<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.apetavern.micromayhem</name>
    </assembly>
    <members>
        <member name="T:Dash.Exceptions.NetworkDomainException">
            <summary>
            An exception triggered when code is called from the incorrect network domain.
            </summary>
        </member>
        <member name="M:Dash.Exceptions.NetworkDomainException.#ctor(System.String)">
            <summary>
            An exception triggered when code is called from the incorrect network domain.
            </summary>
        </member>
        <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="P: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="T:Dash.GameModeSystem.GameMode">
            <summary>
            The host-controlled component for game loop and logic.
            </summary>
        </member>
        <member name="P:Dash.GameModeSystem.GameMode.Current">
            <summary>
            The Singleton instance of the Current GameMode. Returns null if invalid.
            </summary>
        </member>
        <member name="M:Dash.GameModeSystem.GameMode.PlayerDied(Dash.Player.DashPlayer,Sandbox.GameObject)">
            <summary>
            A player died. Callable by host.
            </summary>
        </member>
        <member name="M:Dash.GameModeSystem.GameMode.PlayerJoined(Dash.Player.DashPlayer)">
            <summary>
            A player joined the game. Callable by host.
            </summary>
        </member>
        <member name="M:Dash.GameModeSystem.GameMode.OnPlayerJoined(Dash.Player.DashPlayer)">
            <summary>
            Clones and network spawns the PawnPrefab; assigns to DashPlayer.Pawn. Override for custom behaviour.
            </summary>
        </member>
        <member name="M:Dash.GameModeSystem.GameMode.EnableSpectator(Dash.Player.DashPlayer,Transform)">
            <summary>
            Handles spectator behaviour.
            </summary>
        </member>
        <member name="T:Dash.GameModeSystem.LobbyMode">
            <summary>
            The game loop for the lobby. Handles map voting and other miscellaneous processes.
            </summary>
        </member>
        <member name="T:Dash.GameModeSystem.Parkour.Components.ParkourCourse">
            <summary>
            Largely host-controlled networked component holding state for a specific course.
            Only one should exist at a time.
            </summary>
        </member>
        <member name="T:Dash.GameModeSystem.Parkour.Data.ParkourCourseEntity">
            <summary>
            Used purely for persistence purposes, ParkourCourseEntity represents a prefab placed in a ParkourCourse.
            A reference to the prefab, position, and rotation are stored here.
            </summary>
        </member>
        <member name="P:Dash.GameModeSystem.Parkour.Data.ParkourCourseEntity.Id">
            <summary>
            A unique id, generated client-side, to identify the entity by.
            </summary>
        </member>
        <member name="P:Dash.GameModeSystem.Parkour.Data.ParkourCourseEntity.PrefabName">
            <summary>
            The fully qualified name of the prefab backing this entity.
            </summary>
        </member>
        <member name="P:Dash.GameModeSystem.Parkour.Data.ParkourCourseEntity.Position">
            <summary>
            x,y,z vec3 representation of the entity's position.
            </summary>
        </member>
        <member name="P:Dash.GameModeSystem.Parkour.Data.ParkourCourseEntity.Rotation">
            <summary>
            x,y,z,w vec4 representation of the entity's rotation.
            </summary>
        </member>
        <member name="T:Dash.GameModeSystem.Parkour.ParkourMode">
            <summary>
            Parkour Mode - One or more players navigate an obstacle course as fast as possible.
            </summary>
        </member>
        <member name="T:Dash.GameModeSystem.Race.RaceMode">
            <summary>
            Classic Micro Mayhem - a pvp race to the flag with props placed between rounds.
            </summary>
        </member>
        <member name="P:Dash.GameModeSystem.Race.RaceMode.ForceMapVariant">
            <summary>
            Only applies in the editor.
            </summary>
        </member>
        <member name="P:Dash.GameModeSystem.Race.RaceModeMapVariant.Flag">
            <summary>
            The active flag for this map variant.
            </summary>
        </member>
        <member name="T:Dash.LocalComponent`1">
            <summary>
            A wrapper for components to store a local reference to that component.
            </summary>
            <typeparam name="T">The component type to keep a local instance of.</typeparam>
        </member>
        <member name="T:Dash.Platform.DashAchievement">
            <summary>
            Represents an achievement in Micro Mayhem.
            The [Title] attribute represents the display title of the achievement.
            The [Description] attribute represents the slug of the achievement in sbox.game.
            You can call the Unlock extension method to unlock the achievement.
            </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">
            <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="P:Dash.Player.Camera.SplineCamera.SplineInitialized">
            <summary>
            Used by the host to determine whether the spline was ever initialized.
            </summary>
        </member>
        <member name="P:Dash.Player.Camera.SplineCamera.SplineFinished">
            <summary>
            Used by the host to determine whether camera has finished its journey along the spline.
            </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="P:Dash.Player.Controller.UseGameInteractions">
            <summary>
            Use Micro Mayhem specific game interactions.
            </summary>
        </member>
        <member name="P:Dash.Player.Controller.UseDeath">
            <summary>
            Whether we should die from game interactions (kill plane, traps).
            </summary>
        </member>
        <member name="P:Dash.Player.Controller.UseHubInteractions">
            <summary>
            Whether we should interact with hub objects.
            </summary>
        </member>
        <member name="P:Dash.Player.Controller.WasOnGround">
            Jumping
        </member>
        <member name="P:Dash.Player.Controller.IsWallSliding">
            Wall Sliding
        </member>
        <member name="P:Dash.Player.Controller.CanSkid">
            Skidding
        </member>
        <member name="P:Dash.Player.Controller.CrouchSpeed">
            Crouching
        </member>
        <member name="P:Dash.Player.Controller.InputEnabled">
            Utility
        </member>
        <member name="M:Dash.Player.Controller.UpdatePlayerRotation">
            <summary>
            Logic for updating the player's rotation based on the input direction.
            </summary>
        </member>
        <member name="M:Dash.Player.Controller.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.Controller.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.Controller.DoStandardJump">
            <summary>
            Standard jump which can only be done once before landing.
            </summary>
        </member>
        <member name="M:Dash.Player.Controller.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.Controller.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.Controller.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="P:Dash.Player.Cosmetics.CosmeticResource.UnlockLevel">
            <summary>
            If set, this cosmetic is automatically unlocked when the player reaches this level.
            </summary>
        </member>
        <member name="P:Dash.Player.Cosmetics.CosmeticResource.UseSkinColor">
            <summary>
            Use Skin Color instead of the dedicated Head Color when selecting this cosmetic.
            </summary>
        </member>
        <member name="P:Dash.Player.Cosmetics.CosmeticResource.IsFullOutfit">
            <summary>
            Indicate this top is a full outfit, so we should not render any bottoms.
            </summary>
        </member>
        <member name="P:Dash.Player.Cosmetics.PlayerCosmetics.Data">
            <summary>
            The raw data object for sake of persistence.
            </summary>
        </member>
        <member name="P:Dash.Player.Cosmetics.PlayerCosmetics.HeadObject">
            
             If a cosmetic uses a prefab instead of just a model, we will utilize
             these GameObjects instead of the SkinnedModelRenderers.
            ///
        </member>
        <member name="F:Dash.Player.Cosmetics.PlayerCosmeticsData.FileName">
            <summary>
            Temporarily store to local filesystem while building out backend persistence.
            </summary>
        </member>
        <member name="P:Dash.Player.DashPlayer.ScoreEntries">
            
             Race-specific scoring
            ///
        </member>
        <member name="P:Dash.Player.DashPlayer.SplitTimesByRound">
            
             Parkour-specific scoring
            ///
        </member>
        <member name="P:Dash.Player.DashPlayer.Color">
            <summary>
            The player's cosmetic skin color. Used in user interfaces.
            </summary>
        </member>
        <member name="P:Dash.Player.DashPlayer.Level">
            <summary>
            The player's progression level. Synced so nametags can display it.
            Set by the owning client via PlayerProgressionManager.
            </summary>
        </member>
        <member name="M:Dash.Player.DashPlayer.AssignPawn(Sandbox.GameObject)">
            <summary>
            Assign a pawn to the DashPlayer. Callable by host.
            </summary>
        </member>
        <member name="M:Dash.Player.DashPlayer.OrphanPawn">
            <summary>
            Orphan a pawn. Callable by host.
            </summary>
        </member>
        <member name="M:Dash.Player.DashPlayer.AddScoreEntry(Dash.GameModeSystem.Race.ScoreEntry)">
            <summary>
            Add a score entry to the DashPlayer's score list. Callable by host.
            </summary>
        </member>
        <member name="M:Dash.Player.DashPlayer.GrantXP(System.Int32)">
            <summary>
            Grants XP to the owning player. Called by the host; runs on the owner's client.
            </summary>
        </member>
        <member name="F:Dash.Player.Persistence.DailyBonusData.StreakXpRewards">
            <summary>
            XP awarded per streak day. Index 0 = day 1, index 4 = day 5.
            </summary>
        </member>
        <member name="M:Dash.Player.Persistence.DailyBonusData.CanClaimToday">
            <summary>
            Returns true if the player has not yet claimed their bonus today.
            </summary>
        </member>
        <member name="M:Dash.Player.Persistence.DailyBonusData.NextStreak">
            <summary>
            The streak value that will be applied on the next claim.
            Increments if the last claim was yesterday; resets to 1 if the streak is broken.
            </summary>
        </member>
        <member name="M:Dash.Player.Persistence.DailyBonusData.GetXpReward(System.Int32)">
            <summary>
            XP reward for the given streak day (1-5).
            </summary>
        </member>
        <member name="M:Dash.Player.Persistence.DailyBonusData.Claim">
            <summary>
            Records today's claim, advancing or resetting the streak as appropriate.
            </summary>
        </member>
        <member name="F:Dash.Player.Persistence.MapData.MapAmount">
            <summary>
            The total amount of playable maps.
            Update when new ones are added to account for them.
            </summary>
        </member>
        <member name="P:Dash.Player.Persistence.MapData.IgnoredMaps">
            <summary>
            Map names (in lowercase) to not save to visited maps.
            </summary>
        </member>
        <member name="P:Dash.Player.Persistence.PlayerProgressionData.Level">
            <summary>
            The player's current level, derived from TotalXP. Capped at MaxLevel.
            Levels 1-9 each cost a flat 100 XP. From level 10 onward the cost scales as 100 * (n - 8),
            so the jump is noticeable but not punishing right at the boundary.
            </summary>
        </member>
        <member name="P:Dash.Player.Persistence.PlayerProgressionData.XPIntoCurrentLevel">
            <summary>
            XP earned within the current level.
            </summary>
        </member>
        <member name="P:Dash.Player.Persistence.PlayerProgressionData.XPToNextLevel">
            <summary>
            XP required to advance to the next level.
            </summary>
        </member>
        <member name="M:Dash.Player.Persistence.PlayerProgressionData.XPForLevel(System.Int32)">
            <summary>
            XP required to advance from level n to n+1.
            Levels 1-9: flat 100 XP. Level 10+: 100 * (n - 8), so level 10 costs 200, 11 costs 300, etc.
            </summary>
        </member>
        <member name="M:Dash.Player.Persistence.PlayerProgressionData.CumulativeXPForLevel(System.Int32)">
            <summary>
            Total XP required to reach level n from level 1.
            Derived analytically from XPForLevel:
              n &lt;= 10 : 100 * (n - 1)
              n &gt;  10 : 800 + 50 * (n - 9) * (n - 8)
            </summary>
        </member>
        <member name="P:Dash.Player.PlacementCursor.IsReady">
            <summary>
            Whether this player has finished placing all their props.
            </summary>
        </member>
        <member name="M:Dash.Player.PlayerProgressionManager.GetLevel">
            <summary>
            The local player's current level.
            </summary>
        </member>
        <member name="M:Dash.Player.PlayerProgressionManager.AddXp(System.Int32)">
            <summary>
            Adds XP to the local player's progression, handles level-ups, and persists the result.
            Should only be called on the owning client (via Rpc.Owner from the host).
            </summary>
        </member>
        <member name="T:Dash.Player.Spectator">
            <summary>
            Spectator for dead players. Handles switching between follow and free cam.
            </summary>
        </member>
        <member name="P:Dash.Shop.ShopSignAnimator.FlickerSpeed">
            <summary>
            Time per flicker step.
            </summary>
        </member>
        <member name="F:Dash.Shop.ShopSignAnimator.BehaviorSwitchInterval">
            <summary>
            Amount of time between behaviour switches.
            </summary>
        </member>
        <member name="T:Dash.Tags">
            <summary>
            Platform Dash specific tags, for your convenience.
            </summary>
        </member>
        <member name="T:Dash.Traps.TrapFlags">
            <summary>
            Base class for all trap objects in the game.
            Handles common trap functionality like activation, deactivation, and collider management.
            </summary>
        </member>
        <member name="P:Dash.Traps.PickingManager.CameraSpot">
            <summary>
            A GameObject positioned where the Picking Cameras should be positioned.
            </summary>
        </member>
        <member name="P:Dash.Traps.PickingManager.ItemContainer">
            <summary>
            The box container which holds the gachapon.
            </summary>
        </member>
        <member name="P:Dash.Traps.PickingManager.PossibleObstaclePrefabs">
            <summary>
            The list of potential obstacles that can be spawned in the gachapons.
            </summary>
        </member>
        <member name="P:Dash.Traps.PickingManager.Gachapons">
            <summary>
            The list of gachapons which can be spawned.
            </summary>
        </member>
        <member name="M:Dash.Traps.PickingManager.OnUpdate">
            <summary>
            Enable the item container for late joiners.
            </summary>
        </member>
        <member name="T:Dash.UI.Customization.ColorSlider">
            <summary>
            Shoutout to hc1/instagib!
            </summary>
        </member>
        <member name="M:Dash.UI.Parkour.TimeUtils.GetDisplayFormattedTime(System.Single)">
            <summary>
            Returns a time string formatted as mm:ss:ms.
            </summary>
            <param name="seconds">A time float, in seconds.</param>
        </member>
        <member name="P:Dash.UI.Progression.LevelBadge.TargetPlayer">
            <summary>
            If set, displays this player's level. Defaults to the local player's level.
            </summary>
        </member>
        <member name="M:Dash.UI.Chat.Chatbox.OnMessageSubmitted(System.String)">
            <summary>
            Builds a ChatMessage from the TextEntry input and sends it to the ChatManager.
            </summary>
        </member>
        <member name="M:Dash.Utility.Valid.AreValid(Sandbox.IValid[])">
            <summary>
            Determine whether any number of components are valid.
            </summary>
            <param name="valids">The components that must be valid.</param>
            <returns>True, if all provided components are valid.</returns>
        </member>
        <member name="M:Dash.World.BackgroundMusicManager.SetVolumeForDuration(System.Single,System.Int32)">
            <summary>
            SetVolumeForDuration sets the volume of tracks for the time specified.
            </summary>
            <param name="volume">The volume the tracks are meant to be set to.</param>
            <param name="duration">The duration the tracks are to be muted for.</param>
        </member>
        <member name="M:Dash.World.BackgroundMusicManager.ValidateTracks">
            <summary>
            Ensures SoundHandles are assigned and tracks are playing.
            </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="T:ShaderSeederComponent">
            <summary>
            A simple component that set a unique ObjectSeed attribute in the shader. 
            </summary>
        </member>
    </members>
</doc>
