Class PhaseDoorSpell NamespaceGrindFest AssemblyGrindFest.dll public class PhaseDoorSpell : Spell Inheritance object Object Component Behaviour MonoBehaviour SkillBehaviour Spell PhaseDoorSpell Inherited Members Spell.CastTime Spell.SpellCastAnimation Spell.Element Spell.Category Spell.ManaCost Spell.FizzleAnimation Spell.IntelligenceBonusPercentage Spell.Fizzle() Spell.CanUse() Spell.Use() Spell.Cast() SkillBehaviour.Level SkillBehaviour.Icon SkillBehaviour.Description 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.Target SkillBehaviour.TargetPosition SkillBehaviour.UserTargetPosition SkillBehaviour.TargetCombatant SkillBehaviour.Range SkillBehaviour.Cooldown SkillBehaviour.Command SkillBehaviour.CooldownTimer SkillBehaviour.TargetType SkillBehaviour.Duration SkillBehaviour.DurationTimer SkillBehaviour.Apply() 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) SkillBehaviour.WaitForSeconds(float) SkillBehaviour.PlayAnimation(ITransition, int, float) SkillBehaviour.PlayEffect(ParticleSystem, Vector3, Vector3) SkillBehaviour.PlayEffect(ParticleSystem, Transform, Vector3) SkillBehaviour.WaitForAnimationEvent(ClipTransition, string) SkillBehaviour.WaitForAnimation(ITransition, float, float) SkillBehaviour.PlayWeaponAnimation(Action) SkillBehaviour.WaitForWeaponAnimation(int, ClipTransitionAsset.UnShared) SkillBehaviour.WaitForRestOfWeaponAnimation() SkillBehaviour.Update() SkillBehaviour.ShowTooltip(ShowTooltip, GameObject) SkillBehaviour.Remove() SkillBehaviour.SwapEquipment(EquipableBehaviour) SkillBehaviour.GetRequiredStrength(int) SkillBehaviour.GetRequiredDexterity(int) SkillBehaviour.GetRequiredIntelligence(int)