Table of Contents

Class GameManager

Namespace
GrindFest
Assembly
GrindFest.dll
[DefaultExecutionOrder(-100)]
public class GameManager : Singleton<GameManager>
Inheritance
object
Object
Component
Behaviour
MonoBehaviour
GameManager
Inherited Members

Fields

AreaTriggerMark
AutoPlay
AutoPlayHeroPrefab
AutoPlayHeroPrefabs
BlackScreen
CachedFrustumPlanes
ClearWeather
CloudModuleBindings
Components
CorpseLayer
CriticalHitEffect
CursorHotspot
DarkHitEffect
DisabledContainer
DiscordInviteCode
DiscordInviteLink
DocumentationUrl
DontSpawnMonsters
DungeonLayer
DungeonLayerMask
EventSystem
FactionsContainer
FireHitEffect
FloorLayerMask
ForceSeed
GameMode
GameUI
GoldUI
GroundLayerMask
HandleLayer
HandleLayerMask
HeroCamera
HeroLayer
HeroNameRegex
HeroSelectionCamera
HitEffect
IceHitEffect
InitialFov
InventoryLayer
InventoryLayerMask
IsAwake
IsGameStarted
IsLoaded
IsQuitting
ItemInInventoryLayer
ItemLayer
ItemLayerMask
LightHitEffect
LightningHitEffect
MainMenuUI
MonsterLayer
MultiplayerRole
OldWeather
OverlapSphereBuffer
PlayerInput
PoisonDebuff
PoisonHitEffect
Random
RoomShapes
SaveManager
Seed
SingleColliderBuffer
SpawnPoints
StashPrefab
TerrainLayerMask
UIParent
UniStormSystem
UseAutoPlayHeroPrefabCount
WaterLayer
WaterLayerMask
_editorProcess
charactersLayerMask
classes
factions
heroLayerMask
interactiveLayerMask
interactiveWithHeroLayerMask
mapMagic

Properties

CursedCoinProbability
DurabilityDamageChance
HitRecoveryCooldown
HitRecoveryThreshold
IsolatedUpdateInterval
LevelBaseExperience
MaxZoomFov
MinUnequipFov
MonsterSpawnRadius
OfflineInventoryLimit
OfflineReportInterval
SkillUseSafetyDistanceMultiplier
SpawnDistance

Methods

CaptureScreenshot()
ChangeGameMode(GameMode)
CreateAndSelectRandomHero()
LoadSoloHeroes()
NewGame()
SetParentBasedOnPosition(Transform)
StartGame()
TryGoSinglePlayer()

If you are not connected yet, turns of the network and starts the single player

WaitForInitialization()
WaitForTileAppliedAndRefreshAsync(MapMagicObject)