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Stage Class

Namespace: SpaceUsurper

Inheritance: Object → Stage

Derived Types: EaseTestStage, GameStage, MenuStage

Note

This class has a corresponding JSON resource type: StageData

Properties

Methods

Name Description
AddBulletForce(BulletQueryData, Vector2)
AddFlatTimeScale(Single, Single)
AddForceToBullets(Vector2, Single, Single, EasingType, RadialDirectionMode, Vector2, Bullet)
AddPattern(DataPath<PatternData>, Vector2, Single, Boolean, Boolean, Single, Int32, Int32, DataPath<StatusEffectData>[], Int32[], Player)
AddSprite(DataPath<SpriteData>, Vector2, Single, Vector2, DepthLevel)
AddTimeScale(Single, Single, EasingType)
AffectBulletsInRadius(Vector2, Single, ActionList, ParameterCollection, Boolean, Boolean, BulletQueryData)
AffectPatternsContaining(String, ActionList, ParameterCollection)
AffectPlayer(Player, ActionList, ParameterCollection)
AffectTouchingBullets(Bullet, ActionList, ParameterCollection, Boolean, Boolean, Boolean, Boolean, BulletQueryData)
AffectTouchingUnits(Bullet, ActionList, Boolean, ParameterCollection)
AffectUnitsInRadius(Vector2, Single, ActionList, ParameterCollection)
ClearNumTimesShot(DataPath<PatternData>)
ClearTimeScales()
DespawnAddedPatterns(DataPath<PatternData>)
DespawnBullets(DataPath<BulletData>)
DespawnBulletsContaining(String)
DespawnPatterns(DataPath<PatternData>)
DespawnPatternsContaining(String)
DestroyBullets(Vector2, Single, Bullet, Color)
DoesBulletExist(DataPath<BulletData>)
DoesUnitExist(Unit)
DrawDebugCircle(Vector2, Single, Color, Int32, Single, Single, Single)
DrawDebugLine(Vector2, Vector2, Single)
DrawDebugLine(Vector2, Vector2, Color, Single, Single, Single)
DrawDebugRect(Rect, Color, Single, Boolean, Single)
DrawDebugText(Vector2, String, Color, Single, Single)
ForEachPlayer(ActionList, ParameterCollection)
Get(String, T)
GetBullet(DataPath<BulletData>)
GetClosestBullet(Vector2, Boolean, Single)
GetClosestPlayer(Vector2, Boolean)
GetEcsBulletDataPath(Entity)
GetNumBullets(DataPath<BulletData>)
GetNumTimesShot(DataPath<PatternData>)
GetPlayer(Int32)
GetScriptVersion(String)
GetUnit(String)
IsRaycastHit(Vector2, Vector2, Boolean, Boolean, Unit)
Raycast(Vector2, Vector2, Boolean, Boolean, Unit)
RaycastPixel(Vector2, Vector2, Boolean, Boolean, Unit)
RepelBullets(Vector2, Single, Single, Single, EasingType, RadialDirectionMode, Vector2, DataPath<BulletData>, Bullet, Color)
RepelUnits(Vector2, Single, Single, EasingType, RadialDirectionMode, Vector2, String, DataPath<BulletData>)
SetBgColor(Color, Single, EasingType)
SetCameraSize(Single)
SetChromaticAberration(Single)
SetChromaticAberration(Single, Player)
SetColorFilter(Color)
SetColorFilter(Color, Player)
SetContrast(Single)
SetContrast(Single, Player)
SetDebrisForce(Vector2)
SetHueShift(Single)
SetHueShift(Single, Player)
SetSaturation(Single)
SetSaturation(Single, Player)
SetState(String)
SetTemperature(Single)
SetTemperature(Single, Player)
SetTimeScale(Single)
SetViewSizeLerpSpeed(Single)
ShakeCamera(Single, Single, EasingType, Boolean)
ShowHint(Player, PlayerAction, LocalizedString, Func<Single>)
SpawnBackground(DataPath<BackgroundData>, Single)
SpawnBullet(DataPath<BulletData>, Vector2, Single, Vector2, Boolean, Single, Single, Int32, Int32, Boolean, Player)
SpawnBullet(DataPath<BulletData>, Vector2, Vector2, Vector2, Boolean, Single, Single, Int32, Int32, Boolean, Player)
SpawnPattern(DataPath<PatternData>, Vector2, Single, Boolean, Boolean, Single, Int32, Int32, DataPath<StatusEffectData>[], Int32[], Player)
SpawnPattern(DataPath<PatternData>[], Int32, Vector2, Single, Boolean, Boolean, Single, Int32, Int32, DataPath<StatusEffectData>[], Int32[], Player)
SpawnPattern(DataPath<PatternData>, Vector2, Vector2, Boolean, Boolean, Single, Int32, Int32, DataPath<StatusEffectData>[], Int32[], Player)
SpawnPattern(DataPath<PatternData>[], Int32, Vector2, Vector2, Boolean, Boolean, Single, Int32, Int32, DataPath<StatusEffectData>[], Int32[], Player)
TransformBullets(Vector2, Single, Bullet, DataPath<BulletData>, Single)
ZoomCamera(Single, Single, Single, EasingType, Boolean)