Battle Talent  V11
CrossLink.GamblingMachine Member List

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

AddForce(Vector3 force, ForceMode fm=ForceMode.Impulse) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitvirtual
AddForceOnPart(Rigidbody part, Vector3 force, ForceMode fm=ForceMode.Impulse) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitvirtual
AddTorque(Vector3 torque, ForceMode fm=ForceMode.Impulse) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitvirtual
AddTorqueOnPart(Rigidbody part, Vector3 torque, ForceMode fm=ForceMode.Impulse) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitvirtual
AddTriggerSphereIfNeed() (defined in CrossLink.SceneObj)CrossLink.SceneObjvirtual
attachable (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitprotected
attachedPuList (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitprotected
Awake() (defined in CrossLink.SceneObj)CrossLink.SceneObjprotected
ballPrefab (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
ballSpawnPoint (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
barrierSound (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
barrierTrans (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
belongTile (defined in CrossLink.SceneObj)CrossLink.SceneObj
BounceBarrierGroup (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
bounceForce (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
bounceSound (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
CalcCurrentTile() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
CanBeAttached() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitvirtual
ChangeVelocity(Vector3 vel) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitvirtual
ClearAllAttachs() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
ClearDisableGravity() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
ClearRecordData() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitstatic
ContainRB(Rigidbody rb) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
currentEnterTile (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitprotected
Dead(bool destroy=true) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitvirtual
DeadEvent (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
delayRefleshTime (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
DisableGravityAWhile(float sec=0.12f) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
disableWhenSandboxSpawnList (defined in CrossLink.SceneObj)CrossLink.SceneObj
DoCull(TileBase tile) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitvirtual
DoDamage(Transform hitTrans, Vector3 point, Vector3 relaVec) (defined in CrossLink.SceneObj)CrossLink.SceneObjvirtual
DoDamage(Collision c) (defined in CrossLink.SceneObj)CrossLink.SceneObj
DoRetain(TileBase tile) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitvirtual
dropSoulSound (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
EnableCollisionEffectSensitive(bool s) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
faceToTileDoor (defined in CrossLink.SceneObj)CrossLink.SceneObj
fireEffectName (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
fireOnEffectName (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
firePoint (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
FitInTagList(PhysicsUnit pu, bool fitIn) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitstatic
gamblingInfoStr (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
gaze (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
GetAttachedList() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
GetCollisionEffect() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
GetCollisionEffects() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
GetCols(bool forceUpdate=false) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
GetCurrentEnterTile() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
GetGazeObj() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
GetNameWithoutClone() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
GetPhysicsUnit(Collider col, bool checkRoot=true) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitstatic
GetPhysicsUnit(Transform trans, bool checkRoot=true) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitstatic
GetPositionTransform() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitvirtual
GetRagdollHitInfo() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
GetRagdollHitInfoObj() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
GetRagdollHitInfoRef() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
GetRBs(bool forceUpdate=false) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
GetRootPu() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
GetStabObject() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
GetTagedPhysicsUnit(Tagger.Tag t) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitstatic
GetTotalMass() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
HasAtkIntention(float interval=0.3f) (defined in CrossLink.SceneObj)CrossLink.SceneObj
HasMovableRigidbody() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
HideCost() (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
HitEvent (defined in CrossLink.SceneObj)CrossLink.SceneObj
hitProtector (defined in CrossLink.SceneObj)CrossLink.SceneObjprotected
hp (defined in CrossLink.SceneObj)CrossLink.SceneObj
iconRenderer (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
InitFromDungen(TileBase t) (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachinevirtual
IsAttached() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
IsDead() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitvirtual
isDead (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitprotected
IsScene(Collider col) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitstatic
IsScene() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
IsSceneLayer(Transform trans) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitstatic
IsStaticScene() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
IsStaticScene(GameObject go) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitstatic
joystick (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
lastBelongTile (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitprotected
lastExitTile (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitprotected
lv (defined in CrossLink.SceneObj)CrossLink.SceneObjprotected
MarkAtkIntention(float offset=0) (defined in CrossLink.SceneObj)CrossLink.SceneObj
maxRandomBouceMlp (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
ModifyMassCenter(Vector3 mcenter, float sec=0.2f) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
moveSpeed (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
NeedToClearParent() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitprotectedvirtual
OnAttachBreak(PhysicsUnit pu, ConfigurableJoint joint, Rigidbody part) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitvirtual
OnAttachBreakEvent (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
OnAttachBuild(PhysicsUnit pu, ConfigurableJoint joint, Rigidbody part) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitvirtual
OnAttachBuildEvent (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
OnCollisionWithHitScan(Rigidbody rb, Collider col, Vector3 point, Vector3 normal, Vector3 relaVel) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitvirtual
OnCull(TileBase tile) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitvirtual
OnDead() (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitprotectedvirtual
OnDestroy() (defined in CrossLink.SceneObj)CrossLink.SceneObjprotected
OnEnter(TileBase tile) (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachinevirtual
OnExit(TileBase tile) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitvirtual
OnHit(float dmg) (defined in CrossLink.SceneObj)CrossLink.SceneObjprotectedvirtual
OnHitScanEvent (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
OnPinBallDestroy(PinBall pb) (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
OnPlayerEnterArea(bool isEnter) (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
OnRetain(TileBase tile) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitvirtual
OnSandboxSpawn() (defined in CrossLink.SceneObj)CrossLink.SceneObj
OutputInfo() (defined in CrossLink.SceneObj)CrossLink.SceneObjvirtual
overrideTileWave (defined in CrossLink.SceneObj)CrossLink.SceneObj
paySound (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
payTrigger (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
pillarSound (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
pillarTrans (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
previousEnterTile (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitprotected
putter (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
putterDamper (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
putterJoint (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
putterSpring (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
Query(Transform trans) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitstatic
QueryInRadiusTemp(Vector3 pos, float radius) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitstatic
QueryLogicTargetInRadiusTemp(Vector3 pos, float radius) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitstatic
rb (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
Reg(PhysicsUnit pu) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitstatic
RegAll(PhysicsUnit pu) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitstatic
RegTrans(PhysicsUnit pu, Transform trans) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitstatic
rewardEffectName (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
rewardTex (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
SetAttachable(bool b) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitvirtual
SetKinematic(bool kine) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
SetLodLevel(LodLevel l) (defined in CrossLink.SceneObj)CrossLink.SceneObjvirtual
SetRBCols(bool col) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
SetRewordIcon() (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
ShowCost(bool isShow) (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
spawnEffectName (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
spawnPoint (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
splitNum (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
splitPointEnd (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
splitPointStart (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
stickJoint (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
stickOnPosSound (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
stickSound (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
subObjs (defined in CrossLink.SceneObj)CrossLink.SceneObj
text (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
tileList (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitprotected
TorchFireOffOnLeave() (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
TorchFireOn() (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
trans (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
TryHideCost() (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
TryShowCost() (defined in CrossLink.GamblingMachine)CrossLink.GamblingMachine
unitType (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnit
UnReg(PhysicsUnit pu) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitstatic
UnRegAll(PhysicsUnit pu) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitstatic
UnRegTrans(PhysicsUnit pu, Transform trans) (defined in CrossLink.PhysicsUnit)CrossLink.PhysicsUnitstatic