Class Spell NamespaceGrindFest AssemblyGrindFest.dll public class Spell : SkillBehaviour Inheritance object Object Component Behaviour MonoBehaviour SkillBehaviour Spell Derived ArcLash ArmageddonSpell ChangeTimeOfDaySpell ChangeWeatherSpell CurePoisonSpell Fireball FreezeSunSpell HealSpell LifeDrainSpell LightSpell ManaShieldSpell MassTransmuteIntoGold PhaseDoorSpell RemoveCurseSpell Resurrect StatModifySpell SummonSkeleton TeleportSpell TownPortalSpell TransmuteIntoGold UnlockSpell Inherited Members SkillBehaviour.Level SkillBehaviour.MaxLevel SkillBehaviour.Icon SkillBehaviour.Description SkillBehaviour.IsLearnable SkillBehaviour.IsHidden SkillBehaviour.RequiredLevel SkillBehaviour.MovementInterrupts 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.Finished SkillBehaviour.GainXP(float) SkillBehaviour.Apply() SkillBehaviour.CheckSkillRequirement(int, HeroController, bool) 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.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.Update() 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 CastTime Element FizzleAnimation SpellCastAnimation Properties Category IntelligenceBonusPercentage ManaCost Methods CanUse() Cast() Fizzle() Use()