<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.apetavern.micromayhem</name>
    </assembly>
    <members>
        <member name="P:Dash.GameConfig.PlacementsPerRound">
            <summary>
            The amount of placements each player can have per round.
            0 = automatic based on player count.
            -1 = unlimited.
            </summary>
        </member>
        <member name="F:Dash.GameConfig.SaveVersion">
            <summary>
            Increment this if you're adding new variables so returning players get a fresh set of data.
            </summary>
        </member>
        <member name="M:Dash.GameState.Maps.MapVariant.GetSpawnPoint">
            <summary>
            Returns a random spawn point from the list of available spawn points.
            </summary>
            <returns></returns>
        </member>
        <member name="T:Dash.GameState.PlatformDashGame">
            <summary>
            Centralized script for handling game state, lobbies, and player spawning 
            </summary>
        </member>
        <member name="P:Dash.GameState.PlatformDashGame.Players">
            <summary>
            The players that have joined but are not currently playing a state.
            </summary>
        </member>
        <member name="P:Dash.GameState.PlatformDashGame.ActivePlayers">
            <summary>
            Players that are included in the current state.
            </summary>
        </member>
        <member name="P:Dash.GameState.PlatformDashGame.StartServer">
            <summary>
            Create a server (if we're not joining one)
            </summary>
        </member>
        <member name="P:Dash.GameState.PlatformDashGame.PlayerClientPrefab">
            <summary>
            The prefab for the player client object, which holds information specific to the player's client in addition to local progress
            </summary>
        </member>
        <member name="P:Dash.GameState.States.BuildState.MaxPlacements">
            <summary>
            The number of placements permitted per player.
            </summary>
        </member>
        <member name="T:Dash.Player.Animator">
            <summary>
            Animator plays and manages animations for the player.
            </summary>
        </member>
        <member name="M:Dash.Player.Animator.WithVelocity(Vector3)">
            <summary>
            Have the player animate moving with a set velocity (this doesn't move them! Your character controller is responsible for that)
            </summary>
            <param name="Velocity"></param>
        </member>
        <member name="M:Dash.Player.Animator.WithWishVelocity(Vector3)">
            <summary>
            Animates the wish for the character to move in a certain direction. For example, when in the air, your character will swing their arms in that direction.
            </summary>
            <param name="Velocity"></param>
        </member>
        <member name="P:Dash.Player.Animator.IsGrounded">
            <summary>
            Are we on the ground?
            </summary>
        </member>
        <member name="P:Dash.Player.Animator.IsCrouched">
            <summary>
            Is the player crouching?
            </summary>
        </member>
        <member name="M:Dash.Player.Animator.WithSlideVelocity(System.Single)">
            <summary>
            Sets the players slide velocity.
            </summary>
            <param name="velocity"></param>
        </member>
        <member name="P:Dash.Player.Animator.MoveRotationSpeed">
            <summary>
            How much the character is rotating in degrees per second, this controls feet shuffling.
            If rotating clockwise this should be positive, if rotating counter-clockwise this should be negative.
            </summary>
        </member>
        <member name="M:Dash.Player.Animator.WithLook(Vector3,System.Single,System.Single,System.Single)">
            <summary>
            Have the player look at this point in the world
            </summary>
        </member>
        <member name="P:Dash.Player.Animator.MoveStyle">
            <summary>
            We can force the model to walk or run, or let it decide based on the speed.
            </summary>
        </member>
        <member name="M:Dash.Player.Animator.TriggerJump">
            <summary>
            Triggers a jump animation
            </summary>
        </member>
        <member name="M:Dash.Player.Animator.TriggerDoubleJump">
            <summary>
            Triggers a double jump animation
            </summary>
        </member>
        <member name="M:Dash.Player.Animator.TriggerWinDance(System.Boolean)">
            <summary>
            Triggers a win dance
            </summary>
        </member>
        <member name="T:Dash.Player.Camera.FreeCamera">
            <summary>
            FreeCamera for placing obstacles, or spectating.
            </summary>
        </member>
        <member name="T:Dash.Player.Camera.ThirdPersonCamera">
            <summary>
            ThirdPersonCamera for living players, or dead players spectating a specific player.
            </summary>
        </member>
        <member name="T:Dash.Player.Controller">
            <summary>
            Controller handles player input, movement, and state.
            </summary>
        </member>
        <member name="T:Dash.Player.NPCController">
            <summary>
            Controller handles player input, movement, and state.
            </summary>
        </member>
        <member name="P:Dash.Player.PlayerColorController.InDrag">
            <summary>
            A bool denoting whether we are dragging over colors.
            This prevents the colors from being network spammed.
            </summary>
        </member>
        <member name="P:Dash.Player.Staging.NewController.IsInJump">
            Jumping
        </member>
        <member name="P:Dash.Player.Staging.NewController.IsWallSliding">
            Wall Sliding
        </member>
        <member name="P:Dash.Player.Staging.NewController.CanSkid">
            Skidding
        </member>
        <member name="P:Dash.Player.Staging.NewController.CrouchSpeed">
            Crouching
        </member>
        <member name="M:Dash.Player.Staging.NewController.UpdatePlayerRotation">
            <summary>
            Logic for updating the player's rotation based on the input direction.
            </summary>
        </member>
        <member name="M:Dash.Player.Staging.NewController.UpdatePlayerWallSlide">
            <summary>
            Logic for the wall slide mechanic, which allows the player to slide
            down a wall at a reduced downward velocity.
            </summary>
        </member>
        <member name="M:Dash.Player.Staging.NewController.UpdatePlayerSkid">
            <summary>
            Logic for the skid animation, which is a visual cue for
            the player to know they can do a turning jump.
            </summary>
        </member>
        <member name="M:Dash.Player.Staging.NewController.DoStandardJump">
            <summary>
            Standard jump which can only be triggered from the ground.
            </summary>
        </member>
        <member name="M:Dash.Player.Staging.NewController.DoDoubleJump">
            <summary>
            Double jump which looks like a mid-air roll which can only be
            triggered after a standard jump and from mid-air.
            </summary>
        </member>
        <member name="M:Dash.Player.Staging.NewController.DoTurningJump">
            <summary>
            Turning jump which can only be triggered from the ground
            and is akin to a sideways somersault in 3D Mario games.
            </summary>
        </member>
        <member name="M:Dash.Player.Staging.NewController.DoWallJump">
            <summary>
            Wall jump which can only be triggered from the wall and
            is akin to a wall jump in 3D Mario games.
            </summary>
        </member>
        <member name="T:Dash.Tags">
            <summary>
            Platform Dash specific tags, for your convenience.
            </summary>
        </member>
        <member name="T:Dash.UI.Customization.ColorSlider">
            <summary>
            Shoutout to hc1/instagib!
            </summary>
        </member>
        <member name="M:Dash.UI.Hub.PagerScreen.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="P:Dash.World.Interactions.IInteractable.CanInteract">
            <summary>
            Whether this interactable can currently be interacted with.
            </summary>
        </member>
        <member name="P:Dash.World.Interactions.IInteractable.IsSingleUse">
            <summary>
            Whether this is a single-use interactable or should hold the player's interaction.
            </summary>
        </member>
        <member name="P:Dash.World.Interactions.IInteractable.IsInUse">
            <summary>
            Whether this interactable is currently in use.
            </summary>
        </member>
        <member name="M:Dash.World.Interactions.IInteractable.OnInteractionHover">
            <summary>
            Called while the player is hovering over the interactable.
            </summary>
        </member>
        <member name="M:Dash.World.Interactions.IInteractable.OnInteractionStart">
            <summary>
            Called when the interaction is entered.
            </summary>
        </member>
        <member name="M:Dash.World.Interactions.IInteractable.OnInteractionUpdate">
            <summary>
            Called each Update when the interaction is active.
            </summary>
        </member>
        <member name="M:Dash.World.Interactions.IInteractable.OnInteractionEnd">
            <summary>
            Called when the interaction is exited.
            </summary>
        </member>
        <member name="P:Dash.World.Wardrobe.CanInteract">
            INTERACTION
        </member>
        <member name="M:WorldText.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:MapSelectorUI.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="P:PlayerIconPanel.Client">
            <summary>
            Testing something a bit dynamic to make sure serialized properly
            </summary>
        </member>
        <member name="M:PlayerIconPanel.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
    </members>
</doc>
