Windward
Action-adventure RPG available on Steam Early Access
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GameAirShip Member List

This is the complete list of members for GameAirShip, including all inherited members.

activeBrakeTorqueGameAirShipprotected
AddBuff(string buffName, float duration)GameUnit
AddBuff(string buffName, float strength, float duration)GameUnit
AddExplosionForce(float force, Vector3 pos, float forceRadius)GameShipvirtual
Ship.AddExplosionForce(Vector3 pos, float hitRadius, float force, float forceRadius, bool affectSelf)Tasharen.Vehicle
AddHudText(string message, Color color, float duration, bool localized=false)GameUnit
AdjustBaseStat(string statName, int value)GameUnit
AdjustHP(float primary, float secondary=0f, GameUnit source=null, float threshold=1f)GameShipvirtual
AdjustRFC(float primary, float secondary, uint srcID, float threshold)GameUnitprotected
AdjustStat(string statName, int value)GameUnit
AdvanceTime(float delta)Shipprotected
aggroFactorGameShip
aimPositionGameUnit
aimTargetGameUnit
alliedBalanceOfPowerGameUnit
angleGameShip
Attach(System.Type type, PlayerItem item)GameUnit
Attach(System.Type type, PlayerItem item, ref bool changed)GameUnit
Awake()GameShipprotectedvirtual
AwardXP()GameUnitprotectedvirtual
AwardXPToEnemies(float experience, int rep=0)GameUnit
baseEnginePowerTasharen.Vehicle
baseStatsGameUnit
baseSteerPowerTasharen.Vehicle
Brake enum nameTasharen.Car
brakeTasharen.Car
brakeMagnitudeTasharen.Carprotected
brakeTorqueTasharen.Car
brakeTypeTasharen.Car
buffStatsGameUnit
CanApplyDamage(GameUnit source)GameUnit
canBeAttackedGameShip
CanBeRepairedBy(GameUnit unit)GameAirShipvirtual
canLandGameAirShip
canRepairSelfGameUnit
centerOfMassTasharen.Vehicle
ChangeFaction(int id)GameUnit
ChooseRandomShip(int level)GameShipstatic
clearanceGameShip
collidersGameUnit
collidersToDisableGameShip
collisionDirectionGameShip
collisionPointGameShip
CommonFixedUpdate()Tasharen.Carprotected
Create(GamePlayer player, Vector3 pos, float angle)GameShipstatic
Create(string shipName, string shipType, int factionID, Vector3 pos, float angle, int level, float hp=1f, float damage=1f, int boss=0)GameShipstatic
Create(string shipName, DataNode ship, int factionID, Vector3 pos, float angle, int level, float hp=1f, float damage=1f, int boss=0)GameShipstatic
Create(string shipName, string shipType, int factionID, Vector3 pos, float angle, int level, System.Collections.Generic.List< NamedInt > stats, float hp=1f, float damage=1f)GameShipstatic
Create(string shipName, DataNode ship, int factionID, Vector3 pos, float angle, int level, System.Collections.Generic.List< NamedInt > stats, float hp=1f, float damage=1f)GameShipstatic
CreateExplosion()Tasharen.Vehicleprotected
CreateRandom(string shipName, Vector3 pos, float angle, int faction=0, int extraChallenge=0, float hp=1f, float damage=1f, int boss=0)GameShipstatic
critChanceGameUnit
currentSpeedTasharen.Vehicle
DamageNearbyShips(Vector3 myPos)GameShipprotected
deathAnimationGameShip
DelayedDestroy()GameShipprotected
DelayedDisable()GameShipprotected
DelayedDrop(PlayerItem item, float delay)GameShipprotected
DelayedLoot(bool eligibleForItems)GameShipprotected
DelayedSplash()GameShipprotected
destroyedAngDragTasharen.Vehicle
destroyedVelDragTasharen.Vehicle
DestroySelf()TNBehaviourvirtual
DiluteExp(float experience)GameUnit
DisableObjectsOnExplosion()GameShipprotected
disableOnExplosionTasharen.Vehicle
discoveredByPlayerGameUnit
DiscoveryXP()GameUnitprotected
dockedTownShip
doCritGameUnit
dustEmittersTasharen.Vehicle
effectiveClearanceGameAirShip
effectiveEnginePowerGameShip
effectiveSteerPowerGameShip
enemiesNearbyGameUnit
engineSoundTasharen.Vehicle
engineTorqueTasharen.Car
experienceValueGameUnit
Explode()Tasharen.Vehicle
Explode(float force, float forceRadius, bool affectSelf)Tasharen.Vehicle
explosionPrefabTasharen.Vehicle
extraExplosionGameAirShip
ExtraExplosion()GameAirShipprotected
factionIDGameUnit
Find(int id)GameUnitstatic
Find(uint id)GameUnitstatic
Find(string name)GameUnitstatic
FindClosest(float maxDistance=100f)GameShip
FindClosest(Vector3 pos, float maxDistance, GameConfig.Reaction reaction)GameShip
FindInParents< T >(GameObject go)Tasharen.Vehiclestatic
FixedUpdate()GameAirShipprotectedvirtual
flatForwardTasharen.Vehicle
flipTurningInReverseGameShipprotected
ForceBrake()GameShipvirtual
forwardTasharen.Vehicle
forwardForceGameAirShip
forwardTiltGameAirShip
freezeWheelRotationInReverseGameShipprotected
friendsNearbyGameUnit
fullIntervalTasharen.Vehicle
GetBuff< T >(bool createIfMissing=false)GameUnit
GetNearbyUnit(Vector3 dir, float maxAngle, float maxRange=100f, GameTarget.Snapping snap=GameTarget.Snapping.All)GameUnit
GetSkillCooldown(string skillName)GameUnit
GetStat(string statName, bool includeAdjustments=true)GameUnit
GetTalentData(string talentName, out float strength, out float duration)GameUnit
GetTalentStrength(string talentName)GameUnit
GetTalentValue(string talentName, string fieldName)GameUnit
globalCooldownGameUnit
HasBuff< T >()GameUnit
HasFactionNearby(int faction)GameUnit
hasTrueSightGameUnit
healthGameUnit
hitEffectGameUnit
hoveringHeightGameAirShip
hudGameUnit
hullColor0GameShip
hullColor1GameShip
idGameUnit
IncreaseKillCount(GameUnit kill)GameUnit
Init()GameShip
InProximityTo(GameUnit unit)GameUnit
InvalidateLoot()GameShip
isActiveGameShip
isBossGameShip
isCameraTargetGameShip
IsClose(Vector3 pos)Tasharen.Vehicleprotectedvirtual
isFlyingGameAirShip
isGroundedTasharen.Car
isInCombatGameUnit
isMyQuestUnitGameUnit
isPlayerCloseGameUnit
isQuestUnitGameUnit
isReefedGameShip
isVisibleOnTheMapGameUnit
killCountGameUnit
lastDockedTimeGameShip
lastReefedTimeGameShip
listGameShipstatic
mAlphaTasharen.Carprotected
mapIconGameShip
mapVisibilityGameShip
maxHealthGameUnit
maximumEffectiveSpeedGameShip
maximumSpeedGameAirShip
maxRPMTasharen.Car
maxSailHealthGameShip
mBrakeTasharen.Carprotected
mBrakeReleaseTasharen.Carprotected
mCenterShipprotected
mCollisionsGameShipprotected
mColsGameUnitprotected
mDiscoveredGameUnitprotected
mEligibleForLootGameShipprotected
mEmitterColorsTasharen.Vehicleprotected
mEnemiesNearbyGameUnitprotected
mFactionDataGameShipprotected
mForwardTasharen.Carprotected
mFriendsNearbyGameUnitprotected
mGlobalCooldownGameUnitprotected
mInitDoneGameShipprotected
mIsActiveTasharen.Vehicleprotected
mIsGroundedTasharen.Carprotected
mIsInCombatGameUnitprotected
mIsPlayingAnimGameShipprotected
mKillCountGameUnitprotected
mLastGroundTasharen.Carprotected
mMaxVolumeTasharen.Carprotected
mMoveTasharen.Vehicleprotected
mNextSyncTasharen.Vehicleprotected
moveAxisTasharen.Vehicle
MoveLocal(Vector3 pos)Tasharen.Vehicleprotected
MoveLocal(Vector3 pos, Quaternion rot)Tasharen.Vehicleprotected
MoveLocal(Vector3 pos, Quaternion rot, Vector3 vel)Tasharen.Vehicleprotected
MoveLocal(Vector3 pos, Quaternion rot, Vector3 vel, Vector3 angVel)Tasharen.Vehicleprotected
movementVelocityTasharen.Vehicle
mPitchTasharen.Carprotected
mProximityUpdateGameUnitprotected
mRbTasharen.Vehicleprotected
mReefedGameShipprotected
mRepairWoodGameShipprotected
mSightRangeGameUnitprotected
mTiltTasharen.Vehicleprotected
mTime0Shipprotected
mTime1Shipprotected
mTransTasharen.Vehicleprotected
mWeaponRangeGameUnitprotected
mWheelsTasharen.Carprotected
mWheelSpeedTasharen.Carprotected
mWindCurveMinGameShipprotected
nameColor0GameShip
nameColor1GameShip
obstacleGameShip
offsetGameAirShip
OnAddBuff(string buffName, float strength, float duration)GameUnitprotected
OnAdjustHP(float primary, float secondary)GameShipprotectedvirtual
OnClearKills()GameUnitprotected
OnCollisionEnter(Collision col)GameAirShipprotectedvirtual
OnCollisionExit(Collision col)GameShipprotected
OnCreateExplosion()GameAirShipprotectedvirtual
OnCreateShip(GameObject go, Vector3 pos, float angle)GameShipprotectedstatic
OnDeath(Vehicle v)GameShipprotectedvirtual
OnDisable()GameShipprotectedvirtual
OnDiscover()GameUnitprotectedvirtual
OnDiscovered()GameUnitprotectedvirtual
OnEnable()GameShipprotectedvirtual
OnFaction(int id)GameUnitprotectedvirtual
onFactionChangedGameUnitstatic
OnFactionChanged()GameShipprotectedvirtual
OnFixedUpdate()GameShipprotectedvirtual
OnHT(string msg, Color col, float dur, bool loc)GameUnitprotected
OnInval()GameShipprotected
onKillGameUnitstatic
OnKill(bool victimWasAPlayer)GameUnitprotected
OnKillCount(int val)GameUnitprotected
OnKillMsg(string victor, string victim)GameUnitprotected
OnKillNotification()GameShipprotectedvirtual
OnRespawn(Vehicle v)GameShipprotectedvirtual
OnRMB1()GameUnitprotected
OnRMB2()GameUnitprotected
OnSetAxis(Vector2 left, Vector2 right, bool br)Tasharen.Vehicleprotected
OnSetCD(string skillName, float cooldown)GameUnitprotected
OnSetHP(float a, float b)GameUnitprotected
OnSpawnHelp(int factionID, byte count)GameShipprotected
OnStart()GameShipprotectedvirtual
OnSyncShip(Vector3 pos, float angle, Vector3 vel, bool br)GameAirShipprotected
GameShip.OnSyncShip(float x, float z, float angle, Vector3 vel, bool br)GameShipprotected
OnSyncVehicle(Vector3 pos, Quaternion rot, Vector3 vel, Vector3 angVel)Tasharen.Vehicleprotected
OnTriggerEnter(Collider col)GameShipprotected
OnUpdate()GameAirShipprotectedvirtual
pennantColor0GameShip
pennantColor1GameShip
pennantColor2GameShip
pennantTexGameShip
pitchRangeTasharen.Vehicle
PlaceInCombat()GameShipprotectedvirtual
PlayDeathAnimation(bool eligibleForItems)GameAirShipprotectedvirtual
playerGameUnit
playerControlledTasharen.Vehicle
positionGameUnit
proximityCenterGameUnit
radiusGameShip
rammingSizeGameShip
RegisterBuff(System.Type t)GameUnit
relativeMovementSpeedTasharen.Vehicle
relativeSpeedGameShipprotected
RemoveAllBuffs()GameUnit
RepairTick(GameUnit source)GameShipvirtual
ResetKillCount()GameUnit
Respawn(Vector3 pos, Quaternion rot)Tasharen.Vehicle
sailColor0GameShip
sailColor1GameShip
secondaryHealthGameUnit
SetBuffs(List< BuffEntry > buffs)GameUnitprotected
SetDisc(bool val)GameUnitprotected
SetFac0()GameUnitprotected
SetFac1()GameUnitprotected
SetFac2()GameUnitprotected
SetFac3()GameUnitprotected
SetFac4()GameUnitprotected
SetFlying(bool val)GameAirShipprotected
SetSkillCooldown(string skillName, float cooldown)GameUnit
SetStat(string statName, int value)GameUnit
SetState(Vector3 pos, Quaternion rot, bool activeState)Tasharen.Vehicleprotected
SetStats(DataNode ship, System.Collections.Generic.List< NamedInt > bonusStats=null, int level=0)GameShip
SetTO(float v0, float v1)Shipprotected
ShowDamage(float primary, float secondary)GameShipprotectedvirtual
sidewaysTiltGameAirShip
sightRangeGameAirShip
sightRangeListGameUnit
sinkingEffectGameShip
soloBalanceOfPowerGameUnit
Start()Tasharen.Vehicleprotected
stationaryTurningGameShipprotected
statsGameUnit
SteerAndMoveTowards(Vector3 target)GameShip
steeringWheelAngleGameShip
SteerTowards(Vector3 target)GameShip
symbolTexGameShip
Sync()Tasharen.Vehicle
SyncNow()GameAirShipprotectedvirtual
Teleport(Vector3 pos)Tasharen.Vehicle
Teleport(Vector3 pos, Quaternion rot)Tasharen.Vehicle
Teleport(Vector3 pos, Quaternion rot, Vector3 vel)Tasharen.Vehicle
Teleport(Vector3 pos, Quaternion rot, Vector3 vel, Vector3 angVel)Tasharen.Vehicle
terrainLayerGameShipprotectedstatic
tiltAxisTasharen.Vehicle
tnoTNBehaviour
torqueCurveTasharen.Car
TravelCheck()GameShipprotected
turnCurveTasharen.Car
turningGameShip
TurnInPlace(float turn)GameShipprotectedvirtual
turnRateGameAirShip
turnRatePenaltyGameAirShip
UnitCallback(GameUnit unit)GameUnit
unitTypeGameShip
UnregisterBuff(System.Type t)GameUnit
Update()Tasharen.Vehicleprotectedvirtual
UpdateCustomColors()GameShip
UpdateEmitters(bool enable, float alpha)GameShipprotectedvirtual
UpdateEngineSound()GameShipprotectedvirtual
UpdateFactionColors()GameShip
UpdateMoveAxes()GameShipprotectedvirtual
UpdateStatsAndTalents()GameShip
UpdateWheelEmitters()GameShipprotectedvirtual
velocityDragCurveTasharen.Vehicle
Visibility enum nameGameUnit
weaponsRangeListGameUnit
windEffectCurveGameShip
windTiltStrengthShip