Class FreezeSunSpell NamespaceGrindFest AssemblyGrindFest.dll public class FreezeSunSpell : Spell Inheritance object Skill ActiveSkill Spell FreezeSunSpell Inherited Members Spell.Category Spell.CastAnimationAddress Spell.CastAnimation Spell.AcquireCastAnimation() Spell.IntelligenceBonusPercentage Spell.CastTime Spell.ManaCost Spell.Element Spell.Use() Spell.WaitForCastAnimationEvent(string) Spell.Cast() Spell.CanUse() Spell.Fizzle() 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.Command Skill.GetTooltipDescription() Skill.MaxLevel Skill.Cooldown Skill.Range 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.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