#nullable enable
Kiln.DayStartedEvent
Kiln.DayStartedEvent.Hours.get -> double
Kiln.DayStartedEvent.State.get -> Kiln.DayTimeState
Kiln.DayTimeState
Kiln.DayTimeState.ChangeCounter.get -> uint
Kiln.DayTimeState.ChangeCounter.init -> void
Kiln.DayTimeState.Clock.get -> string!
Kiln.DayTimeState.DayLength.get -> System.TimeSpan
Kiln.DayTimeState.DayLength.init -> void
Kiln.DayTimeState.DayStart.get -> double
Kiln.DayTimeState.DayStart.init -> void
Kiln.DayTimeState.DayTimeState() -> void
Kiln.DayTimeState.DayTimeState(double Hours, double HoursField, bool IsDay, double DayStart, double NightStart, System.TimeSpan DayLength, System.TimeSpan NightLength, float TimeScale, uint ChangeCounter, uint? SyncedCounter, System.TimeSpan GameTime, System.TimeSpan EcsTime, bool WeatherAvailable, int WeatherLayers) -> void
Kiln.DayTimeState.Deconstruct(out double Hours, out double HoursField, out bool IsDay, out double DayStart, out double NightStart, out System.TimeSpan DayLength, out System.TimeSpan NightLength, out float TimeScale, out uint ChangeCounter, out uint? SyncedCounter, out System.TimeSpan GameTime, out System.TimeSpan EcsTime, out bool WeatherAvailable, out int WeatherLayers) -> void
Kiln.DayTimeState.EcsTime.get -> System.TimeSpan
Kiln.DayTimeState.EcsTime.init -> void
Kiln.DayTimeState.Equals(Kiln.DayTimeState other) -> bool
Kiln.DayTimeState.GameTime.get -> System.TimeSpan
Kiln.DayTimeState.GameTime.init -> void
Kiln.DayTimeState.Hours.get -> double
Kiln.DayTimeState.Hours.init -> void
Kiln.DayTimeState.HoursField.get -> double
Kiln.DayTimeState.HoursField.init -> void
Kiln.DayTimeState.IsDay.get -> bool
Kiln.DayTimeState.IsDay.init -> void
Kiln.DayTimeState.NightLength.get -> System.TimeSpan
Kiln.DayTimeState.NightLength.init -> void
Kiln.DayTimeState.NightStart.get -> double
Kiln.DayTimeState.NightStart.init -> void
Kiln.DayTimeState.SyncedCounter.get -> uint?
Kiln.DayTimeState.SyncedCounter.init -> void
Kiln.DayTimeState.TimeScale.get -> float
Kiln.DayTimeState.TimeScale.init -> void
Kiln.DayTimeState.WeatherAvailable.get -> bool
Kiln.DayTimeState.WeatherAvailable.init -> void
Kiln.DayTimeState.WeatherLayers.get -> int
Kiln.DayTimeState.WeatherLayers.init -> void
Kiln.NightStartedEvent
Kiln.NightStartedEvent.Hours.get -> double
Kiln.NightStartedEvent.State.get -> Kiln.DayTimeState
Kiln.Time
Kiln.TimeCycle
Kiln.TimeCycle.Fast = 2 -> Kiln.TimeCycle
Kiln.TimeCycle.Normal = 0 -> Kiln.TimeCycle
Kiln.TimeCycle.Stopped = 1 -> Kiln.TimeCycle
Kiln.TimeSetEvent
Kiln.TimeSetEvent.Before.get -> double
Kiln.TimeSetEvent.By.get -> string!
Kiln.TimeSetEvent.Hours.get -> double
Kiln.TimeSetEvent.Mode.get -> Kiln.TimeSetMode
Kiln.TimeSetMode
Kiln.TimeSetMode.Forward = 0 -> Kiln.TimeSetMode
Kiln.TimeSetMode.GameReset = 1 -> Kiln.TimeSetMode
override Kiln.DayTimeState.GetHashCode() -> int
override Kiln.DayTimeState.ToString() -> string!
override Kiln.TimeSetEvent.ToString() -> string!
static Kiln.DayTimeState.operator !=(Kiln.DayTimeState left, Kiln.DayTimeState right) -> bool
static Kiln.DayTimeState.operator ==(Kiln.DayTimeState left, Kiln.DayTimeState right) -> bool
static Kiln.Time.Available.get -> bool
static Kiln.Time.CanSetSpeed.get -> bool
static Kiln.Time.Cycle.get -> Kiln.TimeCycle
static Kiln.Time.DayLength.get -> System.TimeSpan
static Kiln.Time.FastSpeed(System.TimeSpan day, System.TimeSpan night) -> double
static Kiln.Time.Format(double hours) -> string!
static Kiln.Time.HeldSpeed.get -> double?
static Kiln.Time.IsDay.get -> bool
static Kiln.Time.NightLength.get -> System.TimeSpan
static Kiln.Time.OfDay.get -> double
static Kiln.Time.OfDay.set -> void
static Kiln.Time.Ready.get -> bool
static Kiln.Time.ResetWeather() -> void
static Kiln.Time.Set(System.TimeSpan timeOfDay, Kiln.TimeSetMode mode = Kiln.TimeSetMode.Forward) -> void
static Kiln.Time.Set(double hours, Kiln.TimeSetMode mode = Kiln.TimeSetMode.Forward) -> void
static Kiln.Time.Set(string! text, Kiln.TimeSetMode mode = Kiln.TimeSetMode.Forward) -> void
static Kiln.Time.SetCycle(Kiln.TimeCycle cycle) -> void
static Kiln.Time.SetSpeed(double? speed) -> void
static Kiln.Time.State.get -> Kiln.DayTimeState
static Kiln.Time.TryGetState(out Kiln.DayTimeState state) -> bool
static Kiln.Time.TryParse(string? text, out double hours) -> bool
static readonly Kiln.Time.FastCycle -> System.TimeSpan
~override Kiln.DayTimeState.Equals(object obj) -> bool
