Class DamageOverTimeDebuff NamespaceGrindFest AssemblyGrindFest.dll public class DamageOverTimeDebuff : BuffBehaviour Inheritance object Object Component Behaviour MonoBehaviour SkillBehaviour BuffBehaviour DamageOverTimeDebuff Inherited Members BuffBehaviour.StackCount BuffBehaviour.MaxStacks BuffBehaviour.Apply() BuffBehaviour.Stack() SkillBehaviour.Level SkillBehaviour.Icon SkillBehaviour.Description SkillBehaviour.Category SkillBehaviour.IsLearnable SkillBehaviour.IsHidden SkillBehaviour.RequiredLevel SkillBehaviour.PreventMovement SkillBehaviour.RequiredStrength SkillBehaviour.RequiredDexterity SkillBehaviour.RequiredIntelligence SkillBehaviour.AddressableReference SkillBehaviour.RequiredWeaponType SkillBehaviour.User SkillBehaviour.Coroutine SkillBehaviour.Prefab SkillBehaviour.IsTemporary SkillBehaviour.Target SkillBehaviour.TargetPosition SkillBehaviour.UserTargetPosition SkillBehaviour.TargetCombatant SkillBehaviour.Range SkillBehaviour.Cooldown SkillBehaviour.Command SkillBehaviour.CanBeInterrupted SkillBehaviour.CooldownTimer SkillBehaviour.TargetType SkillBehaviour.Duration SkillBehaviour.DurationTimer SkillBehaviour.GainXP(float) SkillBehaviour.InstantiateProjectile(Projectile, Transform) SkillBehaviour.WeaponDamage(Collision, Element, float) SkillBehaviour.WeaponDamage(CombatBehaviour, Element, float) SkillBehaviour.WeaponDamage(HashSet<CombatBehaviour>, Element, float) SkillBehaviour.GetBestMeleeEnemy() SkillBehaviour.GetEnemiesInRadius(Vector3, float, HashSet<CombatBehaviour>) SkillBehaviour.GetEnemiesInRadius(float, HashSet<CombatBehaviour>) SkillBehaviour.GetEnemiesInLine(float, HashSet<CombatBehaviour>) SkillBehaviour.GetEnemiesInArc(float, float, Vector3, HashSet<CombatBehaviour>) SkillBehaviour.TrySwapEquipment<T>(Predicate<ItemBehaviour>, string, out T) SkillBehaviour.CanUse() SkillBehaviour.Use() SkillBehaviour.WaitForSeconds(float) SkillBehaviour.PlayAnimation(ITransition, int, float) SkillBehaviour.PlayEffect(ParticleSystem, Vector3, Vector3, Quaternion) SkillBehaviour.PlayEffect(ParticleSystem, Transform, Vector3) SkillBehaviour.MoveTo(Vector3, float) SkillBehaviour.WaitForAnimationEvent(ClipTransition, string) SkillBehaviour.WaitForAnimation(ITransition, float, float) SkillBehaviour.PlayWeaponAnimation(Action) SkillBehaviour.WaitForWeaponAnimation(int, ClipTransitionAsset.UnShared) SkillBehaviour.WaitForRestOfWeaponAnimation() SkillBehaviour.ShowTooltip(ShowTooltip, GameObject) SkillBehaviour.Remove() SkillBehaviour.OldLeftHandItem SkillBehaviour.OldRightHandItem SkillBehaviour.SwappedItem SkillBehaviour.SwapEquipment(EquipableBehaviour) SkillBehaviour.GetRequiredStrength(int) SkillBehaviour.GetRequiredDexterity(int) SkillBehaviour.GetRequiredIntelligence(int) Fields Damage DamageElement Methods Update()