Class ExplodeBarrelSkill NamespaceGrindFest AssemblyGrindFest.dll public class ExplodeBarrelSkill : ActiveSkill Inheritance object Skill ActiveSkill ExplodeBarrelSkill Inherited Members ActiveSkill.Coroutine ActiveSkill.SwappedItem ActiveSkill.OldLeftHandItem ActiveSkill.OldRightHandItem ActiveSkill.MovementInterrupts ActiveSkill.OnRemoved() ActiveSkill.PlayUpperBodyAnimation(ITransition, float) ActiveSkill.PlayAnimation(ITransition, int, float) ActiveSkill.PlayAnimation(AnimationClip, int, float) ActiveSkill.PlayUpperBodyAnimation(AnimationClip, float) ActiveSkill.WaitForAnimation(AnimationClip, float, float) ActiveSkill.WaitForAnimation(ITransition, float, float) ActiveSkill.FadeUpperBodyLayer(float) ActiveSkill.WaitForWeaponAnimation(int, ClipTransitionAsset.UnShared) ActiveSkill.WaitForWeaponAnimation(ClipTransition, int) ActiveSkill.WaitForRestOfWeaponAnimation() ActiveSkill.PlayWeaponAnimation(Action) ActiveSkill.WaitForAnimationEvent(ClipTransition, string) ActiveSkill.WaitForAnimationEvent(ITransition, string, float) ActiveSkill.AcquireAsset<T>(string, Action<T>) ActiveSkill.AcquireSubAsset<T>(string, string, Action<T>) ActiveSkill.AcquireTransition(string, Action<ClipTransition>) ActiveSkill.TrySwapEquipment<T>(Predicate<ItemBehaviour>, string, out T) ActiveSkill.SwapEquipment(EquipableBehaviour) ActiveSkill.RestoreEquipment() ActiveSkill.GetBestMeleeEnemy() ActiveSkill.GetEnemiesInArc(float, float, Vector3, HashSet<CombatBehaviour>) ActiveSkill.GetEnemiesInLine(float, HashSet<CombatBehaviour>) ActiveSkill.WeaponDamage(CombatBehaviour, Element, float) ActiveSkill.WeaponDamage(HashSet<CombatBehaviour>, Element, float) ActiveSkill.WeaponDamage(Collision, Element, float) ActiveSkill.InstantiateProjectile(Projectile, Transform) Skill.User Skill.name Skill.TypeName Skill.CooldownTimer Skill.DurationTimer Skill.IsTemporary Skill.Target Skill.TargetPosition Skill.TargetCombatant Skill.Finished Skill.Icon Skill.DisplayName Skill.Description Skill.Category Skill.Command Skill.GetTooltipDescription() Skill.MaxLevel Skill.Cooldown Skill.Duration Skill.RequiredLevel Skill.RequiredStrength Skill.RequiredDexterity Skill.RequiredIntelligence Skill.Rarity Skill.IsHidden Skill.IsLearnable Skill.CanBeInterrupted Skill.TargetType Skill.OnAdded() Skill.Tick(float) Skill.GainXP(float) Skill.CanUse() Skill.GetRequiredStrength(int) Skill.GetRequiredDexterity(int) Skill.GetRequiredIntelligence(int) Skill.CheckSkillRequirement(int, HeroController, bool) Skill.BuildTooltipDescription() Skill.ShowTooltip(ShowTooltip, GameObject) Skill.PlayEffect(ParticleSystem, Vector3, Vector3, Quaternion) Skill.PlayEffect(ParticleSystem, Transform, Vector3) Skill.PlaySound(EventReference, Vector3) Skill._colliders Skill._hits Skill._enemies Skill.GetEnemiesInRadius(Vector3, float, HashSet<CombatBehaviour>) Skill.GetEnemiesInRadius(float, HashSet<CombatBehaviour>) Skill.IsValidEnemy(CombatBehaviour) Skill.WaitForSeconds(float) Skill.MoveTo(Vector3, float) Skill.Level Skill.OnLevelChanged Properties Range Methods Use()