#nullable enable
Kiln.Offset
Kiln.Offset.Deconstruct(out System.Numerics.Vector3 Local, out System.Numerics.Vector3 World, out System.Numerics.Quaternion? Rotation) -> void
Kiln.Offset.Equals(Kiln.Offset other) -> bool
Kiln.Offset.Local.get -> System.Numerics.Vector3
Kiln.Offset.Local.init -> void
Kiln.Offset.Offset() -> void
Kiln.Offset.Offset(System.Numerics.Vector3 Local = default(System.Numerics.Vector3), System.Numerics.Vector3 World = default(System.Numerics.Vector3), System.Numerics.Quaternion? Rotation = null) -> void
Kiln.Offset.Rotation.get -> System.Numerics.Quaternion?
Kiln.Offset.Rotation.init -> void
Kiln.Offset.World.get -> System.Numerics.Vector3
Kiln.Offset.World.init -> void
Kiln.ScreenColor
Kiln.ScreenColor.<Clone>$() -> Kiln.ScreenColor!
Kiln.ScreenColor.Amount.get -> float
Kiln.ScreenColor.Amount.init -> void
Kiln.ScreenColor.Color.get -> string!
Kiln.ScreenColor.Color.init -> void
Kiln.ScreenColor.Deconstruct(out string! Color, out float Amount) -> void
Kiln.ScreenColor.Equals(Kiln.ScreenColor? other) -> bool
Kiln.ScreenColor.ScreenColor(string! Color, float Amount = 1) -> void
Kiln.ScreenEffect
Kiln.ScreenEffect.Contrast.get -> float?
Kiln.ScreenEffect.Contrast.init -> void
Kiln.ScreenEffect.Exposure.get -> float?
Kiln.ScreenEffect.Exposure.init -> void
Kiln.ScreenEffect.FadeIn.get -> float?
Kiln.ScreenEffect.FadeIn.init -> void
Kiln.ScreenEffect.FadeOut.get -> float?
Kiln.ScreenEffect.FadeOut.init -> void
Kiln.ScreenEffect.Fill.get -> Kiln.ScreenColor?
Kiln.ScreenEffect.Fill.init -> void
Kiln.ScreenEffect.Gamma.get -> float?
Kiln.ScreenEffect.Gamma.init -> void
Kiln.ScreenEffect.Length.get -> double?
Kiln.ScreenEffect.Order.get -> int?
Kiln.ScreenEffect.Order.init -> void
Kiln.ScreenEffect.Problems() -> System.Collections.Generic.IReadOnlyList<(string! Field, string! Problem)>!
Kiln.ScreenEffect.Saturation.get -> float?
Kiln.ScreenEffect.Saturation.init -> void
Kiln.ScreenEffect.ScreenEffect() -> void
Kiln.ScreenEffect.ScreenEffect(Kiln.ScreenEffect! original) -> void
Kiln.ScreenEffect.Seconds.get -> float?
Kiln.ScreenEffect.Seconds.init -> void
Kiln.ScreenEffect.Strength.get -> float?
Kiln.ScreenEffect.Strength.init -> void
Kiln.ScreenEffect.Temperature.get -> float?
Kiln.ScreenEffect.Temperature.init -> void
Kiln.ScreenEffect.Tint.get -> Kiln.ScreenColor?
Kiln.ScreenEffect.Tint.init -> void
Kiln.ScreenEffect.Vignette.get -> Kiln.ScreenVignette?
Kiln.ScreenEffect.Vignette.init -> void
Kiln.ScreenEffects
Kiln.ScreenHandle
Kiln.ScreenHandle.Deconstruct(out uint Value) -> void
Kiln.ScreenHandle.Equals(Kiln.ScreenHandle other) -> bool
Kiln.ScreenHandle.IsNone.get -> bool
Kiln.ScreenHandle.ScreenHandle() -> void
Kiln.ScreenHandle.ScreenHandle(uint Value) -> void
Kiln.ScreenHandle.Value.get -> uint
Kiln.ScreenHandle.Value.init -> void
Kiln.ScreenStatus
Kiln.ScreenStatus.<Clone>$() -> Kiln.ScreenStatus!
Kiln.ScreenStatus.Available.get -> bool
Kiln.ScreenStatus.Available.init -> void
Kiln.ScreenStatus.Deconstruct(out bool Available, out bool Native, out bool Enabled, out bool Ready, out int Playing, out string! Transfer, out int Width, out int Height, out uint Format, out long Plays, out long Refused, out long Frames, out long Skipped, out double PipelineMs, out string! Reason, out bool Relay, out long Sent, out long Received) -> void
Kiln.ScreenStatus.Enabled.get -> bool
Kiln.ScreenStatus.Enabled.init -> void
Kiln.ScreenStatus.Equals(Kiln.ScreenStatus? other) -> bool
Kiln.ScreenStatus.Format.get -> uint
Kiln.ScreenStatus.Format.init -> void
Kiln.ScreenStatus.Frames.get -> long
Kiln.ScreenStatus.Frames.init -> void
Kiln.ScreenStatus.Height.get -> int
Kiln.ScreenStatus.Height.init -> void
Kiln.ScreenStatus.Native.get -> bool
Kiln.ScreenStatus.Native.init -> void
Kiln.ScreenStatus.PipelineMs.get -> double
Kiln.ScreenStatus.PipelineMs.init -> void
Kiln.ScreenStatus.Playing.get -> int
Kiln.ScreenStatus.Playing.init -> void
Kiln.ScreenStatus.Plays.get -> long
Kiln.ScreenStatus.Plays.init -> void
Kiln.ScreenStatus.Ready.get -> bool
Kiln.ScreenStatus.Ready.init -> void
Kiln.ScreenStatus.Reason.get -> string!
Kiln.ScreenStatus.Reason.init -> void
Kiln.ScreenStatus.Received.get -> long
Kiln.ScreenStatus.Received.init -> void
Kiln.ScreenStatus.Refused.get -> long
Kiln.ScreenStatus.Refused.init -> void
Kiln.ScreenStatus.Relay.get -> bool
Kiln.ScreenStatus.Relay.init -> void
Kiln.ScreenStatus.ScreenStatus(bool Available, bool Native, bool Enabled, bool Ready, int Playing, string! Transfer, int Width, int Height, uint Format, long Plays, long Refused, long Frames, long Skipped, double PipelineMs, string! Reason, bool Relay, long Sent, long Received) -> void
Kiln.ScreenStatus.Sent.get -> long
Kiln.ScreenStatus.Sent.init -> void
Kiln.ScreenStatus.Skipped.get -> long
Kiln.ScreenStatus.Skipped.init -> void
Kiln.ScreenStatus.Transfer.get -> string!
Kiln.ScreenStatus.Transfer.init -> void
Kiln.ScreenStatus.Width.get -> int
Kiln.ScreenStatus.Width.init -> void
Kiln.ScreenTestSeams
Kiln.ScreenVignette
Kiln.ScreenVignette.<Clone>$() -> Kiln.ScreenVignette!
Kiln.ScreenVignette.Amount.get -> float?
Kiln.ScreenVignette.Amount.init -> void
Kiln.ScreenVignette.Color.get -> string?
Kiln.ScreenVignette.Color.init -> void
Kiln.ScreenVignette.Equals(Kiln.ScreenVignette? other) -> bool
Kiln.ScreenVignette.Radius.get -> float?
Kiln.ScreenVignette.Radius.init -> void
Kiln.ScreenVignette.ScreenVignette() -> void
Kiln.ScreenVignette.Softness.get -> float?
Kiln.ScreenVignette.Softness.init -> void
Kiln.Slot
Kiln.Slot.ArmL = 12 -> Kiln.Slot
Kiln.Slot.Block = 13 -> Kiln.Slot
Kiln.Slot.Chest = 2 -> Kiln.Slot
Kiln.Slot.FootL = 4 -> Kiln.Slot
Kiln.Slot.FootR = 5 -> Kiln.Slot
Kiln.Slot.FootRL = 6 -> Kiln.Slot
Kiln.Slot.FootRR = 7 -> Kiln.Slot
Kiln.Slot.Generic00 = 16 -> Kiln.Slot
Kiln.Slot.Generic01 = 17 -> Kiln.Slot
Kiln.Slot.Generic02 = 18 -> Kiln.Slot
Kiln.Slot.Generic03 = 19 -> Kiln.Slot
Kiln.Slot.Generic04 = 20 -> Kiln.Slot
Kiln.Slot.Generic05 = 21 -> Kiln.Slot
Kiln.Slot.Generic06 = 22 -> Kiln.Slot
Kiln.Slot.Generic07 = 23 -> Kiln.Slot
Kiln.Slot.Generic08 = 24 -> Kiln.Slot
Kiln.Slot.Generic09 = 25 -> Kiln.Slot
Kiln.Slot.Generic10 = 26 -> Kiln.Slot
Kiln.Slot.Generic11 = 27 -> Kiln.Slot
Kiln.Slot.Generic12 = 28 -> Kiln.Slot
Kiln.Slot.Generic13 = 29 -> Kiln.Slot
Kiln.Slot.Generic14 = 30 -> Kiln.Slot
Kiln.Slot.Generic15 = 31 -> Kiln.Slot
Kiln.Slot.Generic16 = 32 -> Kiln.Slot
Kiln.Slot.Generic17 = 33 -> Kiln.Slot
Kiln.Slot.Generic18 = 34 -> Kiln.Slot
Kiln.Slot.Generic19 = 35 -> Kiln.Slot
Kiln.Slot.HandL = 9 -> Kiln.Slot
Kiln.Slot.HandPalmL = 15 -> Kiln.Slot
Kiln.Slot.HandPalmR = 14 -> Kiln.Slot
Kiln.Slot.HandR = 8 -> Kiln.Slot
Kiln.Slot.Head = 1 -> Kiln.Slot
Kiln.Slot.KneeL = 11 -> Kiln.Slot
Kiln.Slot.KneeR = 10 -> Kiln.Slot
Kiln.Slot.Pelvis = 3 -> Kiln.Slot
Kiln.Slot.Root = 0 -> Kiln.Slot
Kiln.Vfx
Kiln.VfxEndReason
Kiln.VfxEndReason.EntityGone = 3 -> Kiln.VfxEndReason
Kiln.VfxEndReason.Fault = 8 -> Kiln.VfxEndReason
Kiln.VfxEndReason.Finished = 1 -> Kiln.VfxEndReason
Kiln.VfxEndReason.NoInstance = 10 -> Kiln.VfxEndReason
Kiln.VfxEndReason.None = 0 -> Kiln.VfxEndReason
Kiln.VfxEndReason.Refused = 9 -> Kiln.VfxEndReason
Kiln.VfxEndReason.StartFailed = 5 -> Kiln.VfxEndReason
Kiln.VfxEndReason.Stopped = 2 -> Kiln.VfxEndReason
Kiln.VfxEndReason.TimedOut = 6 -> Kiln.VfxEndReason
Kiln.VfxEndReason.UnknownVfx = 4 -> Kiln.VfxEndReason
Kiln.VfxEndReason.WorldEnded = 7 -> Kiln.VfxEndReason
Kiln.VfxHandle
Kiln.VfxHandle.Deconstruct(out uint Value) -> void
Kiln.VfxHandle.Equals(Kiln.VfxHandle other) -> bool
Kiln.VfxHandle.IsNone.get -> bool
Kiln.VfxHandle.IsRemote.get -> bool
Kiln.VfxHandle.Value.get -> uint
Kiln.VfxHandle.Value.init -> void
Kiln.VfxHandle.VfxHandle() -> void
Kiln.VfxHandle.VfxHandle(uint Value) -> void
Kiln.VfxId
Kiln.VfxId.Equals(Kiln.VfxId other) -> bool
Kiln.VfxId.GameName.get -> string?
Kiln.VfxId.Guid.get -> System.Guid
Kiln.VfxId.IsNone.get -> bool
Kiln.VfxId.VfxId() -> void
Kiln.VfxId.VfxId(System.Guid guid) -> void
Kiln.VfxInfo
Kiln.VfxInfo.<Clone>$() -> Kiln.VfxInfo!
Kiln.VfxInfo.Attached.get -> bool
Kiln.VfxInfo.Attached.init -> void
Kiln.VfxInfo.Deconstruct(out Kiln.VfxHandle Handle, out Kiln.VfxState State, out Kiln.VfxEndReason Reason, out uint FxHandle, out uint Instance, out int Thread, out Kiln.EntityId Entity, out bool Attached, out bool Unmatched, out System.TimeSpan? StartDelay, out System.TimeSpan? Lifetime, out Kiln.WorldPosition Position) -> void
Kiln.VfxInfo.Entity.get -> Kiln.EntityId
Kiln.VfxInfo.Entity.init -> void
Kiln.VfxInfo.Equals(Kiln.VfxInfo? other) -> bool
Kiln.VfxInfo.FxHandle.get -> uint
Kiln.VfxInfo.FxHandle.init -> void
Kiln.VfxInfo.Handle.get -> Kiln.VfxHandle
Kiln.VfxInfo.Handle.init -> void
Kiln.VfxInfo.Instance.get -> uint
Kiln.VfxInfo.Instance.init -> void
Kiln.VfxInfo.Lifetime.get -> System.TimeSpan?
Kiln.VfxInfo.Lifetime.init -> void
Kiln.VfxInfo.Position.get -> Kiln.WorldPosition
Kiln.VfxInfo.Position.init -> void
Kiln.VfxInfo.Reason.get -> Kiln.VfxEndReason
Kiln.VfxInfo.Reason.init -> void
Kiln.VfxInfo.StartDelay.get -> System.TimeSpan?
Kiln.VfxInfo.StartDelay.init -> void
Kiln.VfxInfo.State.get -> Kiln.VfxState
Kiln.VfxInfo.State.init -> void
Kiln.VfxInfo.Thread.get -> int
Kiln.VfxInfo.Thread.init -> void
Kiln.VfxInfo.Unmatched.get -> bool
Kiln.VfxInfo.Unmatched.init -> void
Kiln.VfxInfo.VfxInfo(Kiln.VfxHandle Handle, Kiln.VfxState State, Kiln.VfxEndReason Reason, uint FxHandle, uint Instance, int Thread, Kiln.EntityId Entity, bool Attached, bool Unmatched, System.TimeSpan? StartDelay, System.TimeSpan? Lifetime, Kiln.WorldPosition Position) -> void
Kiln.VfxParams
Kiln.VfxParams.Set(string! name, Kiln.Color value) -> Kiln.VfxParams!
Kiln.VfxParams.Set(string! name, System.Numerics.Vector3 value) -> Kiln.VfxParams!
Kiln.VfxParams.Set(string! name, float value) -> Kiln.VfxParams!
Kiln.VfxParams.Set(string! name, int value) -> Kiln.VfxParams!
Kiln.VfxParams.VfxParams() -> void
Kiln.VfxState
Kiln.VfxState.Failed = 4 -> Kiln.VfxState
Kiln.VfxState.None = 0 -> Kiln.VfxState
Kiln.VfxState.Pending = 1 -> Kiln.VfxState
Kiln.VfxState.Playing = 2 -> Kiln.VfxState
Kiln.VfxState.Stopped = 3 -> Kiln.VfxState
Kiln.VfxStatus
Kiln.VfxStatus.<Clone>$() -> Kiln.VfxStatus!
Kiln.VfxStatus.Available.get -> bool
Kiln.VfxStatus.Available.init -> void
Kiln.VfxStatus.Controller.get -> bool
Kiln.VfxStatus.Controller.init -> void
Kiln.VfxStatus.Deconstruct(out bool Available, out bool Native, out bool Guard, out bool Controller, out bool SystemReady, out bool Simulated, out uint Registered, out uint MapCapacity, out int Thread, out uint Live, out ulong Played, out ulong Failed, out ulong Refused, out ulong Updates, out bool Relay, out long RelaySent, out long RelayReceived) -> void
Kiln.VfxStatus.Equals(Kiln.VfxStatus? other) -> bool
Kiln.VfxStatus.Failed.get -> ulong
Kiln.VfxStatus.Failed.init -> void
Kiln.VfxStatus.Guard.get -> bool
Kiln.VfxStatus.Guard.init -> void
Kiln.VfxStatus.Live.get -> uint
Kiln.VfxStatus.Live.init -> void
Kiln.VfxStatus.MapCapacity.get -> uint
Kiln.VfxStatus.MapCapacity.init -> void
Kiln.VfxStatus.Native.get -> bool
Kiln.VfxStatus.Native.init -> void
Kiln.VfxStatus.Played.get -> ulong
Kiln.VfxStatus.Played.init -> void
Kiln.VfxStatus.Refused.get -> ulong
Kiln.VfxStatus.Refused.init -> void
Kiln.VfxStatus.Registered.get -> uint
Kiln.VfxStatus.Registered.init -> void
Kiln.VfxStatus.Relay.get -> bool
Kiln.VfxStatus.Relay.init -> void
Kiln.VfxStatus.RelayReceived.get -> long
Kiln.VfxStatus.RelayReceived.init -> void
Kiln.VfxStatus.RelaySent.get -> long
Kiln.VfxStatus.RelaySent.init -> void
Kiln.VfxStatus.Simulated.get -> bool
Kiln.VfxStatus.Simulated.init -> void
Kiln.VfxStatus.SystemReady.get -> bool
Kiln.VfxStatus.SystemReady.init -> void
Kiln.VfxStatus.Thread.get -> int
Kiln.VfxStatus.Thread.init -> void
Kiln.VfxStatus.Updates.get -> ulong
Kiln.VfxStatus.Updates.init -> void
Kiln.VfxStatus.VfxStatus(bool Available, bool Native, bool Guard, bool Controller, bool SystemReady, bool Simulated, uint Registered, uint MapCapacity, int Thread, uint Live, ulong Played, ulong Failed, ulong Refused, ulong Updates, bool Relay, long RelaySent, long RelayReceived) -> void
Kiln.VfxTestSeams
override Kiln.Offset.GetHashCode() -> int
override Kiln.ScreenColor.Equals(object? obj) -> bool
override Kiln.ScreenColor.GetHashCode() -> int
override Kiln.ScreenColor.ToString() -> string!
override Kiln.ScreenEffect.Equals(object? obj) -> bool
override Kiln.ScreenEffect.GetHashCode() -> int
override Kiln.ScreenEffect.ToString() -> string!
override Kiln.ScreenHandle.GetHashCode() -> int
override Kiln.ScreenHandle.ToString() -> string!
override Kiln.ScreenStatus.Equals(object? obj) -> bool
override Kiln.ScreenStatus.GetHashCode() -> int
override Kiln.ScreenStatus.ToString() -> string!
override Kiln.ScreenVignette.Equals(object? obj) -> bool
override Kiln.ScreenVignette.GetHashCode() -> int
override Kiln.ScreenVignette.ToString() -> string!
override Kiln.VfxHandle.GetHashCode() -> int
override Kiln.VfxHandle.ToString() -> string!
override Kiln.VfxId.GetHashCode() -> int
override Kiln.VfxId.ToString() -> string!
override Kiln.VfxInfo.Equals(object? obj) -> bool
override Kiln.VfxInfo.GetHashCode() -> int
override Kiln.VfxInfo.ToString() -> string!
override Kiln.VfxStatus.Equals(object? obj) -> bool
override Kiln.VfxStatus.GetHashCode() -> int
override Kiln.VfxStatus.ToString() -> string!
static Kiln.Offset.operator !=(Kiln.Offset left, Kiln.Offset right) -> bool
static Kiln.Offset.operator ==(Kiln.Offset left, Kiln.Offset right) -> bool
static Kiln.ScreenColor.TryParse(string! text, out (float R, float G, float B) rgb) -> bool
static Kiln.ScreenColor.implicit operator Kiln.ScreenColor!(string! color) -> Kiln.ScreenColor!
static Kiln.ScreenColor.operator !=(Kiln.ScreenColor? left, Kiln.ScreenColor? right) -> bool
static Kiln.ScreenColor.operator ==(Kiln.ScreenColor? left, Kiln.ScreenColor? right) -> bool
static Kiln.ScreenEffect.operator !=(Kiln.ScreenEffect? left, Kiln.ScreenEffect? right) -> bool
static Kiln.ScreenEffect.operator ==(Kiln.ScreenEffect? left, Kiln.ScreenEffect? right) -> bool
static Kiln.ScreenEffects.Available.get -> bool
static Kiln.ScreenEffects.IsPlaying(Kiln.ScreenHandle h) -> bool
static Kiln.ScreenEffects.Play(Kiln.ScreenEffect! effect) -> Kiln.ScreenHandle
static Kiln.ScreenEffects.PlayFor(Kiln.EntityId player, Kiln.ScreenEffect! effect) -> Kiln.ScreenHandle
static Kiln.ScreenEffects.PlayNear(Kiln.WorldPosition at, float radius, Kiln.ScreenEffect! effect) -> Kiln.ScreenHandle
static Kiln.ScreenEffects.SetStrength(Kiln.ScreenHandle h, float strength) -> void
static Kiln.ScreenEffects.Status() -> Kiln.ScreenStatus!
static Kiln.ScreenEffects.Stop(Kiln.ScreenHandle h, bool immediate = false) -> void
static Kiln.ScreenHandle.operator !=(Kiln.ScreenHandle left, Kiln.ScreenHandle right) -> bool
static Kiln.ScreenHandle.operator ==(Kiln.ScreenHandle left, Kiln.ScreenHandle right) -> bool
static Kiln.ScreenStatus.operator !=(Kiln.ScreenStatus? left, Kiln.ScreenStatus? right) -> bool
static Kiln.ScreenStatus.operator ==(Kiln.ScreenStatus? left, Kiln.ScreenStatus? right) -> bool
static Kiln.ScreenTestSeams.Native(Kiln.ScreenEffect! effect) -> float[]!
static Kiln.ScreenTestSeams.NativeSizes.get -> (int Effect, int Status, int Table)
static Kiln.ScreenTestSeams.RoundTrip(Kiln.ScreenEffect! effect) -> float[]!
static Kiln.ScreenVignette.implicit operator Kiln.ScreenVignette!(float amount) -> Kiln.ScreenVignette!
static Kiln.ScreenVignette.operator !=(Kiln.ScreenVignette? left, Kiln.ScreenVignette? right) -> bool
static Kiln.ScreenVignette.operator ==(Kiln.ScreenVignette? left, Kiln.ScreenVignette? right) -> bool
static Kiln.Vfx.Available.get -> bool
static Kiln.Vfx.Info(Kiln.VfxHandle h) -> Kiln.VfxInfo?
static Kiln.Vfx.IsKnown(Kiln.VfxId vfx) -> bool
static Kiln.Vfx.IsPlaying(Kiln.VfxHandle h) -> bool
static Kiln.Vfx.PlayAt(Kiln.VfxId vfx, Kiln.WorldPosition at, System.Numerics.Quaternion? rotation = null, float scale = 1, Kiln.VfxParams? parameters = null, System.TimeSpan? lifetime = null, float radius = 0) -> Kiln.VfxHandle
static Kiln.Vfx.PlayFor(Kiln.EntityId player, Kiln.VfxId vfx, Kiln.WorldPosition at, Kiln.VfxParams? parameters = null, System.TimeSpan? lifetime = null) -> Kiln.VfxHandle
static Kiln.Vfx.PlayOn(Kiln.VfxId vfx, Kiln.EntityId entity, Kiln.Slot slot = Kiln.Slot.Root, Kiln.Offset offset = default(Kiln.Offset), Kiln.VfxParams? parameters = null, System.TimeSpan? lifetime = null, float radius = 0) -> Kiln.VfxHandle
static Kiln.Vfx.Preload(Kiln.VfxId vfx) -> void
static Kiln.Vfx.Set(Kiln.VfxHandle h, string! parameter, Kiln.Color value) -> void
static Kiln.Vfx.Set(Kiln.VfxHandle h, string! parameter, System.Numerics.Vector3 value) -> void
static Kiln.Vfx.Set(Kiln.VfxHandle h, string! parameter, float value) -> void
static Kiln.Vfx.Set(Kiln.VfxHandle h, string! parameter, int value) -> void
static Kiln.Vfx.State(Kiln.VfxHandle h) -> Kiln.VfxState
static Kiln.Vfx.Status() -> Kiln.VfxStatus!
static Kiln.Vfx.StatusJson() -> string!
static Kiln.Vfx.Stop(Kiln.VfxHandle h, bool immediate = false) -> void
static Kiln.Vfx.StopAll(bool immediate = false) -> int
static Kiln.VfxHandle.operator !=(Kiln.VfxHandle left, Kiln.VfxHandle right) -> bool
static Kiln.VfxHandle.operator ==(Kiln.VfxHandle left, Kiln.VfxHandle right) -> bool
static Kiln.VfxId.Game(string! name) -> Kiln.VfxId
static Kiln.VfxId.Named(Kiln.ModContext! mod, string! name) -> Kiln.VfxId
static Kiln.VfxId.Named(string! modId, string! name) -> Kiln.VfxId
static Kiln.VfxId.Of(System.Guid guid) -> Kiln.VfxId
static Kiln.VfxId.Of(string! guid) -> Kiln.VfxId
static Kiln.VfxId.operator !=(Kiln.VfxId left, Kiln.VfxId right) -> bool
static Kiln.VfxId.operator ==(Kiln.VfxId left, Kiln.VfxId right) -> bool
static Kiln.VfxInfo.operator !=(Kiln.VfxInfo? left, Kiln.VfxInfo? right) -> bool
static Kiln.VfxInfo.operator ==(Kiln.VfxInfo? left, Kiln.VfxInfo? right) -> bool
static Kiln.VfxStatus.operator !=(Kiln.VfxStatus? left, Kiln.VfxStatus? right) -> bool
static Kiln.VfxStatus.operator ==(Kiln.VfxStatus? left, Kiln.VfxStatus? right) -> bool
static Kiln.VfxTestSeams.GuardThroughCreateInstance(System.Guid unknown) -> Kiln.VfxHandle
static Kiln.VfxTestSeams.GuardThroughFxController(System.Guid unknown, Kiln.WorldPosition at) -> Kiln.VfxHandle
static Kiln.VfxTestSeams.LoopbackPlay(System.Guid vfx, Kiln.WorldPosition at, float scale, Kiln.EntityId entity, Kiln.Slot slot, Kiln.Offset offset, long lifetimeNs, Kiln.VfxParams? parameters) -> Kiln.VfxHandle
static Kiln.VfxTestSeams.LoopbackStop(Kiln.VfxHandle local) -> void
static Kiln.VfxTestSeams.NativeSizes.get -> (int Play, int Info, int Status, int Table)
static readonly Kiln.ScreenHandle.None -> Kiln.ScreenHandle
static readonly Kiln.Vfx.UntilStopped -> System.TimeSpan
static readonly Kiln.VfxHandle.None -> Kiln.VfxHandle
static readonly Kiln.VfxId.None -> Kiln.VfxId
virtual Kiln.ScreenEffect.<Clone>$() -> Kiln.ScreenEffect!
virtual Kiln.ScreenEffect.EqualityContract.get -> System.Type!
virtual Kiln.ScreenEffect.Equals(Kiln.ScreenEffect? other) -> bool
virtual Kiln.ScreenEffect.PrintMembers(System.Text.StringBuilder! builder) -> bool
~override Kiln.Offset.Equals(object obj) -> bool
~override Kiln.Offset.ToString() -> string
~override Kiln.ScreenHandle.Equals(object obj) -> bool
~override Kiln.VfxHandle.Equals(object obj) -> bool
~override Kiln.VfxId.Equals(object obj) -> bool
