleportTag path: '' - startLine: 3504 + startLine: 3589 assemblies: - cs.temp.dll namespace: Player @@ -94,7 +94,7 @@ items: source: id: playerTag path: '' - startLine: 3509 + startLine: 3594 assemblies: - cs.temp.dll namespace: Player @@ -119,7 +119,7 @@ items: source: id: isPlatform path: '' - startLine: 3515 + startLine: 3600 assemblies: - cs.temp.dll namespace: Player diff --git a/Documentation/api/Player.UseItem.yml b/Documentation/api/Player.UseItem.yml index 4525f06..f3f99af 100644 --- a/Documentation/api/Player.UseItem.yml +++ b/Documentation/api/Player.UseItem.yml @@ -20,7 +20,7 @@ items: source: id: UseItem path: '' - startLine: 4428 + startLine: 4518 assemblies: - cs.temp.dll namespace: Player @@ -45,7 +45,7 @@ items: source: id: holdTime path: '' - startLine: 4453 + startLine: 4543 assemblies: - cs.temp.dll namespace: Player @@ -70,7 +70,7 @@ items: source: id: head path: '' - startLine: 4463 + startLine: 4553 assemblies: - cs.temp.dll namespace: Player @@ -95,7 +95,7 @@ items: source: id: PickUpItem path: '' - startLine: 4511 + startLine: 4614 assemblies: - cs.temp.dll namespace: Player @@ -123,7 +123,7 @@ items: source: id: DropItem path: '' - startLine: 4542 + startLine: 4646 assemblies: - cs.temp.dll namespace: Player @@ -147,7 +147,7 @@ items: source: id: IsHoldingItem path: '' - startLine: 4589 + startLine: 4694 assemblies: - cs.temp.dll namespace: Player diff --git a/Documentation/obj/.cache/build/build.info b/Documentation/obj/.cache/build/build.info index f318e44..c8eddbc 100644 --- a/Documentation/obj/.cache/build/build.info +++ 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          Search Results for
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              + + + + + + diff --git a/Documentation/obj/.cache/build/kh23i1t0.juy/4paghwoh.gsb b/Documentation/obj/.cache/build/kh23i1t0.juy/4paghwoh.gsb new file mode 100644 index 0000000..752a748 --- /dev/null +++ b/Documentation/obj/.cache/build/kh23i1t0.juy/4paghwoh.gsb @@ -0,0 +1,136 @@ + + + + + + + + Class ObjectVisibility + | Example Unity documentation + + + + + + + + + + + + + + + +
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                                                                + + + + + + diff --git a/Documentation/obj/.cache/build/kh23i1t0.juy/pnpwy1rj.3ap b/Documentation/obj/.cache/build/kh23i1t0.juy/pnpwy1rj.3ap new file mode 100644 index 0000000000000000000000000000000000000000..94638338f494cb1a060125e818a606e346e4665e GIT binary patch literal 16590 zcmeHOOK%)Y6`phwB)BhedEW;#t&rAV}}GAmMrfA39;t~u!JQmeg(gP?^IRy)O7dE_%Vs+A}`AFRG+G@I(5$ZPMy<- zH5!fdOO3`=hJW_amM%3K57Dk#jmG4G!k7N79avSt6H1vKl&I8C+=8ZdmM{B z5cs8C5!=3SyLtz^qO-Ox|AHS}#}7Jm>!Z(>#{b|9%_}o`hj~ z4Ub4#tPjQyC#fK5vfg?qf)`sMaWVNaI!U~)d>#Lgj9Fh%PoD}eSwtVn+?9Xh!GF;{ zxeUQWdy4iM+UIEhMEeigM<6B|>;0+_+`%&%YyGhLthMR0gHD(Q-a_X95;$me(pUt0 zH@<~I^fK!m-T$~t5=q_k{-RrxqnnmweXr&f5VpX(*Xxl$e*!{UxAk!iVX>A^7eGc^ zv%dSl54+57JrqfLsD{YZs_Bm2108MOx+odvpfG zZ_Eg7NZ!T+Qf|vSJo+~NCndMu#ZeeEzeGPNzV+bHslLN$Zy!2aEZ*ZO)UD=u)4^Q) zQ8wsusQ=BQ-J^FgAz2aY3Z3~Mp=o4KtlwS6OaU8^+Sbl9UG0yW6J}_chjJ_{GI_e3 zxigrmkb;s#&T{Hck2l#asTJ9Fs1*xD4<-_3IO4FQN?ge1lel~nbY%Ojw{!DMMxWH1 zpr-NHA2%BI&l-)(ht4%^i#LQDhe_B=TNtsLtc4zL-DN3T3xhOf(3F-k;ocM8<1vTa zwl-nWeqM~C zu2o_=*u-l(q2!(rPP@nagv(#AQXV8Ym<^uxLrkWhL<~|CRo`@;9ocf!*hG5h0~ ze$3;jF;y+YGE{jm7Jjgw8tM_FwR_Zbd=~80iL*kb?c)iN<0gF;M|kCa*P&Up-7Osq z_5NCF3-h`b1a?GQeu4QWws4!?Lw7SbvCXQtV)G)lW zPTC^4G1v^PD201S=;X9--M)FJ>F|Jn4?l0_Vi?2w)A9!{VIzFd^q^q6SX`kB>ys0j8U)W)fh6kR_mEU8FKoaahL|Qw+dTK{;xG&&z+r2E1 zhL`!|`KO_r#7-jaik@)QG>P3kut@-IMso&97Gor{6S!(VPs0H7EAPhcg|WRSohF;P z@M@CQ@=~<2LstdlA6qT z!zbeC_bK-tDnx$XoPuiEX*Ch{ehtEw>7@abYN>A{IL6b#?Z_n?v%FRuDy?_|4wW}N z5tPcr8lmnB?t9phvXiD{PFK^JAXI6)V-V^VQ0W4p)WwyMyMj=wwh#ZEfQb2i35*nE zc?2qiTBgCeK#NItu%X?D(bs4}*QDjnFvhW>m_0NxF;BC2#4Vq$Nfp3bjl?F4;Q=5@ z*gW0cPb>K3h>8Pb(ttPuZKhV*tBFm!UU=NIjg8-M<{CVVi^x>qFlZ%cn7>bTKYOEq zVXSr%SQuoJfx;l17mzTPG!7sxt}xTCFud;m0KgzjSbi1rp54bE+<2;2aa@l)M5`9l zejL7B6ureDOc!w{3H^QUVT24);GVR+MDwgDm-+%*PKqtK(;;Ou0?@W0`g4XXRWTWd zCLIJ^xL0h20L64d<{L;R1gK45*{HjbOc*PHX43Qd2cF^T6O~1RzcdMf>gXp!QQZiQ zNjg4yjyIQLaoF}4RJwEf;@U#~G3DE8uPwww8QC(TXLL`Y5DJOX5JO^)pxz4vA7>ZU zTUXd8eO(o9LzM6OZ?iD{$tI$7{igaKi;+P(#Qrir6$q)>5j_R~`p8sxqqi*z_nGrz zN`NKebO;YN5yN}Q;s9Yh8~uK`w};_~0TKkm4F{eYJHCkDRkLDsH?sXucy^(T3(6L$ zLwN)dx*^q5-=$6(ygrAk+cA?bXA0ZR;CeZXt`U>LV{Mm5!u{w*%-fAcBtKu7k?!7- z5qYjuRy(jtiB!{z8{0%3H z$E(4wLBwaUDx9B@-^DM}y?dnGJAKALA$d}zBR9J9V=cN)7HFU4c1A<~qubhQm!B4i zX7vC&M9dsXX_XC3;|ytP5My%7W!h1%g*cIqs6HY6tM*>F zBge?1D}yuke6?kx(*#ZVv`;06{}=9v=1Yku7oNtkCGPdbLryPW^(Jl}Rp7$YkOd@# z@zQ5B51z){S%&#@BB~Kz*im$V!XxELUxMq zW7(N0A_`b?oyu4wVh%J%I;^_$ku+e8cU|pYgIE!5r%P2?wSt842 zQ9fLkP*J-(Zv7D + + + + + + + Class HealthBarManager + | Example Unity documentation + + + + + + + + + + + + + + + +
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                                                                    This class helps manage positions for the GameManager during development.\nIt allows adding hat spawn positions and player spawn positions directly in the editor.

                                                                    \n"},"Global.Playlist":{"uid":"Global.Playlist","name":"Playlist","href":null,"commentId":"T:Global.Playlist","isSpec":"True","fullName":"Playlist","nameWithType":"Playlist"},"Global.TerribleHealthBarScript":{"uid":"Global.TerribleHealthBarScript","name":"TerribleHealthBarScript","href":null,"commentId":"T:Global.TerribleHealthBarScript","isSpec":"True","fullName":"TerribleHealthBarScript","nameWithType":"TerribleHealthBarScript"},"Global.TeleportPlatform":{"uid":"Global.TeleportPlatform","name":"TeleportPlatform","href":null,"commentId":"T:Global.TeleportPlatform","isSpec":"True","fullName":"TeleportPlatform","nameWithType":"TeleportPlatform"},"Game.Game.GameManager.Instance*":{"uid":"Game.Game.GameManager.Instance*","name":"Instance","href":null,"commentId":"Overload:Game.Game.GameManager.Instance","isSpec":"True","fullName":"Game.Game.GameManager.Instance","nameWithType":"GameManager.Instance"},"Game.Player.Damageable":{"uid":"Game.Player.Damageable","name":"Damageable","href":null,"commentId":"T:Game.Player.Damageable","isSpec":"True","fullName":"Game.Player.Damageable","nameWithType":"Damageable"},"Archaic.PongBallBehavior":{"uid":"Archaic.PongBallBehavior","name":"PongBallBehavior","href":null,"commentId":"T:Archaic.PongBallBehavior","isSpec":"True","fullName":"Archaic.PongBallBehavior","nameWithType":"PongBallBehavior"},"Game.Trevor":{"uid":"Game.Trevor","name":"Trevor","href":null,"commentId":"T:Game.Trevor","isSpec":"True","fullName":"Game.Trevor","nameWithType":"Trevor"},"Game.Player.Damageable.Respawn*":{"uid":"Game.Player.Damageable.Respawn*","name":"Respawn","href":null,"commentId":"Overload:Game.Player.Damageable.Respawn","isSpec":"True","fullName":"Game.Player.Damageable.Respawn","nameWithType":"Damageable.Respawn"},"Global.PlayerMovement.IsPhysicallyGrounded*":{"uid":"Global.PlayerMovement.IsPhysicallyGrounded*","name":"IsPhysicallyGrounded","href":null,"commentId":"Overload:Global.PlayerMovement.IsPhysicallyGrounded","isSpec":"True","fullName":"PlayerMovement.IsPhysicallyGrounded","nameWithType":"PlayerMovement.IsPhysicallyGrounded"},"Game.Game.GameManager":{"uid":"Game.Game.GameManager","name":"GameManager","href":null,"commentId":"T:Game.Game.GameManager","isSpec":"True","fullName":"Game.Game.GameManager","nameWithType":"GameManager","summary":"

                                                                    The GameManager class manages the overall game logic, including game modes, player states,\ngame events, and game-over conditions. It ensures a single instance exists and provides\nfunctionality for starting, updating, and ending the game.

                                                                    \n"},"Player.Punch.EnableHurtbox*":{"uid":"Player.Punch.EnableHurtbox*","name":"EnableHurtbox","href":null,"commentId":"Overload:Player.Punch.EnableHurtbox","isSpec":"True","fullName":"Player.Punch.EnableHurtbox","nameWithType":"Punch.EnableHurtbox"},"Player.PlayerMovement":{"uid":"Player.PlayerMovement","name":"PlayerMovement","href":null,"commentId":"T:Player.PlayerMovement","isSpec":"True","fullName":"Player.PlayerMovement","nameWithType":"PlayerMovement","summary":"

                                                                    This class handles the player's movement, including walking, jumping, and animations.\nIt also manages input, physics, and interactions with the ground.

                                                                    \n"},"Player.UseItem":{"uid":"Player.UseItem","name":"UseItem","href":null,"commentId":"T:Player.UseItem","isSpec":"True","fullName":"Player.UseItem","nameWithType":"UseItem","summary":"

                                                                    This class allows a player to pick up, hold, and drop items during the game.\nIt is primarily used for managing interactions with the "hat" in "keep-away" mode.

                                                                    \n"},"Global.MovingPlatform":{"uid":"Global.MovingPlatform","name":"MovingPlatform","href":null,"commentId":"T:Global.MovingPlatform","isSpec":"True","fullName":"MovingPlatform","nameWithType":"MovingPlatform"},"Global.Damageable.Damage*":{"uid":"Global.Damageable.Damage*","name":"Damage","href":null,"commentId":"Overload:Global.Damageable.Damage","isSpec":"True","fullName":"Damageable.Damage","nameWithType":"Damageable.Damage"},"System.Object.GetHashCode":{"uid":"System.Object.GetHashCode","name":"GetHashCode()","href":null,"commentId":"M:System.Object.GetHashCode","fullName":"object.GetHashCode()","fullName.vb":"Object.GetHashCode()","nameWithType":"object.GetHashCode()","nameWithType.vb":"Object.GetHashCode()"},"Global.GameObject":{"uid":"Global.GameObject","name":"GameObject","href":null,"fullName":"GameObject","nameWithType":"GameObject"},"Global.WinScreen":{"uid":"Global.WinScreen","name":"WinScreen","href":null,"commentId":"T:Global.WinScreen","isSpec":"True","fullName":"WinScreen","nameWithType":"WinScreen"},"Global.TerribleHealthBarScript.SetPlayer*":{"uid":"Global.TerribleHealthBarScript.SetPlayer*","name":"SetPlayer","href":null,"commentId":"Overload:Global.TerribleHealthBarScript.SetPlayer","isSpec":"True","fullName":"TerribleHealthBarScript.SetPlayer","nameWithType":"TerribleHealthBarScript.SetPlayer"},"Global.LayerMask":{"uid":"Global.LayerMask","name":"LayerMask","href":null,"commentId":"!:Global.LayerMask","fullName":"LayerMask","nameWithType":"LayerMask"},"Game.Game.HatRespawn":{"uid":"Game.Game.HatRespawn","name":"HatRespawn","href":null,"commentId":"T:Game.Game.HatRespawn","isSpec":"True","fullName":"Game.Game.HatRespawn","nameWithType":"HatRespawn"},"System.Object.ReferenceEquals(System.Object,System.Object)":{"uid":"System.Object.ReferenceEquals(System.Object,System.Object)","name":"ReferenceEquals(object, object)","href":null,"commentId":"M:System.Object.ReferenceEquals(System.Object,System.Object)","name.vb":"ReferenceEquals(Object, Object)","fullName":"object.ReferenceEquals(object, object)","fullName.vb":"Object.ReferenceEquals(Object, Object)","nameWithType":"object.ReferenceEquals(object, object)","nameWithType.vb":"Object.ReferenceEquals(Object, Object)"},"Global.Transform":{"uid":"Global.Transform","name":"Transform","href":null,"fullName":"Transform","nameWithType":"Transform"},"Archaic.PongPaddleBehavior":{"uid":"Archaic.PongPaddleBehavior","name":"PongPaddleBehavior","href":null,"commentId":"T:Archaic.PongPaddleBehavior","isSpec":"True","fullName":"Archaic.PongPaddleBehavior","nameWithType":"PongPaddleBehavior"},"Game.Game.LifeDisplayManager":{"uid":"Game.Game.LifeDisplayManager","name":"LifeDisplayManager","href":null,"commentId":"T:Game.Game.LifeDisplayManager","isSpec":"True","fullName":"Game.Game.LifeDisplayManager","nameWithType":"LifeDisplayManager"},"Archaic.PongScorekeeper":{"uid":"Archaic.PongScorekeeper","name":"PongScorekeeper","href":null,"commentId":"T:Archaic.PongScorekeeper","isSpec":"True","fullName":"Archaic.PongScorekeeper","nameWithType":"PongScorekeeper"},"Archaic.PongBallBehavior.IncreaseSpeed*":{"uid":"Archaic.PongBallBehavior.IncreaseSpeed*","name":"IncreaseSpeed","href":null,"commentId":"Overload:Archaic.PongBallBehavior.IncreaseSpeed","isSpec":"True","fullName":"Archaic.PongBallBehavior.IncreaseSpeed","nameWithType":"PongBallBehavior.IncreaseSpeed"},"Game.Game.LeaderboardManager":{"uid":"Game.Game.LeaderboardManager","name":"LeaderboardManager","href":null,"commentId":"T:Game.Game.LeaderboardManager","isSpec":"True","fullName":"Game.Game.LeaderboardManager","nameWithType":"LeaderboardManager"},"Global.PlayerManager":{"uid":"Global.PlayerManager","name":"PlayerManager","href":null,"commentId":"T:Global.PlayerManager","isSpec":"True","fullName":"PlayerManager","nameWithType":"PlayerManager"},"Game.EventSystemizer":{"uid":"Game.EventSystemizer","name":"EventSystemizer","href":null,"commentId":"T:Game.EventSystemizer","isSpec":"True","fullName":"Game.EventSystemizer","nameWithType":"EventSystemizer","summary":"

                                                                    This class makes sure there is only one EventSystem in the game at any time.

                                                                    \n"},"Game.LeaderboardManager.UpdatePlayerHoldTimeText*":{"uid":"Game.LeaderboardManager.UpdatePlayerHoldTimeText*","name":"UpdatePlayerHoldTimeText","href":null,"commentId":"Overload:Game.LeaderboardManager.UpdatePlayerHoldTimeText","isSpec":"True","fullName":"Game.LeaderboardManager.UpdatePlayerHoldTimeText","nameWithType":"LeaderboardManager.UpdatePlayerHoldTimeText"},"Game.Game.GameManager.UpdatePlayerHoldTime*":{"uid":"Game.Game.GameManager.UpdatePlayerHoldTime*","name":"UpdatePlayerHoldTime","href":null,"commentId":"Overload:Game.Game.GameManager.UpdatePlayerHoldTime","isSpec":"True","fullName":"Game.Game.GameManager.UpdatePlayerHoldTime","nameWithType":"GameManager.UpdatePlayerHoldTime"},"Global.Punch.EnableHurtbox*":{"uid":"Global.Punch.EnableHurtbox*","name":"EnableHurtbox","href":null,"commentId":"Overload:Global.Punch.EnableHurtbox","isSpec":"True","fullName":"Punch.EnableHurtbox","nameWithType":"Punch.EnableHurtbox"},"Global.AudioSource":{"uid":"Global.AudioSource","name":"AudioSource","href":null,"fullName":"AudioSource","nameWithType":"AudioSource"},"Global":{"uid":"Global","name":null,"href":null,"isSpec":"True"},"Game.GameManager.PlayerDied*":{"uid":"Game.GameManager.PlayerDied*","name":"PlayerDied","href":null,"commentId":"Overload:Game.GameManager.PlayerDied","isSpec":"True","fullName":"Game.GameManager.PlayerDied","nameWithType":"GameManager.PlayerDied"},"Global.LeaderboardManager.Instance*":{"uid":"Global.LeaderboardManager.Instance*","name":"Instance","href":null,"commentId":"Overload:Global.LeaderboardManager.Instance","isSpec":"True","fullName":"LeaderboardManager.Instance","nameWithType":"LeaderboardManager.Instance"},"Game.Game.HatRespawn.OnHatDropped*":{"uid":"Game.Game.HatRespawn.OnHatDropped*","name":"OnHatDropped","href":null,"commentId":"Overload:Game.Game.HatRespawn.OnHatDropped","isSpec":"True","fullName":"Game.Game.HatRespawn.OnHatDropped","nameWithType":"HatRespawn.OnHatDropped"},"Global.HatRespawn.OnHatDropped*":{"uid":"Global.HatRespawn.OnHatDropped*","name":"OnHatDropped","href":null,"commentId":"Overload:Global.HatRespawn.OnHatDropped","isSpec":"True","fullName":"HatRespawn.OnHatDropped","nameWithType":"HatRespawn.OnHatDropped"},"Global.SoundEffect.#ctor*":{"uid":"Global.SoundEffect.#ctor*","name":"SoundEffect","href":null,"commentId":"Overload:Global.SoundEffect.#ctor","isSpec":"True","name.vb":"New","fullName":"SoundEffect.SoundEffect","fullName.vb":"SoundEffect.New","nameWithType":"SoundEffect.SoundEffect","nameWithType.vb":"SoundEffect.New"},"Global.Dictionary{Damageable,List{GameObject}}":{"uid":"Global.Dictionary{Damageable,List{GameObject}}","name":"Dictionary>","href":null,"commentId":"!:Global.Dictionary{Damageable,List{GameObject}}","isSpec":"True","name.vb":"Dictionary(Of Damageable, List(Of GameObject))","fullName":"Dictionary>","fullName.vb":"Dictionary(Of Damageable, List(Of GameObject))","nameWithType":"Dictionary>","nameWithType.vb":"Dictionary(Of Damageable, List(Of GameObject))"},"Game.Player.Block.IsParrying*":{"uid":"Game.Player.Block.IsParrying*","name":"IsParrying","href":null,"commentId":"Overload:Game.Player.Block.IsParrying","isSpec":"True","fullName":"Game.Player.Block.IsParrying","nameWithType":"Block.IsParrying"},"Global.PongScorekeeper":{"uid":"Global.PongScorekeeper","name":"PongScorekeeper","href":null,"commentId":"T:Global.PongScorekeeper","isSpec":"True","fullName":"PongScorekeeper","nameWithType":"PongScorekeeper"},"Global.WinScreen.ShowWinScreen*":{"uid":"Global.WinScreen.ShowWinScreen*","name":"ShowWinScreen","href":null,"commentId":"Overload:Global.WinScreen.ShowWinScreen","isSpec":"True","fullName":"WinScreen.ShowWinScreen","nameWithType":"WinScreen.ShowWinScreen"},"Global.Color":{"uid":"Global.Color","name":"Color","href":null,"fullName":"Color","nameWithType":"Color"},"Music.SoundEffect.#ctor*":{"uid":"Music.SoundEffect.#ctor*","name":"SoundEffect","href":null,"commentId":"Overload:Music.SoundEffect.#ctor","isSpec":"True","name.vb":"New","fullName":"Music.SoundEffect.SoundEffect","fullName.vb":"Music.SoundEffect.New","nameWithType":"SoundEffect.SoundEffect","nameWithType.vb":"SoundEffect.New"},"Global.AnimationPlayer.SetState*":{"uid":"Global.AnimationPlayer.SetState*","name":"SetState","href":null,"commentId":"Overload:Global.AnimationPlayer.SetState","isSpec":"True","fullName":"AnimationPlayer.SetState","nameWithType":"AnimationPlayer.SetState"},"Global.List{GameObject}":{"uid":"Global.List{GameObject}","name":"List","href":null,"commentId":"!:Global.List{GameObject}","isSpec":"True","name.vb":"List(Of GameObject)","fullName":"List","fullName.vb":"List(Of GameObject)","nameWithType":"List","nameWithType.vb":"List(Of GameObject)"},"System.Object":{"uid":"System.Object","name":"object","href":null,"commentId":"T:System.Object","name.vb":"Object","fullName":"object","fullName.vb":"Object","nameWithType":"object","nameWithType.vb":"Object"},"Game.TerribleHealthBarScript":{"uid":"Game.TerribleHealthBarScript","name":"TerribleHealthBarScript","href":null,"commentId":"T:Game.TerribleHealthBarScript","isSpec":"True","fullName":"Game.TerribleHealthBarScript","nameWithType":"TerribleHealthBarScript","summary":"

                                                                    This class manages the health bar visuals for a player, including updating\nthe health bar's size, position, and color based on the player's current health.

                                                                    \n"},"Game.HatRespawn":{"uid":"Game.HatRespawn","name":"HatRespawn","href":null,"commentId":"T:Game.HatRespawn","isSpec":"True","fullName":"Game.HatRespawn","nameWithType":"HatRespawn","summary":"

                                                                    This class manages the behavior of the hat in the game, including its respawn logic.\nThe hat can be picked up, dropped, and respawned after a certain amount of time.

                                                                    \n"},"Game.Game.LeaderboardManager.UpdatePlayerHoldTimeText*":{"uid":"Game.Game.LeaderboardManager.UpdatePlayerHoldTimeText*","name":"UpdatePlayerHoldTimeText","href":null,"commentId":"Overload:Game.Game.LeaderboardManager.UpdatePlayerHoldTimeText","isSpec":"True","fullName":"Game.Game.LeaderboardManager.UpdatePlayerHoldTimeText","nameWithType":"LeaderboardManager.UpdatePlayerHoldTimeText"},"Global.ObstacleCourse":{"uid":"Global.ObstacleCourse","name":"ObstacleCourse","href":null,"commentId":"T:Global.ObstacleCourse","isSpec":"True","fullName":"ObstacleCourse","nameWithType":"ObstacleCourse"},"Global.LeaderboardManager.UpdatePlayerHoldTimeText*":{"uid":"Global.LeaderboardManager.UpdatePlayerHoldTimeText*","name":"UpdatePlayerHoldTimeText","href":null,"commentId":"Overload:Global.LeaderboardManager.UpdatePlayerHoldTimeText","isSpec":"True","fullName":"LeaderboardManager.UpdatePlayerHoldTimeText","nameWithType":"LeaderboardManager.UpdatePlayerHoldTimeText"},"Global.PongBallBehavior":{"uid":"Global.PongBallBehavior","name":"PongBallBehavior","href":null,"commentId":"T:Global.PongBallBehavior","isSpec":"True","fullName":"PongBallBehavior","nameWithType":"PongBallBehavior"},"Game.GameManager.StartGame*":{"uid":"Game.GameManager.StartGame*","name":"StartGame","href":null,"commentId":"Overload:Game.GameManager.StartGame","isSpec":"True","fullName":"Game.GameManager.StartGame","nameWithType":"GameManager.StartGame"},"Game.Game.GameManager.GameEvent":{"uid":"Game.Game.GameManager.GameEvent","name":"GameManager.GameEvent","href":null,"commentId":"T:Game.Game.GameManager.GameEvent","isSpec":"True","fullName":"Game.Game.GameManager.GameEvent","nameWithType":"GameManager.GameEvent"},"System.Action{GameObject}":{"uid":"System.Action{GameObject}","name":"Action","href":null,"commentId":"T:System.Action{GameObject}","isSpec":"True","name.vb":"Action(Of GameObject)","fullName":"System.Action","fullName.vb":"System.Action(Of GameObject)","nameWithType":"Action","nameWithType.vb":"Action(Of GameObject)"},"System.Int32":{"uid":"System.Int32","name":"int","href":null,"commentId":"T:System.Int32","name.vb":"Integer","fullName":"int","fullName.vb":"Integer","nameWithType":"int","nameWithType.vb":"Integer"},"Global.ParallaxLayer":{"uid":"Global.ParallaxLayer","name":"ParallaxLayer","href":null,"commentId":"T:Global.ParallaxLayer","isSpec":"True","fullName":"ParallaxLayer","nameWithType":"ParallaxLayer"},"Game.Player.PlayerCameraMovement":{"uid":"Game.Player.PlayerCameraMovement","name":"PlayerCameraMovement","href":null,"commentId":"T:Game.Player.PlayerCameraMovement","isSpec":"True","fullName":"Game.Player.PlayerCameraMovement","nameWithType":"PlayerCameraMovement"},"Player.Damageable.Respawn*":{"uid":"Player.Damageable.Respawn*","name":"Respawn","href":null,"commentId":"Overload:Player.Damageable.Respawn","isSpec":"True","fullName":"Player.Damageable.Respawn","nameWithType":"Damageable.Respawn"},"Game.ObstacleCourse":{"uid":"Game.ObstacleCourse","name":"ObstacleCourse","href":null,"commentId":"T:Game.ObstacleCourse","isSpec":"True","fullName":"Game.ObstacleCourse","nameWithType":"ObstacleCourse","summary":"

                                                                    This class handles the logic for detecting when a player completes the obstacle course.

                                                                    \n"},"Global.Dictionary{Player.Damageable,List{GameObject}}":{"uid":"Global.Dictionary{Player.Damageable,List{GameObject}}","name":"Dictionary>","href":null,"commentId":"!:Global.Dictionary{Player.Damageable,List{GameObject}}","isSpec":"True","name.vb":"Dictionary(Of Damageable, List(Of GameObject))","fullName":"Dictionary>","fullName.vb":"Dictionary(Of Player.Damageable, List(Of GameObject))","nameWithType":"Dictionary>","nameWithType.vb":"Dictionary(Of Damageable, List(Of GameObject))"},"Player.Punch.DisableCancellation*":{"uid":"Player.Punch.DisableCancellation*","name":"DisableCancellation","href":null,"commentId":"Overload:Player.Punch.DisableCancellation","isSpec":"True","fullName":"Player.Punch.DisableCancellation","nameWithType":"Punch.DisableCancellation"},"Global.HubManager.LoadScene*":{"uid":"Global.HubManager.LoadScene*","name":"LoadScene","href":null,"commentId":"Overload:Global.HubManager.LoadScene","isSpec":"True","fullName":"HubManager.LoadScene","nameWithType":"HubManager.LoadScene"},"Global.LeaderboardManager":{"uid":"Global.LeaderboardManager","name":"LeaderboardManager","href":null,"commentId":"T:Global.LeaderboardManager","isSpec":"True","fullName":"LeaderboardManager","nameWithType":"LeaderboardManager"},"Game":{"uid":"Game","name":"Game","href":null,"commentId":"N:Game","isSpec":"True","fullName":"Game","nameWithType":"Game"},"Player.UseItem.IsHoldingItem*":{"uid":"Player.UseItem.IsHoldingItem*","name":"IsHoldingItem","href":null,"commentId":"Overload:Player.UseItem.IsHoldingItem","isSpec":"True","fullName":"Player.UseItem.IsHoldingItem","nameWithType":"UseItem.IsHoldingItem"},"Player.PlayerMovement.IsBasicallyGrounded*":{"uid":"Player.PlayerMovement.IsBasicallyGrounded*","name":"IsBasicallyGrounded","href":null,"commentId":"Overload:Player.PlayerMovement.IsBasicallyGrounded","isSpec":"True","fullName":"Player.PlayerMovement.IsBasicallyGrounded","nameWithType":"PlayerMovement.IsBasicallyGrounded"},"Game.LeaderboardManager.Instance*":{"uid":"Game.LeaderboardManager.Instance*","name":"Instance","href":null,"commentId":"Overload:Game.LeaderboardManager.Instance","isSpec":"True","fullName":"Game.LeaderboardManager.Instance","nameWithType":"LeaderboardManager.Instance"},"Game.InfiniteScroll":{"uid":"Game.InfiniteScroll","name":"InfiniteScroll","href":null,"commentId":"T:Game.InfiniteScroll","isSpec":"True","fullName":"Game.InfiniteScroll","nameWithType":"InfiniteScroll","summary":"

                                                                    This class handles the infinite scrolling effect for the background.

                                                                    \n"},"System.Boolean":{"uid":"System.Boolean","name":"bool","href":null,"commentId":"T:System.Boolean","name.vb":"Boolean","fullName":"bool","fullName.vb":"Boolean","nameWithType":"bool","nameWithType.vb":"Boolean"},"Global.MapSelect":{"uid":"Global.MapSelect","name":"MapSelect","href":null,"commentId":"T:Global.MapSelect","isSpec":"True","fullName":"MapSelect","nameWithType":"MapSelect"},"Global.PongBallBehavior.IncreaseSpeed*":{"uid":"Global.PongBallBehavior.IncreaseSpeed*","name":"IncreaseSpeed","href":null,"commentId":"Overload:Global.PongBallBehavior.IncreaseSpeed","isSpec":"True","fullName":"PongBallBehavior.IncreaseSpeed","nameWithType":"PongBallBehavior.IncreaseSpeed"},"Music.Playlist":{"uid":"Music.Playlist","name":"Playlist","href":null,"commentId":"T:Music.Playlist","isSpec":"True","fullName":"Music.Playlist","nameWithType":"Playlist","summary":"

                                                                    Represents a playlist of music tracks.\nContains information about the tracks, their associated scenes, and playback settings.

                                                                    \n"},"System.Object.Equals(System.Object)":{"uid":"System.Object.Equals(System.Object)","name":"Equals(object)","href":null,"commentId":"M:System.Object.Equals(System.Object)","name.vb":"Equals(Object)","fullName":"object.Equals(object)","fullName.vb":"Object.Equals(Object)","nameWithType":"object.Equals(object)","nameWithType.vb":"Object.Equals(Object)"},"Global.Block":{"uid":"Global.Block","name":"Block","href":null,"commentId":"T:Global.Block","isSpec":"True","fullName":"Block","nameWithType":"Block"},"Game.GameManager.GameOver*":{"uid":"Game.GameManager.GameOver*","name":"GameOver","href":null,"commentId":"Overload:Game.GameManager.GameOver","isSpec":"True","fullName":"Game.GameManager.GameOver","nameWithType":"GameManager.GameOver"},"Game.FallPlatform":{"uid":"Game.FallPlatform","name":"FallPlatform","href":null,"commentId":"T:Game.FallPlatform","isSpec":"True","fullName":"Game.FallPlatform","nameWithType":"FallPlatform","summary":"

                                                                    This class controls platforms that fall when touched by a player or another platform.\nThe platform will fall after a delay and then reset to its original position.

                                                                    \n"},"Global.ModeSelect":{"uid":"Global.ModeSelect","name":"ModeSelect","href":null,"commentId":"T:Global.ModeSelect","isSpec":"True","fullName":"ModeSelect","nameWithType":"ModeSelect"},"Global.HealthBarManager":{"uid":"Global.HealthBarManager","name":"HealthBarManager","href":null,"commentId":"T:Global.HealthBarManager","isSpec":"True","fullName":"HealthBarManager","nameWithType":"HealthBarManager"},"Global.LeaderboardManager.UpdateLeaderboard*":{"uid":"Global.LeaderboardManager.UpdateLeaderboard*","name":"UpdateLeaderboard","href":null,"commentId":"Overload:Global.LeaderboardManager.UpdateLeaderboard","isSpec":"True","fullName":"LeaderboardManager.UpdateLeaderboard","nameWithType":"LeaderboardManager.UpdateLeaderboard"},"Game.Game.RespawnOnTriggerEnter":{"uid":"Game.Game.RespawnOnTriggerEnter","name":"RespawnOnTriggerEnter","href":null,"commentId":"T:Game.Game.RespawnOnTriggerEnter","isSpec":"True","fullName":"Game.Game.RespawnOnTriggerEnter","nameWithType":"RespawnOnTriggerEnter"},"Global.List{Music.SoundEffect}":{"uid":"Global.List{Music.SoundEffect}","name":"List","href":null,"commentId":"!:Global.List{Music.SoundEffect}","isSpec":"True","name.vb":"List(Of SoundEffect)","fullName":"List","fullName.vb":"List(Of Music.SoundEffect)","nameWithType":"List","nameWithType.vb":"List(Of SoundEffect)"},"Global.HubManager":{"uid":"Global.HubManager","name":"HubManager","href":null,"commentId":"T:Global.HubManager","isSpec":"True","fullName":"HubManager","nameWithType":"HubManager"},"Global.AudioManager":{"uid":"Global.AudioManager","name":"AudioManager","href":null,"commentId":"T:Global.AudioManager","isSpec":"True","fullName":"AudioManager","nameWithType":"AudioManager"},"Global.GameManager.UpdatePlayerHoldTime*":{"uid":"Global.GameManager.UpdatePlayerHoldTime*","name":"UpdatePlayerHoldTime","href":null,"commentId":"Overload:Global.GameManager.UpdatePlayerHoldTime","isSpec":"True","fullName":"GameManager.UpdatePlayerHoldTime","nameWithType":"GameManager.UpdatePlayerHoldTime"},"Global.List{TextMeshProUGUI}":{"uid":"Global.List{TextMeshProUGUI}","name":"List","href":null,"commentId":"!:Global.List{TextMeshProUGUI}","isSpec":"True","name.vb":"List(Of TextMeshProUGUI)","fullName":"List","fullName.vb":"List(Of TextMeshProUGUI)","nameWithType":"List","nameWithType.vb":"List(Of TextMeshProUGUI)"},"System.Single":{"uid":"System.Single","name":"float","href":null,"commentId":"T:System.Single","name.vb":"Single","fullName":"float","fullName.vb":"Single","nameWithType":"float","nameWithType.vb":"Single"},"Game.HealthBarManager":{"uid":"Game.HealthBarManager","name":"HealthBarManager","href":null,"commentId":"T:Game.HealthBarManager","isSpec":"True","fullName":"Game.HealthBarManager","nameWithType":"HealthBarManager","summary":"

                                                                    This class manages the health bars for all players in the game.\nIt creates, updates, and removes health bars as needed.

                                                                    \n"},"Global.BoxCollider2D":{"uid":"Global.BoxCollider2D","name":"BoxCollider2D","href":null,"commentId":"!:Global.BoxCollider2D","fullName":"BoxCollider2D","nameWithType":"BoxCollider2D"},"Global.HatRespawn.Interact*":{"uid":"Global.HatRespawn.Interact*","name":"Interact","href":null,"commentId":"Overload:Global.HatRespawn.Interact","isSpec":"True","fullName":"HatRespawn.Interact","nameWithType":"HatRespawn.Interact"},"Global.MusicManager.GetActiveSceneNotTitleScreen*":{"uid":"Global.MusicManager.GetActiveSceneNotTitleScreen*","name":"GetActiveSceneNotTitleScreen","href":null,"commentId":"Overload:Global.MusicManager.GetActiveSceneNotTitleScreen","isSpec":"True","fullName":"MusicManager.GetActiveSceneNotTitleScreen","nameWithType":"MusicManager.GetActiveSceneNotTitleScreen"},"System":{"uid":"System","name":"System","href":null,"commentId":"N:System","fullName":"System","nameWithType":"System"},"Game.MapSelect":{"uid":"Game.MapSelect","name":"MapSelect","href":null,"commentId":"T:Game.MapSelect","isSpec":"True","fullName":"Game.MapSelect","nameWithType":"MapSelect","summary":"

                                                                    This class manages the map selection process by setting the selected map\nbased on the active toggle in the toggle group.

                                                                    \n"},"Game.Player.Damageable.Damage*":{"uid":"Game.Player.Damageable.Damage*","name":"Damage","href":null,"commentId":"Overload:Game.Player.Damageable.Damage","isSpec":"True","fullName":"Game.Player.Damageable.Damage","nameWithType":"Damageable.Damage"},"Game.Player.AnimationPlayer.SetState*":{"uid":"Game.Player.AnimationPlayer.SetState*","name":"SetState","href":null,"commentId":"Overload:Game.Player.AnimationPlayer.SetState","isSpec":"True","fullName":"Game.Player.AnimationPlayer.SetState","nameWithType":"AnimationPlayer.SetState"},"Global.Punch.EnableCancellation*":{"uid":"Global.Punch.EnableCancellation*","name":"EnableCancellation","href":null,"commentId":"Overload:Global.Punch.EnableCancellation","isSpec":"True","fullName":"Punch.EnableCancellation","nameWithType":"Punch.EnableCancellation"},"Global.GameManager.AlivePlayers*":{"uid":"Global.GameManager.AlivePlayers*","name":"AlivePlayers","href":null,"commentId":"Overload:Global.GameManager.AlivePlayers","isSpec":"True","fullName":"GameManager.AlivePlayers","nameWithType":"GameManager.AlivePlayers"},"Global.AudioManager.PlaySound*":{"uid":"Global.AudioManager.PlaySound*","name":"PlaySound","href":null,"commentId":"Overload:Global.AudioManager.PlaySound","isSpec":"True","fullName":"AudioManager.PlaySound","nameWithType":"AudioManager.PlaySound"},"Game.HubManager.LoadScene*":{"uid":"Game.HubManager.LoadScene*","name":"LoadScene","href":null,"commentId":"Overload:Game.HubManager.LoadScene","isSpec":"True","fullName":"Game.HubManager.LoadScene","nameWithType":"HubManager.LoadScene"},"Player.AnimationPlayer":{"uid":"Player.AnimationPlayer","name":"AnimationPlayer","href":null,"commentId":"T:Player.AnimationPlayer","isSpec":"True","fullName":"Player.AnimationPlayer","nameWithType":"AnimationPlayer","summary":"

                                                                    This class manages the player's animations, including setting animation states,\nhandling directional changes, and triggering specific animations like punching.

                                                                    \n"},"Game.RespawnOnTriggerEnter":{"uid":"Game.RespawnOnTriggerEnter","name":"RespawnOnTriggerEnter","href":null,"commentId":"T:Game.RespawnOnTriggerEnter","isSpec":"True","fullName":"Game.RespawnOnTriggerEnter","nameWithType":"RespawnOnTriggerEnter","summary":"

                                                                    This class handles respawning objects when they collide with a trigger tagged with a specific value.

                                                                    \n"},"Global.GameManager.GameMode":{"uid":"Global.GameManager.GameMode","name":"GameManager.GameMode","href":null,"commentId":"T:Global.GameManager.GameMode","isSpec":"True","fullName":"GameManager.GameMode","nameWithType":"GameManager.GameMode","summary":"

                                                                    Enum representing the different game modes.

                                                                    \n"},"Game.Player.UseItem.IsHoldingItem*":{"uid":"Game.Player.UseItem.IsHoldingItem*","name":"IsHoldingItem","href":null,"commentId":"Overload:Game.Player.UseItem.IsHoldingItem","isSpec":"True","fullName":"Game.Player.UseItem.IsHoldingItem","nameWithType":"UseItem.IsHoldingItem"},"Music.MusicManager.GetActiveSceneNotTitleScreen*":{"uid":"Music.MusicManager.GetActiveSceneNotTitleScreen*","name":"GetActiveSceneNotTitleScreen","href":null,"commentId":"Overload:Music.MusicManager.GetActiveSceneNotTitleScreen","isSpec":"True","fullName":"Music.MusicManager.GetActiveSceneNotTitleScreen","nameWithType":"MusicManager.GetActiveSceneNotTitleScreen"},"Player.TeleportPlatform":{"uid":"Player.TeleportPlatform","name":"TeleportPlatform","href":null,"commentId":"T:Player.TeleportPlatform","isSpec":"True","fullName":"Player.TeleportPlatform","nameWithType":"TeleportPlatform","summary":"

                                                                    This class handles teleportation for platforms and players when they collide with the teleport trigger.\nIt can teleport either the platform itself or a player to a specified location.

                                                                    \n"},"Player.PlayerMovement.GetPointInBoxCollider*":{"uid":"Player.PlayerMovement.GetPointInBoxCollider*","name":"GetPointInBoxCollider","href":null,"commentId":"Overload:Player.PlayerMovement.GetPointInBoxCollider","isSpec":"True","fullName":"Player.PlayerMovement.GetPointInBoxCollider","nameWithType":"PlayerMovement.GetPointInBoxCollider"},"Game.Player.PlayerMovement.StopVelocity*":{"uid":"Game.Player.PlayerMovement.StopVelocity*","name":"StopVelocity","href":null,"commentId":"Overload:Game.Player.PlayerMovement.StopVelocity","isSpec":"True","fullName":"Game.Player.PlayerMovement.StopVelocity","nameWithType":"PlayerMovement.StopVelocity"},"Game.Game.HatRespawn.Interact*":{"uid":"Game.Game.HatRespawn.Interact*","name":"Interact","href":null,"commentId":"Overload:Game.Game.HatRespawn.Interact","isSpec":"True","fullName":"Game.Game.HatRespawn.Interact","nameWithType":"HatRespawn.Interact"},"Player.Block.IsParrying*":{"uid":"Player.Block.IsParrying*","name":"IsParrying","href":null,"commentId":"Overload:Player.Block.IsParrying","isSpec":"True","fullName":"Player.Block.IsParrying","nameWithType":"Block.IsParrying"},"Game.Game.TerribleHealthBarScript.SetPlayer*":{"uid":"Game.Game.TerribleHealthBarScript.SetPlayer*","name":"SetPlayer","href":null,"commentId":"Overload:Game.Game.TerribleHealthBarScript.SetPlayer","isSpec":"True","fullName":"Game.Game.TerribleHealthBarScript.SetPlayer","nameWithType":"TerribleHealthBarScript.SetPlayer"},"Game.Game.HealthBarManager":{"uid":"Game.Game.HealthBarManager","name":"HealthBarManager","href":null,"commentId":"T:Game.Game.HealthBarManager","isSpec":"True","fullName":"Game.Game.HealthBarManager","nameWithType":"HealthBarManager"},"Global.Punch":{"uid":"Global.Punch","name":"Punch","href":null,"commentId":"T:Global.Punch","isSpec":"True","fullName":"Punch","nameWithType":"Punch"},"Global.List{AudioClip}":{"uid":"Global.List{AudioClip}","name":"List","href":null,"commentId":"!:Global.List{AudioClip}","isSpec":"True","name.vb":"List(Of AudioClip)","fullName":"List","fullName.vb":"List(Of AudioClip)","nameWithType":"List","nameWithType.vb":"List(Of AudioClip)"},"Global.Dictionary{GameObject,System.Single}":{"uid":"Global.Dictionary{GameObject,System.Single}","name":"Dictionary","href":null,"commentId":"!:Global.Dictionary{GameObject,System.Single}","isSpec":"True","name.vb":"Dictionary(Of GameObject, Single)","fullName":"Dictionary","fullName.vb":"Dictionary(Of GameObject, Single)","nameWithType":"Dictionary","nameWithType.vb":"Dictionary(Of GameObject, Single)"},"Global.SpriteRenderer":{"uid":"Global.SpriteRenderer","name":"SpriteRenderer","href":null,"fullName":"SpriteRenderer","nameWithType":"SpriteRenderer"},"Global.MusicManager.StartPlaylist*":{"uid":"Global.MusicManager.StartPlaylist*","name":"StartPlaylist","href":null,"commentId":"Overload:Global.MusicManager.StartPlaylist","isSpec":"True","fullName":"MusicManager.StartPlaylist","nameWithType":"MusicManager.StartPlaylist"},"Game.GameTimer":{"uid":"Game.GameTimer","name":"GameTimer","href":null,"commentId":"T:Game.GameTimer","isSpec":"True","fullName":"Game.GameTimer","nameWithType":"GameTimer","summary":"

                                                                    This class manages the game's countdown timer.\nIt starts, updates, and stops the timer, and ends the game when time runs out.

                                                                    \n"},"Game.Player.Punch.ReturnToMaxSpeed*":{"uid":"Game.Player.Punch.ReturnToMaxSpeed*","name":"ReturnToMaxSpeed","href":null,"commentId":"Overload:Game.Player.Punch.ReturnToMaxSpeed","isSpec":"True","fullName":"Game.Player.Punch.ReturnToMaxSpeed","nameWithType":"Punch.ReturnToMaxSpeed"},"System.Action`1":{"uid":"System.Action`1","name":"Action","href":null,"commentId":"T:System.Action`1","name.vb":"Action(Of T)","fullName":"System.Action","fullName.vb":"System.Action(Of T)","nameWithType":"Action","nameWithType.vb":"Action(Of T)"},"Game.GameManager.GameMode":{"uid":"Game.GameManager.GameMode","name":"GameManager.GameMode","href":null,"commentId":"T:Game.GameManager.GameMode","isSpec":"True","fullName":"Game.GameManager.GameMode","nameWithType":"GameManager.GameMode","summary":"

                                                                    The different game modes players can choose from.

                                                                    \n"},"Player.UseItem.PickUpItem*":{"uid":"Player.UseItem.PickUpItem*","name":"PickUpItem","href":null,"commentId":"Overload:Player.UseItem.PickUpItem","isSpec":"True","fullName":"Player.UseItem.PickUpItem","nameWithType":"UseItem.PickUpItem"},"Music.MusicManager":{"uid":"Music.MusicManager","name":"MusicManager","href":null,"commentId":"T:Music.MusicManager","isSpec":"True","fullName":"Music.MusicManager","nameWithType":"MusicManager","summary":"

                                                                    Manages the music playlists for the game.\nHandles the initialization, playback, and shuffling of music tracks based on the active scene.

                                                                    \n"},"Global.GameManager.Instance*":{"uid":"Global.GameManager.Instance*","name":"Instance","href":null,"commentId":"Overload:Global.GameManager.Instance","isSpec":"True","fullName":"GameManager.Instance","nameWithType":"GameManager.Instance"},"Player.PlayerCameraMovement.WinScene*":{"uid":"Player.PlayerCameraMovement.WinScene*","name":"WinScene","href":null,"commentId":"Overload:Player.PlayerCameraMovement.WinScene","isSpec":"True","fullName":"Player.PlayerCameraMovement.WinScene","nameWithType":"PlayerCameraMovement.WinScene"},"Game.Player.UseItem":{"uid":"Game.Player.UseItem","name":"UseItem","href":null,"commentId":"T:Game.Player.UseItem","isSpec":"True","fullName":"Game.Player.UseItem","nameWithType":"UseItem"},"Archaic":{"uid":"Archaic","name":"Archaic","href":null,"commentId":"N:Archaic","isSpec":"True","fullName":"Archaic","nameWithType":"Archaic"},"Global.Vector2":{"uid":"Global.Vector2","name":"Vector2","href":null,"fullName":"Vector2","nameWithType":"Vector2"},"Global.AudioClip":{"uid":"Global.AudioClip","name":"AudioClip","href":null,"commentId":"!:Global.AudioClip","fullName":"AudioClip","nameWithType":"AudioClip"},"Game.Game.FallPlatform":{"uid":"Game.Game.FallPlatform","name":"FallPlatform","href":null,"commentId":"T:Game.Game.FallPlatform","isSpec":"True","fullName":"Game.Game.FallPlatform","nameWithType":"FallPlatform"},"Global.MusicManager":{"uid":"Global.MusicManager","name":"MusicManager","href":null,"commentId":"T:Global.MusicManager","isSpec":"True","fullName":"MusicManager","nameWithType":"MusicManager"},"Player.Damageable.HandleDeath*":{"uid":"Player.Damageable.HandleDeath*","name":"HandleDeath","href":null,"commentId":"Overload:Player.Damageable.HandleDeath","isSpec":"True","fullName":"Player.Damageable.HandleDeath","nameWithType":"Damageable.HandleDeath"},"Player.Punch.DisableHurtbox*":{"uid":"Player.Punch.DisableHurtbox*","name":"DisableHurtbox","href":null,"commentId":"Overload:Player.Punch.DisableHurtbox","isSpec":"True","fullName":"Player.Punch.DisableHurtbox","nameWithType":"Punch.DisableHurtbox"},"Player.UseItem.DropItem*":{"uid":"Player.UseItem.DropItem*","name":"DropItem","href":null,"commentId":"Overload:Player.UseItem.DropItem","isSpec":"True","fullName":"Player.UseItem.DropItem","nameWithType":"UseItem.DropItem"},"Global.PongPaddleBehavior":{"uid":"Global.PongPaddleBehavior","name":"PongPaddleBehavior","href":null,"commentId":"T:Global.PongPaddleBehavior","isSpec":"True","fullName":"PongPaddleBehavior","nameWithType":"PongPaddleBehavior"},"Music.SoundEffect":{"uid":"Music.SoundEffect","name":"SoundEffect","href":null,"commentId":"T:Music.SoundEffect","isSpec":"True","fullName":"Music.SoundEffect","nameWithType":"SoundEffect","summary":"

                                                                    Represents a sound effect, including its name and associated AudioSource.

                                                                    \n"},"Global.GameTimer":{"uid":"Global.GameTimer","name":"GameTimer","href":null,"commentId":"T:Global.GameTimer","isSpec":"True","fullName":"GameTimer","nameWithType":"GameTimer"},"Global.PlayerCardCreator.CreateCard*":{"uid":"Global.PlayerCardCreator.CreateCard*","name":"CreateCard","href":null,"commentId":"Overload:Global.PlayerCardCreator.CreateCard","isSpec":"True","fullName":"PlayerCardCreator.CreateCard","nameWithType":"PlayerCardCreator.CreateCard"},"Global.GameManager.GameOver*":{"uid":"Global.GameManager.GameOver*","name":"GameOver","href":null,"commentId":"Overload:Global.GameManager.GameOver","isSpec":"True","fullName":"GameManager.GameOver","nameWithType":"GameManager.GameOver"},"Global.Punch.DisableHurtbox*":{"uid":"Global.Punch.DisableHurtbox*","name":"DisableHurtbox","href":null,"commentId":"Overload:Global.Punch.DisableHurtbox","isSpec":"True","fullName":"Punch.DisableHurtbox","nameWithType":"Punch.DisableHurtbox"},"Global.HatRespawn":{"uid":"Global.HatRespawn","name":"HatRespawn","href":null,"commentId":"T:Global.HatRespawn","isSpec":"True","fullName":"HatRespawn","nameWithType":"HatRespawn"},"Game.LifeDisplayManager":{"uid":"Game.LifeDisplayManager","name":"LifeDisplayManager","href":null,"commentId":"T:Game.LifeDisplayManager","isSpec":"True","fullName":"Game.LifeDisplayManager","nameWithType":"LifeDisplayManager","summary":"

                                                                    This class manages the display of player lives, including creating life icons\nand updating them based on the player's remaining lives.

                                                                    \n"},"Game.Player.Punch.EnableHurtbox*":{"uid":"Game.Player.Punch.EnableHurtbox*","name":"EnableHurtbox","href":null,"commentId":"Overload:Game.Player.Punch.EnableHurtbox","isSpec":"True","fullName":"Game.Player.Punch.EnableHurtbox","nameWithType":"Punch.EnableHurtbox"},"Game.Player.PlayerCameraMovement.WinScene*":{"uid":"Game.Player.PlayerCameraMovement.WinScene*","name":"WinScene","href":null,"commentId":"Overload:Game.Player.PlayerCameraMovement.WinScene","isSpec":"True","fullName":"Game.Player.PlayerCameraMovement.WinScene","nameWithType":"PlayerCameraMovement.WinScene"},"Global.LifeDisplayManager":{"uid":"Global.LifeDisplayManager","name":"LifeDisplayManager","href":null,"commentId":"T:Global.LifeDisplayManager","isSpec":"True","fullName":"LifeDisplayManager","nameWithType":"LifeDisplayManager"},"Player.AnimationPlayer.Punch*":{"uid":"Player.AnimationPlayer.Punch*","name":"Punch","href":null,"commentId":"Overload:Player.AnimationPlayer.Punch","isSpec":"True","fullName":"Player.AnimationPlayer.Punch","nameWithType":"AnimationPlayer.Punch"},"Global.Damageable.ResetDamage*":{"uid":"Global.Damageable.ResetDamage*","name":"ResetDamage","href":null,"commentId":"Overload:Global.Damageable.ResetDamage","isSpec":"True","fullName":"Damageable.ResetDamage","nameWithType":"Damageable.ResetDamage"},"Game.WinScreen.ShowWinScreen*":{"uid":"Game.WinScreen.ShowWinScreen*","name":"ShowWinScreen","href":null,"commentId":"Overload:Game.WinScreen.ShowWinScreen","isSpec":"True","fullName":"Game.WinScreen.ShowWinScreen","nameWithType":"WinScreen.ShowWinScreen"},"Global.DayNightCycle":{"uid":"Global.DayNightCycle","name":"DayNightCycle","href":null,"commentId":"T:Global.DayNightCycle","isSpec":"True","fullName":"DayNightCycle","nameWithType":"DayNightCycle"},"Player.PlayerManager.StartGame*":{"uid":"Player.PlayerManager.StartGame*","name":"StartGame","href":null,"commentId":"Overload:Player.PlayerManager.StartGame","isSpec":"True","fullName":"Player.PlayerManager.StartGame","nameWithType":"PlayerManager.StartGame"},"Global.GameManagerHelper":{"uid":"Global.GameManagerHelper","name":"GameManagerHelper","href":null,"commentId":"T:Global.GameManagerHelper","isSpec":"True","fullName":"GameManagerHelper","nameWithType":"GameManagerHelper"},"Global.RespawnOnTriggerEnter":{"uid":"Global.RespawnOnTriggerEnter","name":"RespawnOnTriggerEnter","href":null,"commentId":"T:Global.RespawnOnTriggerEnter","isSpec":"True","fullName":"RespawnOnTriggerEnter","nameWithType":"RespawnOnTriggerEnter"},"Game.Player.UseItem.DropItem*":{"uid":"Game.Player.UseItem.DropItem*","name":"DropItem","href":null,"commentId":"Overload:Game.Player.UseItem.DropItem","isSpec":"True","fullName":"Game.Player.UseItem.DropItem","nameWithType":"UseItem.DropItem"},"Game.GameManager.GameEvent":{"uid":"Game.GameManager.GameEvent","name":"GameManager.GameEvent","href":null,"commentId":"T:Game.GameManager.GameEvent","isSpec":"True","fullName":"Game.GameManager.GameEvent","nameWithType":"GameManager.GameEvent","summary":"

                                                                    A type of event that happens during the game, like when it starts or ends.

                                                                    \n"},"Game.DayNightCycle":{"uid":"Game.DayNightCycle","name":"DayNightCycle","href":null,"commentId":"T:Game.DayNightCycle","isSpec":"True","fullName":"Game.DayNightCycle","nameWithType":"DayNightCycle","summary":"

                                                                    Manages the day-night cycle by transitioning between different sky and cloud sprites.

                                                                    \n"},"Player.Punch.ReturnToMaxSpeed*":{"uid":"Player.Punch.ReturnToMaxSpeed*","name":"ReturnToMaxSpeed","href":null,"commentId":"Overload:Player.Punch.ReturnToMaxSpeed","isSpec":"True","fullName":"Player.Punch.ReturnToMaxSpeed","nameWithType":"Punch.ReturnToMaxSpeed"},"Game.TerribleHealthBarScript.SetPlayer*":{"uid":"Game.TerribleHealthBarScript.SetPlayer*","name":"SetPlayer","href":null,"commentId":"Overload:Game.TerribleHealthBarScript.SetPlayer","isSpec":"True","fullName":"Game.TerribleHealthBarScript.SetPlayer","nameWithType":"TerribleHealthBarScript.SetPlayer"},"Game.Player.PlayerMovement.GetPointInBoxCollider*":{"uid":"Game.Player.PlayerMovement.GetPointInBoxCollider*","name":"GetPointInBoxCollider","href":null,"commentId":"Overload:Game.Player.PlayerMovement.GetPointInBoxCollider","isSpec":"True","fullName":"Game.Player.PlayerMovement.GetPointInBoxCollider","nameWithType":"PlayerMovement.GetPointInBoxCollider"},"Global.SoundEffect":{"uid":"Global.SoundEffect","name":"SoundEffect","href":null,"commentId":"T:Global.SoundEffect","isSpec":"True","fullName":"SoundEffect","nameWithType":"SoundEffect"},"Player.PlayerMovement.StopVelocity*":{"uid":"Player.PlayerMovement.StopVelocity*","name":"StopVelocity","href":null,"commentId":"Overload:Player.PlayerMovement.StopVelocity","isSpec":"True","fullName":"Player.PlayerMovement.StopVelocity","nameWithType":"PlayerMovement.StopVelocity"},"Music.MusicManager.StartPlaylist*":{"uid":"Music.MusicManager.StartPlaylist*","name":"StartPlaylist","href":null,"commentId":"Overload:Music.MusicManager.StartPlaylist","isSpec":"True","fullName":"Music.MusicManager.StartPlaylist","nameWithType":"MusicManager.StartPlaylist"},"Global.EventSystemizer":{"uid":"Global.EventSystemizer","name":"EventSystemizer","href":null,"commentId":"T:Global.EventSystemizer","isSpec":"True","fullName":"EventSystemizer","nameWithType":"EventSystemizer"},"Game.GameManager.EndGameEvent":{"uid":"Game.GameManager.EndGameEvent","name":null,"href":null,"commentId":"E:Game.GameManager.EndGameEvent","summary":"

                                                                    Event triggered when the game ends.

                                                                    \n"},"Game.ModeSelect":{"uid":"Game.ModeSelect","name":"ModeSelect","href":null,"commentId":"T:Game.ModeSelect","isSpec":"True","fullName":"Game.ModeSelect","nameWithType":"ModeSelect","summary":"

                                                                    This class manages the game mode selection process by setting the game mode\nbased on the active toggle in the toggle group.

                                                                    \n"},"Global.Damageable.HandleDeath*":{"uid":"Global.Damageable.HandleDeath*","name":"HandleDeath","href":null,"commentId":"Overload:Global.Damageable.HandleDeath","isSpec":"True","fullName":"Damageable.HandleDeath","nameWithType":"Damageable.HandleDeath"},"Game.HatRespawn.OnHatDropped*":{"uid":"Game.HatRespawn.OnHatDropped*","name":"OnHatDropped","href":null,"commentId":"Overload:Game.HatRespawn.OnHatDropped","isSpec":"True","fullName":"Game.HatRespawn.OnHatDropped","nameWithType":"HatRespawn.OnHatDropped"},"Global.PlayerCardCreator":{"uid":"Global.PlayerCardCreator","name":"PlayerCardCreator","href":null,"commentId":"T:Global.PlayerCardCreator","isSpec":"True","fullName":"PlayerCardCreator","nameWithType":"PlayerCardCreator"},"Global.List{Music.Playlist}":{"uid":"Global.List{Music.Playlist}","name":"List","href":null,"commentId":"!:Global.List{Music.Playlist}","isSpec":"True","name.vb":"List(Of Playlist)","fullName":"List","fullName.vb":"List(Of Music.Playlist)","nameWithType":"List","nameWithType.vb":"List(Of Playlist)"},"Global.List{Game.PlayerJoinCard}":{"uid":"Global.List{Game.PlayerJoinCard}","name":"List","href":null,"commentId":"!:Global.List{Game.PlayerJoinCard}","isSpec":"True","name.vb":"List(Of PlayerJoinCard)","fullName":"List","fullName.vb":"List(Of Game.PlayerJoinCard)","nameWithType":"List","nameWithType.vb":"List(Of PlayerJoinCard)"},"Global.UseItem.IsHoldingItem*":{"uid":"Global.UseItem.IsHoldingItem*","name":"IsHoldingItem","href":null,"commentId":"Overload:Global.UseItem.IsHoldingItem","isSpec":"True","fullName":"UseItem.IsHoldingItem","nameWithType":"UseItem.IsHoldingItem"},"Game.GameTimer.StartTimer*":{"uid":"Game.GameTimer.StartTimer*","name":"StartTimer","href":null,"commentId":"Overload:Game.GameTimer.StartTimer","isSpec":"True","fullName":"Game.GameTimer.StartTimer","nameWithType":"GameTimer.StartTimer"},"Global.PlayerManager.StartGame*":{"uid":"Global.PlayerManager.StartGame*","name":"StartGame","href":null,"commentId":"Overload:Global.PlayerManager.StartGame","isSpec":"True","fullName":"PlayerManager.StartGame","nameWithType":"PlayerManager.StartGame"},"Global.TextMeshProUGUI":{"uid":"Global.TextMeshProUGUI","name":"TextMeshProUGUI","href":null,"fullName":"TextMeshProUGUI","nameWithType":"TextMeshProUGUI"},"Game.GameManager.AlivePlayers*":{"uid":"Game.GameManager.AlivePlayers*","name":"AlivePlayers","href":null,"commentId":"Overload:Game.GameManager.AlivePlayers","isSpec":"True","fullName":"Game.GameManager.AlivePlayers","nameWithType":"GameManager.AlivePlayers"},"Game.Player.AnimationPlayer.AnimationState":{"uid":"Game.Player.AnimationPlayer.AnimationState","name":"AnimationPlayer.AnimationState","href":null,"commentId":"T:Game.Player.AnimationPlayer.AnimationState","isSpec":"True","fullName":"Game.Player.AnimationPlayer.AnimationState","nameWithType":"AnimationPlayer.AnimationState"},"Music.AudioManager.PlaySound*":{"uid":"Music.AudioManager.PlaySound*","name":"PlaySound","href":null,"commentId":"Overload:Music.AudioManager.PlaySound","isSpec":"True","fullName":"Music.AudioManager.PlaySound","nameWithType":"AudioManager.PlaySound"},"Game.Game.LeaderboardManager.UpdateLeaderboard*":{"uid":"Game.Game.LeaderboardManager.UpdateLeaderboard*","name":"UpdateLeaderboard","href":null,"commentId":"Overload:Game.Game.LeaderboardManager.UpdateLeaderboard","isSpec":"True","fullName":"Game.Game.LeaderboardManager.UpdateLeaderboard","nameWithType":"LeaderboardManager.UpdateLeaderboard"},"Game.PlayerJoinCard":{"uid":"Game.PlayerJoinCard","name":"PlayerJoinCard","href":null,"commentId":"T:Game.PlayerJoinCard","isSpec":"True","fullName":"Game.PlayerJoinCard","nameWithType":"PlayerJoinCard","summary":"

                                                                    This class represents a player join card, displaying the player's number\nand preview in the game lobby.

                                                                    \n"},"Global.Dictionary`2":{"uid":"Global.Dictionary`2","name":"Dictionary<, >","href":null,"name.vb":"Dictionary(Of , )","fullName":"Dictionary<, >","fullName.vb":"Dictionary(Of , )","nameWithType":"Dictionary<, >","nameWithType.vb":"Dictionary(Of , )"},"Global.List{Color}":{"uid":"Global.List{Color}","name":"List","href":null,"commentId":"!:Global.List{Color}","isSpec":"True","name.vb":"List(Of Color)","fullName":"List","fullName.vb":"List(Of Color)","nameWithType":"List","nameWithType.vb":"List(Of Color)"},"Music":{"uid":"Music","name":"Music","href":null,"commentId":"N:Music","isSpec":"True","fullName":"Music","nameWithType":"Music"},"Player.Damageable":{"uid":"Player.Damageable","name":"Damageable","href":null,"commentId":"T:Player.Damageable","isSpec":"True","fullName":"Player.Damageable","nameWithType":"Damageable","summary":"

                                                                    This class handles the player's ability to take damage, die, and respawn.\nIt also manages interactions like blocking, parrying, and dropping items when hit.

                                                                    \n"},"Game.Game.LeaderboardManager.Instance*":{"uid":"Game.Game.LeaderboardManager.Instance*","name":"Instance","href":null,"commentId":"Overload:Game.Game.LeaderboardManager.Instance","isSpec":"True","fullName":"Game.Game.LeaderboardManager.Instance","nameWithType":"LeaderboardManager.Instance"},"Global.ParallaxCamera.ParallaxCameraDelegate":{"uid":"Global.ParallaxCamera.ParallaxCameraDelegate","name":"ParallaxCamera.ParallaxCameraDelegate","href":null,"commentId":"T:Global.ParallaxCamera.ParallaxCameraDelegate","isSpec":"True","fullName":"ParallaxCamera.ParallaxCameraDelegate","nameWithType":"ParallaxCamera.ParallaxCameraDelegate"},"Game.Player.PlayerManager.StartGame*":{"uid":"Game.Player.PlayerManager.StartGame*","name":"StartGame","href":null,"commentId":"Overload:Game.Player.PlayerManager.StartGame","isSpec":"True","fullName":"Game.Player.PlayerManager.StartGame","nameWithType":"PlayerManager.StartGame"},"Global.GameManager.StartGame*":{"uid":"Global.GameManager.StartGame*","name":"StartGame","href":null,"commentId":"Overload:Global.GameManager.StartGame","isSpec":"True","fullName":"GameManager.StartGame","nameWithType":"GameManager.StartGame"},"Global.TrackLayer.EnableTrigger":{"uid":"Global.TrackLayer.EnableTrigger","name":"TrackLayer.EnableTrigger","href":null,"commentId":"T:Global.TrackLayer.EnableTrigger","isSpec":"True","fullName":"TrackLayer.EnableTrigger","nameWithType":"TrackLayer.EnableTrigger"},"Player.Punch":{"uid":"Player.Punch","name":"Punch","href":null,"commentId":"T:Player.Punch","isSpec":"True","fullName":"Player.Punch","nameWithType":"Punch","summary":"

                                                                    This class handles the punching mechanic for the player, including triggering animations,\nenabling and disabling the hurtbox, and managing player speed during a punch.

                                                                    \n"},"System.String":{"uid":"System.String","name":"string","href":null,"commentId":"T:System.String","name.vb":"String","fullName":"string","fullName.vb":"String","nameWithType":"string","nameWithType.vb":"String"},"Game.Player.TeleportPlatform":{"uid":"Game.Player.TeleportPlatform","name":"TeleportPlatform","href":null,"commentId":"T:Game.Player.TeleportPlatform","isSpec":"True","fullName":"Game.Player.TeleportPlatform","nameWithType":"TeleportPlatform"},"Player.Punch.EnableCancellation*":{"uid":"Player.Punch.EnableCancellation*","name":"EnableCancellation","href":null,"commentId":"Overload:Player.Punch.EnableCancellation","isSpec":"True","fullName":"Player.Punch.EnableCancellation","nameWithType":"Punch.EnableCancellation"},"Global.AnimationPlayer":{"uid":"Global.AnimationPlayer","name":"AnimationPlayer","href":null,"commentId":"T:Global.AnimationPlayer","isSpec":"True","fullName":"AnimationPlayer","nameWithType":"AnimationPlayer"},"System.Object.Equals(System.Object,System.Object)":{"uid":"System.Object.Equals(System.Object,System.Object)","name":"Equals(object, object)","href":null,"commentId":"M:System.Object.Equals(System.Object,System.Object)","name.vb":"Equals(Object, Object)","fullName":"object.Equals(object, object)","fullName.vb":"Object.Equals(Object, Object)","nameWithType":"object.Equals(object, object)","nameWithType.vb":"Object.Equals(Object, Object)"},"Game.Player.Damageable.ResetDamage*":{"uid":"Game.Player.Damageable.ResetDamage*","name":"ResetDamage","href":null,"commentId":"Overload:Game.Player.Damageable.ResetDamage","isSpec":"True","fullName":"Game.Player.Damageable.ResetDamage","nameWithType":"Damageable.ResetDamage"},"Global.UseItem":{"uid":"Global.UseItem","name":"UseItem","href":null,"commentId":"T:Global.UseItem","isSpec":"True","fullName":"UseItem","nameWithType":"UseItem"},"Game.Player.Punch.EnableCancellation*":{"uid":"Game.Player.Punch.EnableCancellation*","name":"EnableCancellation","href":null,"commentId":"Overload:Game.Player.Punch.EnableCancellation","isSpec":"True","fullName":"Game.Player.Punch.EnableCancellation","nameWithType":"Punch.EnableCancellation"},"Global.GameManager":{"uid":"Global.GameManager","name":"GameManager","href":null,"commentId":"T:Global.GameManager","isSpec":"True","fullName":"GameManager","nameWithType":"GameManager","summary":"

                                                                    The GameManager class manages the overall game logic, including game modes, player states,\ngame events, and game-over conditions. It ensures a single instance exists and provides\nfunctionality for starting, updating, and ending the game.

                                                                    \n"},"Music.TrackLayer.EnableTrigger":{"uid":"Music.TrackLayer.EnableTrigger","name":"TrackLayer.EnableTrigger","href":null,"commentId":"T:Music.TrackLayer.EnableTrigger","isSpec":"True","fullName":"Music.TrackLayer.EnableTrigger","nameWithType":"TrackLayer.EnableTrigger","summary":"

                                                                    Defines the conditions under which this layer is enabled.

                                                                    \n"},"Global.Damageable":{"uid":"Global.Damageable","name":"Damageable","href":null,"commentId":"!:Global.Damageable","isSpec":"True","fullName":"Damageable","nameWithType":"Damageable"},"Game.HatRespawn.Interact*":{"uid":"Game.HatRespawn.Interact*","name":"Interact","href":null,"commentId":"Overload:Game.HatRespawn.Interact","isSpec":"True","fullName":"Game.HatRespawn.Interact","nameWithType":"HatRespawn.Interact"},"Game.Player.UseItem.PickUpItem*":{"uid":"Game.Player.UseItem.PickUpItem*","name":"PickUpItem","href":null,"commentId":"Overload:Game.Player.UseItem.PickUpItem","isSpec":"True","fullName":"Game.Player.UseItem.PickUpItem","nameWithType":"UseItem.PickUpItem"},"Game.Player.PlayerMovement":{"uid":"Game.Player.PlayerMovement","name":"PlayerMovement","href":null,"commentId":"T:Game.Player.PlayerMovement","isSpec":"True","fullName":"Game.Player.PlayerMovement","nameWithType":"PlayerMovement"},"Game.Game.LifeDisplayManager.HideLifeDisplay*":{"uid":"Game.Game.LifeDisplayManager.HideLifeDisplay*","name":"HideLifeDisplay","href":null,"commentId":"Overload:Game.Game.LifeDisplayManager.HideLifeDisplay","isSpec":"True","fullName":"Game.Game.LifeDisplayManager.HideLifeDisplay","nameWithType":"LifeDisplayManager.HideLifeDisplay"},"Game.Player.PlayerManager":{"uid":"Game.Player.PlayerManager","name":"PlayerManager","href":null,"commentId":"T:Game.Player.PlayerManager","isSpec":"True","fullName":"Game.Player.PlayerManager","nameWithType":"PlayerManager"},"Global.Damageable.Respawn*":{"uid":"Global.Damageable.Respawn*","name":"Respawn","href":null,"commentId":"Overload:Global.Damageable.Respawn","isSpec":"True","fullName":"Damageable.Respawn","nameWithType":"Damageable.Respawn"},"Game.HubManager":{"uid":"Game.HubManager","name":"HubManager","href":null,"commentId":"T:Game.HubManager","isSpec":"True","fullName":"Game.HubManager","nameWithType":"HubManager","summary":"

                                                                    This class manages the hub area of the game, including loading and unloading game scenes,\ncontrolling the hub camera, and managing game buttons.

                                                                    \n"},"Game.Game.TerribleHealthBarScript":{"uid":"Game.Game.TerribleHealthBarScript","name":"TerribleHealthBarScript","href":null,"commentId":"T:Game.Game.TerribleHealthBarScript","isSpec":"True","fullName":"Game.Game.TerribleHealthBarScript","nameWithType":"TerribleHealthBarScript"},"Game.Game.GameManager.PlayerDied*":{"uid":"Game.Game.GameManager.PlayerDied*","name":"PlayerDied","href":null,"commentId":"Overload:Game.Game.GameManager.PlayerDied","isSpec":"True","fullName":"Game.Game.GameManager.PlayerDied","nameWithType":"GameManager.PlayerDied"},"Global.Canvas":{"uid":"Global.Canvas","name":"Canvas","href":null,"fullName":"Canvas","nameWithType":"Canvas"},"Game.Player.PlayerMovement.IsPhysicallyGrounded*":{"uid":"Game.Player.PlayerMovement.IsPhysicallyGrounded*","name":"IsPhysicallyGrounded","href":null,"commentId":"Overload:Game.Player.PlayerMovement.IsPhysicallyGrounded","isSpec":"True","fullName":"Game.Player.PlayerMovement.IsPhysicallyGrounded","nameWithType":"PlayerMovement.IsPhysicallyGrounded"},"Game.Player.Damageable.HandleDeath*":{"uid":"Game.Player.Damageable.HandleDeath*","name":"HandleDeath","href":null,"commentId":"Overload:Game.Player.Damageable.HandleDeath","isSpec":"True","fullName":"Game.Player.Damageable.HandleDeath","nameWithType":"Damageable.HandleDeath"},"Game.GameManager.UpdatePlayerHoldTime*":{"uid":"Game.GameManager.UpdatePlayerHoldTime*","name":"UpdatePlayerHoldTime","href":null,"commentId":"Overload:Game.GameManager.UpdatePlayerHoldTime","isSpec":"True","fullName":"Game.GameManager.UpdatePlayerHoldTime","nameWithType":"GameManager.UpdatePlayerHoldTime"},"Game.Player.Punch.DisableCancellation*":{"uid":"Game.Player.Punch.DisableCancellation*","name":"DisableCancellation","href":null,"commentId":"Overload:Game.Player.Punch.DisableCancellation","isSpec":"True","fullName":"Game.Player.Punch.DisableCancellation","nameWithType":"Punch.DisableCancellation"},"Player.PlayerCameraMovement":{"uid":"Player.PlayerCameraMovement","name":"PlayerCameraMovement","href":null,"commentId":"T:Player.PlayerCameraMovement","isSpec":"True","fullName":"Player.PlayerCameraMovement","nameWithType":"PlayerCameraMovement","summary":"

                                                                    This class controls the movement of the camera to follow players during the game.\nIt also handles special behavior for the camera in the win scene.

                                                                    \n"},"Global.PlayerMovement.IsBasicallyGrounded*":{"uid":"Global.PlayerMovement.IsBasicallyGrounded*","name":"IsBasicallyGrounded","href":null,"commentId":"Overload:Global.PlayerMovement.IsBasicallyGrounded","isSpec":"True","fullName":"PlayerMovement.IsBasicallyGrounded","nameWithType":"PlayerMovement.IsBasicallyGrounded"},"Global.GameManager.PlayerDied*":{"uid":"Global.GameManager.PlayerDied*","name":"PlayerDied","href":null,"commentId":"Overload:Global.GameManager.PlayerDied","isSpec":"True","fullName":"GameManager.PlayerDied","nameWithType":"GameManager.PlayerDied"},"Player":{"uid":"Player","name":"Player","href":null,"commentId":"N:Player","isSpec":"True","fullName":"Player","nameWithType":"Player"},"Game.Player.Block":{"uid":"Game.Player.Block","name":"Block","href":null,"commentId":"T:Game.Player.Block","isSpec":"True","fullName":"Game.Player.Block","nameWithType":"Block"},"Music.TrackLayer":{"uid":"Music.TrackLayer","name":"TrackLayer","href":null,"commentId":"T:Music.TrackLayer","isSpec":"True","fullName":"Music.TrackLayer","nameWithType":"TrackLayer","summary":"

                                                                    Represents a single layer of a music track.\nEach layer can be triggered and controlled independently based on game events or conditions.

                                                                    \n"},"System.Object.ToString":{"uid":"System.Object.ToString","name":"ToString()","href":null,"commentId":"M:System.Object.ToString","fullName":"object.ToString()","fullName.vb":"Object.ToString()","nameWithType":"object.ToString()","nameWithType.vb":"Object.ToString()"},"Game.GameManager":{"uid":"Game.GameManager","name":"GameManager","href":null,"commentId":"T:Game.GameManager","isSpec":"True","fullName":"Game.GameManager","nameWithType":"GameManager","summary":"

                                                                    This class controls the main game logic, like starting the game, keeping track of players,\nhandling game modes, and deciding when the game ends.

                                                                    \n"},"Global.List{Vector2}":{"uid":"Global.List{Vector2}","name":"List","href":null,"commentId":"!:Global.List{Vector2}","isSpec":"True","name.vb":"List(Of Vector2)","fullName":"List","fullName.vb":"List(Of Vector2)","nameWithType":"List","nameWithType.vb":"List(Of Vector2)"},"Game.LifeDisplayManager.HideLifeDisplay*":{"uid":"Game.LifeDisplayManager.HideLifeDisplay*","name":"HideLifeDisplay","href":null,"commentId":"Overload:Game.LifeDisplayManager.HideLifeDisplay","isSpec":"True","fullName":"Game.LifeDisplayManager.HideLifeDisplay","nameWithType":"LifeDisplayManager.HideLifeDisplay"},"Game.PlayerCardCreator":{"uid":"Game.PlayerCardCreator","name":"PlayerCardCreator","href":null,"commentId":"T:Game.PlayerCardCreator","isSpec":"True","fullName":"Game.PlayerCardCreator","nameWithType":"PlayerCardCreator","summary":"

                                                                    This class is used to create cards for players when they join the game.

                                                                    \n"},"Global.PlayerJoinCard":{"uid":"Global.PlayerJoinCard","name":"PlayerJoinCard","href":null,"commentId":"T:Global.PlayerJoinCard","isSpec":"True","fullName":"PlayerJoinCard","nameWithType":"PlayerJoinCard"},"Player.Damageable.Damage*":{"uid":"Player.Damageable.Damage*","name":"Damage","href":null,"commentId":"Overload:Player.Damageable.Damage","isSpec":"True","fullName":"Player.Damageable.Damage","nameWithType":"Damageable.Damage"},"Game.Player.Punch":{"uid":"Game.Player.Punch","name":"Punch","href":null,"commentId":"T:Game.Player.Punch","isSpec":"True","fullName":"Game.Player.Punch","nameWithType":"Punch"},"Game.Player.AnimationPlayer.Punch*":{"uid":"Game.Player.AnimationPlayer.Punch*","name":"Punch","href":null,"commentId":"Overload:Game.Player.AnimationPlayer.Punch","isSpec":"True","fullName":"Game.Player.AnimationPlayer.Punch","nameWithType":"AnimationPlayer.Punch"},"Global.Trevor":{"uid":"Global.Trevor","name":"Trevor","href":null,"commentId":"T:Global.Trevor","isSpec":"True","fullName":"Trevor","nameWithType":"Trevor"},"Game.Player.Punch.DisableHurtbox*":{"uid":"Game.Player.Punch.DisableHurtbox*","name":"DisableHurtbox","href":null,"commentId":"Overload:Game.Player.Punch.DisableHurtbox","isSpec":"True","fullName":"Game.Player.Punch.DisableHurtbox","nameWithType":"Punch.DisableHurtbox"},"Global.GameManager.GameEvent":{"uid":"Global.GameManager.GameEvent","name":"GameManager.GameEvent","href":null,"commentId":"T:Global.GameManager.GameEvent","isSpec":"True","fullName":"GameManager.GameEvent","nameWithType":"GameManager.GameEvent"},"Player.PlayerManager":{"uid":"Player.PlayerManager","name":"PlayerManager","href":null,"commentId":"T:Player.PlayerManager","isSpec":"True","fullName":"Player.PlayerManager","nameWithType":"PlayerManager","summary":"

                                                                    This class manages player-related functionality, such as joining, leaving, and assigning colors.\nIt also handles starting the game once players have joined.

                                                                    \n"},"Player.AnimationPlayer.AnimationState":{"uid":"Player.AnimationPlayer.AnimationState","name":"AnimationPlayer.AnimationState","href":null,"commentId":"T:Player.AnimationPlayer.AnimationState","isSpec":"True","fullName":"Player.AnimationPlayer.AnimationState","nameWithType":"AnimationPlayer.AnimationState","summary":"

                                                                    Represents the different animation states the player can be in.

                                                                    \n"},"Music.AudioManager":{"uid":"Music.AudioManager","name":"AudioManager","href":null,"commentId":"T:Music.AudioManager","isSpec":"True","fullName":"Music.AudioManager","nameWithType":"AudioManager","summary":"

                                                                    This class manages the playback of sound effects in the game.\nIt provides functionality to play specific sounds by name and ensures a singleton instance for global access.

                                                                    \n"},"Global.Block.IsParrying*":{"uid":"Global.Block.IsParrying*","name":"IsParrying","href":null,"commentId":"Overload:Global.Block.IsParrying","isSpec":"True","fullName":"Block.IsParrying","nameWithType":"Block.IsParrying"},"Global.AnimationPlayer.Punch*":{"uid":"Global.AnimationPlayer.Punch*","name":"Punch","href":null,"commentId":"Overload:Global.AnimationPlayer.Punch","isSpec":"True","fullName":"AnimationPlayer.Punch","nameWithType":"AnimationPlayer.Punch"},"Game.Game.GameManager.GameMode":{"uid":"Game.Game.GameManager.GameMode","name":"GameManager.GameMode","href":null,"commentId":"T:Game.Game.GameManager.GameMode","isSpec":"True","fullName":"Game.Game.GameManager.GameMode","nameWithType":"GameManager.GameMode","summary":"

                                                                    Enum representing the different game modes.

                                                                    \n"},"Global.LifeDisplayManager.HideLifeDisplay*":{"uid":"Global.LifeDisplayManager.HideLifeDisplay*","name":"HideLifeDisplay","href":null,"commentId":"Overload:Global.LifeDisplayManager.HideLifeDisplay","isSpec":"True","fullName":"LifeDisplayManager.HideLifeDisplay","nameWithType":"LifeDisplayManager.HideLifeDisplay"},"Global.List{SoundEffect}":{"uid":"Global.List{SoundEffect}","name":"List","href":null,"commentId":"!:Global.List{SoundEffect}","isSpec":"True","name.vb":"List(Of SoundEffect)","fullName":"List","fullName.vb":"List(Of SoundEffect)","nameWithType":"List","nameWithType.vb":"List(Of SoundEffect)"},"Player.Block":{"uid":"Player.Block","name":"Block","href":null,"commentId":"T:Player.Block","isSpec":"True","fullName":"Player.Block","nameWithType":"Block","summary":"

                                                                    This class handles the player's ability to block and parry incoming attacks.\nBlocking reduces damage, while parrying reflects attacks if timed correctly.

                                                                    \n"},"Global.PlayerMovement.GetPointInBoxCollider*":{"uid":"Global.PlayerMovement.GetPointInBoxCollider*","name":"GetPointInBoxCollider","href":null,"commentId":"Overload:Global.PlayerMovement.GetPointInBoxCollider","isSpec":"True","fullName":"PlayerMovement.GetPointInBoxCollider","nameWithType":"PlayerMovement.GetPointInBoxCollider"},"Game.Game.GameManager.GameOver*":{"uid":"Game.Game.GameManager.GameOver*","name":"GameOver","href":null,"commentId":"Overload:Game.Game.GameManager.GameOver","isSpec":"True","fullName":"Game.Game.GameManager.GameOver","nameWithType":"GameManager.GameOver"},"Global.ParallaxCamera":{"uid":"Global.ParallaxCamera","name":"ParallaxCamera","href":null,"commentId":"T:Global.ParallaxCamera","isSpec":"True","fullName":"ParallaxCamera","nameWithType":"ParallaxCamera"},"Game.LeaderboardManager":{"uid":"Game.LeaderboardManager","name":"LeaderboardManager","href":null,"commentId":"T:Game.LeaderboardManager","isSpec":"True","fullName":"Game.LeaderboardManager","nameWithType":"LeaderboardManager","summary":"

                                                                    This class manages the leaderboard, including initializing player icons,\nupdating player positions, and displaying hold times.

                                                                    \n"},"Global.ParallaxLayer.Move*":{"uid":"Global.ParallaxLayer.Move*","name":"Move","href":null,"commentId":"Overload:Global.ParallaxLayer.Move","isSpec":"True","fullName":"ParallaxLayer.Move","nameWithType":"ParallaxLayer.Move"},"Global.PlayerCameraMovement":{"uid":"Global.PlayerCameraMovement","name":"PlayerCameraMovement","href":null,"commentId":"T:Global.PlayerCameraMovement","isSpec":"True","fullName":"PlayerCameraMovement","nameWithType":"PlayerCameraMovement"},"Game.MovingPlatform":{"uid":"Game.MovingPlatform","name":"MovingPlatform","href":null,"commentId":"T:Game.MovingPlatform","isSpec":"True","fullName":"Game.MovingPlatform","nameWithType":"MovingPlatform","summary":"

                                                                    This class controls a platform that moves between specified points in a loop.

                                                                    \n"},"Global.HubPolygonCreator":{"uid":"Global.HubPolygonCreator","name":"HubPolygonCreator","href":null,"commentId":"T:Global.HubPolygonCreator","isSpec":"True","fullName":"HubPolygonCreator","nameWithType":"HubPolygonCreator"},"Global.AnimationPlayer.AnimationState":{"uid":"Global.AnimationPlayer.AnimationState","name":"AnimationPlayer.AnimationState","href":null,"commentId":"T:Global.AnimationPlayer.AnimationState","isSpec":"True","fullName":"AnimationPlayer.AnimationState","nameWithType":"AnimationPlayer.AnimationState"},"Global.ObjectVisibility":{"uid":"Global.ObjectVisibility","name":"ObjectVisibility","href":null,"commentId":"T:Global.ObjectVisibility","isSpec":"True","fullName":"ObjectVisibility","nameWithType":"ObjectVisibility"},"Player.AnimationPlayer.SetState*":{"uid":"Player.AnimationPlayer.SetState*","name":"SetState","href":null,"commentId":"Overload:Player.AnimationPlayer.SetState","isSpec":"True","fullName":"Player.AnimationPlayer.SetState","nameWithType":"AnimationPlayer.SetState"},"Global.ParallaxBackground":{"uid":"Global.ParallaxBackground","name":"ParallaxBackground","href":null,"commentId":"T:Global.ParallaxBackground","isSpec":"True","fullName":"ParallaxBackground","nameWithType":"ParallaxBackground"},"Game.Game":{"uid":"Game.Game","name":"Game.Game","href":null,"commentId":"N:Game.Game","isSpec":"True","fullName":"Game.Game","nameWithType":"Game.Game"},"Game.Player.PlayerMovement.IsBasicallyGrounded*":{"uid":"Game.Player.PlayerMovement.IsBasicallyGrounded*","name":"IsBasicallyGrounded","href":null,"commentId":"Overload:Game.Player.PlayerMovement.IsBasicallyGrounded","isSpec":"True","fullName":"Game.Player.PlayerMovement.IsBasicallyGrounded","nameWithType":"PlayerMovement.IsBasicallyGrounded"},"Global.AnimationClip":{"uid":"Global.AnimationClip","name":"AnimationClip","href":null,"commentId":"!:Global.AnimationClip","fullName":"AnimationClip","nameWithType":"AnimationClip"},"Global.TrackLayer":{"uid":"Global.TrackLayer","name":"TrackLayer","href":null,"commentId":"T:Global.TrackLayer","isSpec":"True","fullName":"TrackLayer","nameWithType":"TrackLayer"},"Game.Game.GameManager.StartGame*":{"uid":"Game.Game.GameManager.StartGame*","name":"StartGame","href":null,"commentId":"Overload:Game.Game.GameManager.StartGame","isSpec":"True","fullName":"Game.Game.GameManager.StartGame","nameWithType":"GameManager.StartGame"},"Game.ObjectVisibility":{"uid":"Game.ObjectVisibility","name":"ObjectVisibility","href":null,"commentId":"T:Game.ObjectVisibility","isSpec":"True","fullName":"Game.ObjectVisibility","nameWithType":"ObjectVisibility","summary":"

                                                                    This class controls the visibility of an object based on the current game mode.

                                                                    \n"},"Global.PlayerMovement.StopVelocity*":{"uid":"Global.PlayerMovement.StopVelocity*","name":"StopVelocity","href":null,"commentId":"Overload:Global.PlayerMovement.StopVelocity","isSpec":"True","fullName":"PlayerMovement.StopVelocity","nameWithType":"PlayerMovement.StopVelocity"},"Global.UseItem.PickUpItem*":{"uid":"Global.UseItem.PickUpItem*","name":"PickUpItem","href":null,"commentId":"Overload:Global.UseItem.PickUpItem","isSpec":"True","fullName":"UseItem.PickUpItem","nameWithType":"UseItem.PickUpItem"},"Global.GameTimer.StartTimer*":{"uid":"Global.GameTimer.StartTimer*","name":"StartTimer","href":null,"commentId":"Overload:Global.GameTimer.StartTimer","isSpec":"True","fullName":"GameTimer.StartTimer","nameWithType":"GameTimer.StartTimer"},"Global.Text":{"uid":"Global.Text","name":"Text","href":null,"commentId":"!:Global.Text","fullName":"Text","nameWithType":"Text"},"Game.LeaderboardManager.UpdateLeaderboard*":{"uid":"Game.LeaderboardManager.UpdateLeaderboard*","name":"UpdateLeaderboard","href":null,"commentId":"Overload:Game.LeaderboardManager.UpdateLeaderboard","isSpec":"True","fullName":"Game.LeaderboardManager.UpdateLeaderboard","nameWithType":"LeaderboardManager.UpdateLeaderboard"},"Global.PlayerMovement":{"uid":"Global.PlayerMovement","name":"PlayerMovement","href":null,"commentId":"T:Global.PlayerMovement","isSpec":"True","fullName":"PlayerMovement","nameWithType":"PlayerMovement"},"Game.Player.AnimationPlayer":{"uid":"Game.Player.AnimationPlayer","name":"AnimationPlayer","href":null,"commentId":"T:Game.Player.AnimationPlayer","isSpec":"True","fullName":"Game.Player.AnimationPlayer","nameWithType":"AnimationPlayer"},"Game.Game.MapSelect":{"uid":"Game.Game.MapSelect","name":"MapSelect","href":null,"commentId":"T:Game.Game.MapSelect","isSpec":"True","fullName":"Game.Game.MapSelect","nameWithType":"MapSelect"},"Game.PlayerCardCreator.CreateCard*":{"uid":"Game.PlayerCardCreator.CreateCard*","name":"CreateCard","href":null,"commentId":"Overload:Game.PlayerCardCreator.CreateCard","isSpec":"True","fullName":"Game.PlayerCardCreator.CreateCard","nameWithType":"PlayerCardCreator.CreateCard"},"Game.HubManager.UnloadGameScene*":{"uid":"Game.HubManager.UnloadGameScene*","name":"UnloadGameScene","href":null,"commentId":"Overload:Game.HubManager.UnloadGameScene","isSpec":"True","fullName":"Game.HubManager.UnloadGameScene","nameWithType":"HubManager.UnloadGameScene"},"Game.Game.GameManager.AlivePlayers*":{"uid":"Game.Game.GameManager.AlivePlayers*","name":"AlivePlayers","href":null,"commentId":"Overload:Game.Game.GameManager.AlivePlayers","isSpec":"True","fullName":"Game.Game.GameManager.AlivePlayers","nameWithType":"GameManager.AlivePlayers"},"Game.Player":{"uid":"Game.Player","name":"Game.Player","href":null,"commentId":"N:Game.Player","isSpec":"True","fullName":"Game.Player","nameWithType":"Game.Player"},"Global.Punch.DisableCancellation*":{"uid":"Global.Punch.DisableCancellation*","name":"DisableCancellation","href":null,"commentId":"Overload:Global.Punch.DisableCancellation","isSpec":"True","fullName":"Punch.DisableCancellation","nameWithType":"Punch.DisableCancellation"},"Global.InfiniteScroll":{"uid":"Global.InfiniteScroll","name":"InfiniteScroll","href":null,"commentId":"T:Global.InfiniteScroll","isSpec":"True","fullName":"InfiniteScroll","nameWithType":"InfiniteScroll"},"Player.PlayerMovement.IsPhysicallyGrounded*":{"uid":"Player.PlayerMovement.IsPhysicallyGrounded*","name":"IsPhysicallyGrounded","href":null,"commentId":"Overload:Player.PlayerMovement.IsPhysicallyGrounded","isSpec":"True","fullName":"Player.PlayerMovement.IsPhysicallyGrounded","nameWithType":"PlayerMovement.IsPhysicallyGrounded"},"Game.WinScreen":{"uid":"Game.WinScreen","name":"WinScreen","href":null,"commentId":"T:Game.WinScreen","isSpec":"True","fullName":"Game.WinScreen","nameWithType":"WinScreen","summary":"

                                                                    Manages the win screen display for the game.\nDisplays the winning player's information and triggers the win screen animation.

                                                                    \n"},"Global.Punch.ReturnToMaxSpeed*":{"uid":"Global.Punch.ReturnToMaxSpeed*","name":"ReturnToMaxSpeed","href":null,"commentId":"Overload:Global.Punch.ReturnToMaxSpeed","isSpec":"True","fullName":"Punch.ReturnToMaxSpeed","nameWithType":"Punch.ReturnToMaxSpeed"},"Game.GameManager.Instance*":{"uid":"Game.GameManager.Instance*","name":"Instance","href":null,"commentId":"Overload:Game.GameManager.Instance","isSpec":"True","fullName":"Game.GameManager.Instance","nameWithType":"GameManager.Instance"},"Player.Damageable.ResetDamage*":{"uid":"Player.Damageable.ResetDamage*","name":"ResetDamage","href":null,"commentId":"Overload:Player.Damageable.ResetDamage","isSpec":"True","fullName":"Player.Damageable.ResetDamage","nameWithType":"Damageable.ResetDamage"},"Global.UseItem.DropItem*":{"uid":"Global.UseItem.DropItem*","name":"DropItem","href":null,"commentId":"Overload:Global.UseItem.DropItem","isSpec":"True","fullName":"UseItem.DropItem","nameWithType":"UseItem.DropItem"},"Global.PlayerCameraMovement.WinScene*":{"uid":"Global.PlayerCameraMovement.WinScene*","name":"WinScene","href":null,"commentId":"Overload:Global.PlayerCameraMovement.WinScene","isSpec":"True","fullName":"PlayerCameraMovement.WinScene","nameWithType":"PlayerCameraMovement.WinScene"}} \ No newline at end of file diff --git a/Documentation/obj/.cache/build/kh23i1t0.juy/qgz3lpfl.za5 b/Documentation/obj/.cache/build/kh23i1t0.juy/qgz3lpfl.za5 new file mode 100644 index 0000000..1f2399b --- /dev/null +++ b/Documentation/obj/.cache/build/kh23i1t0.juy/qgz3lpfl.za5 @@ -0,0 +1,238 @@ + + + + + + + + Class MovingPlatform + | Example Unity documentation + + + + + + + + + + + + + + + +
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                                                                          Manages the day-night cycle by transitioning between different sky and cloud sprites.

                                                                          \n","Type":"class","Syntax":{"content":"public class DayNightCycle : MonoBehaviour","content.vb":"Public Class DayNightCycle Inherits MonoBehaviour"},"File":"api/Game.DayNightCycle.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.daySky","Summary":"

                                                                          Sprite representing the sky during the day.

                                                                          \n","Type":"field","Syntax":{"content":"public SpriteRenderer daySky","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public daySky As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":"

                                                                          Sprite representing the sky during the day.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.eveningSky","Summary":"

                                                                          Sprite representing the sky during the evening.

                                                                          \n","Type":"field","Syntax":{"content":"public SpriteRenderer eveningSky","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public eveningSky As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":"

                                                                          Sprite representing the sky during the evening.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.nightSky","Summary":"

                                                                          Sprite representing the sky during the night.

                                                                          \n","Type":"field","Syntax":{"content":"public SpriteRenderer nightSky","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public nightSky As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":"

                                                                          Sprite representing the sky during the night.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.dayBackClouds","Summary":"

                                                                          Sprite representing the back clouds during the day.

                                                                          \n","Type":"field","Syntax":{"content":"public SpriteRenderer dayBackClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public dayBackClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":"

                                                                          Sprite representing the back clouds during the day.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.eveningBackClouds","Summary":"

                                                                          Sprite representing the back clouds during the evening.

                                                                          \n","Type":"field","Syntax":{"content":"public SpriteRenderer eveningBackClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public eveningBackClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":"

                                                                          Sprite representing the back clouds during the evening.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.nightBackClouds","Summary":"

                                                                          Sprite representing the back clouds during the night.

                                                                          \n","Type":"field","Syntax":{"content":"public SpriteRenderer nightBackClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public nightBackClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":"

                                                                          Sprite representing the back clouds during the night.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.dayFrontClouds","Summary":"

                                                                          Sprite representing the front clouds during the day.

                                                                          \n","Type":"field","Syntax":{"content":"public SpriteRenderer dayFrontClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public dayFrontClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":"

                                                                          Sprite representing the front clouds during the day.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.eveningFrontClouds","Summary":"

                                                                          Sprite representing the front clouds during the evening.

                                                                          \n","Type":"field","Syntax":{"content":"public SpriteRenderer eveningFrontClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public eveningFrontClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":"

                                                                          Sprite representing the front clouds during the evening.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.nightFrontClouds","Summary":"

                                                                          Sprite representing the front clouds during the night.

                                                                          \n","Type":"field","Syntax":{"content":"public SpriteRenderer nightFrontClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public nightFrontClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":"

                                                                          Sprite representing the front clouds during the night.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.transitionDuration","Summary":"

                                                                          Duration of the transition between different phases of the day-night cycle.

                                                                          \n","Type":"field","Syntax":{"content":"public float transitionDuration","return":{"type":"System.Single"},"content.vb":"Public transitionDuration As Single"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":"

                                                                          Duration of the transition between different phases of the day-night cycle.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.cycleDuration","Summary":"

                                                                          Duration of each phase (day, evening, night) before transitioning to the next phase.

                                                                          \n","Type":"field","Syntax":{"content":"public float cycleDuration","return":{"type":"System.Single"},"content.vb":"Public cycleDuration As Single"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":"

                                                                          Duration of each phase (day, evening, night) before transitioning to the next phase.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.EventSystemizer","Summary":"

                                                                          This class makes sure there is only one EventSystem in the game at any time.

                                                                          \n","Type":"class","Syntax":{"content":"public class EventSystemizer : MonoBehaviour","content.vb":"Public Class EventSystemizer Inherits MonoBehaviour"},"File":"api/Game.EventSystemizer.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.FallPlatform","Summary":"

                                                                          This class controls platforms that fall when touched by a player or another platform.\nThe platform will fall after a delay and then reset to its original position.

                                                                          \n","Type":"class","Syntax":{"content":"public class FallPlatform : MonoBehaviour","content.vb":"Public Class FallPlatform Inherits MonoBehaviour"},"File":"api/Game.FallPlatform.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.FallPlatform.fallDelay","Summary":"

                                                                          The time (in seconds) before the platform starts falling after being triggered.

                                                                          \n","Type":"field","Syntax":{"content":"public float fallDelay","return":{"type":"System.Single"},"content.vb":"Public fallDelay As Single"},"File":"api/Game.FallPlatform.yml","Metadata":{"type":"field","summary":"

                                                                          The time (in seconds) before the platform starts falling after being triggered.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.FallPlatform.resetDelay","Summary":"

                                                                          The time (in seconds) before the platform resets to its original position after falling.

                                                                          \n","Type":"field","Syntax":{"content":"public float resetDelay","return":{"type":"System.Single"},"content.vb":"Public resetDelay As Single"},"File":"api/Game.FallPlatform.yml","Metadata":{"type":"field","summary":"

                                                                          The time (in seconds) before the platform resets to its original position after falling.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.GameEvent","Summary":"

                                                                          A type of event that happens during the game, like when it starts or ends.

                                                                          \n","Type":"delegate","Syntax":{"content":"public delegate void GameManager.GameEvent()","content.vb":"Public Delegate Sub GameManager.GameEvent()"},"File":"api/Game.GameManager.GameEvent.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.GameMode","Summary":"

                                                                          The different game modes players can choose from.

                                                                          \n","Type":"enum","Syntax":{"content":"public enum GameManager.GameMode","content.vb":"Public Enum GameManager.GameMode"},"File":"api/Game.GameManager.GameMode.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.GameMode.freeForAll","Summary":"

                                                                          Players compete individually to be the last one standing.

                                                                          \n","Type":"field","Syntax":{"content":"freeForAll = 0","return":{"type":"Game.GameManager.GameMode"}},"File":"api/Game.GameManager.GameMode.yml","Metadata":{"type":"field","summary":"

                                                                          Players compete individually to be the last one standing.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.GameMode.keepAway","Summary":"

                                                                          Players compete to hold an item (like a hat) for the longest time.

                                                                          \n","Type":"field","Syntax":{"content":"keepAway = 1","return":{"type":"Game.GameManager.GameMode"}},"File":"api/Game.GameManager.GameMode.yml","Metadata":{"type":"field","summary":"

                                                                          Players compete to hold an item (like a hat) for the longest time.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.GameMode.obstacleCourse","Summary":"

                                                                          Players race to complete an obstacle course.

                                                                          \n","Type":"field","Syntax":{"content":"obstacleCourse = 2","return":{"type":"Game.GameManager.GameMode"}},"File":"api/Game.GameManager.GameMode.yml","Metadata":{"type":"field","summary":"

                                                                          Players race to complete an obstacle course.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager","Summary":"

                                                                          This class controls the main game logic, like starting the game, keeping track of players,\nhandling game modes, and deciding when the game ends.

                                                                          \n","Type":"class","Syntax":{"content":"public class GameManager : MonoBehaviour","content.vb":"Public Class GameManager Inherits MonoBehaviour"},"File":"api/Game.GameManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.Instance","Summary":"

                                                                          The single instance of this class that can be accessed from anywhere in the game.

                                                                          \n","Type":"property","Syntax":{"content":"public static GameManager Instance { get; }","parameters":[],"return":{"type":"Game.GameManager"},"content.vb":"Public Shared Property Instance As GameManager"},"File":"api/Game.GameManager.yml","Metadata":{"type":"property","summary":"

                                                                          The single instance of this class that can be accessed from anywhere in the game.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.time","Summary":"

                                                                          The total time (in seconds) for the game to run.

                                                                          \n","Type":"field","Syntax":{"content":"public float time","return":{"type":"System.Single"},"content.vb":"Public time As Single"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"

                                                                          The total time (in seconds) for the game to run.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.StartGameEvent","Summary":"

                                                                          Event triggered when the game starts.

                                                                          \n","Type":"event","Syntax":{"content":"public event GameManager.GameEvent StartGameEvent","return":{"type":"Game.GameManager.GameEvent"},"content.vb":"Public Event StartGameEvent As GameManager.GameEvent"},"File":"api/Game.GameManager.yml","Metadata":{"type":"event","summary":"

                                                                          Event triggered when the game starts.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.EndGameEvent","Summary":"

                                                                          Event triggered when the game ends.

                                                                          \n","Type":"event","Syntax":{"content":"public event GameManager.GameEvent EndGameEvent","return":{"type":"Game.GameManager.GameEvent"},"content.vb":"Public Event EndGameEvent As GameManager.GameEvent"},"File":"api/Game.GameManager.yml","Metadata":{"type":"event","summary":"

                                                                          Event triggered when the game ends.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.players","Summary":"

                                                                          A list of all the players in the game.

                                                                          \n","Type":"field","Syntax":{"content":"public static List players","return":{"type":"Global.List{GameObject}"},"content.vb":"Public Shared players As List(Of GameObject)"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"

                                                                          A list of all the players in the game.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.playerColors","Summary":"

                                                                          A list of colors assigned to each player.

                                                                          \n","Type":"field","Syntax":{"content":"public static List playerColors","return":{"type":"Global.List{Color}"},"content.vb":"Public Shared playerColors As List(Of Color)"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"

                                                                          A list of colors assigned to each player.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.offset","Summary":"

                                                                          The distance between players when they spawn.

                                                                          \n","Type":"field","Syntax":{"content":"public float offset","return":{"type":"System.Single"},"content.vb":"Public offset As Single"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"

                                                                          The distance between players when they spawn.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.music","Summary":"

                                                                          Whether the background music is turned on.

                                                                          \n","Type":"field","Syntax":{"content":"public static bool music","return":{"type":"System.Boolean"},"content.vb":"Public Shared music As Boolean"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"

                                                                          Whether the background music is turned on.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.gameOver","Summary":"

                                                                          Whether the game is currently over.

                                                                          \n","Type":"field","Syntax":{"content":"public bool gameOver","return":{"type":"System.Boolean"},"content.vb":"Public gameOver As Boolean"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"

                                                                          Whether the game is currently over.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.gameTimer","Summary":"

                                                                          A timer that counts down during the game.

                                                                          \n","Type":"field","Syntax":{"content":"public GameTimer gameTimer","return":{"type":"Game.GameTimer"},"content.vb":"Public gameTimer As GameTimer"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"

                                                                          A timer that counts down during the game.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.playerHoldTimes","Summary":"

                                                                          Tracks how long each player has held an item in "keep-away" mode.

                                                                          \n","Type":"field","Syntax":{"content":"public static Dictionary playerHoldTimes","return":{"type":"Global.Dictionary{GameObject,System.Single}"},"content.vb":"Public Shared playerHoldTimes As Dictionary(Of GameObject, Single)"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"

                                                                          Tracks how long each player has held an item in "keep-away" mode.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.gameMode","Summary":"

                                                                          The current game mode (e.g., free-for-all, keep-away, or obstacle course).

                                                                          \n","Type":"field","Syntax":{"content":"public static GameManager.GameMode gameMode","return":{"type":"Game.GameManager.GameMode"},"content.vb":"Public Shared gameMode As GameManager.GameMode"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"

                                                                          The current game mode (e.g., free-for-all, keep-away, or obstacle course).

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.map","Summary":"

                                                                          The name of the map being played.

                                                                          \n","Type":"field","Syntax":{"content":"public static string map","return":{"type":"System.String"},"content.vb":"Public Shared map As String"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"

                                                                          The name of the map being played.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.spawnPosition","Summary":"

                                                                          The position where players spawn at the start of the game.

                                                                          \n","Type":"field","Syntax":{"content":"public Vector2 spawnPosition","return":{"type":"Global.Vector2"},"content.vb":"Public spawnPosition As Vector2"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"

                                                                          The position where players spawn at the start of the game.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.obstacleCourseSpawnPosition","Summary":"

                                                                          The position where players spawn in obstacle course mode.

                                                                          \n","Type":"field","Syntax":{"content":"public Vector2 obstacleCourseSpawnPosition","return":{"type":"Global.Vector2"},"content.vb":"Public obstacleCourseSpawnPosition As Vector2"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"

                                                                          The position where players spawn in obstacle course mode.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.hatSpawnPositions","Summary":"

                                                                          Positions where the hat can spawn in "keep-away" mode.

                                                                          \n","Type":"field","Syntax":{"content":"public List hatSpawnPositions","return":{"type":"Global.List{Vector2}"},"content.vb":"Public hatSpawnPositions As List(Of Vector2)"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"

                                                                          Positions where the hat can spawn in "keep-away" mode.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.LeaderboardCanvas","Summary":"

                                                                          The canvas that shows the leaderboard during the game.

                                                                          \n","Type":"field","Syntax":{"content":"public Canvas LeaderboardCanvas","return":{"type":"Global.Canvas"},"content.vb":"Public LeaderboardCanvas As Canvas"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"

                                                                          The canvas that shows the leaderboard during the game.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.TimerCanvas","Summary":"

                                                                          The canvas that shows the timer during the game.

                                                                          \n","Type":"field","Syntax":{"content":"public Canvas TimerCanvas","return":{"type":"Global.Canvas"},"content.vb":"Public TimerCanvas As Canvas"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"

                                                                          The canvas that shows the timer during the game.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.hatObject","Summary":"

                                                                          The hat object used in "keep-away" mode.

                                                                          \n","Type":"field","Syntax":{"content":"public GameObject hatObject","return":{"type":"Global.GameObject"},"content.vb":"Public hatObject As GameObject"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"

                                                                          The hat object used in "keep-away" mode.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.StartGame","Summary":"

                                                                          Sets up the game based on the selected game mode. This includes spawning players and setting their lives.

                                                                          \n","Type":"method","Syntax":{"content":"public void StartGame()","content.vb":"Public Sub StartGame()"},"File":"api/Game.GameManager.yml","Metadata":{"type":"method","summary":"

                                                                          Sets up the game based on the selected game mode. This includes spawning players and setting their lives.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.PlayerDied(Player.Damageable)","Summary":"

                                                                          Handles what happens when a player dies, like respawning them or ending the game.

                                                                          \n","Type":"method","Syntax":{"content":"public void PlayerDied(Damageable player)","parameters":[{"id":"player","type":"Player.Damageable","description":"

                                                                          The player who died.

                                                                          \n"}],"content.vb":"Public Sub PlayerDied(player As Damageable)"},"File":"api/Game.GameManager.yml","Metadata":{"type":"method","summary":"

                                                                          Handles what happens when a player dies, like respawning them or ending the game.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.GameOver","Summary":"

                                                                          Ends the game and determines the winner based on the current game mode.

                                                                          \n","Type":"method","Syntax":{"content":"public void GameOver()","content.vb":"Public Sub GameOver()"},"File":"api/Game.GameManager.yml","Metadata":{"type":"method","summary":"

                                                                          Ends the game and determines the winner based on the current game mode.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.AlivePlayers","Summary":"

                                                                          Gets a list of all players who are still alive in the game.

                                                                          \n","Type":"method","Syntax":{"content":"public List AlivePlayers()","return":{"type":"Global.List{GameObject}","description":"

                                                                          A list of players who are still active in the game.

                                                                          \n"},"content.vb":"Public Function AlivePlayers() As List(Of GameObject)"},"File":"api/Game.GameManager.yml","Metadata":{"type":"method","summary":"

                                                                          Gets a list of all players who are still alive in the game.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.UpdatePlayerHoldTime(GameObject,System.Single)","Summary":"

                                                                          Updates the hold time for a player and refreshes the leaderboard.

                                                                          \n","Type":"method","Syntax":{"content":"public void UpdatePlayerHoldTime(GameObject player, float holdTime)","parameters":[{"id":"player","type":"Global.GameObject","description":"

                                                                          The player whose hold time is being updated.

                                                                          \n"},{"id":"holdTime","type":"System.Single","description":"

                                                                          The new hold time for the player.

                                                                          \n"}],"content.vb":"Public Sub UpdatePlayerHoldTime(player As GameObject, holdTime As Single)"},"File":"api/Game.GameManager.yml","Metadata":{"type":"method","summary":"

                                                                          Updates the hold time for a player and refreshes the leaderboard.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManagerHelper","Summary":"

                                                                          This class helps manage positions for the GameManager during development.\nIt allows adding hat spawn positions and player spawn positions directly in the editor.

                                                                          \n","Type":"class","Syntax":{"content":"public class GameManagerHelper : MonoBehaviour","content.vb":"Public Class GameManagerHelper Inherits MonoBehaviour"},"File":"api/Game.GameManagerHelper.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManagerHelper.addHatPosition","Summary":"

                                                                          If true, adds the current position of the "HELPER" object to the hat spawn positions in the GameManager.

                                                                          \n","Type":"field","Syntax":{"content":"public bool addHatPosition","return":{"type":"System.Boolean"},"content.vb":"Public addHatPosition As Boolean"},"File":"api/Game.GameManagerHelper.yml","Metadata":{"type":"field","summary":"

                                                                          If true, adds the current position of the "HELPER" object to the hat spawn positions in the GameManager.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManagerHelper.addSpawnPosition","Summary":"

                                                                          If true, sets the current position of the "HELPER" object as the player spawn position in the GameManager.

                                                                          \n","Type":"field","Syntax":{"content":"public bool addSpawnPosition","return":{"type":"System.Boolean"},"content.vb":"Public addSpawnPosition As Boolean"},"File":"api/Game.GameManagerHelper.yml","Metadata":{"type":"field","summary":"

                                                                          If true, sets the current position of the "HELPER" object as the player spawn position in the GameManager.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameTimer","Summary":"

                                                                          This class manages the game's countdown timer.\nIt starts, updates, and stops the timer, and ends the game when time runs out.

                                                                          \n","Type":"class","Syntax":{"content":"public class GameTimer : MonoBehaviour","content.vb":"Public Class GameTimer Inherits MonoBehaviour"},"File":"api/Game.GameTimer.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameTimer.startTime","Summary":"

                                                                          The starting time for the timer, in seconds.

                                                                          \n","Type":"field","Syntax":{"content":"public float startTime","return":{"type":"System.Single"},"content.vb":"Public startTime As Single"},"File":"api/Game.GameTimer.yml","Metadata":{"type":"field","summary":"

                                                                          The starting time for the timer, in seconds.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameTimer.timerText","Summary":"

                                                                          The UI text element that displays the timer.

                                                                          \n","Type":"field","Syntax":{"content":"public Text timerText","return":{"type":"Global.Text"},"content.vb":"Public timerText As Text"},"File":"api/Game.GameTimer.yml","Metadata":{"type":"field","summary":"

                                                                          The UI text element that displays the timer.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameTimer.StartTimer","Summary":"

                                                                          Starts the timer if it is not already running.

                                                                          \n","Type":"method","Syntax":{"content":"public void StartTimer()","content.vb":"Public Sub StartTimer()"},"File":"api/Game.GameTimer.yml","Metadata":{"type":"method","summary":"

                                                                          Starts the timer if it is not already running.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HatRespawn","Summary":"

                                                                          This class manages the behavior of the hat in the game, including its respawn logic.\nThe hat can be picked up, dropped, and respawned after a certain amount of time.

                                                                          \n","Type":"class","Syntax":{"content":"public class HatRespawn : MonoBehaviour","content.vb":"Public Class HatRespawn Inherits MonoBehaviour"},"File":"api/Game.HatRespawn.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HatRespawn.respawnTime","Summary":"

                                                                          The amount of time (in seconds) before the hat respawns after being inactive.

                                                                          \n","Type":"field","Syntax":{"content":"public const float respawnTime = 10","return":{"type":"System.Single"},"content.vb":"Public Const respawnTime As Single = 10"},"File":"api/Game.HatRespawn.yml","Metadata":{"type":"field","summary":"

                                                                          The amount of time (in seconds) before the hat respawns after being inactive.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HatRespawn.initialSubhatPosition","Summary":"

                                                                          The initial position of the subhat (if applicable).

                                                                          \n","Type":"field","Syntax":{"content":"public Vector2 initialSubhatPosition","return":{"type":"Global.Vector2"},"content.vb":"Public initialSubhatPosition As Vector2"},"File":"api/Game.HatRespawn.yml","Metadata":{"type":"field","summary":"

                                                                          The initial position of the subhat (if applicable).

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HatRespawn.canBePickedUp","Summary":"

                                                                          A flag to check if the hat can be picked up.

                                                                          \n","Type":"field","Syntax":{"content":"public static bool canBePickedUp","return":{"type":"System.Boolean"},"content.vb":"Public Shared canBePickedUp As Boolean"},"File":"api/Game.HatRespawn.yml","Metadata":{"type":"field","summary":"

                                                                          A flag to check if the hat can be picked up.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HatRespawn.initialScale","Summary":"

                                                                          The initial scale of the hat.

                                                                          \n","Type":"field","Syntax":{"content":"public Vector2 initialScale","return":{"type":"Global.Vector2"},"content.vb":"Public initialScale As Vector2"},"File":"api/Game.HatRespawn.yml","Metadata":{"type":"field","summary":"

                                                                          The initial scale of the hat.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HatRespawn.Interact","Summary":"

                                                                          Updates the last interaction time when a player interacts with the hat.

                                                                          \n","Type":"method","Syntax":{"content":"public void Interact()","content.vb":"Public Sub Interact()"},"File":"api/Game.HatRespawn.yml","Metadata":{"type":"method","summary":"

                                                                          Updates the last interaction time when a player interacts with the hat.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HatRespawn.OnHatDropped","Summary":"

                                                                          Marks the hat as dropped and resets the timer.

                                                                          \n","Type":"method","Syntax":{"content":"public void OnHatDropped()","content.vb":"Public Sub OnHatDropped()"},"File":"api/Game.HatRespawn.yml","Metadata":{"type":"method","summary":"

                                                                          Marks the hat as dropped and resets the timer.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HealthBarManager","Summary":"

                                                                          This class manages the health bars for all players in the game.\nIt creates, updates, and removes health bars as needed.

                                                                          \n","Type":"class","Syntax":{"content":"public class HealthBarManager : MonoBehaviour","content.vb":"Public Class HealthBarManager Inherits MonoBehaviour"},"File":"api/Game.HealthBarManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HealthBarManager.healthBarPrefab","Summary":"

                                                                          The template used to create new health bars.

                                                                          \n","Type":"field","Syntax":{"content":"public GameObject healthBarPrefab","return":{"type":"Global.GameObject"},"content.vb":"Public healthBarPrefab As GameObject"},"File":"api/Game.HealthBarManager.yml","Metadata":{"type":"field","summary":"

                                                                          The template used to create new health bars.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HubManager","Summary":"

                                                                          This class manages the hub area of the game, including loading and unloading game scenes,\ncontrolling the hub camera, and managing game buttons.

                                                                          \n","Type":"class","Syntax":{"content":"public class HubManager : MonoBehaviour","content.vb":"Public Class HubManager Inherits MonoBehaviour"},"File":"api/Game.HubManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HubManager.Instance","Summary":"

                                                                          A single instance of this class that can be accessed from anywhere.

                                                                          \n","Type":"field","Syntax":{"content":"public static HubManager Instance","return":{"type":"Game.HubManager"},"content.vb":"Public Shared Instance As HubManager"},"File":"api/Game.HubManager.yml","Metadata":{"type":"field","summary":"

                                                                          A single instance of this class that can be accessed from anywhere.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HubManager.hubCamera","Summary":"

                                                                          The camera used in the hub area.

                                                                          \n","Type":"field","Syntax":{"content":"public GameObject hubCamera","return":{"type":"Global.GameObject"},"content.vb":"Public hubCamera As GameObject"},"File":"api/Game.HubManager.yml","Metadata":{"type":"field","summary":"

                                                                          The camera used in the hub area.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HubManager.gameButtonsParent","Summary":"

                                                                          The parent object containing all game buttons in the hub.

                                                                          \n","Type":"field","Syntax":{"content":"public GameObject gameButtonsParent","return":{"type":"Global.GameObject"},"content.vb":"Public gameButtonsParent As GameObject"},"File":"api/Game.HubManager.yml","Metadata":{"type":"field","summary":"

                                                                          The parent object containing all game buttons in the hub.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HubManager.LoadScene(System.String)","Summary":"

                                                                          Loads a new game scene and disables the hub camera.

                                                                          \n","Type":"method","Syntax":{"content":"public void LoadScene(string sceneName)","parameters":[{"id":"sceneName","type":"System.String","description":"

                                                                          The name of the scene to load.

                                                                          \n"}],"content.vb":"Public Sub LoadScene(sceneName As String)"},"File":"api/Game.HubManager.yml","Metadata":{"type":"method","summary":"

                                                                          Loads a new game scene and disables the hub camera.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HubManager.UnloadGameScene","Summary":"

                                                                          Unloads the current game scene and reactivates the hub camera.

                                                                          \n","Type":"method","Syntax":{"content":"public void UnloadGameScene()","content.vb":"Public Sub UnloadGameScene()"},"File":"api/Game.HubManager.yml","Metadata":{"type":"method","summary":"

                                                                          Unloads the current game scene and reactivates the hub camera.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.InfiniteScroll","Summary":"

                                                                          This class handles the infinite scrolling effect for the background.

                                                                          \n","Type":"class","Syntax":{"content":"public class InfiniteScroll : MonoBehaviour","content.vb":"Public Class InfiniteScroll Inherits MonoBehaviour"},"File":"api/Game.InfiniteScroll.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.InfiniteScroll.speed","Summary":"

                                                                          The speed at which the background scrolls.

                                                                          \n","Type":"field","Syntax":{"content":"public float speed","return":{"type":"System.Single"},"content.vb":"Public speed As Single"},"File":"api/Game.InfiniteScroll.yml","Metadata":{"type":"field","summary":"

                                                                          The speed at which the background scrolls.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.InfiniteScroll.start","Summary":"

                                                                          The starting position of the background.

                                                                          \n","Type":"field","Syntax":{"content":"public float start","return":{"type":"System.Single"},"content.vb":"Public start As Single"},"File":"api/Game.InfiniteScroll.yml","Metadata":{"type":"field","summary":"

                                                                          The starting position of the background.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.InfiniteScroll.end","Summary":"

                                                                          The ending position of the background.

                                                                          \n","Type":"field","Syntax":{"content":"public float end","return":{"type":"System.Single"},"content.vb":"Public [end] As Single"},"File":"api/Game.InfiniteScroll.yml","Metadata":{"type":"field","summary":"

                                                                          The ending position of the background.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.LeaderboardManager","Summary":"

                                                                          This class manages the leaderboard, including initializing player icons,\nupdating player positions, and displaying hold times.

                                                                          \n","Type":"class","Syntax":{"content":"public class LeaderboardManager : MonoBehaviour","content.vb":"Public Class LeaderboardManager Inherits MonoBehaviour"},"File":"api/Game.LeaderboardManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.LeaderboardManager.Instance","Summary":"

                                                                          A single instance of this class that can be accessed from anywhere.

                                                                          \n","Type":"property","Syntax":{"content":"public static LeaderboardManager Instance { get; }","parameters":[],"return":{"type":"Game.LeaderboardManager"},"content.vb":"Public Shared Property Instance As LeaderboardManager"},"File":"api/Game.LeaderboardManager.yml","Metadata":{"type":"property","summary":"

                                                                          A single instance of this class that can be accessed from anywhere.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.LeaderboardManager.UpdateLeaderboard","Summary":"

                                                                          Updates the leaderboard by sorting players based on their hold times\nand adjusting their positions.

                                                                          \n","Type":"method","Syntax":{"content":"public void UpdateLeaderboard()","content.vb":"Public Sub UpdateLeaderboard()"},"File":"api/Game.LeaderboardManager.yml","Metadata":{"type":"method","summary":"

                                                                          Updates the leaderboard by sorting players based on their hold times\nand adjusting their positions.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.LeaderboardManager.UpdatePlayerHoldTimeText(GameObject,System.Single)","Summary":"

                                                                          Updates the hold time text for a specific player on the leaderboard.

                                                                          \n","Type":"method","Syntax":{"content":"public void UpdatePlayerHoldTimeText(GameObject player, float holdTime)","parameters":[{"id":"player","type":"Global.GameObject","description":"

                                                                          The player whose hold time is being updated.

                                                                          \n"},{"id":"holdTime","type":"System.Single","description":"

                                                                          The new hold time to display.

                                                                          \n"}],"content.vb":"Public Sub UpdatePlayerHoldTimeText(player As GameObject, holdTime As Single)"},"File":"api/Game.LeaderboardManager.yml","Metadata":{"type":"method","summary":"

                                                                          Updates the hold time text for a specific player on the leaderboard.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.LifeDisplayManager","Summary":"

                                                                          This class manages the display of player lives, including creating life icons\nand updating them based on the player's remaining lives.

                                                                          \n","Type":"class","Syntax":{"content":"public class LifeDisplayManager : MonoBehaviour","content.vb":"Public Class LifeDisplayManager Inherits MonoBehaviour"},"File":"api/Game.LifeDisplayManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.LifeDisplayManager.players","Summary":"

                                                                          The parent object that contains all player life displays.

                                                                          \n","Type":"field","Syntax":{"content":"public GameObject players","return":{"type":"Global.GameObject"},"content.vb":"Public players As GameObject"},"File":"api/Game.LifeDisplayManager.yml","Metadata":{"type":"field","summary":"

                                                                          The parent object that contains all player life displays.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.LifeDisplayManager.playerPrefab","Summary":"

                                                                          The prefab used to represent a player in the life display.

                                                                          \n","Type":"field","Syntax":{"content":"public GameObject playerPrefab","return":{"type":"Global.GameObject"},"content.vb":"Public playerPrefab As GameObject"},"File":"api/Game.LifeDisplayManager.yml","Metadata":{"type":"field","summary":"

                                                                          The prefab used to represent a player in the life display.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.LifeDisplayManager.lifePrefab","Summary":"

                                                                          The prefab used to represent a single life icon.

                                                                          \n","Type":"field","Syntax":{"content":"public GameObject lifePrefab","return":{"type":"Global.GameObject"},"content.vb":"Public lifePrefab As GameObject"},"File":"api/Game.LifeDisplayManager.yml","Metadata":{"type":"field","summary":"

                                                                          The prefab used to represent a single life icon.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.LifeDisplayManager.lifeDisplays","Summary":"

                                                                          A dictionary mapping each player's component\nto their corresponding list of life icons.

                                                                          \n","Type":"field","Syntax":{"content":"public Dictionary> lifeDisplays","return":{"type":"Global.Dictionary{Player.Damageable,List{GameObject}}"},"content.vb":"Public lifeDisplays As Dictionary(Of Damageable, List(Of GameObject))"},"File":"api/Game.LifeDisplayManager.yml","Metadata":{"type":"field","summary":"

                                                                          A dictionary mapping each player's component\nto their corresponding list of life icons.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.LifeDisplayManager.HideLifeDisplay","Summary":"

                                                                          Hides the life display by deactivating the parent object.

                                                                          \n","Type":"method","Syntax":{"content":"public void HideLifeDisplay()","content.vb":"Public Sub HideLifeDisplay()"},"File":"api/Game.LifeDisplayManager.yml","Metadata":{"type":"method","summary":"

                                                                          Hides the life display by deactivating the parent object.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.MapSelect","Summary":"

                                                                          This class manages the map selection process by setting the selected map\nbased on the active toggle in the toggle group.

                                                                          \n","Type":"class","Syntax":{"content":"public class MapSelect : MonoBehaviour","content.vb":"Public Class MapSelect Inherits MonoBehaviour"},"File":"api/Game.MapSelect.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.ModeSelect","Summary":"

                                                                          This class manages the game mode selection process by setting the game mode\nbased on the active toggle in the toggle group.

                                                                          \n","Type":"class","Syntax":{"content":"public class ModeSelect : MonoBehaviour","content.vb":"Public Class ModeSelect Inherits MonoBehaviour"},"File":"api/Game.ModeSelect.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.MovingPlatform","Summary":"

                                                                          This class controls a platform that moves between specified points in a loop.

                                                                          \n","Type":"class","Syntax":{"content":"public class MovingPlatform : MonoBehaviour","content.vb":"Public Class MovingPlatform Inherits MonoBehaviour"},"File":"api/Game.MovingPlatform.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.MovingPlatform.platform","Summary":"

                                                                          The platform object that will move.

                                                                          \n","Type":"field","Syntax":{"content":"public Transform platform","return":{"type":"Global.Transform"},"content.vb":"Public platform As Transform"},"File":"api/Game.MovingPlatform.yml","Metadata":{"type":"field","summary":"

                                                                          The platform object that will move.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.MovingPlatform.startPoint","Summary":"

                                                                          The index of the starting point for the platform.

                                                                          \n","Type":"field","Syntax":{"content":"public int startPoint","return":{"type":"System.Int32"},"content.vb":"Public startPoint As Integer"},"File":"api/Game.MovingPlatform.yml","Metadata":{"type":"field","summary":"

                                                                          The index of the starting point for the platform.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.MovingPlatform.points","Summary":"

                                                                          An array of points that the platform will move between.

                                                                          \n","Type":"field","Syntax":{"content":"public Transform[] points","return":{"type":"Global.Transform[]"},"content.vb":"Public points As Transform()"},"File":"api/Game.MovingPlatform.yml","Metadata":{"type":"field","summary":"

                                                                          An array of points that the platform will move between.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.MovingPlatform.speed","Summary":"

                                                                          The speed at which the platform moves.

                                                                          \n","Type":"field","Syntax":{"content":"public float speed","return":{"type":"System.Single"},"content.vb":"Public speed As Single"},"File":"api/Game.MovingPlatform.yml","Metadata":{"type":"field","summary":"

                                                                          The speed at which the platform moves.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.ObjectVisibility","Summary":"

                                                                          This class controls the visibility of an object based on the current game mode.

                                                                          \n","Type":"class","Syntax":{"content":"public class ObjectVisibility : MonoBehaviour","content.vb":"Public Class ObjectVisibility Inherits MonoBehaviour"},"File":"api/Game.ObjectVisibility.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.ObstacleCourse","Summary":"

                                                                          This class handles the logic for detecting when a player completes the obstacle course.

                                                                          \n","Type":"class","Syntax":{"content":"public class ObstacleCourse : MonoBehaviour","content.vb":"Public Class ObstacleCourse Inherits MonoBehaviour"},"File":"api/Game.ObstacleCourse.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.ObstacleCourse.playerWon","Summary":"

                                                                          The player who successfully completes the obstacle course.

                                                                          \n","Type":"field","Syntax":{"content":"public static GameObject playerWon","return":{"type":"Global.GameObject"},"content.vb":"Public Shared playerWon As GameObject"},"File":"api/Game.ObstacleCourse.yml","Metadata":{"type":"field","summary":"

                                                                          The player who successfully completes the obstacle course.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.PlayerCardCreator","Summary":"

                                                                          This class is used to create cards for players when they join the game.

                                                                          \n","Type":"class","Syntax":{"content":"public class PlayerCardCreator : MonoBehaviour","content.vb":"Public Class PlayerCardCreator Inherits MonoBehaviour"},"File":"api/Game.PlayerCardCreator.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.PlayerCardCreator.Instance","Summary":"

                                                                          A single instance of this class that can be accessed from anywhere.

                                                                          \n","Type":"field","Syntax":{"content":"public static PlayerCardCreator Instance","return":{"type":"Game.PlayerCardCreator"},"content.vb":"Public Shared Instance As PlayerCardCreator"},"File":"api/Game.PlayerCardCreator.yml","Metadata":{"type":"field","summary":"

                                                                          A single instance of this class that can be accessed from anywhere.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.PlayerCardCreator.playerJoinCardPrefab","Summary":"

                                                                          The template used to create new player cards.

                                                                          \n","Type":"field","Syntax":{"content":"public GameObject playerJoinCardPrefab","return":{"type":"Global.GameObject"},"content.vb":"Public playerJoinCardPrefab As GameObject"},"File":"api/Game.PlayerCardCreator.yml","Metadata":{"type":"field","summary":"

                                                                          The template used to create new player cards.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.PlayerCardCreator.CreateCard","Summary":"

                                                                          Creates a new player card and returns it.

                                                                          \n","Type":"method","Syntax":{"content":"public PlayerJoinCard CreateCard()","return":{"type":"Game.PlayerJoinCard","description":"

                                                                          The new player card, or nothing if it couldn't be created.

                                                                          \n"},"content.vb":"Public Function CreateCard() As PlayerJoinCard"},"File":"api/Game.PlayerCardCreator.yml","Metadata":{"type":"method","summary":"

                                                                          Creates a new player card and returns it.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.PlayerJoinCard","Summary":"

                                                                          This class represents a player join card, displaying the player's number\nand preview in the game lobby.

                                                                          \n","Type":"class","Syntax":{"content":"public class PlayerJoinCard : MonoBehaviour","content.vb":"Public Class PlayerJoinCard Inherits MonoBehaviour"},"File":"api/Game.PlayerJoinCard.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.PlayerJoinCard.playerPreview","Summary":"

                                                                          The preview object representing the player.

                                                                          \n","Type":"field","Syntax":{"content":"public GameObject playerPreview","return":{"type":"Global.GameObject"},"content.vb":"Public playerPreview As GameObject"},"File":"api/Game.PlayerJoinCard.yml","Metadata":{"type":"field","summary":"

                                                                          The preview object representing the player.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.PlayerJoinCard.playerNumber","Summary":"

                                                                          The number assigned to the player.

                                                                          \n","Type":"field","Syntax":{"content":"public int playerNumber","return":{"type":"System.Int32"},"content.vb":"Public playerNumber As Integer"},"File":"api/Game.PlayerJoinCard.yml","Metadata":{"type":"field","summary":"

                                                                          The number assigned to the player.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.PlayerJoinCard.playerNumberText","Summary":"

                                                                          The text element displaying the player's number.

                                                                          \n","Type":"field","Syntax":{"content":"public TextMeshProUGUI playerNumberText","return":{"type":"Global.TextMeshProUGUI"},"content.vb":"Public playerNumberText As TextMeshProUGUI"},"File":"api/Game.PlayerJoinCard.yml","Metadata":{"type":"field","summary":"

                                                                          The text element displaying the player's number.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.RespawnOnTriggerEnter","Summary":"

                                                                          This class handles respawning objects when they collide with a trigger tagged with a specific value.

                                                                          \n","Type":"class","Syntax":{"content":"public class RespawnOnTriggerEnter : MonoBehaviour","content.vb":"Public Class RespawnOnTriggerEnter Inherits MonoBehaviour"},"File":"api/Game.RespawnOnTriggerEnter.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.RespawnOnTriggerEnter.spawnPoint","Summary":"

                                                                          The spawn point where the object will respawn.

                                                                          \n","Type":"field","Syntax":{"content":"public Vector2 spawnPoint","return":{"type":"Global.Vector2"},"content.vb":"Public spawnPoint As Vector2"},"File":"api/Game.RespawnOnTriggerEnter.yml","Metadata":{"type":"field","summary":"

                                                                          The spawn point where the object will respawn.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.RespawnOnTriggerEnter.spawnPointIsInitialPosition","Summary":"

                                                                          If true, the spawn point is set to the object's initial position.

                                                                          \n","Type":"field","Syntax":{"content":"public bool spawnPointIsInitialPosition","return":{"type":"System.Boolean"},"content.vb":"Public spawnPointIsInitialPosition As Boolean"},"File":"api/Game.RespawnOnTriggerEnter.yml","Metadata":{"type":"field","summary":"

                                                                          If true, the spawn point is set to the object's initial position.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.RespawnOnTriggerEnter.respawnTag","Summary":"

                                                                          The tag of the trigger that causes the object to respawn.

                                                                          \n","Type":"field","Syntax":{"content":"public string respawnTag","return":{"type":"System.String"},"content.vb":"Public respawnTag As String"},"File":"api/Game.RespawnOnTriggerEnter.yml","Metadata":{"type":"field","summary":"

                                                                          The tag of the trigger that causes the object to respawn.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.TerribleHealthBarScript","Summary":"

                                                                          This class manages the health bar visuals for a player, including updating\nthe health bar's size, position, and color based on the player's current health.

                                                                          \n","Type":"class","Syntax":{"content":"public class TerribleHealthBarScript : MonoBehaviour","content.vb":"Public Class TerribleHealthBarScript Inherits MonoBehaviour"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.TerribleHealthBarScript.fullHealthColor","Summary":"

                                                                          The color of the health bar when the player is at full health.

                                                                          \n","Type":"field","Syntax":{"content":"public Color fullHealthColor","return":{"type":"Global.Color"},"content.vb":"Public fullHealthColor As Color"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"

                                                                          The color of the health bar when the player is at full health.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.TerribleHealthBarScript.fullDeathColor","Summary":"

                                                                          The color of the health bar when the player is at zero health.

                                                                          \n","Type":"field","Syntax":{"content":"public Color fullDeathColor","return":{"type":"Global.Color"},"content.vb":"Public fullDeathColor As Color"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"

                                                                          The color of the health bar when the player is at zero health.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.TerribleHealthBarScript.subtractionColor","Summary":"

                                                                          The color used to represent health subtraction.

                                                                          \n","Type":"field","Syntax":{"content":"public Color subtractionColor","return":{"type":"Global.Color"},"content.vb":"Public subtractionColor As Color"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"

                                                                          The color used to represent health subtraction.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.TerribleHealthBarScript.healthVisual","Summary":"

                                                                          The visual representation of the health bar.

                                                                          \n","Type":"field","Syntax":{"content":"public GameObject healthVisual","return":{"type":"Global.GameObject"},"content.vb":"Public healthVisual As GameObject"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"

                                                                          The visual representation of the health bar.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.TerribleHealthBarScript.actualHealthVisual","Summary":"

                                                                          The actual health bar that reflects the player's current health.

                                                                          \n","Type":"field","Syntax":{"content":"public GameObject actualHealthVisual","return":{"type":"Global.GameObject"},"content.vb":"Public actualHealthVisual As GameObject"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"

                                                                          The actual health bar that reflects the player's current health.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.TerribleHealthBarScript.deathVisual","Summary":"

                                                                          The visual representation of the player's death state.

                                                                          \n","Type":"field","Syntax":{"content":"public GameObject deathVisual","return":{"type":"Global.GameObject"},"content.vb":"Public deathVisual As GameObject"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"

                                                                          The visual representation of the player's death state.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.TerribleHealthBarScript.smoothSpeed","Summary":"

                                                                          The speed at which the health bar updates smoothly.

                                                                          \n","Type":"field","Syntax":{"content":"public float smoothSpeed","return":{"type":"System.Single"},"content.vb":"Public smoothSpeed As Single"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"

                                                                          The speed at which the health bar updates smoothly.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.TerribleHealthBarScript.text","Summary":"

                                                                          The text element displaying the player's current and maximum health.

                                                                          \n","Type":"field","Syntax":{"content":"public TextMeshProUGUI text","return":{"type":"Global.TextMeshProUGUI"},"content.vb":"Public text As TextMeshProUGUI"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"

                                                                          The text element displaying the player's current and maximum health.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.TerribleHealthBarScript.player","Summary":"

                                                                          The player associated with this health bar.

                                                                          \n","Type":"field","Syntax":{"content":"public GameObject player","return":{"type":"Global.GameObject"},"content.vb":"Public player As GameObject"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"

                                                                          The player associated with this health bar.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.TerribleHealthBarScript.SetPlayer(GameObject)","Summary":"

                                                                          Sets the player associated with this health bar.

                                                                          \n","Type":"method","Syntax":{"content":"public void SetPlayer(GameObject player)","parameters":[{"id":"player","type":"Global.GameObject","description":"

                                                                          The player to associate with this health bar.

                                                                          \n"}],"content.vb":"Public Sub SetPlayer(player As GameObject)"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"method","summary":"

                                                                          Sets the player associated with this health bar.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.WinScreen","Summary":"

                                                                          Manages the win screen display for the game.\nDisplays the winning player's information and triggers the win screen animation.

                                                                          \n","Type":"class","Syntax":{"content":"public class WinScreen : MonoBehaviour","content.vb":"Public Class WinScreen Inherits MonoBehaviour"},"File":"api/Game.WinScreen.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.WinScreen.Instance","Summary":"

                                                                          A singleton instance of the class.\nEnsures only one instance of the WinScreen exists at a time.

                                                                          \n","Type":"field","Syntax":{"content":"public static WinScreen Instance","return":{"type":"Game.WinScreen"},"content.vb":"Public Shared Instance As WinScreen"},"File":"api/Game.WinScreen.yml","Metadata":{"type":"field","summary":"

                                                                          A singleton instance of the class.\nEnsures only one instance of the WinScreen exists at a time.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.WinScreen.playerTexts","Summary":"

                                                                          A list of text elements used to display player information on the win screen.

                                                                          \n","Type":"field","Syntax":{"content":"public List playerTexts","return":{"type":"Global.List{TextMeshProUGUI}"},"content.vb":"Public playerTexts As List(Of TextMeshProUGUI)"},"File":"api/Game.WinScreen.yml","Metadata":{"type":"field","summary":"

                                                                          A list of text elements used to display player information on the win screen.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.WinScreen.ShowWinScreen(System.Int32)","Summary":"

                                                                          Displays the win screen for the specified player.\nUpdates the text and color of the win screen to reflect the winning player.

                                                                          \n","Type":"method","Syntax":{"content":"public void ShowWinScreen(int player)","parameters":[{"id":"player","type":"System.Int32","description":"

                                                                          The number of the winning player (1-based index).

                                                                          \n"}],"content.vb":"Public Sub ShowWinScreen(player As Integer)"},"File":"api/Game.WinScreen.yml","Metadata":{"type":"method","summary":"

                                                                          Displays the win screen for the specified player.\nUpdates the text and color of the win screen to reflect the winning player.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game","Type":"namespace","File":"api/Game.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.AudioManager","Summary":"

                                                                          This class manages the playback of sound effects in the game.\nIt provides functionality to play specific sounds by name and ensures a singleton instance for global access.

                                                                          \n","Type":"class","Syntax":{"content":"public class AudioManager : MonoBehaviour","content.vb":"Public Class AudioManager Inherits MonoBehaviour"},"File":"api/Music.AudioManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.AudioManager.soundEffects","Summary":"

                                                                          A list of all sound effects managed by the AudioManager.

                                                                          \n","Type":"field","Syntax":{"content":"public List soundEffects","return":{"type":"Global.List{Music.SoundEffect}"},"content.vb":"Public soundEffects As List(Of SoundEffect)"},"File":"api/Music.AudioManager.yml","Metadata":{"type":"field","summary":"

                                                                          A list of all sound effects managed by the AudioManager.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.AudioManager.Instance","Summary":"

                                                                          The singleton instance of the class.

                                                                          \n","Type":"field","Syntax":{"content":"public static AudioManager Instance","return":{"type":"Music.AudioManager"},"content.vb":"Public Shared Instance As AudioManager"},"File":"api/Music.AudioManager.yml","Metadata":{"type":"field","summary":"

                                                                          The singleton instance of the class.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.AudioManager.PlaySound(System.String)","Summary":"

                                                                          Plays a sound effect by its name.

                                                                          \n","Type":"method","Syntax":{"content":"public void PlaySound(string soundName)","parameters":[{"id":"soundName","type":"System.String","description":"

                                                                          The name of the sound effect to play.

                                                                          \n"}],"content.vb":"Public Sub PlaySound(soundName As String)"},"File":"api/Music.AudioManager.yml","Metadata":{"type":"method","summary":"

                                                                          Plays a sound effect by its name.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.MusicManager","Summary":"

                                                                          Manages the music playlists for the game.\nHandles the initialization, playback, and shuffling of music tracks based on the active scene.

                                                                          \n","Type":"class","Syntax":{"content":"public class MusicManager : MonoBehaviour","content.vb":"Public Class MusicManager Inherits MonoBehaviour"},"File":"api/Music.MusicManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.MusicManager.Instance","Summary":"

                                                                          A singleton instance of the class.\nEnsures only one instance of the MusicManager exists at a time.

                                                                          \n","Type":"field","Syntax":{"content":"public static MusicManager Instance","return":{"type":"Music.MusicManager"},"content.vb":"Public Shared Instance As MusicManager"},"File":"api/Music.MusicManager.yml","Metadata":{"type":"field","summary":"

                                                                          A singleton instance of the class.\nEnsures only one instance of the MusicManager exists at a time.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.MusicManager.playlists","Summary":"

                                                                          A list of playlists available in the game.

                                                                          \n","Type":"field","Syntax":{"content":"public List playlists","return":{"type":"Global.List{Music.Playlist}"},"content.vb":"Public playlists As List(Of Playlist)"},"File":"api/Music.MusicManager.yml","Metadata":{"type":"field","summary":"

                                                                          A list of playlists available in the game.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.MusicManager.songPrefab","Summary":"

                                                                          The prefab used to create audio sources for playing songs.

                                                                          \n","Type":"field","Syntax":{"content":"public GameObject songPrefab","return":{"type":"Global.GameObject"},"content.vb":"Public songPrefab As GameObject"},"File":"api/Music.MusicManager.yml","Metadata":{"type":"field","summary":"

                                                                          The prefab used to create audio sources for playing songs.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.MusicManager.StartPlaylist","Summary":"

                                                                          Starts the music playlist for the current active scene.

                                                                          \n","Type":"method","Syntax":{"content":"public void StartPlaylist()","content.vb":"Public Sub StartPlaylist()"},"File":"api/Music.MusicManager.yml","Metadata":{"type":"method","summary":"

                                                                          Starts the music playlist for the current active scene.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.MusicManager.StartPlaylist(System.String)","Summary":"

                                                                          Starts the music playlist for a specific scene.

                                                                          \n","Type":"method","Syntax":{"content":"public void StartPlaylist(string scene)","parameters":[{"id":"scene","type":"System.String","description":"

                                                                          The name of the scene for which to start the playlist.

                                                                          \n"}],"content.vb":"Public Sub StartPlaylist(scene As String)"},"File":"api/Music.MusicManager.yml","Metadata":{"type":"method","summary":"

                                                                          Starts the music playlist for a specific scene.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.MusicManager.GetActiveSceneNotTitleScreen","Summary":"

                                                                          Gets the name of the currently active scene, excluding the "Title Screen".

                                                                          \n","Type":"method","Syntax":{"content":"public static string GetActiveSceneNotTitleScreen()","return":{"type":"System.String","description":"

                                                                          The name of the active scene, or "Title Screen" if no other scene is active.

                                                                          \n"},"content.vb":"Public Shared Function GetActiveSceneNotTitleScreen() As String"},"File":"api/Music.MusicManager.yml","Metadata":{"type":"method","summary":"

                                                                          Gets the name of the currently active scene, excluding the "Title Screen".

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.Playlist","Summary":"

                                                                          Represents a playlist of music tracks.\nContains information about the tracks, their associated scenes, and playback settings.

                                                                          \n","Type":"class","Syntax":{"content":"[Serializable]\npublic class Playlist","content.vb":"\nPublic Class Playlist"},"File":"api/Music.Playlist.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.Playlist.trackName","Summary":"

                                                                          The name of the playlist.

                                                                          \n","Type":"field","Syntax":{"content":"public string trackName","return":{"type":"System.String"},"content.vb":"Public trackName As String"},"File":"api/Music.Playlist.yml","Metadata":{"type":"field","summary":"

                                                                          The name of the playlist.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.Playlist.trackScenes","Summary":"

                                                                          A list of scenes where this playlist is used.

                                                                          \n","Type":"field","Syntax":{"content":"public List trackScenes","return":{"type":"Global.List{System.String}"},"content.vb":"Public trackScenes As List(Of String)"},"File":"api/Music.Playlist.yml","Metadata":{"type":"field","summary":"

                                                                          A list of scenes where this playlist is used.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.Playlist.songs","Summary":"

                                                                          A list of audio clips included in this playlist.

                                                                          \n","Type":"field","Syntax":{"content":"public List songs","return":{"type":"Global.List{AudioClip}"},"content.vb":"Public songs As List(Of AudioClip)"},"File":"api/Music.Playlist.yml","Metadata":{"type":"field","summary":"

                                                                          A list of audio clips included in this playlist.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.Playlist.shuffleTime","Summary":"

                                                                          The time interval (in seconds) between shuffling tracks in the playlist.

                                                                          \n","Type":"field","Syntax":{"content":"public float shuffleTime","return":{"type":"System.Single"},"content.vb":"Public shuffleTime As Single"},"File":"api/Music.Playlist.yml","Metadata":{"type":"field","summary":"

                                                                          The time interval (in seconds) between shuffling tracks in the playlist.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.Playlist.volume","Summary":"

                                                                          The volume level for the playlist.

                                                                          \n","Type":"field","Syntax":{"content":"public float volume","return":{"type":"System.Single"},"content.vb":"Public volume As Single"},"File":"api/Music.Playlist.yml","Metadata":{"type":"field","summary":"

                                                                          The volume level for the playlist.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.SoundEffect","Summary":"

                                                                          Represents a sound effect, including its name and associated AudioSource.

                                                                          \n","Type":"class","Syntax":{"content":"public class SoundEffect","content.vb":"Public Class SoundEffect"},"File":"api/Music.SoundEffect.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.SoundEffect.name","Summary":"

                                                                          The name of the sound effect.

                                                                          \n","Type":"field","Syntax":{"content":"public string name","return":{"type":"System.String"},"content.vb":"Public name As String"},"File":"api/Music.SoundEffect.yml","Metadata":{"type":"field","summary":"

                                                                          The name of the sound effect.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.SoundEffect.audioSource","Summary":"

                                                                          The AudioSource component that plays the sound effect.

                                                                          \n","Type":"field","Syntax":{"content":"public AudioSource audioSource","return":{"type":"Global.AudioSource"},"content.vb":"Public audioSource As AudioSource"},"File":"api/Music.SoundEffect.yml","Metadata":{"type":"field","summary":"

                                                                          The AudioSource component that plays the sound effect.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.SoundEffect.#ctor(System.String,AudioSource)","Summary":"

                                                                          Initializes a new instance of the class.

                                                                          \n","Type":"constructor","Syntax":{"content":"public SoundEffect(string name, AudioSource audioSource)","parameters":[{"id":"name","type":"System.String","description":"

                                                                          The name of the sound effect.

                                                                          \n"},{"id":"audioSource","type":"Global.AudioSource","description":"

                                                                          The AudioSource component for the sound effect.

                                                                          \n"}],"content.vb":"Public Sub New(name As String, audioSource As AudioSource)"},"File":"api/Music.SoundEffect.yml","Metadata":{"type":"constructor","summary":"

                                                                          Initializes a new instance of the class.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer.EnableTrigger","Summary":"

                                                                          Defines the conditions under which this layer is enabled.

                                                                          \n","Type":"enum","Syntax":{"content":"public enum TrackLayer.EnableTrigger","content.vb":"Public Enum TrackLayer.EnableTrigger"},"File":"api/Music.TrackLayer.EnableTrigger.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer.EnableTrigger.Scene","Summary":"

                                                                          Enabled when a specific scene is active.

                                                                          \n","Type":"field","Syntax":{"content":"Scene = 0","return":{"type":"Music.TrackLayer.EnableTrigger"}},"File":"api/Music.TrackLayer.EnableTrigger.yml","Metadata":{"type":"field","summary":"

                                                                          Enabled when a specific scene is active.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer.EnableTrigger.Magnetism","Summary":"

                                                                          Enabled when the player is magnetized.

                                                                          \n","Type":"field","Syntax":{"content":"Magnetism = 1","return":{"type":"Music.TrackLayer.EnableTrigger"}},"File":"api/Music.TrackLayer.EnableTrigger.yml","Metadata":{"type":"field","summary":"

                                                                          Enabled when the player is magnetized.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer.EnableTrigger.Goal","Summary":"

                                                                          Enabled when a goal is activated.

                                                                          \n","Type":"field","Syntax":{"content":"Goal = 2","return":{"type":"Music.TrackLayer.EnableTrigger"}},"File":"api/Music.TrackLayer.EnableTrigger.yml","Metadata":{"type":"field","summary":"

                                                                          Enabled when a goal is activated.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer.EnableTrigger.Button","Summary":"

                                                                          Enabled when a button is pressed.

                                                                          \n","Type":"field","Syntax":{"content":"Button = 3","return":{"type":"Music.TrackLayer.EnableTrigger"}},"File":"api/Music.TrackLayer.EnableTrigger.yml","Metadata":{"type":"field","summary":"

                                                                          Enabled when a button is pressed.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer.EnableTrigger.Toggle","Summary":"

                                                                          Enabled when a toggle is active.

                                                                          \n","Type":"field","Syntax":{"content":"Toggle = 4","return":{"type":"Music.TrackLayer.EnableTrigger"}},"File":"api/Music.TrackLayer.EnableTrigger.yml","Metadata":{"type":"field","summary":"

                                                                          Enabled when a toggle is active.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer.EnableTrigger.Movement","Summary":"

                                                                          Enabled when the player is moving.

                                                                          \n","Type":"field","Syntax":{"content":"Movement = 5","return":{"type":"Music.TrackLayer.EnableTrigger"}},"File":"api/Music.TrackLayer.EnableTrigger.yml","Metadata":{"type":"field","summary":"

                                                                          Enabled when the player is moving.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer.EnableTrigger.ConstantForce","Summary":"

                                                                          Enabled when a constant force is applied to the player.

                                                                          \n","Type":"field","Syntax":{"content":"ConstantForce = 6","return":{"type":"Music.TrackLayer.EnableTrigger"}},"File":"api/Music.TrackLayer.EnableTrigger.yml","Metadata":{"type":"field","summary":"

                                                                          Enabled when a constant force is applied to the player.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer.EnableTrigger.EndOfLevel","Summary":"

                                                                          Enabled at the end of a level.

                                                                          \n","Type":"field","Syntax":{"content":"EndOfLevel = 7","return":{"type":"Music.TrackLayer.EnableTrigger"}},"File":"api/Music.TrackLayer.EnableTrigger.yml","Metadata":{"type":"field","summary":"

                                                                          Enabled at the end of a level.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer.EnableTrigger.ElectromagneticPulse","Summary":"

                                                                          Enabled during an electromagnetic pulse event.

                                                                          \n","Type":"field","Syntax":{"content":"ElectromagneticPulse = 8","return":{"type":"Music.TrackLayer.EnableTrigger"}},"File":"api/Music.TrackLayer.EnableTrigger.yml","Metadata":{"type":"field","summary":"

                                                                          Enabled during an electromagnetic pulse event.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer.EnableTrigger.Collectible","Summary":"

                                                                          Enabled when a collectible is interacted with.

                                                                          \n","Type":"field","Syntax":{"content":"Collectible = 9","return":{"type":"Music.TrackLayer.EnableTrigger"}},"File":"api/Music.TrackLayer.EnableTrigger.yml","Metadata":{"type":"field","summary":"

                                                                          Enabled when a collectible is interacted with.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer","Summary":"

                                                                          Represents a single layer of a music track.\nEach layer can be triggered and controlled independently based on game events or conditions.

                                                                          \n","Type":"class","Syntax":{"content":"[Serializable]\npublic class TrackLayer","content.vb":"\nPublic Class TrackLayer"},"File":"api/Music.TrackLayer.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer.layerName","Summary":"

                                                                          The name of the music layer.

                                                                          \n","Type":"field","Syntax":{"content":"public string layerName","return":{"type":"System.String"},"content.vb":"Public layerName As String"},"File":"api/Music.TrackLayer.yml","Metadata":{"type":"field","summary":"

                                                                          The name of the music layer.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer.layerTrack","Summary":"

                                                                          The audio clip associated with this music layer.

                                                                          \n","Type":"field","Syntax":{"content":"public AudioClip layerTrack","return":{"type":"Global.AudioClip"},"content.vb":"Public layerTrack As AudioClip"},"File":"api/Music.TrackLayer.yml","Metadata":{"type":"field","summary":"

                                                                          The audio clip associated with this music layer.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer.enableTrigger","Summary":"

                                                                          The trigger condition for enabling this layer.

                                                                          \n","Type":"field","Syntax":{"content":"public TrackLayer.EnableTrigger enableTrigger","return":{"type":"Music.TrackLayer.EnableTrigger"},"content.vb":"Public enableTrigger As TrackLayer.EnableTrigger"},"File":"api/Music.TrackLayer.yml","Metadata":{"type":"field","summary":"

                                                                          The trigger condition for enabling this layer.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer.layerScenes","Summary":"

                                                                          A list of scenes where this layer is active.\nIf empty, the layer is active in all scenes.

                                                                          \n","Type":"field","Syntax":{"content":"public List layerScenes","return":{"type":"Global.List{System.String}"},"content.vb":"Public layerScenes As List(Of String)"},"File":"api/Music.TrackLayer.yml","Metadata":{"type":"field","summary":"

                                                                          A list of scenes where this layer is active.\nIf empty, the layer is active in all scenes.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer.triggerName","Summary":"

                                                                          The name of the object that triggers this layer.

                                                                          \n","Type":"field","Syntax":{"content":"public string triggerName","return":{"type":"System.String"},"content.vb":"Public triggerName As String"},"File":"api/Music.TrackLayer.yml","Metadata":{"type":"field","summary":"

                                                                          The name of the object that triggers this layer.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Music","Type":"namespace","File":"api/Music.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.AnimationPlayer.AnimationState","Summary":"

                                                                          Represents the different animation states the player can be in.

                                                                          \n","Type":"enum","Syntax":{"content":"public enum AnimationPlayer.AnimationState","content.vb":"Public Enum AnimationPlayer.AnimationState"},"File":"api/Player.AnimationPlayer.AnimationState.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.AnimationPlayer.AnimationState.Idle","Summary":"

                                                                          The idle state, when the player is not moving.

                                                                          \n","Type":"field","Syntax":{"content":"Idle = 0","return":{"type":"Player.AnimationPlayer.AnimationState"}},"File":"api/Player.AnimationPlayer.AnimationState.yml","Metadata":{"type":"field","summary":"

                                                                          The idle state, when the player is not moving.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.AnimationPlayer.AnimationState.Run","Summary":"

                                                                          The running state, when the player is moving quickly.

                                                                          \n","Type":"field","Syntax":{"content":"Run = 1","return":{"type":"Player.AnimationPlayer.AnimationState"}},"File":"api/Player.AnimationPlayer.AnimationState.yml","Metadata":{"type":"field","summary":"

                                                                          The running state, when the player is moving quickly.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.AnimationPlayer.AnimationState.Jump","Summary":"

                                                                          The jumping state, when the player is in the air.

                                                                          \n","Type":"field","Syntax":{"content":"Jump = 2","return":{"type":"Player.AnimationPlayer.AnimationState"}},"File":"api/Player.AnimationPlayer.AnimationState.yml","Metadata":{"type":"field","summary":"

                                                                          The jumping state, when the player is in the air.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.AnimationPlayer.AnimationState.Walk","Summary":"

                                                                          The walking state, when the player is moving slowly.

                                                                          \n","Type":"field","Syntax":{"content":"Walk = 3","return":{"type":"Player.AnimationPlayer.AnimationState"}},"File":"api/Player.AnimationPlayer.AnimationState.yml","Metadata":{"type":"field","summary":"

                                                                          The walking state, when the player is moving slowly.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.AnimationPlayer","Summary":"

                                                                          This class manages the player's animations, including setting animation states,\nhandling directional changes, and triggering specific animations like punching.

                                                                          \n","Type":"class","Syntax":{"content":"public class AnimationPlayer : MonoBehaviour","content.vb":"Public Class AnimationPlayer Inherits MonoBehaviour"},"File":"api/Player.AnimationPlayer.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.AnimationPlayer.state","Summary":"

                                                                          The current animation state of the player.

                                                                          \n","Type":"field","Syntax":{"content":"public AnimationPlayer.AnimationState state","return":{"type":"Player.AnimationPlayer.AnimationState"},"content.vb":"Public state As AnimationPlayer.AnimationState"},"File":"api/Player.AnimationPlayer.yml","Metadata":{"type":"field","summary":"

                                                                          The current animation state of the player.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.AnimationPlayer.backwards","Summary":"

                                                                          Indicates whether the player is facing backwards.

                                                                          \n","Type":"field","Syntax":{"content":"public bool backwards","return":{"type":"System.Boolean"},"content.vb":"Public backwards As Boolean"},"File":"api/Player.AnimationPlayer.yml","Metadata":{"type":"field","summary":"

                                                                          Indicates whether the player is facing backwards.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.AnimationPlayer.block","Summary":"

                                                                          Indicates whether the player is currently blocking.

                                                                          \n","Type":"field","Syntax":{"content":"public bool block","return":{"type":"System.Boolean"},"content.vb":"Public block As Boolean"},"File":"api/Player.AnimationPlayer.yml","Metadata":{"type":"field","summary":"

                                                                          Indicates whether the player is currently blocking.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.AnimationPlayer.clip","Summary":"

                                                                          The animation clip to play when the script starts.

                                                                          \n","Type":"field","Syntax":{"content":"public AnimationClip clip","return":{"type":"Global.AnimationClip"},"content.vb":"Public clip As AnimationClip"},"File":"api/Player.AnimationPlayer.yml","Metadata":{"type":"field","summary":"

                                                                          The animation clip to play when the script starts.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.AnimationPlayer.SetState(Player.AnimationPlayer.AnimationState)","Summary":"

                                                                          Sets the player's animation state.

                                                                          \n","Type":"method","Syntax":{"content":"public void SetState(AnimationPlayer.AnimationState state)","parameters":[{"id":"state","type":"Player.AnimationPlayer.AnimationState","description":"

                                                                          The new animation state to set.

                                                                          \n"}],"content.vb":"Public Sub SetState(state As AnimationPlayer.AnimationState)"},"File":"api/Player.AnimationPlayer.yml","Metadata":{"type":"method","summary":"

                                                                          Sets the player's animation state.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.AnimationPlayer.Punch","Summary":"

                                                                          Triggers the punch animation.

                                                                          \n","Type":"method","Syntax":{"content":"public void Punch()","content.vb":"Public Sub Punch()"},"File":"api/Player.AnimationPlayer.yml","Metadata":{"type":"method","summary":"

                                                                          Triggers the punch animation.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Block","Summary":"

                                                                          This class handles the player's ability to block and parry incoming attacks.\nBlocking reduces damage, while parrying reflects attacks if timed correctly.

                                                                          \n","Type":"class","Syntax":{"content":"public class Block : MonoBehaviour","content.vb":"Public Class Block Inherits MonoBehaviour"},"File":"api/Player.Block.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Block.blocking","Summary":"

                                                                          Indicates whether the player is currently blocking.

                                                                          \n","Type":"field","Syntax":{"content":"public bool blocking","return":{"type":"System.Boolean"},"content.vb":"Public blocking As Boolean"},"File":"api/Player.Block.yml","Metadata":{"type":"field","summary":"

                                                                          Indicates whether the player is currently blocking.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Block.IsParrying","Summary":"

                                                                          Checks if the player is currently parrying.

                                                                          \n","Type":"method","Syntax":{"content":"public bool IsParrying()","return":{"type":"System.Boolean","description":"

                                                                          True if the player is parrying, false otherwise.

                                                                          \n"},"content.vb":"Public Function IsParrying() As Boolean"},"File":"api/Player.Block.yml","Metadata":{"type":"method","summary":"

                                                                          Checks if the player is currently parrying.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Damageable","Summary":"

                                                                          This class handles the player's ability to take damage, die, and respawn.\nIt also manages interactions like blocking, parrying, and dropping items when hit.

                                                                          \n","Type":"class","Syntax":{"content":"public class Damageable : MonoBehaviour","content.vb":"Public Class Damageable Inherits MonoBehaviour"},"File":"api/Player.Damageable.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Damageable.force","Summary":"

                                                                          The force applied to the player when hit.

                                                                          \n","Type":"field","Syntax":{"content":"public float force","return":{"type":"System.Single"},"content.vb":"Public force As Single"},"File":"api/Player.Damageable.yml","Metadata":{"type":"field","summary":"

                                                                          The force applied to the player when hit.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Damageable.damage","Summary":"

                                                                          The current accumulated damage of the player.

                                                                          \n","Type":"field","Syntax":{"content":"public float damage","return":{"type":"System.Single"},"content.vb":"Public damage As Single"},"File":"api/Player.Damageable.yml","Metadata":{"type":"field","summary":"

                                                                          The current accumulated damage of the player.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Damageable.maxDamage","Summary":"

                                                                          The maximum damage the player can take before dying.

                                                                          \n","Type":"field","Syntax":{"content":"public float maxDamage","return":{"type":"System.Single"},"content.vb":"Public maxDamage As Single"},"File":"api/Player.Damageable.yml","Metadata":{"type":"field","summary":"

                                                                          The maximum damage the player can take before dying.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Damageable.lives","Summary":"

                                                                          The number of lives the player has.

                                                                          \n","Type":"field","Syntax":{"content":"public int lives","return":{"type":"System.Int32"},"content.vb":"Public lives As Integer"},"File":"api/Player.Damageable.yml","Metadata":{"type":"field","summary":"

                                                                          The number of lives the player has.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Damageable.damageSelfDebug","Summary":"

                                                                          If true, applies damage to self for debugging purposes.

                                                                          \n","Type":"field","Syntax":{"content":"public bool damageSelfDebug","return":{"type":"System.Boolean"},"content.vb":"Public damageSelfDebug As Boolean"},"File":"api/Player.Damageable.yml","Metadata":{"type":"field","summary":"

                                                                          If true, applies damage to self for debugging purposes.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Damageable.dying","Summary":"

                                                                          Indicates whether the player is currently dying.

                                                                          \n","Type":"field","Syntax":{"content":"public bool dying","return":{"type":"System.Boolean"},"content.vb":"Public dying As Boolean"},"File":"api/Player.Damageable.yml","Metadata":{"type":"field","summary":"

                                                                          Indicates whether the player is currently dying.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Damageable.OnPlayerDeath","Summary":"

                                                                          Event triggered when a player dies.

                                                                          \n","Type":"event","Syntax":{"content":"public event Action OnPlayerDeath","return":{"type":"System.Action{GameObject}"},"content.vb":"Public Event OnPlayerDeath As Action(Of GameObject)"},"File":"api/Player.Damageable.yml","Metadata":{"type":"event","summary":"

                                                                          Event triggered when a player dies.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Damageable.OnPlayerRespawn","Summary":"

                                                                          Event triggered when a player respawns.

                                                                          \n","Type":"event","Syntax":{"content":"public event Action OnPlayerRespawn","return":{"type":"System.Action{GameObject}"},"content.vb":"Public Event OnPlayerRespawn As Action(Of GameObject)"},"File":"api/Player.Damageable.yml","Metadata":{"type":"event","summary":"

                                                                          Event triggered when a player respawns.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Damageable.Damage(System.Single)","Summary":"

                                                                          Adds a specified amount of damage to the player.

                                                                          \n","Type":"method","Syntax":{"content":"public void Damage(float damage)","parameters":[{"id":"damage","type":"System.Single","description":"

                                                                          The amount of damage to add.

                                                                          \n"}],"content.vb":"Public Sub Damage(damage As Single)"},"File":"api/Player.Damageable.yml","Metadata":{"type":"method","summary":"

                                                                          Adds a specified amount of damage to the player.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Damageable.HandleDeath","Summary":"

                                                                          Handles player state after death and resets dying state after respawn.

                                                                          \n","Type":"method","Syntax":{"content":"public void HandleDeath()","content.vb":"Public Sub HandleDeath()"},"File":"api/Player.Damageable.yml","Metadata":{"type":"method","summary":"

                                                                          Handles player state after death and resets dying state after respawn.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Damageable.Respawn","Summary":"

                                                                          Respawns the player at the spawn position and resets damage/health bar.

                                                                          \n","Type":"method","Syntax":{"content":"public void Respawn()","content.vb":"Public Sub Respawn()"},"File":"api/Player.Damageable.yml","Metadata":{"type":"method","summary":"

                                                                          Respawns the player at the spawn position and resets damage/health bar.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Damageable.ResetDamage","Summary":"

                                                                          Resets the player's damage to zero.

                                                                          \n","Type":"method","Syntax":{"content":"public void ResetDamage()","content.vb":"Public Sub ResetDamage()"},"File":"api/Player.Damageable.yml","Metadata":{"type":"method","summary":"

                                                                          Resets the player's damage to zero.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerCameraMovement","Summary":"

                                                                          This class controls the movement of the camera to follow players during the game.\nIt also handles special behavior for the camera in the win scene.

                                                                          \n","Type":"class","Syntax":{"content":"public class PlayerCameraMovement : MonoBehaviour","content.vb":"Public Class PlayerCameraMovement Inherits MonoBehaviour"},"File":"api/Player.PlayerCameraMovement.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerCameraMovement.weight","Summary":"

                                                                          The weight used to blend between the camera's starting position and the players' average position.

                                                                          \n","Type":"field","Syntax":{"content":"public float weight","return":{"type":"System.Single"},"content.vb":"Public weight As Single"},"File":"api/Player.PlayerCameraMovement.yml","Metadata":{"type":"field","summary":"

                                                                          The weight used to blend between the camera's starting position and the players' average position.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerCameraMovement.speed","Summary":"

                                                                          The speed at which the camera moves toward the target position.

                                                                          \n","Type":"field","Syntax":{"content":"public float speed","return":{"type":"System.Single"},"content.vb":"Public speed As Single"},"File":"api/Player.PlayerCameraMovement.yml","Metadata":{"type":"field","summary":"

                                                                          The speed at which the camera moves toward the target position.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerCameraMovement.lowerBound","Summary":"

                                                                          The lowest vertical position the camera can move to.

                                                                          \n","Type":"field","Syntax":{"content":"public float lowerBound","return":{"type":"System.Single"},"content.vb":"Public lowerBound As Single"},"File":"api/Player.PlayerCameraMovement.yml","Metadata":{"type":"field","summary":"

                                                                          The lowest vertical position the camera can move to.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerCameraMovement.winScene","Summary":"

                                                                          Indicates whether the camera is in the win scene mode.

                                                                          \n","Type":"field","Syntax":{"content":"public bool winScene","return":{"type":"System.Boolean"},"content.vb":"Public winScene As Boolean"},"File":"api/Player.PlayerCameraMovement.yml","Metadata":{"type":"field","summary":"

                                                                          Indicates whether the camera is in the win scene mode.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerCameraMovement.staticCamera","Summary":"

                                                                          Indicates whether the camera should remain static and not follow players.

                                                                          \n","Type":"field","Syntax":{"content":"public bool staticCamera","return":{"type":"System.Boolean"},"content.vb":"Public staticCamera As Boolean"},"File":"api/Player.PlayerCameraMovement.yml","Metadata":{"type":"field","summary":"

                                                                          Indicates whether the camera should remain static and not follow players.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerCameraMovement.WinScene(GameObject)","Summary":"

                                                                          Activates the win scene mode and focuses the camera on the winning player.

                                                                          \n","Type":"method","Syntax":{"content":"public void WinScene(GameObject player)","parameters":[{"id":"player","type":"Global.GameObject","description":"

                                                                          The player who won the game.

                                                                          \n"}],"content.vb":"Public Sub WinScene(player As GameObject)"},"File":"api/Player.PlayerCameraMovement.yml","Metadata":{"type":"method","summary":"

                                                                          Activates the win scene mode and focuses the camera on the winning player.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerManager","Summary":"

                                                                          This class manages player-related functionality, such as joining, leaving, and assigning colors.\nIt also handles starting the game once players have joined.

                                                                          \n","Type":"class","Syntax":{"content":"public class PlayerManager : MonoBehaviour","content.vb":"Public Class PlayerManager Inherits MonoBehaviour"},"File":"api/Player.PlayerManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerManager.Instance","Summary":"

                                                                          The singleton instance of the class.

                                                                          \n","Type":"field","Syntax":{"content":"public static PlayerManager Instance","return":{"type":"Player.PlayerManager"},"content.vb":"Public Shared Instance As PlayerManager"},"File":"api/Player.PlayerManager.yml","Metadata":{"type":"field","summary":"

                                                                          The singleton instance of the class.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerManager.cards","Summary":"

                                                                          A list of player join cards, which represent players in the UI.

                                                                          \n","Type":"field","Syntax":{"content":"public List cards","return":{"type":"Global.List{Game.PlayerJoinCard}"},"content.vb":"Public cards As List(Of PlayerJoinCard)"},"File":"api/Player.PlayerManager.yml","Metadata":{"type":"field","summary":"

                                                                          A list of player join cards, which represent players in the UI.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerManager.playerColors","Summary":"

                                                                          A list of colors assigned to players for identification.

                                                                          \n","Type":"field","Syntax":{"content":"public List playerColors","return":{"type":"Global.List{Color}"},"content.vb":"Public playerColors As List(Of Color)"},"File":"api/Player.PlayerManager.yml","Metadata":{"type":"field","summary":"

                                                                          A list of colors assigned to players for identification.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerManager.playerSelect","Summary":"

                                                                          The UI element used for player selection.

                                                                          \n","Type":"field","Syntax":{"content":"public GameObject playerSelect","return":{"type":"Global.GameObject"},"content.vb":"Public playerSelect As GameObject"},"File":"api/Player.PlayerManager.yml","Metadata":{"type":"field","summary":"

                                                                          The UI element used for player selection.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerManager.StartGame","Summary":"

                                                                          Starts the game if at least one player has joined.

                                                                          \n","Type":"method","Syntax":{"content":"public void StartGame()","content.vb":"Public Sub StartGame()"},"File":"api/Player.PlayerManager.yml","Metadata":{"type":"method","summary":"

                                                                          Starts the game if at least one player has joined.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement","Summary":"

                                                                          This class handles the player's movement, including walking, jumping, and animations.\nIt also manages input, physics, and interactions with the ground.

                                                                          \n","Type":"class","Syntax":{"content":"public class PlayerMovement : MonoBehaviour","content.vb":"Public Class PlayerMovement Inherits MonoBehaviour"},"File":"api/Player.PlayerMovement.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.ground","Summary":"

                                                                          Layers considered as ground for the player.

                                                                          \n","Type":"field","Syntax":{"content":"public LayerMask ground","return":{"type":"Global.LayerMask"},"content.vb":"Public ground As LayerMask"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"

                                                                          Layers considered as ground for the player.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.playerText","Summary":"

                                                                          Reference to the player's UI text displaying player index.

                                                                          \n","Type":"field","Syntax":{"content":"public TextMeshProUGUI playerText","return":{"type":"Global.TextMeshProUGUI"},"content.vb":"Public playerText As TextMeshProUGUI"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"

                                                                          Reference to the player's UI text displaying player index.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.walkSpeed","Type":"field","Syntax":{"content":"public float walkSpeed","return":{"type":"System.Single"},"content.vb":"Public walkSpeed As Single"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.walkSpeedFactor","Summary":"

                                                                          Multiplier applied to walk speed.

                                                                          \n","Type":"field","Syntax":{"content":"public float walkSpeedFactor","return":{"type":"System.Single"},"content.vb":"Public walkSpeedFactor As Single"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"

                                                                          Multiplier applied to walk speed.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.maxSpeed","Summary":"

                                                                          Maximum allowed horizontal speed for the player.

                                                                          \n","Type":"field","Syntax":{"content":"public float maxSpeed","return":{"type":"System.Single"},"content.vb":"Public maxSpeed As Single"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"

                                                                          Maximum allowed horizontal speed for the player.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.maxSpeedOverride","Summary":"

                                                                          Runtime override for the maximum speed.

                                                                          \n","Type":"field","Syntax":{"content":"public float maxSpeedOverride","return":{"type":"System.Single"},"content.vb":"Public maxSpeedOverride As Single"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"

                                                                          Runtime override for the maximum speed.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.slowdownMultiplier","Summary":"

                                                                          Multiplier for slowing down the player when exceeding max speed.

                                                                          \n","Type":"field","Syntax":{"content":"public float slowdownMultiplier","return":{"type":"System.Single"},"content.vb":"Public slowdownMultiplier As Single"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"

                                                                          Multiplier for slowing down the player when exceeding max speed.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.virtualAxisX","Summary":"

                                                                          Current value of the horizontal movement axis.

                                                                          \n","Type":"field","Syntax":{"content":"public float virtualAxisX","return":{"type":"System.Single"},"content.vb":"Public virtualAxisX As Single"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"

                                                                          Current value of the horizontal movement axis.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.virtualButtonJump","Summary":"

                                                                          Current value of the jump button (pressed or not).

                                                                          \n","Type":"field","Syntax":{"content":"public float virtualButtonJump","return":{"type":"System.Single"},"content.vb":"Public virtualButtonJump As Single"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"

                                                                          Current value of the jump button (pressed or not).

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.virtualButtonJumpLastFrame","Summary":"

                                                                          Value of the jump button in the previous frame.

                                                                          \n","Type":"field","Syntax":{"content":"public float virtualButtonJumpLastFrame","return":{"type":"System.Single"},"content.vb":"Public virtualButtonJumpLastFrame As Single"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"

                                                                          Value of the jump button in the previous frame.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.turnaroundMultiplier","Summary":"

                                                                          Multiplier applied when turning around to adjust speed.

                                                                          \n","Type":"field","Syntax":{"content":"public float turnaroundMultiplier","return":{"type":"System.Single"},"content.vb":"Public turnaroundMultiplier As Single"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"

                                                                          Multiplier applied when turning around to adjust speed.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.walkSmooth","Summary":"

                                                                          Smoothing factor for walking movement.

                                                                          \n","Type":"field","Syntax":{"content":"public float walkSmooth","return":{"type":"System.Single"},"content.vb":"Public walkSmooth As Single"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"

                                                                          Smoothing factor for walking movement.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.secondsToFullSpeed","Summary":"

                                                                          Time in seconds to reach full speed from rest.

                                                                          \n","Type":"field","Syntax":{"content":"public float secondsToFullSpeed","return":{"type":"System.Single"},"content.vb":"Public secondsToFullSpeed As Single"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"

                                                                          Time in seconds to reach full speed from rest.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.jumpSpeed","Summary":"

                                                                          Force applied when jumping.

                                                                          \n","Type":"field","Syntax":{"content":"public float jumpSpeed","return":{"type":"System.Single"},"content.vb":"Public jumpSpeed As Single"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"

                                                                          Force applied when jumping.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.coyoteTime","Summary":"

                                                                          Time window after leaving ground where jump is still allowed (coyote time).

                                                                          \n","Type":"field","Syntax":{"content":"public float coyoteTime","return":{"type":"System.Single"},"content.vb":"Public coyoteTime As Single"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"

                                                                          Time window after leaving ground where jump is still allowed (coyote time).

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.jumpLenience","Summary":"

                                                                          Time window after pressing jump where jump is still buffered.

                                                                          \n","Type":"field","Syntax":{"content":"public float jumpLenience","return":{"type":"System.Single"},"content.vb":"Public jumpLenience As Single"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"

                                                                          Time window after pressing jump where jump is still buffered.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.timeUnableToBeDeclaredNotJumping","Summary":"

                                                                          Minimum time before the player can be declared as not jumping.

                                                                          \n","Type":"field","Syntax":{"content":"public float timeUnableToBeDeclaredNotJumping","return":{"type":"System.Single"},"content.vb":"Public timeUnableToBeDeclaredNotJumping As Single"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"

                                                                          Minimum time before the player can be declared as not jumping.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.groundCheckDistance","Summary":"

                                                                          Distance to check below the player for ground detection.

                                                                          \n","Type":"field","Syntax":{"content":"public float groundCheckDistance","return":{"type":"System.Single"},"content.vb":"Public groundCheckDistance As Single"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"

                                                                          Distance to check below the player for ground detection.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.IsBasicallyGrounded","Summary":"

                                                                          Checks if the player is considered grounded, including coyote time.

                                                                          \n","Type":"method","Syntax":{"content":"public bool IsBasicallyGrounded()","return":{"type":"System.Boolean","description":"

                                                                          True if the player is basically grounded, otherwise false.

                                                                          \n"},"content.vb":"Public Function IsBasicallyGrounded() As Boolean"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"method","summary":"

                                                                          Checks if the player is considered grounded, including coyote time.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.IsPhysicallyGrounded","Summary":"

                                                                          Checks if the player is physically touching the ground using raycasts.

                                                                          \n","Type":"method","Syntax":{"content":"public bool IsPhysicallyGrounded()","return":{"type":"System.Boolean","description":"

                                                                          True if the player is physically grounded, otherwise false.

                                                                          \n"},"content.vb":"Public Function IsPhysicallyGrounded() As Boolean"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"method","summary":"

                                                                          Checks if the player is physically touching the ground using raycasts.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.GetPointInBoxCollider(BoxCollider2D,System.Single,System.Single)","Summary":"

                                                                          Gets a point on the BoxCollider2D based on horizontal and vertical multipliers.

                                                                          \n","Type":"method","Syntax":{"content":"public Vector2 GetPointInBoxCollider(BoxCollider2D boxCollider2D, float horizontal, float vertical)","parameters":[{"id":"boxCollider2D","type":"Global.BoxCollider2D","description":"

                                                                          The BoxCollider2D to use.

                                                                          \n"},{"id":"horizontal","type":"System.Single","description":"

                                                                          Horizontal offset (-1 for left, 1 for right, 0 for center).

                                                                          \n"},{"id":"vertical","type":"System.Single","description":"

                                                                          Vertical offset (-1 for bottom, 1 for top, 0 for center).

                                                                          \n"}],"return":{"type":"Global.Vector2","description":"

                                                                          The calculated point in world space.

                                                                          \n"},"content.vb":"Public Function GetPointInBoxCollider(boxCollider2D As BoxCollider2D, horizontal As Single, vertical As Single) As Vector2"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"method","summary":"

                                                                          Gets a point on the BoxCollider2D based on horizontal and vertical multipliers.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.StopVelocity","Summary":"

                                                                          Stops the player's velocity if grounded, removing inertia.

                                                                          \n","Type":"method","Syntax":{"content":"public void StopVelocity()","content.vb":"Public Sub StopVelocity()"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"method","summary":"

                                                                          Stops the player's velocity if grounded, removing inertia.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Punch","Summary":"

                                                                          This class handles the punching mechanic for the player, including triggering animations,\nenabling and disabling the hurtbox, and managing player speed during a punch.

                                                                          \n","Type":"class","Syntax":{"content":"public class Punch : MonoBehaviour","content.vb":"Public Class Punch Inherits MonoBehaviour"},"File":"api/Player.Punch.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Punch.cancelable","Summary":"

                                                                          Determines whether the player can cancel their punch action.

                                                                          \n","Type":"field","Syntax":{"content":"public bool cancelable","return":{"type":"System.Boolean"},"content.vb":"Public cancelable As Boolean"},"File":"api/Player.Punch.yml","Metadata":{"type":"field","summary":"

                                                                          Determines whether the player can cancel their punch action.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Punch.EnableHurtbox","Summary":"

                                                                          Enables the hurtbox, allowing the punch to interact with other objects.

                                                                          \n","Type":"method","Syntax":{"content":"public void EnableHurtbox()","content.vb":"Public Sub EnableHurtbox()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"

                                                                          Enables the hurtbox, allowing the punch to interact with other objects.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Punch.DisableHurtbox","Summary":"

                                                                          Disables the hurtbox, preventing the punch from interacting with other objects.

                                                                          \n","Type":"method","Syntax":{"content":"public void DisableHurtbox()","content.vb":"Public Sub DisableHurtbox()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"

                                                                          Disables the hurtbox, preventing the punch from interacting with other objects.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Punch.DisableCancellation","Summary":"

                                                                          Disables the ability to cancel the punch action.

                                                                          \n","Type":"method","Syntax":{"content":"public void DisableCancellation()","content.vb":"Public Sub DisableCancellation()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"

                                                                          Disables the ability to cancel the punch action.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Punch.EnableCancellation","Summary":"

                                                                          Enables the ability to cancel the punch action.

                                                                          \n","Type":"method","Syntax":{"content":"public void EnableCancellation()","content.vb":"Public Sub EnableCancellation()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"

                                                                          Enables the ability to cancel the punch action.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Punch.ReturnToMaxSpeed","Summary":"

                                                                          Resets the player's movement speed to its maximum value after the punch is complete.

                                                                          \n","Type":"method","Syntax":{"content":"public void ReturnToMaxSpeed()","content.vb":"Public Sub ReturnToMaxSpeed()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"

                                                                          Resets the player's movement speed to its maximum value after the punch is complete.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.TeleportPlatform","Summary":"

                                                                          This class handles teleportation for platforms and players when they collide with the teleport trigger.\nIt can teleport either the platform itself or a player to a specified location.

                                                                          \n","Type":"class","Syntax":{"content":"public class TeleportPlatform : MonoBehaviour","content.vb":"Public Class TeleportPlatform Inherits MonoBehaviour"},"File":"api/Player.TeleportPlatform.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.TeleportPlatform.teleportPoint","Summary":"

                                                                          The position where the platform or player will be teleported.

                                                                          \n","Type":"field","Syntax":{"content":"public Vector2 teleportPoint","return":{"type":"Global.Vector2"},"content.vb":"Public teleportPoint As Vector2"},"File":"api/Player.TeleportPlatform.yml","Metadata":{"type":"field","summary":"

                                                                          The position where the platform or player will be teleported.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.TeleportPlatform.teleportTag","Summary":"

                                                                          The tag used to identify objects (e.g., platforms) that can trigger teleportation.

                                                                          \n","Type":"field","Syntax":{"content":"public string teleportTag","return":{"type":"System.String"},"content.vb":"Public teleportTag As String"},"File":"api/Player.TeleportPlatform.yml","Metadata":{"type":"field","summary":"

                                                                          The tag used to identify objects (e.g., platforms) that can trigger teleportation.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.TeleportPlatform.playerTag","Summary":"

                                                                          The tag used to identify player objects.

                                                                          \n","Type":"field","Syntax":{"content":"public string playerTag","return":{"type":"System.String"},"content.vb":"Public playerTag As String"},"File":"api/Player.TeleportPlatform.yml","Metadata":{"type":"field","summary":"

                                                                          The tag used to identify player objects.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.TeleportPlatform.isPlatform","Summary":"

                                                                          Determines whether this script is handling a platform or a player.\nIf true, it teleports players. If false, it teleports the platform itself.

                                                                          \n","Type":"field","Syntax":{"content":"public bool isPlatform","return":{"type":"System.Boolean"},"content.vb":"Public isPlatform As Boolean"},"File":"api/Player.TeleportPlatform.yml","Metadata":{"type":"field","summary":"

                                                                          Determines whether this script is handling a platform or a player.\nIf true, it teleports players. If false, it teleports the platform itself.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.UseItem","Summary":"

                                                                          This class allows a player to pick up, hold, and drop items during the game.\nIt is primarily used for managing interactions with the "hat" in "keep-away" mode.

                                                                          \n","Type":"class","Syntax":{"content":"public class UseItem : MonoBehaviour","content.vb":"Public Class UseItem Inherits MonoBehaviour"},"File":"api/Player.UseItem.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.UseItem.holdTime","Summary":"

                                                                          The total time the player has held the item.

                                                                          \n","Type":"field","Syntax":{"content":"public float holdTime","return":{"type":"System.Single"},"content.vb":"Public holdTime As Single"},"File":"api/Player.UseItem.yml","Metadata":{"type":"field","summary":"

                                                                          The total time the player has held the item.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.UseItem.head","Summary":"

                                                                          The position where the item will be held (e.g., above the player's head).

                                                                          \n","Type":"field","Syntax":{"content":"public Transform head","return":{"type":"Global.Transform"},"content.vb":"Public head As Transform"},"File":"api/Player.UseItem.yml","Metadata":{"type":"field","summary":"

                                                                          The position where the item will be held (e.g., above the player's head).

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.UseItem.PickUpItem(GameObject)","Summary":"

                                                                          Allows the player to pick up an item and start the hold timer.

                                                                          \n","Type":"method","Syntax":{"content":"public void PickUpItem(GameObject item)","parameters":[{"id":"item","type":"Global.GameObject","description":"

                                                                          The item to pick up.

                                                                          \n"}],"content.vb":"Public Sub PickUpItem(item As GameObject)"},"File":"api/Player.UseItem.yml","Metadata":{"type":"method","summary":"

                                                                          Allows the player to pick up an item and start the hold timer.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.UseItem.DropItem","Summary":"

                                                                          Allows the player to drop the item they are holding.

                                                                          \n","Type":"method","Syntax":{"content":"public void DropItem()","content.vb":"Public Sub DropItem()"},"File":"api/Player.UseItem.yml","Metadata":{"type":"method","summary":"

                                                                          Allows the player to drop the item they are holding.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.UseItem.IsHoldingItem","Summary":"

                                                                          Checks if the player is currently holding an item.

                                                                          \n","Type":"method","Syntax":{"content":"public bool IsHoldingItem()","return":{"type":"System.Boolean","description":"

                                                                          True if the player is holding an item, false otherwise.

                                                                          \n"},"content.vb":"Public Function IsHoldingItem() As Boolean"},"File":"api/Player.UseItem.yml","Metadata":{"type":"method","summary":"

                                                                          Checks if the player is currently holding an item.

                                                                          \n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player","Type":"namespace","File":"api/Player.yml","Metadata":{},"IsExplicitInterfaceImplementation":false}] \ No newline at end of file diff --git a/Documentation/obj/.cache/build/kh23i1t0.juy/rtzd3ie2.d4z b/Documentation/obj/.cache/build/kh23i1t0.juy/rtzd3ie2.d4z new file mode 100644 index 0000000000000000000000000000000000000000..f0e502f505faf0f8d739e0cb3d992cdc20600048 GIT binary patch literal 50170 zcmeHQ&5zv3b?@b_oj7an`g5~MY%kN@`3D|6cK{$S!{LOv}?; z@KDlp@m2BFtH<|y?^TgybUK|6zt-t|&cGk1DC;kEIuB7^)jFLwQSP8TM)@n0e?a+X zlz&Hg{|lYYBa}ZwIYs$Pl)piF6P?{c`2ory$~U5ZwO8-i4!h%8`?CrAkLX6)zrOTI zcWC%*%l5h(-RlQF^Ze@`H%H75n0I#lz_o*!zU%RinHl)k_xNPQ$J}G@L{-Bq9>licU^~3)L{FD)0e>QeN7JvyN^8(vMgI?F?Q_qappvI`O zz=Q3IjzjiD{qt{ucM_2HwTGVl1O!fQU?jOF4(v-97|po$@=w_88h+5!Yj6F<^-^K} z9tcT4w6E-N({Of;V06#p<42qaS8$2cM*CK252PWaS=y^Rw)=FSlQ?~7l2El*zK%ag z-?ZNfuO8Tz|97Y({d?udFLyc?%HN~>C(8ezy!1+^a}(tb${6KuQT_|%QvTRq znV|e5%DLz33Y;VGt^(N?O(AsO!O%L&$aBqDL^&|*QSGRv=I8XP+n4{4RP?ET`@2Dx`J3TyQ zo@ZO^%b+LGYM&43d-zRa*1GEUA5X`V9p>5$qxueLX*#rTs%b+(ybCItFzt`jRNMaU zXy)5cHfMHUh>lrnq^~r?+FR;IV!$M^+aM%0(0XdZ`z+Yywi|4_clp^ScN~n_Tl;Oa zBE`|Zv^Rrg8u#~X_ld*SQBAs}T~&AHJN%i&pSgpn6W9~SMo(x#npZS2CZF+u?b~BU zQ%m}(y%yc_F6Rz2TpjhKv)UWcl<%{%V8HwlOya@)gYE0MPWr6e688*Jm75?Z z)z_}5$xm%Bm>SOAX%KMt$C%7pXh6@2wx(_nOg+~S(~^#w#7ECnBEE-1GUy~edejQV z$4u^8K1{;YafH5qgckH*YKQ8ZD`)SjG?VLFz03?|e_h)^|MbvnH`M*lNn^+GgL|Ga zW+WCe6-8oEY3&cthD?igTYa|xYH;8hLx=72yKIY@j^Q!u0S{;%pn&h7J((r#57h1V z0zNrp4mSa!YxJO!{VIA;Wny}o$j%i#P4rNU`5@Cq#<0k=ZTokP+@nf-knJquBNFkQ zGu!{uw?IoaR{Mr>fFyG=zr`}2yZhR=(T2>m_VwuT$tVXso`ft#kLN`A6!gUX4k*e0 z(OxIKB5c|dE`{4l&oDVh+G~KV91S^4MDrSG$Z^tMA!z$+{6#L5_Wxf! z`lRbZvEZgC2Vd9OdEP7Uryp9~rFEBzXlY$0CTsaUhDLB{{l;jy^bTYAU0TQU(6qF! z(ZYC-lcV&K*!R0OkJj>bxBOdPV3S-twQsq z-AEBnEUj+^pf9oSdB=WfonO>5TpA;?pS84371Oe|#LnmEWqG|TCuVuw%i^xz>+v_? 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+{"Models":{"api/Game.DayNightCycle.yml":[{"SourceFilePath":"api/Game.DayNightCycle.yml","FilePath":"ut4h1jt2.egl"}],"api/Game.FallPlatform.yml":[{"SourceFilePath":"api/Game.FallPlatform.yml","FilePath":"vgw3z2iw.e0v"}],"api/Game.HatRespawn.yml":[{"SourceFilePath":"api/Game.HatRespawn.yml","FilePath":"aiczvmdw.4qd"}],"api/Game.GameTimer.yml":[{"SourceFilePath":"api/Game.GameTimer.yml","FilePath":"xs5ycrdd.w1e"}],"api/Game.EventSystemizer.yml":[{"SourceFilePath":"api/Game.EventSystemizer.yml","FilePath":"tyvx5gp4.3gt"}],"api/Game.HealthBarManager.yml":[{"SourceFilePath":"api/Game.HealthBarManager.yml","FilePath":"xi2jnaod.ddn"}],"api/Game.InfiniteScroll.yml":[{"SourceFilePath":"api/Game.InfiniteScroll.yml","FilePath":"fkahs4ab.ogu"}],"api/Game.GameManager.GameMode.yml":[{"SourceFilePath":"api/Game.GameManager.GameMode.yml","FilePath":"4uerb2ua.rqf"}],"api/Game.HubManager.yml":[{"SourceFilePath":"api/Game.HubManager.yml","FilePath":"gebjxtef.bkw"}],"api/Game.LeaderboardManager.yml":[{"SourceFilePath":"api/Game.LeaderboardManager.yml","FilePath":"tubfuih3.433"}],"api/Game.GameManager.GameEvent.yml":[{"SourceFilePath":"api/Game.GameManager.GameEvent.yml","FilePath":"a2kawk4n.drj"}],"api/Game.GameManagerHelper.yml":[{"SourceFilePath":"api/Game.GameManagerHelper.yml","FilePath":"crsl0231.aof"}],"api/Game.MapSelect.yml":[{"SourceFilePath":"api/Game.MapSelect.yml","FilePath":"vcbbvejy.bej"}],"api/Game.MovingPlatform.yml":[{"SourceFilePath":"api/Game.MovingPlatform.yml","FilePath":"ryrsothk.brl"}],"api/Game.PlayerCardCreator.yml":[{"SourceFilePath":"api/Game.PlayerCardCreator.yml","FilePath":"gwgkoitk.ysk"}],"api/Game.ObstacleCourse.yml":[{"SourceFilePath":"api/Game.ObstacleCourse.yml","FilePath":"i1cu5oac.ks2"}],"api/Game.PlayerJoinCard.yml":[{"SourceFilePath":"api/Game.PlayerJoinCard.yml","FilePath":"4ro4hm5l.gie"}],"api/Game.LifeDisplayManager.yml":[{"SourceFilePath":"api/Game.LifeDisplayManager.yml","FilePath":"diln3ndi.wsu"}],"api/Game.ModeSelect.yml":[{"SourceFilePath":"api/Game.ModeSelect.yml","FilePath":"n5afscaz.50u"}],"api/Game.TerribleHealthBarScript.yml":[{"SourceFilePath":"api/Game.TerribleHealthBarScript.yml","FilePath":"lityyukd.jsq"}],"api/Game.WinScreen.yml":[{"SourceFilePath":"api/Game.WinScreen.yml","FilePath":"gscdcytn.4yx"}],"api/Music.AudioManager.yml":[{"SourceFilePath":"api/Music.AudioManager.yml","FilePath":"exgsulkc.h4h"}],"api/Game.RespawnOnTriggerEnter.yml":[{"SourceFilePath":"api/Game.RespawnOnTriggerEnter.yml","FilePath":"yiwhntlv.0ds"}],"api/Player.AnimationPlayer.AnimationState.yml":[{"SourceFilePath":"api/Player.AnimationPlayer.AnimationState.yml","FilePath":"3ksjhtrb.00a"}],"api/Game.yml":[{"SourceFilePath":"api/Game.yml","FilePath":"ru0nloba.myg"}],"api/Game.GameManager.yml":[{"SourceFilePath":"api/Game.GameManager.yml","FilePath":"stmbsujy.k2o"}],"api/Music.MusicManager.yml":[{"SourceFilePath":"api/Music.MusicManager.yml","FilePath":"oeaxh2qo.kfh"}],"api/Player.AnimationPlayer.yml":[{"SourceFilePath":"api/Player.AnimationPlayer.yml","FilePath":"zojpbswp.kuh"}],"api/Music.yml":[{"SourceFilePath":"api/Music.yml","FilePath":"z3cztmgy.ike"}],"api/Player.yml":[{"SourceFilePath":"api/Player.yml","FilePath":"dkweisxi.c4m"}],"api/Player.TeleportPlatform.yml":[{"SourceFilePath":"api/Player.TeleportPlatform.yml","FilePath":"s25o0tuc.upa"}],"api/Player.PlayerManager.yml":[{"SourceFilePath":"api/Player.PlayerManager.yml","FilePath":"kwuqnz4c.qif"}],"api/Player.Damageable.yml":[{"SourceFilePath":"api/Player.Damageable.yml","FilePath":"baschebt.4k0"}],"api/Game.ObjectVisibility.yml":[{"SourceFilePath":"api/Game.ObjectVisibility.yml","FilePath":"ykawsjv5.csg"}],"api/Music.TrackLayer.EnableTrigger.yml":[{"SourceFilePath":"api/Music.TrackLayer.EnableTrigger.yml","FilePath":"101gbsiz.icb"}],"api/Player.UseItem.yml":[{"SourceFilePath":"api/Player.UseItem.yml","FilePath":"iiozt4ys.qdm"}],"api/Player.PlayerCameraMovement.yml":[{"SourceFilePath":"api/Player.PlayerCameraMovement.yml","FilePath":"0yo1mzz0.sf1"}],"api/Music.Playlist.yml":[{"SourceFilePath":"api/Music.Playlist.yml","FilePath":"e54b0n1g.zgo"}],"api/Player.Block.yml":[{"SourceFilePath":"api/Player.Block.yml","FilePath":"owbydi3e.ehy"}],"api/Music.TrackLayer.yml":[{"SourceFilePath":"api/Music.TrackLayer.yml","FilePath":"d3phuc04.oub"}],"api/Music.SoundEffect.yml":[{"SourceFilePath":"api/Music.SoundEffect.yml","FilePath":"4fa5cda0.kfk"}],"api/Player.PlayerMovement.yml":[{"SourceFilePath":"api/Player.PlayerMovement.yml","FilePath":"rtzd3ie2.d4z"}],"api/Player.Punch.yml":[{"SourceFilePath":"api/Player.Punch.yml","FilePath":"z1iqr4kx.2dx"}]}} \ No newline at end of file diff --git a/Documentation/obj/.cache/build/kh23i1t0.juy/vqyihhcv.qow b/Documentation/obj/.cache/build/kh23i1t0.juy/vqyihhcv.qow new file mode 100644 index 0000000..e69de29 diff --git a/Documentation/obj/.cache/build/kh23i1t0.juy/vxjy3ns1.c0f b/Documentation/obj/.cache/build/kh23i1t0.juy/vxjy3ns1.c0f new file mode 100644 index 0000000..92eb2be --- /dev/null +++ b/Documentation/obj/.cache/build/kh23i1t0.juy/vxjy3ns1.c0f @@ -0,0 +1,131 @@ + + + + + + + + Delegate GameManager.GameEvent + | Example Unity documentation + + + + + + + + + + + + + + + +
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                                                                                              +

                                                                                              Manages the day-night cycle by transitioning between different sky and cloud sprites.

                                                                                              +
                                                                                              Inheritance
                                                                                              @@ -101,7 +102,8 @@

                                                                                              cycleDuration

                                                                                              -
                                                                                              +

                                                                                              Duration of each phase (day, evening, night) before transitioning to the next phase.

                                                                                              +
                                                                                              Declaration
                                                                                              @@ -125,7 +127,8 @@

                                                                                              dayBackClouds

                                                                                              -
                                                                                              +

                                                                                              Sprite representing the back clouds during the day.

                                                                                              +
                                                                                              Declaration
                                                                                              @@ -149,7 +152,8 @@

                                                                                              dayFrontClouds

                                                                                              -
                                                                                              +

                                                                                              Sprite representing the front clouds during the day.

                                                                                              +
                                                                                              Declaration
                                                                                              @@ -173,7 +177,8 @@

                                                                                              daySky

                                                                                              -
                                                                                              +

                                                                                              Sprite representing the sky during the day.

                                                                                              +
                                                                                              Declaration
                                                                                              @@ -197,7 +202,8 @@

                                                                                              eveningBackClouds

                                                                                              -
                                                                                              +

                                                                                              Sprite representing the back clouds during the evening.

                                                                                              +
                                                                                              Declaration
                                                                                              @@ -221,7 +227,8 @@

                                                                                              eveningFrontClouds

                                                                                              -
                                                                                              +

                                                                                              Sprite representing the front clouds during the evening.

                                                                                              +
                                                                                              Declaration
                                                                                              @@ -245,7 +252,8 @@

                                                                                              eveningSky

                                                                                              -
                                                                                              +

                                                                                              Sprite representing the sky during the evening.

                                                                                              +
                                                                                              Declaration
                                                                                              @@ -269,7 +277,8 @@

                                                                                              nightBackClouds

                                                                                              -
                                                                                              +

                                                                                              Sprite representing the back clouds during the night.

                                                                                              +
                                                                                              Declaration
                                                                                              @@ -293,7 +302,8 @@

                                                                                              nightFrontClouds

                                                                                              -
                                                                                              +

                                                                                              Sprite representing the front clouds during the night.

                                                                                              +
                                                                                              Declaration
                                                                                              @@ -317,7 +327,8 @@

                                                                                              nightSky

                                                                                              -
                                                                                              +

                                                                                              Sprite representing the sky during the night.

                                                                                              +
                                                                                              Declaration
                                                                                              @@ -341,7 +352,8 @@

                                                                                              transitionDuration

                                                                                              -
                                                                                              +

                                                                                              Duration of the transition between different phases of the day-night cycle.

                                                                                              +
                                                                                              Declaration
                                                                                              diff --git a/crashcourse/api/Game.html b/crashcourse/api/Game.html index fd59e1f..b7bfb4c 100644 --- a/crashcourse/api/Game.html +++ b/crashcourse/api/Game.html @@ -88,7 +88,8 @@

                                                                                              Classes

                                                                                              DayNightCycle

                                                                                              -
                                                                                              +

                                                                                              Manages the day-night cycle by transitioning between different sky and cloud sprites.

                                                                                              +

                                                                                              EventSystemizer

                                                                                              This class makes sure there is only one EventSystem in the game at any time.

                                                                                              diff --git a/crashcourse/api/Player.Damageable.html b/crashcourse/api/Player.Damageable.html index 57c9081..761b875 100644 --- a/crashcourse/api/Player.Damageable.html +++ b/crashcourse/api/Player.Damageable.html @@ -343,31 +343,6 @@ It also manages interactions like blocking, parrying, and dropping items when hi -

                                                                                              OnPlayerPunched

                                                                                              -

                                                                                              Event triggered when the player is punched.

                                                                                              -
                                                                                              -
                                                                                              -
                                                                                              Declaration
                                                                                              -
                                                                                              -
                                                                                              public event Action<GameObject> OnPlayerPunched
                                                                                              -
                                                                                              -
                                                                                              Event Type
                                                                                              - - - - - - - - - - - - - -
                                                                                              TypeDescription
                                                                                              System.Action<T><GameObject>
                                                                                              - -

                                                                                              OnPlayerRespawn

                                                                                              Event triggered when a player respawns.

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Inheritance object DayNightCycle Namespace: Game Assembly: cs.temp.dll.dll Syntax public class DayNightCycle : MonoBehaviour Fields cycleDuration Duration of each phase (day, evening, night) before transitioning to the next phase. Declaration public float cycleDuration Field Value Type Description float dayBackClouds Sprite representing the back clouds during the day. Declaration public SpriteRenderer dayBackClouds Field Value Type Description SpriteRenderer dayFrontClouds Sprite representing the front clouds during the day. Declaration public SpriteRenderer dayFrontClouds Field Value Type Description SpriteRenderer daySky Sprite representing the sky during the day. Declaration public SpriteRenderer daySky Field Value Type Description SpriteRenderer eveningBackClouds Sprite representing the back clouds during the evening. Declaration public SpriteRenderer eveningBackClouds Field Value Type Description SpriteRenderer eveningFrontClouds Sprite representing the front clouds during the evening. Declaration public SpriteRenderer eveningFrontClouds Field Value Type Description SpriteRenderer eveningSky Sprite representing the sky during the evening. Declaration public SpriteRenderer eveningSky Field Value Type Description SpriteRenderer nightBackClouds Sprite representing the back clouds during the night. Declaration public SpriteRenderer nightBackClouds Field Value Type Description SpriteRenderer nightFrontClouds Sprite representing the front clouds during the night. Declaration public SpriteRenderer nightFrontClouds Field Value Type Description SpriteRenderer nightSky Sprite representing the sky during the night. Declaration public SpriteRenderer nightSky Field Value Type Description SpriteRenderer transitionDuration Duration of the transition between different phases of the day-night cycle. Declaration public float transitionDuration Field Value Type Description float" }, "api/Game.EventSystemizer.html": { "href": "api/Game.EventSystemizer.html", @@ -52,7 +52,7 @@ "api/Game.html": { "href": "api/Game.html", "title": "Namespace Game | Example Unity documentation", - "keywords": "Namespace Game Classes DayNightCycle EventSystemizer This class makes sure there is only one EventSystem in the game at any time. FallPlatform This class controls platforms that fall when touched by a player or another platform. The platform will fall after a delay and then reset to its original position. GameManager This class controls the main game logic, like starting the game, keeping track of players, handling game modes, and deciding when the game ends. GameManagerHelper This class helps manage positions for the GameManager during development. It allows adding hat spawn positions and player spawn positions directly in the editor. GameTimer This class manages the game's countdown timer. It starts, updates, and stops the timer, and ends the game when time runs out. HatRespawn This class manages the behavior of the hat in the game, including its respawn logic. The hat can be picked up, dropped, and respawned after a certain amount of time. HealthBarManager This class manages the health bars for all players in the game. It creates, updates, and removes health bars as needed. HubManager This class manages the hub area of the game, including loading and unloading game scenes, controlling the hub camera, and managing game buttons. InfiniteScroll This class handles the infinite scrolling effect for the background. LeaderboardManager This class manages the leaderboard, including initializing player icons, updating player positions, and displaying hold times. LifeDisplayManager This class manages the display of player lives, including creating life icons and updating them based on the player's remaining lives. MapSelect This class manages the map selection process by setting the selected map based on the active toggle in the toggle group. ModeSelect This class manages the game mode selection process by setting the game mode based on the active toggle in the toggle group. MovingPlatform This class controls a platform that moves between specified points in a loop. ObjectVisibility This class controls the visibility of an object based on the current game mode. ObstacleCourse This class handles the logic for detecting when a player completes the obstacle course. PlayerCardCreator This class is used to create cards for players when they join the game. PlayerJoinCard This class represents a player join card, displaying the player's number and preview in the game lobby. RespawnOnTriggerEnter This class handles respawning objects when they collide with a trigger tagged with a specific value. TerribleHealthBarScript This class manages the health bar visuals for a player, including updating the health bar's size, position, and color based on the player's current health. WinScreen Manages the win screen display for the game. Displays the winning player's information and triggers the win screen animation. Enums GameManager.GameMode The different game modes players can choose from. Delegates GameManager.GameEvent A type of event that happens during the game, like when it starts or ends." + "keywords": "Namespace Game Classes DayNightCycle Manages the day-night cycle by transitioning between different sky and cloud sprites. EventSystemizer This class makes sure there is only one EventSystem in the game at any time. FallPlatform This class controls platforms that fall when touched by a player or another platform. The platform will fall after a delay and then reset to its original position. GameManager This class controls the main game logic, like starting the game, keeping track of players, handling game modes, and deciding when the game ends. GameManagerHelper This class helps manage positions for the GameManager during development. It allows adding hat spawn positions and player spawn positions directly in the editor. GameTimer This class manages the game's countdown timer. It starts, updates, and stops the timer, and ends the game when time runs out. HatRespawn This class manages the behavior of the hat in the game, including its respawn logic. The hat can be picked up, dropped, and respawned after a certain amount of time. HealthBarManager This class manages the health bars for all players in the game. It creates, updates, and removes health bars as needed. HubManager This class manages the hub area of the game, including loading and unloading game scenes, controlling the hub camera, and managing game buttons. InfiniteScroll This class handles the infinite scrolling effect for the background. LeaderboardManager This class manages the leaderboard, including initializing player icons, updating player positions, and displaying hold times. LifeDisplayManager This class manages the display of player lives, including creating life icons and updating them based on the player's remaining lives. MapSelect This class manages the map selection process by setting the selected map based on the active toggle in the toggle group. ModeSelect This class manages the game mode selection process by setting the game mode based on the active toggle in the toggle group. MovingPlatform This class controls a platform that moves between specified points in a loop. ObjectVisibility This class controls the visibility of an object based on the current game mode. ObstacleCourse This class handles the logic for detecting when a player completes the obstacle course. PlayerCardCreator This class is used to create cards for players when they join the game. PlayerJoinCard This class represents a player join card, displaying the player's number and preview in the game lobby. RespawnOnTriggerEnter This class handles respawning objects when they collide with a trigger tagged with a specific value. TerribleHealthBarScript This class manages the health bar visuals for a player, including updating the health bar's size, position, and color based on the player's current health. WinScreen Manages the win screen display for the game. Displays the winning player's information and triggers the win screen animation. Enums GameManager.GameMode The different game modes players can choose from. Delegates GameManager.GameEvent A type of event that happens during the game, like when it starts or ends." }, "api/Game.HubManager.html": { "href": "api/Game.HubManager.html", @@ -177,7 +177,7 @@ "api/Player.Damageable.html": { "href": "api/Player.Damageable.html", "title": "Class Damageable | Example Unity documentation", - "keywords": "Class Damageable This class handles the player's ability to take damage, die, and respawn. It also manages interactions like blocking, parrying, and dropping items when hit. Inheritance object Damageable Namespace: Player Assembly: cs.temp.dll.dll Syntax public class Damageable : MonoBehaviour Fields damage The current accumulated damage of the player. Declaration public float damage Field Value Type Description float damageSelfDebug If true, applies damage to self for debugging purposes. Declaration public bool damageSelfDebug Field Value Type Description bool dying Indicates whether the player is currently dying. Declaration public bool dying Field Value Type Description bool force The force applied to the player when hit. Declaration public float force Field Value Type Description float lives The number of lives the player has. Declaration public int lives Field Value Type Description int maxDamage The maximum damage the player can take before dying. Declaration public float maxDamage Field Value Type Description float Methods Damage(float) Adds a specified amount of damage to the player. Declaration public void Damage(float damage) Parameters Type Name Description float damage The amount of damage to add. HandleDeath() Handles player state after death and resets dying state after respawn. Declaration public void HandleDeath() ResetDamage() Resets the player's damage to zero. Declaration public void ResetDamage() Respawn() Respawns the player at the spawn position and resets damage/health bar. Declaration public void Respawn() Events OnPlayerDeath Event triggered when a player dies. Declaration public event Action OnPlayerDeath Event Type Type Description System.Action OnPlayerPunched Event triggered when the player is punched. Declaration public event Action OnPlayerPunched Event Type Type Description System.Action OnPlayerRespawn Event triggered when a player respawns. Declaration public event Action OnPlayerRespawn Event Type Type Description System.Action" + "keywords": "Class Damageable This class handles the player's ability to take damage, die, and respawn. It also manages interactions like blocking, parrying, and dropping items when hit. Inheritance object Damageable Namespace: Player Assembly: cs.temp.dll.dll Syntax public class Damageable : MonoBehaviour Fields damage The current accumulated damage of the player. Declaration public float damage Field Value Type Description float damageSelfDebug If true, applies damage to self for debugging purposes. Declaration public bool damageSelfDebug Field Value Type Description bool dying Indicates whether the player is currently dying. Declaration public bool dying Field Value Type Description bool force The force applied to the player when hit. Declaration public float force Field Value Type Description float lives The number of lives the player has. Declaration public int lives Field Value Type Description int maxDamage The maximum damage the player can take before dying. Declaration public float maxDamage Field Value Type Description float Methods Damage(float) Adds a specified amount of damage to the player. Declaration public void Damage(float damage) Parameters Type Name Description float damage The amount of damage to add. HandleDeath() Handles player state after death and resets dying state after respawn. Declaration public void HandleDeath() ResetDamage() Resets the player's damage to zero. Declaration public void ResetDamage() Respawn() Respawns the player at the spawn position and resets damage/health bar. Declaration public void Respawn() Events OnPlayerDeath Event triggered when a player dies. Declaration public event Action OnPlayerDeath Event Type Type Description System.Action OnPlayerRespawn Event triggered when a player respawns. Declaration public event Action OnPlayerRespawn Event Type Type Description System.Action" }, "api/Player.html": { "href": "api/Player.html", diff --git a/crashcourse/logo.svg b/crashcourse/logo.svg deleted file mode 100644 index ccb2d7b..0000000 --- a/crashcourse/logo.svg +++ /dev/null @@ -1,25 +0,0 @@ - - - - -Created by Docfx - - - - - - - diff --git a/crashcourse/manifest.json b/crashcourse/manifest.json index 312c41f..e0fdcee 100644 --- a/crashcourse/manifest.json +++ b/crashcourse/manifest.json @@ -28,7 +28,7 @@ "output": { ".html": { "relative_path": "api/Game.DayNightCycle.html", - "hash": "v/zjDB/tiSGn/0VLwkIcJD1A3xiPHvsBU81neOVQ9ZI=" + "hash": "BT7YU8UyS9thYiqE7qMWHLEcMPKU7dKjDMG6LR0kTkM=" } }, "is_incremental": false, @@ -316,7 +316,7 @@ "output": { ".html": { "relative_path": "api/Game.html", - "hash": "VUcwejizTUmmke4ycJ3PGcGprvGKM5sbq8wQ25XJMrw=" + "hash": "TgEcVFe+Vvxfy0f3OGoZkpS8YvWP/3RfVm6bxPS0dyE=" } }, "is_incremental": false, @@ -448,7 +448,7 @@ "output": { ".html": { "relative_path": "api/Player.Damageable.html", - "hash": "UsgOUrg/wHcJdCRY8mpSTU0Hpg7zq1Qm3vn9B8i3wPg=" + "hash": "+nrSV8WsxUbe0xCL0Go0hcHZv18UBDYevLm3LCzuTlc=" } }, "is_incremental": false, diff --git a/crashcourse/sitemap.xml b/crashcourse/sitemap.xml index 17df2a6..380680a 100644 --- a/crashcourse/sitemap.xml +++ b/crashcourse/sitemap.xml @@ -2,271 +2,271 @@ https://localhost:8080/api/Game.DayNightCycle.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.EventSystemizer.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.FallPlatform.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.GameManager.GameEvent.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.GameManager.GameMode.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.GameManager.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.GameManagerHelper.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.GameTimer.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.HatRespawn.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.HealthBarManager.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.HubManager.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.InfiniteScroll.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.LeaderboardManager.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.LifeDisplayManager.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.MapSelect.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.ModeSelect.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.MovingPlatform.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.ObjectVisibility.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.ObstacleCourse.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.PlayerCardCreator.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.PlayerJoinCard.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.RespawnOnTriggerEnter.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.TerribleHealthBarScript.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.WinScreen.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Game.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Music.AudioManager.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Music.MusicManager.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Music.Playlist.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Music.SoundEffect.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Music.TrackLayer.EnableTrigger.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Music.TrackLayer.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Music.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Player.AnimationPlayer.AnimationState.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Player.AnimationPlayer.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Player.Block.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Player.Damageable.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Player.PlayerCameraMovement.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Player.PlayerManager.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Player.PlayerMovement.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Player.Punch.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Player.TeleportPlatform.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Player.UseItem.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/api/Player.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 daily 0.5 https://localhost:8080/manual/coniunctis.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 weekly 0.5 https://localhost:8080/manual/etiam.html - 2025-04-18T06:57:01-04:00 + 2025-04-19T12:57:38-04:00 weekly 0.5 diff --git a/crashcourse/xrefmap.yml b/crashcourse/xrefmap.yml index cb65bfb..6e328df 100644 --- a/crashcourse/xrefmap.yml +++ b/crashcourse/xrefmap.yml @@ -1327,12 +1327,6 @@ references: commentId: E:Player.Damageable.OnPlayerDeath fullName: Player.Damageable.OnPlayerDeath nameWithType: Damageable.OnPlayerDeath -- uid: Player.Damageable.OnPlayerPunched - name: OnPlayerPunched - href: api/Player.Damageable.html#Player_Damageable_OnPlayerPunched - commentId: E:Player.Damageable.OnPlayerPunched - fullName: Player.Damageable.OnPlayerPunched - nameWithType: Damageable.OnPlayerPunched - uid: Player.Damageable.OnPlayerRespawn name: OnPlayerRespawn href: api/Player.Damageable.html#Player_Damageable_OnPlayerRespawn