Here is a list of all functions with links to the classes they belong to:
- h -
- HammerConnectorPart() : IuvoUnity.BaseClasses.Items.Weapons.MeleeWeapons.Hammers.HammerConnectorPart
- HammerCounterWeightPart() : IuvoUnity.BaseClasses.Items.Weapons.MeleeWeapons.Hammers.HammerCounterWeightPart
- HammerGuardPart() : IuvoUnity.BaseClasses.Items.Weapons.MeleeWeapons.Hammers.HammerGuardPart
- HammerHandlePart() : IuvoUnity.BaseClasses.Items.Weapons.MeleeWeapons.Hammers.HammerHandlePart
- HammerHeadPart() : IuvoUnity.BaseClasses.Items.Weapons.MeleeWeapons.Hammers.HammerHeadPart
- HammerPommelPart() : IuvoUnity.BaseClasses.Items.Weapons.MeleeWeapons.Hammers.HammerPommelPart
- HammerSheathePart() : IuvoUnity.BaseClasses.Items.Weapons.MeleeWeapons.Hammers.HammerSheathePart
- HammerSpacerPart() : IuvoUnity.BaseClasses.Items.Weapons.MeleeWeapons.Hammers.HammerSpacerPart
- HandleCanceled() : IuvoUnity.Inputs.InputActionHandler< T >
- HandleContinue() : IuvoUnity.StateMachines.CSM.ConditionalStateMachine
- HandleFallbackLogic() : IuvoUnity.StateMachines.CSM.ConditionalStateMachine
- HandleInput() : IuvoUnity.Inputs.BaseInputActionLegacy, IuvoUnity.Inputs.CompositeInputActionBase, IuvoUnity.Inputs.HoldInputActionBase, IuvoUnity.Inputs.KeyHoldInputAction, IuvoUnity.Inputs.TapInputActionBase
- HandlePart() : IuvoUnity.BaseClasses.Items.Weapons.HandlePart< THandleType >
- HandlePerformed() : IuvoUnity.Inputs.InputActionHandler< T >
- HandleStarted() : IuvoUnity.Inputs.InputActionHandler< T >
- HandleUpdate() : IuvoUnity.Interfaces.IUpdatable
- Has() : IuvoUnity.DataStructs.ActorContext, IuvoUnity.DataStructs.Context
- HasAllies() : IuvoUnity.DataStructs.ActorContext
- HasAppTag() : IuvoUnity.Constants.ConstTag
- HasBeenSaved() : IuvoUnity.BaseClasses.SaveToPrefabComponent
- HasCameras() : IuvoUnity.DataStructs.ActorContext
- HasComponent< T >() : IuvoUnity.BaseClasses.ECS.ComponentManager, IuvoUnity.BaseClasses.ECS.IuvoEntity, IuvoUnity.Extensions.GameObjectExtensions
- HasCoverFrom() : IuvoUnity.IuvoPhysics.PhysicsHelpers
- HasEnemies() : IuvoUnity.DataStructs.ActorContext
- HasEvent() : IuvoUnity.DataStructs.Context, IuvoUnity.DataStructs.EventContext
- HasGameTag() : IuvoUnity.Constants.ConstTag
- HasInteractables() : IuvoUnity.DataStructs.ActorContext
- HasLineOfSight() : IuvoUnity.IuvoPhysics.PhysicsHelpers
- HasMaterial() : IuvoUnity.Extensions.SkinnedMeshExtensions
- HasObjectWithLayer() : IuvoUnity.Extensions.Vector3Extensions
- HasObjectWithLayerInBox() : IuvoUnity.Extensions.Vector3Extensions
- HasPlayers() : IuvoUnity.DataStructs.ActorContext
- HasRandomObjects() : IuvoUnity.DataStructs.ActorContext
- HasRigidbody() : IuvoUnity.Extensions.GameObjectExtensions
- HasTagType() : IuvoUnity.Constants.ConstTag
- HasTargets() : IuvoUnity.DataStructs.ActorContext
- HasUITag() : IuvoUnity.Constants.ConstTag
- HasUpdateMode() : IuvoUnity.Interfaces.IUpdatable
- HeadPart() : IuvoUnity.BaseClasses.Items.Weapons.HeadPart< THeadType >
- Heal() : IuvoUnity.BaseClasses.HealthComponent, IuvoUnity.BaseClasses.IHeal
- HealInRadius() : IuvoUnity.BaseClasses.HealthComponent, IuvoUnity.BaseClasses.IHealInRadius
- HealInRadiusWithFalloff() : IuvoUnity.BaseClasses.HealthComponent, IuvoUnity.BaseClasses.IHealInRadius
- HealRandomInRadius() : IuvoUnity.BaseClasses.HealthComponent
- HealRandomInRadiusWithFalloff() : IuvoUnity.BaseClasses.HealthComponent
- HealthPercentage() : IuvoUnity.BaseClasses.HealthComponent
- Hide() : IuvoUnity.Extensions.RendererExtensions