| void add_OnPiecePlaced(Action<BuildableObject value) | Public+1 flags | | 0x08 |
| void remove_OnPiecePlaced(Action<BuildableObject value) | Public+1 flags | | 0x08 |
| void add_OnBuildCompleted(Action<BuildableObject> value) | Public+1 flags | | 0x08 |
| void remove_OnBuildCompleted(Action<BuildableObject> value) | Public+1 flags | | 0x08 |
| void Awake() | Private | | 0x00 |
| void OnDestroy() | Private | | 0x00 |
| bool CanPlace(Player player, BuildableSocket socket) | Public | | 0x08 |
| bool CanPlacePiece(Player player, BuildablePiece piece, BuildableSocket socket) | Public | | 0x08 |
| bool CanPlacePiece(BuildablePiece piece, BuildableSocket socket) | Public | | 0x08 |
| bool HasPlacedConnection(BuildableSocket socket) | Public | | 0x08 |
| bool IsPiecePlaced(const string& pieceID) | Public | | 0x08 |
| void ApplyPrePlacedRules(int seed) | Public | | 0x04 |
| void SpawnAllPieces(List<EntitySpawn> usingSpawners) | Public | | 0x08 |
| void OnPieceSpawned(List<UnityEngine.GameObject> spawnedObjs, EntitySpawn spawner) | Private | | 0x08 |
| int AutoPlaceRandomConnectedPieces(int piecesToPlace, Random rand) | Private | | 0x08 |
| List<BuildableSocket> GetRandomPrePlaceableSockets() | Private | | 0x08 |
| void RPCSetPiecePlaced(const string& pieceID, bool placed, bool playEffect) | Public | | 0x08 |
| void SetPiecePlacedRPC(const string& pieceID, bool placed, bool playEffect) | Public | | 0x08 |
| bool SetPiecePlaced(const string& pieceID, bool placed, bool playEffect) | Public | | 0x08 |
| void RPCPlaceHeldPiece(Player player, BuildableSocket socket) | Public | | 0x08 |
| void RequestPlacePieceRPC(int playerViewID, int pieceViewID, int socketIndex) | Public | | 0x04 |
| void PlacePieceRPC(int playerViewID, int pieceViewID, int socketIndex) | Public | | 0x04 |
| void PlacePieceLocal(Player player, BuildablePiece piece, BuildableSocket socket) | Private | | 0x08 |
| void UpdateBuildState(bool invokeCompleted) | Private | | 0x01 |
| void UpdateSocketAvailability() | Public | | 0x00 |
| void InvokePiecePlaced(BuildableSocket socket) | Private | | 0x08 |
| void InvokeBuildCompleted() | Private | | 0x00 |
| bool TryGetPlayer(int playerViewID, Player& found) | Private | | 0x08 |
| bool TryGetPiece(int pieceViewID, BuildablePiece& found) | Private | | 0x08 |
| bool TryGetSocket(int socketIndex, BuildableSocket& socket) | Private | | 0x08 |
| bool TryGetSocket(const string& pieceID, BuildableSocket& socket) | Private | | 0x08 |
| int GetPrePlacedPlayerCount() | Private | | 0x04 |
| void .ctor() | Public+1 flags | | 0x00 |
| string ISenderRpc.get_name() | PrivateFinal+3 flags | | 0x08 |
| bool <GetRandomPrePlaceableSockets>b__25_0(BuildableSocket x) | Private | | 0x08 |