Class GameManager
GameManager singleton class.
Assembly: Assembly-CSharp.dll
Syntax
public class GameManager : MonoBehaviour
Fields
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classicUpdateInterval
Update every 1/16 of a second. An approximation of classic's update loop, which varies with framerate.
Declaration
public const float classicUpdateInterval = 0.0625F
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Verbose
Declaration
Field Value
Properties
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AcrobatMotor
Declaration
public AcrobatMotor AcrobatMotor { get; set; }
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ClassicUpdate
Declaration
public static bool ClassicUpdate { get; }
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ClimbingMotor
Declaration
public ClimbingMotor ClimbingMotor { get; set; }
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DisableAI
Declaration
public bool DisableAI { get; set; }
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DungeonParent
Declaration
public GameObject DungeonParent { get; set; }
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EntityEffectBroker
Declaration
public EntityEffectBroker EntityEffectBroker { get; set; }
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ExteriorAutomap
Declaration
public ExteriorAutomap ExteriorAutomap { get; set; }
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ExteriorParent
Declaration
public GameObject ExteriorParent { get; set; }
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FloatingOrigin
Declaration
public FloatingOrigin FloatingOrigin { get; set; }
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FrictionMotor
Declaration
public FrictionMotor FrictionMotor { get; set; }
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GuildManager
Declaration
public GuildManager GuildManager { get; set; }
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HasInstance
Checks if singleton instance is available without causing side effects.
Declaration
public static bool HasInstance { get; }
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Instance
Gets or instantiate singleton.
Declaration
public static GameManager Instance { get; }
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InteriorAutomap
Declaration
public Automap InteriorAutomap { get; set; }
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InteriorParent
Declaration
public GameObject InteriorParent { get; set; }
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IsGamePaused
Declaration
public static bool IsGamePaused { get; }
Property Value
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IsPlayerInside
Declaration
public bool IsPlayerInside { get; }
Property Value
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IsPlayerInsideBuilding
Declaration
public bool IsPlayerInsideBuilding { get; }
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IsPlayerInsideCastle
Declaration
public bool IsPlayerInsideCastle { get; }
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IsPlayerInsideDungeon
Declaration
public bool IsPlayerInsideDungeon { get; }
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IsPlayerOnHUD
Declaration
public bool IsPlayerOnHUD { get; }
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IsReady
Declaration
public bool IsReady { get; }
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ItemHelper
Declaration
public ItemHelper ItemHelper { get; set; }
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MainCamera
Declaration
public Camera MainCamera { get; set; }
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MainCameraObject
Declaration
public GameObject MainCameraObject { get; set; }
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PlayerActivate
Declaration
public PlayerActivate PlayerActivate { get; set; }
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PlayerController
Declaration
public CharacterController PlayerController { get; set; }
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PlayerDeath
Declaration
public PlayerDeath PlayerDeath { get; set; }
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PlayerEffectManager
Declaration
public EntityEffectManager PlayerEffectManager { get; set; }
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PlayerEnterExit
Declaration
public PlayerEnterExit PlayerEnterExit { get; set; }
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PlayerEntity
Declaration
public PlayerEntity PlayerEntity { get; set; }
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PlayerEntityBehaviour
Declaration
public DaggerfallEntityBehaviour PlayerEntityBehaviour { get; set; }
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PlayerGPS
Declaration
public PlayerGPS PlayerGPS { get; set; }
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PlayerHealth
Declaration
public PlayerHealth PlayerHealth { get; set; }
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PlayerMotor
Declaration
public PlayerMotor PlayerMotor { get; set; }
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PlayerMouseLook
Declaration
public PlayerMouseLook PlayerMouseLook { get; set; }
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PlayerObject
Declaration
public GameObject PlayerObject { get; set; }
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PlayerSpellCasting
Declaration
public FPSSpellCasting PlayerSpellCasting { get; set; }
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PostProcessVolume
Declaration
public PostProcessVolume PostProcessVolume { get; set; }
Property Value
Type |
Description |
UnityEngine.Rendering.PostProcessing.PostProcessVolume |
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QuestListsManager
Declaration
public QuestListsManager QuestListsManager { get; set; }
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QuestMachine
Declaration
public QuestMachine QuestMachine { get; set; }
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RetroPresenter
Declaration
public RetroPresentation RetroPresenter { get; set; }
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RetroRenderer
Declaration
public RetroRenderer RetroRenderer { get; set; }
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RightHandWeapon
Declaration
public FPSWeapon RightHandWeapon { get; set; }
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SaveLoadManager
Declaration
public SaveLoadManager SaveLoadManager { get; set; }
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SkyRig
Declaration
public DaggerfallSky SkyRig { get; set; }
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SpeedChanger
Declaration
public PlayerSpeedChanger SpeedChanger { get; set; }
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StartGameBehaviour
Declaration
public StartGameBehaviour StartGameBehaviour { get; set; }
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StateManager
Declaration
public StateManager StateManager { get; set; }
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StreamingTarget
Declaration
public GameObject StreamingTarget { get; set; }
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StreamingWorld
Declaration
public StreamingWorld StreamingWorld { get; set; }
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SunlightManager
Declaration
public SunlightManager SunlightManager { get; set; }
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TalkManager
Declaration
public TalkManager TalkManager { get; set; }
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TransportManager
Declaration
public TransportManager TransportManager { get; set; }
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VitalsChangeDetector
Declaration
public VitalsChangeDetector VitalsChangeDetector { get; set; }
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WeaponManager
Declaration
public WeaponManager WeaponManager { get; set; }
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WeatherManager
Declaration
public WeatherManager WeatherManager { get; set; }
Property Value
Methods
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AreEnemiesNearby(Boolean, Boolean)
Determines if enemies are nearby. Uses include whether player is able to rest or not.
Based on distance to nearest monster, and if monster can actually sense player.
Declaration
public bool AreEnemiesNearby(bool resting = false, bool includingPacified = false)
Parameters
Type |
Name |
Description |
Boolean |
resting |
Is player initiating or continuing rest?
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Boolean |
includingPacified |
Include pacified enemies in this test?
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Returns
Type |
Description |
Boolean |
True if enemies are nearby.
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ClearEnemies()
Clears the area of enemies.
Declaration
public void ClearEnemies()
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FindSingleton(out GameManager)
Finds singleton in scene. Instance should be used instead to retrieve cached instance.
Declaration
public static bool FindSingleton(out GameManager singletonOut)
Parameters
Type |
Name |
Description |
GameManager |
singletonOut |
Retrieved instance.
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Returns
Type |
Description |
Boolean |
True if instance found.
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GetComponentFromObject<T>(GameObject, String)
Get a component from an object.
Declaration
public static T GetComponentFromObject<T>(GameObject obj, string tag = null)
where T : Component
Parameters
Type |
Name |
Description |
GameObject |
obj |
Object to check for component
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String |
tag |
optional; if object is null, will attempt to find object with tag
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Returns
Type Parameters
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GetGameObjectWithName(String)
Find a gameobject by name
Declaration
public static GameObject GetGameObjectWithName(string name)
Parameters
Type |
Name |
Description |
String |
name |
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GetGameObjectWithTag(String)
Declaration
public static GameObject GetGameObjectWithTag(string tag)
Parameters
Type |
Name |
Description |
String |
tag |
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GetMonoBehaviour<T>(Boolean)
Declaration
public static T GetMonoBehaviour<T>(bool errorIfNotFound = true)
where T : MonoBehaviour
Parameters
Type |
Name |
Description |
Boolean |
errorIfNotFound |
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Returns
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GetPreventedRestMessage()
Iterates through conditions if rest is should be prevented
Declaration
public string GetPreventedRestMessage()
Returns
Type |
Description |
String |
Non-null message string if prevented, null otherwise
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GetProperties()
Checks all of the GameManager's properties at start up.
Declaration
public void GetProperties()
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HowManyEnemiesOfType(MobileTypes, Boolean, Boolean)
Gets how many enemies of a given type exist.
Declaration
public int HowManyEnemiesOfType(MobileTypes type, bool stopLookingIfFound = false, bool includingPacified = false)
Parameters
Type |
Name |
Description |
MobileTypes |
type |
Enemy type to search for.
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Boolean |
stopLookingIfFound |
Return as soon as an enemy of given type is found.
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Boolean |
includingPacified |
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Returns
Type |
Description |
Int32 |
Number of this enemy type.
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IsPlayingGame()
Returns true when gameplay is active.
Declaration
public bool IsPlayingGame()
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MakeEnemiesHostile()
Make all enemies in an area go hostile.
Declaration
public void MakeEnemiesHostile()
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PauseGame(Boolean, Boolean)
Pauses or unpauses running game. Time scale is set to zero and, optionally, HUD is disabled when game is paused.
Declaration
public void PauseGame(bool pause, bool hideHUD = false)
Parameters
Type |
Name |
Description |
Boolean |
pause |
True to pause or false to unpause.
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Boolean |
hideHUD |
HUD is disabled on screen if true. Ignored when unpausing.
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RaiseOnEncounterEvent()
Declaration
public virtual void RaiseOnEncounterEvent()
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RaiseOnEnemySpawnEvent(GameObject)
Declaration
public virtual void RaiseOnEnemySpawnEvent(GameObject enemy)
Parameters
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RegisterPreventRestCondition(Func<Boolean>, String)
Registers a boolean method that prevents the player from starting or continuing to rest
Declaration
public void RegisterPreventRestCondition(Func<bool> handler, string message)
Parameters
Type |
Name |
Description |
Func<Boolean> |
handler |
The delegate returning a boolean whether the player can rest.
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String |
message |
The message to be displayed.
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TryUpateAmbientOcclusionIntensity()
Declaration
public void TryUpateAmbientOcclusionIntensity()
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UnregisterPreventRestCondition(Func<Boolean>)
Unregisters a boolean method from being used to prevent the player from resting
Declaration
public void UnregisterPreventRestCondition(Func<bool> handler)
Parameters
Type |
Name |
Description |
Func<Boolean> |
handler |
The delegate returning a boolean whether the player can rest.
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UpdateShadowDistance()
Applies shadow distance setting for local area.
Declaration
public static void UpdateShadowDistance()
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UpdateShadowResolution()
Applies shadow resolution setting.
Declaration
public static void UpdateShadowResolution()
Events
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OnEncounter
Raised when foes are being spawned near the player in the world.
Use OnEnemySpawn if you need access to any individual enemy in the scene.
Declaration
public static event GameManager.OnEncounterEventHandler OnEncounter
Event Type
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OnEnemySpawn
Raised when a foe gameobject is instantiated. The gameobject is passed to event handlers.
Use OnEncounter to detect when enemies are spawned near player.
Declaration
public static event GameManager.OnEnemySpawnHandler OnEnemySpawn
Event Type
Extension Methods
MBExtensions.Invoke<T1, T2, T3, T4>(MonoBehaviour, Action<T1, T2, T3, T4>, T1, T2, T3, T4, Single)