Zdexby TheHolyOneZ
42,595 classes
Class

StaticClass

: Object
StaticClass, Assembly-CSharp 0x0010 (16 B) inherited 0x0010 Assembly-CSharp.dll
0x00x0010

Members 3

OffsetSizeNameTypeFlagsDefault
0x10DarkRedColorPublicStatic+1 flags—
0x10LightBlueColorPublicStatic+1 flags—
0x08RandomRandomPublicStatic—

Functions 128

SignatureFlagsNativeParams
bool get_IsConnectedToInternet()PublicStatic+1 flags0x01
T[] GetEnumValues()PublicStatic—0x08
byte[] SerializeObject(object obj)PublicStatic0x08
byte[] Serialize(object obj)PublicStatic0x08
object DeserializeObject(const byte[]& byteArray)PublicStatic0x08
int RandomIndex(List<T> list, Random rand)PublicStatic—0x08
uint8 RandomOfList(List<T> list, Random rand)PublicStatic—0x08
uint8 RandomOfList(List<T> list, ref int& index, Random rand)PublicStatic—0x08
uint8 UniqueOfList(List<T> list, List<T> usedItems)PublicStatic—0x08
int GetLayerMask(const int[]& layers, bool ignoreLayersPassedIn)PublicStatic0x08
bool IsLayerInMask(const LayerMask& mask, int layer)PublicStatic0x04
float ClampAdditionValue(float addingToValue, float addOn, const Nullable<System.Single>& maxValueAmount, const Nullable<System.Single>& minValueAmount)PublicStatic0x08
int RandomDiffInt(int min, int exclusiveMax, int lastRoll)PublicStatic0x04
float RandomDiffFloat(float min, float max, float lastRoll)PublicStatic0x04
void ScreenShakePlayers(float power, float secs, const Player[]& photonPlayers)PublicStatic0x08
void ScreenShakeAllPlayers(float power, float secs)PublicStatic0x04
float AddOnDict(Dictionary<Enum dict, const uint8& key, float addOn, const Nullable<System.Single>& max, const Nullable<System.Single>& min)PublicStatic—0x08
Color SetOrFadeColor(const Color& color, float newAlpha, float speed)PublicStatic0x10
Coroutine FadeGroup(MonoBehaviour script, CanvasGroup group, float speed, float newA, Action onEnd)PublicStatic0x08
IEnumerator FadeAlpha(CanvasGroup group, float speed, float newA, Action onEnd)PrivateStatic0x08
AudioClip CreateReversedAudioClip(AudioClip clip, const string& clipName)PublicStatic0x08
float GetRotatedPercent(const Quaternion& current, const Quaternion& target, float totalAngle)PublicStatic0x10
float GetPositionPercent(const Vector3& current, const Vector3& target, float totalDistSqr)PublicStatic0x0C
Quaternion LookAtPos(Transform looker, const Vector3& pos, float speed, bool lerp)PublicStatic0x10
Vector3 GetRandomDirection(Random rand, bool useX, bool useY, bool useZ)PublicStatic0x0C
Vector3 RotateDirection(const Vector3& direction, const Vector3& up, float angle)PublicStatic0x0C
Vector3 RotateAround(const Vector3& point, const Vector3& pivot, const Quaternion& rotation)PublicStatic0x10
IEnumerator WaitFrames(int frames, Action onEnd, bool endOfFrame, bool isFixed)PublicStatic0x08
IEnumerator WaitAndAct(float wait, Action action)PublicStatic0x08
IEnumerator WaitUntilAndAct(Func<System.Boolean> predicate, Action action, float timeout, Action onTimeout)PublicStatic0x08
string SpaceUppercases(const string& givenString, bool ignoreFirst)PublicStatic0x08
int LevenshteinDistance(const string& s, const string& t)PublicStatic0x08
string AddTmpColor(const string& text, const Color& color)PublicStatic0x10
int GetUniqueID(List<System.Int32> currentIDs, int currentID, int minID, int maxID)PublicStatic0x08
Vector3 ViewportToScreenPos(const Vector3& viewportPos)PublicStatic0x0C
Vector3 GetOnScreen(const Vector3& current, RectTransform rectTrans)PublicStatic0x0C
bool IsUIPositionInsideRect(const Vector3& screenPoint, RectTransform rectTrans, Camera uiCamera)PublicStatic0x0C
Vector3[] GetScreenSpaceCorners(RectTransform rectTrans, Camera uiCamera)PublicStatic0x08
void GetScreenSpaceCorners(RectTransform rectTrans, const Vector3[]& corners, Camera uiCamera)PublicStatic0x08
Vector3 SphereClipOutColliders(const Vector3& center, float radius, int depth, int layerMask, List<UnityEngine.Collider> excluding)PublicStatic0x0C
void OverlapColliderAlloc(Collider col, List<T> results, const LayerMask& mask, Func<T foundConditional, bool clearBeforeOperation)PublicStatic—0x08
void OverlapCollider(Collider col, const Collider[]& resultBuffer, HashSet<T> uniqueResultBuffer, List<T> results, const LayerMask& mask, Func<T foundConditional, bool clearBeforeOperation)PublicStatic—0x08
Vector3 ClosestPointOnBoundsDisabled(BoxCollider box, const Vector3& worldPoint)PublicStatic0x0C
Vector3 GetHighestPointOnCollider(Collider collider, const Vector3& direction)PublicStatic0x0C
Vector3 GetHighestPointOnLocalBounds(Transform trans, const Bounds& localBounds, const Vector3& direction)PublicStatic0x18
Bounds GetWorldBounds(Collider col)PublicStatic0x18
Bounds GetWorldBounds(BoxCollider box)PublicStatic0x18
Bounds GetWorldBounds(SphereCollider sphere)PublicStatic0x18
Bounds GetWorldBounds(CapsuleCollider capsule)PublicStatic0x18
Bounds GetWorldBounds(CharacterController controller)PublicStatic0x18
Bounds GetWorldBounds(MeshCollider meshCollider)PublicStatic0x18
Bounds GetWorldBoundsFromLocalMinMax(Transform trans, const Vector3& localMin, const Vector3& localMax)PrivateStatic0x18
void GetCapsuleWorldPoints(Transform trans, const Vector3& center, float radius, float height, int direction, ref Vector3& point1, ref Vector3& point2, ref float& worldRadius)PrivateStatic0x0C
float MaxAbsComponent(const Vector3& value)PrivateStatic0x0C
float GetMaxBoundsDistanceInDirection(const Renderer[]& renderers, const Vector3& origin, const Vector3& direction)PublicStatic0x0C
Vector3 GetRandomTopPos(Collider collider)PublicStatic0x0C
bool BoxColliderContainsPoint(BoxCollider box, const Vector3& worldPoint, float sizeMultiplier)PublicStatic0x0C
bool BoxColliderContainsPoint(BoxCollider box, const Vector3& worldPoint)PublicStatic0x0C
bool SphereColliderContainsPoint(SphereCollider sphere, const Vector3& worldPoint)PublicStatic0x0C
bool SetActive(GameObject obj, Func<System.Boolean> active)PublicStatic0x08
bool SetActive(GameObject obj, bool active)PublicStatic0x08
bool CompareNumbers(float num1, float num2, const NumCompare& compare)PublicStatic0x04
void TestRollChance(float chance, float totalChance)PublicStatic0x04
bool RollChance(float chance, float totalChance, Random rand)PublicStatic0x08
void AddMaterial(Material mat, bool add, List<UnityEngine.MeshRenderer> renderers)PublicStatic0x08
void InvokeEvent(Delegate eventHandler, const string& eventName, const object[]& args)PublicStatic0x08
string GetLogInfo(object obj, const string[]& fieldNames)PublicStatic0x08
uint8 GetHigherValue(const uint8& value)PublicStatic—0x00
bool HasIndex(IList list, int index)PublicStatic0x08
bool TryGetIndex(IList list, int index, const uint8& found)PublicStatic—0x08
bool TryFind(IEnumerable<T> enumerable, Predicate<T> cond, const uint8& found)PublicStatic—0x08
bool Remove(IList<T> list, Predicate<T> condition)PublicStatic—0x08
int RemoveDuplicates(IList<T> list, IEqualityComparer<T> comparer)PublicStatic—0x08
string ToStringList(IEnumerable<T> list, Func<T toStringFunc)PublicStatic—0x08
string ToStringSpaced(object value, bool ignoreFirstUppercase)PublicStatic0x08
bool IsEmpty(const string& str, bool includeWhiteSpace)PublicStatic0x08
uint8 RandomValue(List<T> list, Random rand)PublicStatic—0x08
int RandIndex(List<T> list, Random rand)PublicStatic—0x08
void Randomize(IList<T> list, Random rand)PublicStatic—0x08
List<T> Clone(List<T> list)PublicStatic—0x08
float Next(Random random, float min, float max)PublicStatic0x08
float NextFloat(Random rand)PublicStatic0x08
Renderer[] GetSolidRenderersInChildren(GameObject obj, bool includeInactive)PublicStatic0x08
Renderer[] GetSolidRenderersInChildren(Component component, bool includeInactive)PublicStatic0x08
Vector3 GetDirection(Transform trans, const DirectionType& direction)PublicStatic0x0C
bool CloseTo(const Vector3& pos, const Vector3& other, float lessThanDist)PublicStatic0x0C
bool CloseTo(const Vector2& pos, const Vector2& other, float lessThanDist)PublicStatic0x08
Vector3 ToVector3(const Vector2& vector2)PublicStatic0x0C
Vector2 ToVector2(const Vector3& vector3)PublicStatic0x0C
Vector3 SetX(const Vector3& v, float x)PublicStatic0x0C
Vector3 SetY(const Vector3& v, float y)PublicStatic0x0C
Vector3 SetZ(const Vector3& v, float z)PublicStatic0x0C
Vector2 SetX(const Vector2& v, float x)PublicStatic0x08
Vector2 SetY(const Vector2& v, float y)PublicStatic0x08
float Total(const Vector3& v)PublicStatic0x0C
float Total(const Vector2& v)PublicStatic0x08
bool IsUniform(const Vector3& v, float epsilon)PublicStatic0x0C
int SeedFromPosition(const Vector3& position, float precision)PublicStatic0x0C
Quaternion CalculateLaunchRotation(const Vector3& fromPos, const Vector3& toPos, float speed, float gravity)PublicStatic0x10
float CalculateLaunchAngle(float distance, float heightDifference, float speed, float gravity)PublicStatic0x04
bool CanMoveNetworked(Rigidbody rigid, PhotonView view)PublicStatic0x08
Vector3 position(GameObject obj)PublicStatic0x0C
Quaternion rotation(GameObject obj)PublicStatic0x10
Vector3 GetPos(Transform trans, bool isLocal)PublicStatic0x0C
Quaternion GetRot(Transform trans, bool isLocal)PublicStatic0x10
void SetPos(Transform trans, const Vector3& pos, bool isLocal)PublicStatic0x0C
void SetRot(Transform trans, const Quaternion& rot, bool isLocal)PublicStatic0x10
bool SetActiveCheck(GameObject obj, bool active)PublicStatic0x08
List<UnityEngine.Transform> GetChildren(Transform transform)PublicStatic0x08
bool IsVisibleFromCamera(Renderer renderer, Camera camera)PublicStatic0x08
List<System.Collections.Generic.List<UnityEngine.Vector3>> GetTriangleList(Mesh mesh)PublicStatic0x08
void SetRateOverTime(ParticleSystem system, float rateOverTime)PublicStatic0x08
OptionData GetValue(TMP_Dropdown dropdown)PublicStatic0x08
void ReleaseAllAndDispose(ObjectPool<T> pool, List<T> active)PublicStatic—0x08
bool TryGetParent(Component myComponent, const uint8& component)PublicStatic—0x08
bool TryGetParent(GameObject gameObject, const uint8& component)PublicStatic—0x08
string GetHierarchyPath(Transform transform)PublicStatic0x08
string GetIdentityLog(MonoBehaviour behaviour)PublicStatic0x08
bool TryGetChild(Component myComp, const uint8& component)PublicStatic—0x08
bool HasLayer(const LayerMask& mask, int layer)PublicStatic0x04
LayerMask AddLayer(const LayerMask& mask, int layer)PublicStatic0x04
LayerMask AddLayers(const LayerMask& mask, const LayerMask& addMask)PublicStatic0x04
LayerMask RemoveLayer(const LayerMask& mask, int layer)PublicStatic0x04
LayerMask RemoveLayers(const LayerMask& mask, const LayerMask& removeMask)PublicStatic0x04
Color SetAlpha(const Color& color, float alpha)PublicStatic0x10
string ToHex(const Color& color)PublicStatic0x10
bool IsInRange(const DateTime& date, const DateTime& start, const DateTime& end, bool includeEdges)PublicStatic0x08
void .cctor()PrivateStatic+1 flags0x00