Table of Contents
Extensions for the InGame class
public static class InGameExt
Inheritance System.Object InGameExt
Add cash to the Player's wallet
public static void AddCash(this InGame inGame, double amount);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
InGame instance
amount
System.Double
Amount of cash to add to player wallet
Add health to the players current health
public static void AddHealth(this InGame inGame, double amount);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
InGame instance
amount
System.Double
Amount of health to add
Add to the player's max health
public static void AddMaxHealth(this InGame inGame, double amount);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
InGame instance
amount
System.Double
Amount to add to the player's max health
Get's all AbilityToSimulations currently in the game
public static System.Collections.Generic.List<AbilityToSimulation> GetAbilities(this InGame inGame);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
System.Collections.Generic.List<Il2CppAssets.Scripts.Unity.Bridge.AbilityToSimulation>
Get's all existing BloonToSimulations
public static System.Collections.Generic.List<BloonToSimulation> GetAllBloonToSim(this InGame inGame);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
System.Collections.Generic.List<Il2CppAssets.Scripts.Unity.Bridge.BloonToSimulation>
Gets all objects of type T. Does this by returning all objects created by the Factory of type T
public static System.Collections.Generic.List<T> GetAllObjectsOfType<T>(this InGame inGame)
where T : RootObject, new();
T
The type of items you want
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
System.Collections.Generic.List<T>
Get all TowerToSimulations
public static System.Collections.Generic.List<TowerToSimulation> GetAllTowerToSim(this InGame inGame, string name=null);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
name
System.String
Optionally only get Towers whose TowerModel name is this parameter
System.Collections.Generic.List<Il2CppAssets.Scripts.Unity.Bridge.TowerToSimulation>
Get's all Bloons on the map
public static System.Collections.Generic.List<Bloon> GetBloons(this InGame inGame);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
System.Collections.Generic.List<Il2CppAssets.Scripts.Simulation.Bloons.Bloon>
Get the Player's current cash
public static double GetCash(this InGame inGame);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
Get the Cash Manager for the current game
public static CashManager GetCashManager(this InGame inGame, int index=0);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
InGame instance
index
System.Int32
Index of the cash manager. Default is 0
Il2CppAssets.Scripts.Simulation.CashManager
Get the Factory for a specific Type. Ex: Getting the Factory that makes Towers
public static Factory<T> GetFactory<T>(this InGame inGame)
where T : RootObject, new();
T
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
Il2CppAssets.Scripts.Simulation.Factory.Factory
The Game.model that is being used for this InGame.instance
public static GameModel GetGameModel(this InGame inGame);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
Il2CppAssets.Scripts.Models.GameModel
Get the Player's current health
public static double GetHealth(this InGame inGame);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
Get the game object that owns all InGame UI elements
public static GameObject GetInGameUI(this InGame inGame);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
Get the main Factory that creates and manages all other Factories
public static FactoryFactory GetMainFactory(this InGame inGame);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
Il2CppAssets.Scripts.Simulation.Factory.FactoryFactory
Get the current Map
public static Map GetMap(this InGame inGame);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
Il2CppAssets.Scripts.Simulation.Track.Map
Get the player's max health
public static double GetMaxHealth(this InGame inGame);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
Get collection of popped bloons in this game. Right now only works for current games. Does not store results from
loaded games
public static System.Collections.Generic.Dictionary<string,int> GetPoppedBloons(this InGame inGame);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
System.Collections.Generic.Dictionary<System.String,System.Int32>
Get's all existing Projectiles on the map
public static System.Collections.Generic.List<Projectile> GetProjectiles(this InGame inGame);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
System.Collections.Generic.List<Il2CppAssets.Scripts.Simulation.Towers.Projectiles.Projectile>
Get the current Simulation for this InGame session
public static Simulation GetSimulation(this InGame inGame);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
Il2CppAssets.Scripts.Simulation.Simulation
Get the current instance of TowerInventory being used in this game session
public static TowerInventory GetTowerInventory(this InGame inGame);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
Il2CppAssets.Scripts.Simulation.Input.TowerInventory
Get the current TowerManager for this game session
public static TowerManager GetTowerManager(this InGame inGame);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
Il2CppAssets.Scripts.Simulation.Towers.TowerManager
Get every Tower that has been created through the Tower Factory
public static System.Collections.Generic.List<Tower> GetTowers(this InGame inGame, string name=null);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
name
System.String
Optionally only get Towers whose TowerModel name is this parameter
System.Collections.Generic.List<Il2CppAssets.Scripts.Simulation.Towers.Tower>
Get's the UnityToSimulation for this game
public static UnityToSimulation GetUnityToSimulation(this InGame inGame);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
Il2CppAssets.Scripts.Unity.Bridge.UnityToSimulation
Returns true if the initial co-op handshake has finished and user has co-op game details.
public static bool IsCoOpReady(this InGame inGame);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
The game.
Returns whether or not the player is currently in a game.
public static bool IsInGame(this InGame inGame);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
Sells a tower
public static void SellTower(this InGame inGame, Tower tower);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
tower
Il2CppAssets.Scripts.Simulation.Towers.Tower
Sells multiple towers
public static void SellTowers(this InGame inGame, System.Collections.Generic.List<Tower> towers);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
towers
System.Collections.Generic.List<Il2CppAssets.Scripts.Simulation.Towers.Tower>
Set the Player's cash to a specific amount
public static void SetCash(this InGame inGame, double amount);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
InGame instance
amount
System.Double
Value to set cash to
Set player's health to specific amount
public static void SetHealth(this InGame inGame, double amount);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
InGame instance
amount
System.Double
Value to set health to
Set the player's maximum health to a new value
public static void SetMaxHealth(this InGame inGame, double amount);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
InGame instance
amount
System.Double
Value to set max health to
Set the current round
public static void SetRound(this InGame inGame, int round);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
round
System.Int32
Custom API method that changes the game's round set to a custom RoundSetModel.
public static void SetRoundSet(this InGame inGame, RoundSetModel roundSet);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
roundSet
Il2CppAssets.Scripts.Models.Rounds.RoundSetModel
New Round Set Model to use
Spawn bloons in game
public static void SpawnBloons(this InGame inGame, Il2CppReferenceArray<BloonEmissionModel> bloonEmissionModels);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
bloonEmissionModels
Il2CppInterop.Runtime.InteropTypes.Arrays.Il2CppReferenceArray
Spawn bloons in game
public static void SpawnBloons(this InGame inGame, int round);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
round
System.Int32
Spawn bloons in game
public static void SpawnBloons(this InGame inGame, List<BloonEmissionModel> bloonEmissionModels);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
bloonEmissionModels
Il2CppSystem.Collections.Generic.List
Spawn bloons in game
public static void SpawnBloons(this InGame inGame, string bloonName, int number, float spacing);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
bloonName
System.String
number
System.Int32
spacing
System.Single
Spawn bloons in game
public static void SpawnBloons(this InGame inGame, System.Collections.Generic.List<BloonEmissionModel> bloonEmissionModels);
inGame
Il2CppAssets.Scripts.Unity.UI_New.InGame.InGame
bloonEmissionModels
System.Collections.Generic.List<Il2CppAssets.Scripts.Models.Rounds.BloonEmissionModel>